Introduction
For the generic Tomorrow is a Blooming Day event guide, go here as in this guide we will only focus on the Boss Challenge: Clash of Floats part of the event.
Boss Challenge: Clash of Floats
Unlocked by clearing the first chapter of the event story, and the higher difficulties are progressively unlocked as you play through the event story.
The Clash of Floats is unique, having you fight multiple vehicles called Floats one after the other, with your Terminal being replaced by your own team’s Float, the Fortunia.
In this guide we’re going to cover the 300% difficulty, which shouldn’t pose too much of a threat to you as long as you keep a few key mechanics and advice in mind.
Pre-Fight Preparation
For this fight, an Engraving power of about A28-S30 is more than enough, and by playing around the mechanics properly the massive DR of the Bosses can be reduced heavily and their nukes can be interrupted or dodged.
Before diving into each of the Floats’ main gimmicks, a couple things can generally help you when preparing yourself:
- Each of the Float’s main gimmicks can be countered by the corresponding Terminal Skill, and all of the Bosses are capable of very high damage so try to always pick up the gifts to be ready.
- Make sure to always bring a ranged Echomancer or two to pick up the gifts more easily.
- A Tank is nice, but if you play multiple Strikers it isn’t necessary.
Key Mechanics
In this section we take a look at all the mechanics you need to keep an eye out for and how to counter them!
The Lulu Xpress possesses high Burst, mostly in the form of a charge and a flurry of projectiles during its second phase. Lastly, if it reaches its target it can perform an extremely fast and brutal 360 sweep that can instantly take down your squishy units.
To counter its DR mechanic and interrupt its attacks, the [Ultimate Fortune] Skill can be used.
Take the time to collect gifts and charge up your Terminal before it reaches mid HP, quickly kill the extra mobs during interphase to prevent it from healing (but don’t waste your Terminal Skills for that!), then prepare your burst to clear both its remaining HP and start bursting down Fortune Call.
Unlike the Lulu Xpress, Fortune Call is immobile for the whole fight and its DR mechanic is in the form of a very high strength Barrier, which can either be broken with the [Buck Parade] Skill or with enough projectiles (such as Scarlett’s Skill 2).
It is advised to quickly burst down the Fortune Call as its damage ramps up over time as it summons more helpers, and its most annoying attack is the Time Bombs it places on 2 of your Echomancers.
To counter this Skill, you can either:
- Burst down the Float before it gets to use it;
- Tag out one of your targeted Echomancers and swap inSu Xiao to protect from a potential one shot;
- Or if you have enough Defensive stats simply keep both targeted Echomancers away from any other allies to minimize the damage.
Final Float standing in your way, the Alpha No.1 joins the battle in flight, so it’s impossible to hit it with Ground units until you knock it down. In the same way, if you want to clear the bonus condition of ending the fight with our Terminal’s carpet bombing, it’s better to use it when there’s about 25% of the final HP bar left. As you’ll see in the videos, it’s very easy to miss by having way too much damage with your Echomancers.
The Alpha No.1 travels all the way to your Terminal, hovering above it and after a few seconds locks on a target, moving to it and then dealing constant damage in AoE. If the target unit is close to the Terminal it also damages it, so be careful!
The most important part of this final phase is to destroy the three Hot Air Balloons that keep the Boss up in the sky, since it not only allows your Ground attackers to deal damage but also controls the Boss for a long duration.
For that, you can choose to:
- Use the [Twin Koi Blaster] Terminal Skill, easily knocking down 2/3 of them;
- Have your Ranged Echomancer(s) placed away from the Boss so that they target the Balloons;
- Or completely ignore the mechanic if you’re playing with multiple Ranged Dealers or a strong single Ranged Carry and focus on quickly defeating the Boss instead.
Team Examples
Let’s go over a few teams. They have varying levels of Engraving Stats and Skills but all are capable of beating the Boss.
Note! Use the TABS below to check different teams.
Team #1 - The Wind Team
Sporting very high damage even just after a few seconds of fighting, this build is all about making
The combo of
If you do not have her and can’t get her from assists, you are better off using generic Traces that improve Triangle units like
Here’s the link to the more comprehensive guide about this Scarlett centric team:
Video
Here's a video showcasing a 300% clear with the team:
Team #2 - The Fire Team
A Fairly expensive and slow starting build, this Fire Team is extremely safe and sees a big ramp up in damage as the fight goes on and all conditions are met. Thanks to the naturally high defensive stats and the various Defensive Skills (both from Traces and from the Echomancers) you can slot in more Damage dealers or buffers, even though we still brought
While we can’t abuse
Here’s the link to the full review of Baili Tusu and the various builds you can go with:
Video
Here's a video showcasing a 300% clear with the team:
Team #3 - The Summoner Team
A classic take on the Summoner Team, the low VIT can be problematic if you don’t dodge, as most of the attacks are going to knock you out in one or two hits. Still, if you manage to position yourself correctly the damage is excellent and all 3 phases of the Fight can be cleared very very quickly.
All of the Traces are either Free SSRs, SR or assists, for a cheap build. You can definitely replace
PS: You can aim
Here’s the link to the Summoner team:
Video
Here's a video showcasing a 300% clear with the team:
Team #4 - The Corrosion Team
Simple Corrosion team,
For the Traces,
And once again, you can find more about the Corrosion team and its different setups there:
Video
Here's a video showcasing a 300% clear with the team: