Enemies
★・Duty Bound General (47,618 HP)
★・Fantasy Wolf (49,781 HP)
★・Fantasy Wolf (49,781 HP)
Team Recommendations
★・Team Setup: 1 healer, 1 guardian, 2 strikers, open slot
ㅤ✧・You need a guardian for this, and at least 2 attackers
ㅤ✧・Bring a unit with guard break if you cannot kill the wood wolf quickly
Stage Tips
★・The general cannot be damaged until the wolves are removed, so focus on them first.
★・Elements don't matter on the wolves.
★・The general will give your vanguards (strikers and saboteurs) attack boosts BUT you are not allowed to guard with them or else they will gain a huge attack decrease (150% ATK).
★・The general will grant your wardens (guardians) a skill to let them shield the whole party on an ultimate, but they will take true damage, so make certain you have over 40% health before you use your guardian.
★・General aoe ultimates at the end of turn 4 (every 3 turns).
★・Wolves ultimate at the end of turn 5, and they'll make you take 20% more damage from their specific element if they hit you. This repeats every 4 turns.
★・At the end of turn 7, light wolf will use diversion (his skill list is the diversion and tricks you), and the following turn he will hit slots 2/4. If this repeats again light wolf will do 1/3/5 the next time, then return to 2/4 and so on.
ㅤ✧・Please note you should not guard strikers/saboteurs or else they may lose all their damage, so try to either place them strategically or use a guardian to taunt and shield them instead.
★・On the same turn, wood wolf will use an abrasive maneuver and need to be paralyzed with a guard break so he does not aoe and kill you (or you can kill him too).
★・After the wolves are down the general needs to be brought to 1%. The same turn the wolves are down, he will hit you hard with an aoe attack, so you need to use a guardian ultimate on this turn (or make certain your party is all over 3900ish HP).
★・Make certain you are healed for the turn after since he will reduce your HP down to ~10%.