Fighting Spirits

Cheat Sheet

Assigned Spots

lc1 Starts on m11. Moves to maA.

lc2 Starts on m22. Moves to mbB.

lc3 Starts on m33. Moves to maA.

lc4 Starts on mdD. Moves to m44 after 2 jumps, then to mdD.

Mechanics

When castFighting Spirits begins, each player will receive a marker above their head, with 1 to 4 dots. This represents the order that bossGorai will jump on players later.

When castFighting Spirits resolves, each player will be knocked back from bossGorai (This can be resisted). Shortly after bossGorai will become untargetable and begin jumping on players.

For each jump, bossGorai will turn to face the next target, and performing a very large cross AOE on the target. This cross will be oriented based on the direction that bossGorai jumped. This AOE applies a vulnerability on anyone hit, killing them if they are hit by two jumps.

If anyone is dead when castFighting Spirits begins casting, they will not receive a marker. When bossGorai is scheduled to jump on a missing number, he will pick someone at random, most likely causing a death.

There is little time after exaflares before the markers go out. Resses must be done very quickly if anyone dies during exaflares.

Strategy

Arena with Markers

Each player will stand on the number marker which matches the icon above their head. The 1, 2, and 3 players can move to their markers as soon as the knockback resolves, however the 4 player must wait on the mdD marker for 2 jumps before moving onto m44.

After being jumped on, each player must move to the letter marker which matches their number marker’s color (Except m33, who moves to the maA marker). The timing for this is a bit tight. Move as soon as bossGorai leaves the ground.

If you are not skipping Malformed Reincarnation, you will need to save sprintSprint for that mechanic.

Timeline

POVs

1 marker POV

4 marker POV

Used Knockback Immune.