Again, the floor is the witch, making longer timestops useless. Homu's been limited to dodging attacks or quick escapes. So unless you have a way of transporting the team in the air, that plans going to get shot down early.
Dense dagger upgraded to dense blade with hilt. [+5 Corruption]
Explosive blade launch unlocked with hilt. [+8 Corruption]
Sword juggling. [+15 Corruption] Less swords wasted. Run risk of getting swords knockedaway, but can still recover them. Hilariously worthless.
Wave Rend [+10 Corruption] A blade of magic ejected from your sword. Can cut through most materials rather easily.
Boost (OFFENSIVE) +10 to attack, -10 to damage avoidance rolls Defensive Abilities Armor Transformation. [+125 Corruption] [+30% to all damage avoidance rolls] [+1000% style] [No loss of mobility]
Co-Op Armor [+60 Corruption] Same effect as normal armor. Requires Kyouko's help.
Armor helmet. [+20 Corruption] [Extremely uncomfortable] [+5 to defense rolls]
Kite Shield [+35 Corruption] [+20 to defensive rolls]
Greatshield [+50 Corruption] [+40 to defensive rolls] [Will throw you off balance unless you have an equivalent weapon, resulting in a reduced attack roll] [Extreme dodge penalty]
Blade Block [+30 Corruption] Create a giant sword, embed it in the ground, and use it as a shield. Very impressive, very effective, but very costly. But it's cool-looking so that makes it okay. Only works with one attack.
Boost (DEFENSIVE) +10 to dodge, cannot change direction after boost
Quality of Life/Misc Improvements
Swordplay Greatly improved. (+40 to rolls) (+45 to damage avoidance rolls)
Kyouko Bonus. (+45 flat bonus)
Aiming hilt. [+20 Corruption] Reduces the cost of shooting items, and can easily be stored and reused after the start of a battle. A holster of some sort is recommended. [Adjusted to reduce diet Mami]
Armor holsters. (Can use two pistolhilts throughout a battle).
Whip Sword. (Mode Change). Allows for grappling. It's not quite as strong as outright hitting something, but it allows the user to whip towards something quickly, and can easily serve as an escape option. Debuffs
[x]Boost up with Akane, have Homura grab both of you, and attack it from timestop.
You grab Akane and leap into the air. She blinks twice, before you turn. 'Homura!'
The world freezes just as the Doll turns her head to look at you. "Somehow...I don't believe that whatever you have planned will work." Homura says.
As she does, you heal over the wound in your stomach and your own arm.
[x] Use magical platforms to prolong the timestop by leaping off of them.
You keep boosting upwards to keep gravity from taking hold.
[x] Wave rends and fire fists from multiple directions. Aim for the arms.
"Akane!" You shout. "Firefists."
She raises her fists and begins to punch as much as she can while you spam Wave Rends.
[x] Exit timestop, and attack it again to distract it from Tokyo's assault, if necessary.
You let go of Homura with Akane following suit. And with that, time resumes. A series of wave rends slam into the Doll, and the fists result in a series of enormous, fiery explosions. The team stares as blue and orange smoke rise from the impact site, before you see Yuri firing at it with her cannon.
The ball hurls harmlessly into the cloud, before coming out the other side, wrapped in smoke.
We have already used a similar strategy, and it wasn´t a total failure.
The thing is that in the timestop when you the hihs that you are not longer in contact floats in the air we could just leve the spear floating, and since we have already used to move 3 girls at the same time those atacks from the timstop should, at least, be possible
We have around 6 and Homura probably has more or less the same, but we can´t afford to use a deffensive strategy with the doll, it´s just too strong and to quick for that, I belive our best option it´s to deatroy her causing a massive damage before she obliterates us, or if anybody has any other idea of where we should be focusing intead of the doll, I´m listening
Don't count on timestop lasting much longer. Pre occupy the doll (head shots or getting rid of that sword sounds good). While the other group goes after the gear.
I suppose we haven't tried it before, but it seems like her senses encompassing the whole city will negate the advantage of taking her head off, unless it defies all expectations and turns out to be vital to the doll.
The doll's pretty damn fast, and each turn we seem to incur some healing costs regardless of whether we attempt to attack it unless we go for broke and incur a shitload of cost either timestopping or using the super spear. You'd need a pretty damn good plan to successfully stall without just getting shredded.
Or we fight the doll. Because ya know the doll is the thing currently slaughtering the shit out of the team, and the gear or whatever is just sitting there keeping the witch floating.
Or we fight the doll. Because ya know the doll is the thing currently slaughtering the shit out of the team, and the gear or whatever is just sitting there keeping the witch floating.
The Doll exists because of Witch logic. We're supposed to fight it. Moid said Akane and Kyouko had the right idea, and they went after the doll. We kill the doll, the question is how.
[x]Attack the doll.
Going to edit if a more thought out version appears, but this is vital.