Silver Fairy Blade
Level 5
Attacks Per Turn: 5
Affinities: Magic
Ability: Spell Boost
Silver Fairy Blade
Level 4
Attacks Per Turn: 4
Affinities: Magic
Ability: Spell Boost
Doublespeak
-FAIRY can cast two spells in a single action.
Perpetual Motion Mage
-Every time Blink is cast, reset spell limit.
Right, to facilitate possible discussion, here's the breakdown of our Voidstoppers and their shtick.
1) They have a respectable number of actions per turn (4 for one, 5 for other)
2) They can teleport however many times they have actions, because
Blink resets their spell limit.
---2a) This also means that if they
do have actions remaining, they can still
Blink away before our attack hits them. Unless it's an
Arcane Slash.
3) They can also cast (powerful) spells at the same time as they teleport, taking advantage of Doublespeak and resetting spell limit.
In summary, we're looking at annoyingly elusive opponents playing hit-and-dodge tactics with what passes for high explosives.
I doubt I need to tell you that this combination makes most of their current opponents largerly superfluous. By my assessment, Hell Beasts and Defiance are the only remaining combatants on our side that will matter. I think.
What we can do:
---Attack one of the fairies with
Arcane Slash in close range, if they try to bait us.
------Currently
Arcane Slash has 900 damage, isn't enough to meaningfully damage them. We can at most (846 total, 300 to level 10, 460 to level 14 after that) upgrade it to level 14, giving it 2100 base damage. Mostly ineffective against their MM of 5000, 6000, unless Echo trigger allows to combine damage together. Then it becomes viable for at least one kill.
---Direct Hell Beasts to shoot them, forcing them to exhaust their action pool. Expect them to drop anti-air spells like
Warbook: Aether Swarm at us in response.
---Cast
Conundrum and attempt to blind them. They seemingly lack any explicit adaptations that would have them power through the flash to fight effectively.
------
Shared Conundrum probably facilitates this.
---Purchase Laser for our Stardust Striker, and hope that it's both a sword beam, and a lightspeed attack.
---Purchase Deny The Reaper or Guardian's Excellence, and hope they're somehow relevant
---Purchase another level of Improved Perception and hope it makes us fast enough to hit the enemy before they teleport away (it only boosts perception and reaction time though...)
---SOMEHOW contact General Argus and convince him to swat down those Faeries while we deal with the Imperial Golem.
I'm entirely
not serious here guys.
------Though given that his spell has Hypersonic 4, it's entirely a valid use for it. They simply shouldn't be able to react fast enough. Meanwhile we have our spear and the
Paradox Charge to make our damage against the Imperial Golem relevant.
------Same as above, except contact him and attempt to synchronize our
Arcane Slash with his
Conqueror's Wave.
@Naron -
1) can we attempt a synchronization between a
Perpetual Caster echo of
Argent Star, and an
Arcane Slash? Presumably the former triggers on its own, and the latter is what Heidi casts at the beginning of her turn. NOT NOW, but sometime later? Will it require the exploit about timing a normal attack with the echo of Argent Star (we have that one as a trainable exploit).
2) can Heidi forcibly make Shared Conundrum-made shells flash with blinding light without needing them to be hit first. Note - I expect that enemy spells will make those bright flashes of light happen if they hit anyway. Whether it'll be effective against Voidhoppers that are teleporting away in the same breath as they cast those damaging spells is another matter entirely.
3) Echo does add up the damage of
Arcane Slash together, right?
4) can Heidi instantly track where the Voidhoppers teleport to, by "following their spells' contrails" or something with her magic-sight and/or magic-hearing?
5) just to confirm or eliminate the possibility - is asking General Argus for help and/or to exchange opponents an option?