Talk:Tower of the Flaming Sword of Fire/@comment-70.51.2.188-20170901193659/@comment-3125054-20170902063721

During the last tower event, my 4th team consisted of LR True Wolf Fenrir, GUR Ymir, LR Bright Ammy, GUR Flashdance Lantz, GSR Ridill. This team was actually the most consistent team I had, even though the other 3 had multi-hit cards. However, it's also the slowest in taking down the enemy. Making this team work needs somewhat precise counting, in terms of locking up the enemy for the exact number of turns needed to deal the KO gauge break. After the gauge break, do 5 normal taps as well as any LR custom skills. After the gauge is restored, lock up again the exact number turns needed to hit another gauge break.

From my observation in the last tower event, an event GSR needs a lock up total of 6 turns, meaning a 6 hit combo. The 7th hit will be for basic points since the enemy will be moving by then, but it's just enough to break the KO gauge. A non event GUR of the correct element needs a 7 hit combo and a basic 8th hit to break the KO gauge. If you can't finish off the enemy during the first KO chance, then repeat the pattern till you get to a second or third KO chance. Awoken burst isn't necessary for this to work, but if it does trigger during KO chance, then all the better to tap with