Bug Fables+ Superboss Rush EX in 12 Turns (v1.1)

My magnum opus. 12 bosses, 12 turns. It was a bit of a journey optimizing everything to pull this off, but in the end I'm quite happy about how it turned out. Weaving in little bits and pieces to make this possible was a delight. But now I'll talk about the run. First and foremost is the addition of ink into this strat. Recently Ink Bubble (which made ink increase status resistance instead of decrease) got replaced by Paintball, which lowers enemy defense by one, and more importantly, gives half of the damage you deal on hit as tp. Without it, there was some danger of running out of tp even with No Pain No Gain and dizzy, but with it there's nearly no risk at all. Of course, it was a bit rng reliant to inflict both freeze and poison on Lief's attacks so that it wouldn't be wasted on Vi's weaker attacks, but ultimately it wasn't that bad. Speaking of Frost relay, team attacks give a good opportunity to spread the ink with Inkblot, which we can get started due to dizzy's self ko. Next I'll talk about the most problematic fights. Honestly, the first one that came up was actually Team Slacker at first since I was running out of tp, but the prior segment on using ink strats solved that pretty nicely. Up next was Holo TSM. 3 relatively tanky enemies who can block made it one of the most demanding in terms of item consumption, but luckily with double dip the Abombination strategy also gives turns for Vi to juice up Lief with empower, making it taxing but surmountable. After which would be Termite Knight due to his invincibility, but I've shown the strat to one turn him before, this time using empower instead of an item to save space for other fights. Then Mars, which as I've shown in a previous video is possible itemless, but that strat would require getting lucky with the Mars bud's targeting, so I opted to use some items to eliminate that risk. And finally Dark TSM, who are basically just Holo TSM but a bit tankier. Thankfully they don't get to ambush you in B.O.S.S. like they do during the quest you fight them in. Thankfully Jump Ant is put into the regular boss category instead of superboss, otherwise this would actually end up being impossible. And lastly, I'd like to take a moment to talk about how obscenely overpowered Spinout is. Yeah, I have no clue how such an absurd medal got added to this mod. And I'm not just talking about it in the context of 1 turning bosses. With both miracle matters it can literally work similarly to vanilla's Last Wind but 10x better, giving more turns AND healing a ludicrous amount of tp AND making the bug equipped with it functionally untargetable by enemies (though that last bit has more to do with Carousel tbh). I literally think that dizzy is one of the strongest strats they could have added even without Spinout, but it really manages to take it over the edge. Medal loadout code: H4sIAAAAAAAAC22PywkDMQxEG1JAo4+9vgbSQJJDYFtJ8auPcwtGbwaBRjLk/bo/H58ToBu+OJK+kkz/Cyokm7rL1g/QGRyVAKvQkY2opd30llHiXDKRs5tW9GBYNMTTzXSaR1g2MWZOryKkgzuwfe9gI47Dcv3JFC9+qxe37rpS+gAAAA==