Great Rift Rules
Great Rift Boss information was adapted with help from Vyke from the Official CZN Discord.
Vanguard / Rearguard
Increase Damage Amount of Passion Cards by 50%
Increase Damage Amount of Basic Cards by 100%
The Rearguard team will have a maximum card creation limit of 7 cards in a single turn.
For the Rearguard, when a base 3-Cost or higher [Quietus] card is activated, applies 1 Safeguard to the Boss Monster. Anti Dream World
Safeguard
Decrease Damage Amount taken by 10% [for each stack] (up to 9 stacks)
+0.5% Same-Season Save Data Score Bonus to Final Score (max 6 stacks)
There is a max ceiling to the amount of score that can be acquired from the Damage Amount inflicted by a single Attack Card
You will gain Combat Score based on the Damage Amount, and once you reach a certain threshold of damage, the score you receive in this manner will gradually be reduced
Limited to 10 turns for the Vanguard and 5 turns for the Rearguard. Turns left over from the Vanguard will increase the Rearguard’s turn limit (max 5)
Attack Patterns
Attack percentage values were recorded on Hell difficulty.
Boss Action Count Explanation: Vanguard -> 5/8 <- Rearguard
REGARD
Name | Condition | Effect |
|---|---|---|
Regard | Activate after 5/8 Action Count(s) | 716% Damage |
Regard: Deepened | Activate after 3 Action Count(s) | 716% Damage x 2 1 Rapid Speed |
Regard: Judgement | Activate after 5/7 Action Count(s) | 350% Damage x 2 1 Morale, 2 Designation |
RUPTURE
Name | Condition | Effect |
|---|---|---|
Rupture | Activate after 2 Action Count(s) | 1 Morale, 1 Rapid Speed, 1 Designation |
Rupture: Deepened | Activate after 2 Action Count(s) | 1 Morale, 1 Rapid Speed, 1 Designation |
FRACTURE
Name | Condition | Effect |
|---|---|---|
Fracture | Activate after 5/8 Action Count(s) | 1 Vulnerable, 2 Weaken, 1 Designation |
Fracture: Deepened | Activate after 3 Action Count(s) | 1 Vulnerable, 2 Weaken, 1 Rapid Speed, 1 Designation |
Fracture: Judgement | Activate after 4/6 Action Count(s) | 2 Vulnerable, 2 Weaken, 2 Designation |
ENLIGHTMENT
Name | Condition | Effect |
|---|---|---|
Enlightment | Activate after 2 Action Count(s) | 1138% Damage 1 Morale, 1 Rapid Speed |
Enlightenment: Deepened | Activate after 2 Action Count(s) | 1138% Damage 2 Morale, 1 Rapid Speed |
Enlightenment: Condemnation | Activate after 4 Action Count(s) | 1626% Damage 2 Morale |
Enlightenment: Absolution | Activate after 9 Action Count(s) | 858% Damage |
MISCELLANEOUS
Name | Condition | Effect |
|---|---|---|
Destruction | Activate at the end of the turn | When Discernment is not used, 999 Stress to all Combatants |
Judgement | Activate after 1 Action Count(s) | 4554% Damage |
Vanguard
Skills
Regard - At the end of the turn, decrease Regard by 1. On removal, change action.
Designation - On taking action before the end of the turn, change 1 card(s) in hand [for each stack] into Chastisement for 1 turn. At the start of the turn, change to 1 Designation
Encroachment - Increase Damage Amount by 40% [2% for each stack]. When a card is Discarded through an ability, decrease Encroachment by 1. If this isn’t removed within a certain number [2] of turns, for each Encroachment, gain Morale [1] and apply Vulnerable [1], then change into a strong attack action. When removed or after a certain number [2] of turns, move absorbed cards to Draw Pile.
Rapid Speed - Reduce Action Count by 1 [for each stack] (up to 9 stacks).
The Watching Eye - On taking action before the end of the turn, 1 Regard.
Extra Action - Can act continuously.
Action Sequence
Phase =/= Turn
Start of Battle
Gain 3 Regard
Gain 1 Designation
Gain Extra Action
Begin Phase 1
Rearguard
Skills
Regard - At the end of the turn, decrease Regard by 1. On removal, change action.
Designation - On taking action before the end of the turn, change 1 card(s) in hand [for each stack] into Chastisement for 1 turn. At the start of the turn, change to 1 Designation
Encroachment - Increase Damage Amount by 40% [2% for each stack]. When a card is Discarded through an ability, decrease Encroachment by 1. If this isn’t removed within a certain number [2] of turns, for each Encroachment, gain Morale [1] and apply Vulnerable [1], then change into a strong attack action. When removed or after a certain number [2] of turns, move absorbed cards to Draw Pile.
Rapid Speed - Reduce Action Count by 1 [for each stack] (up to 9 stacks).
The Watching Eye - On taking action before the end of the turn, 1 Regard.
Extra Action - Can act continuously.
Elasticity: Perseverance - On 7 or more Hits from a single Targeting Attacks, gradually decrease Damage (max 1). Immune to effects that increase Action Count.
Safeguard - Decrease Damage Amount taken by 10% [for each stack] (up to 9 stacks).
Martial Technique - Increase Damage Amount of Basic Cards by 300%.
Action Sequence
Phase =/= Turn
Start of Battle
Gain 3 Regard
Gain 1 Designation
Gain Extra Action
Gain Elasticity: Perseverance
Begin Phase 1
Observations and Rift Strategy
This Great Rift heavily punishes the use of too many actions, as you can see the Boss will gain infinite Rapid Speed if doing actions on turns other than the ‘Stun’ Turn (typical Turn-3, Turn-6, Turn-9) which means for Turns 1-2, 4-5, 7-8 it is recommended to not play more than 6-7 non-[Haste] non-[Combo] cards, this is also why [Combo] Divines were crucial for this Great Rift.
Deck Recommendation:
The above deck was used by Aco for Rank 1-2, variations are possible and most players just use an empty or small deck unit in place of Nia. The major thing to keep in mind is just not letting the boss act on the mentioned turns in the Rift Strategy note.
Above deck was used by Horo for Rank 1. Keep in mind that for the Faceless Woman Card to work, you need to have Sylvia (Heidemarie's Limited 5-star Partner) as you need to apply [Link] to Tenebria's Arpeggio. Moreover, the above deck does less damage than the Nia variation (outside of GR) and Horo has better stats and higher refines than Aco alongside the 5% score buff from using an additional S3 deck, which contributed to Horo's win, but the consistency of the set-up is undeniable and variations using Heidemarie, Veronica, or Adelheid to do similar things can fully replace Narja's role as she is merely one of a few efficient users of the Sylvia draw strategy.
Observations
Regard sometimes bugs visually and shows 2 more after Absolution Phase.
Bloody Pendant (action count decrease prevention) does not work.
Tenebria's E6 is one of the biggest damage increases in the game (1.25x to 1.4x total damage), most Top-10 Tenebria's were E6 and that's something worth considering when optimizing for this Great Rift.
