It would be downgraded to lethal which he can heal.
Except using TRD prevents us from
dodging, which we're better at, and GCD makes us better at. As a round one response, TRD is good because it provided us with two point semi-perfect Qi blocking.
But our Insight covers that, at least somewhat, which leaves GCD. GCD provides a point of
perfect defense that TRD can't block, negating an aggravated damage, adds six dice to all our defenses as compared to TRD's four dice to physical only, and increases our movement speed.
Zhengui doesn't. My point is many people are talking about ganking Dhartiri first, but shouldn't that because easier after we buff up? I don't expect Sun to have much in the way of group buffs.
Our buffs are defensive in nature, they don't help our attacks.
And Zhengui
does have defensive techniques:
Ingraining Roots: oo
Cost 4 qi
Zhengui channels his qi through the roots of the plant life around him, allowing him to better sense his surroundings as well as drawing in further strength. While active, Zhengui's speed is reduced by half, but he gains a four die bonus to perception rolls, his armor increases by one and he gains a six die bonus on all defenses. In addition Zhengui may spend two qi to regenerate his armors durability by one as a free action while active. Lasts four turns.
Volcanic Stone Shell: ooo
cost 4 qi
Instant, Reactive
Zhengui infuses his shell with withering heat and stony resilience, burning bright with a volcanic blaze. Adds a four die bonus to physical defenses, and an additional two against melee attacks. On clashing with an enemy in melee, Zhengui counters with a DV 4 fire attack at a three die bonus which deals one point of bonus semi perfect damage. This effect lasts two turns.
If we stand in one place and let Sun Liling whale on us in melee range then we will certainly die before we do anything useful.
What do you think GCD is FOR!? Or the insight we
just obtained? The combination keeps us
moving, rather than
standing still the way 'tank with TRD' did in the last round. This time, 'Full TRD use' means we get HRA, TRU, and GCD round one. This means we're keeping
out of melee range, except for that first hit - which we
won't be getting away from.
We get the multi attack bonus from the FVM gribblies even if she shrugs off the save or suck.
In order to accomplish our goal we need to get lucky. The more rolls and more decisions Liling has to make the more likely it is that we spike one and make ourselves look good or learn something about Liling.
The gank D-ri plan, OTOH, does not make sense. We know that D-ri can appear or disappear almost at will, especially in a jungle. Every indication is that she won't appear until Liling is in our face dealing blender damage, and that if we did manage to harm D-ri she would just disappear for a while. What new information do we gather by lashing out at D-ri as we get blendered?
Multi-attacker penalties aren't all that much, not without the Worms and Pressure Crack backing them up, both of which we've already shown, so she'll be wary of it (and already has a counter).
The better our plan is the less luck we'll need. Better to be lucky than good, sure... but it's smarter to plan on
not getting lucky, or having luck turn against you, by minimizing the places where you
need to get lucky. You are actively hoping to get lucky. How's about
no.
By not
standing still, by providing targets for her to go for (Zhengui, Horror - either of which is a valid target, the former for the healing and the latter for the temp health boxes), then hitting her with HC and WEC as soon as she pops up. Or deploys her flower field, which she'll need to manifest for. Hell, if she deploys her field we should absolutely pop WEC - it drains Qi from anything
with Qi, and those damn flowers clearly have Qi, which will help us out a great deal.