
::bert stare::..Sigh, sounds like your group just sucks...
Turn 1: Is good to have a melee dps because they can pop the tail on purpose to help take dmg off the tank. They also have more health than brd's and blms and make better add spawners if the off tank can't get to the platform.
Turn 2: Gravity Field... This is why you go right instead of left and get rid of gravity well and pacman. Only groups with no melee should go left, and then you don't have a single target LB.
Turn 3: Easy
Turn 4: Melee is nice to have to LB the knight in phase 6, and to break stone skin on Knights Fast as crap.
Turn 5: Dunno yet, still working on turn 5.
Wat?
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