No Hit Roaring Knight In 7 Turns
Took a few days to do (including setup, as I couldn't find a save file online that had used violence in all CH3 encounters), but here it is! The most annoying part was probably the RNG on the stars attack, as it is extremely unpredictable due to the bullets having both random direction AND velocity, meaning you could get anything between a bunch of slow bullets coming towards you for free TP, or fast bullets going offscreen and earning less TP than you could have. I also spent a while on the final attack due to initially having pretty horrible positioning in the box for it, once I switched it up it to what I used here it helped a lot. Q&A Q: What items, armor, weapons, etc. did you use for this? A: *Kris* Saber10 Lodestone Twinribbon *Susie* ToxicAxe Jevilstail SpikeBand *Ralsei* PuppetScarf Lodestone Lodestone *Items* TensionMax Q: Can I have your save file? A: Sure! https://drive.google.com/file/d/1JmDo... Q: How are you doing so much damage with Rude Buster? Why is your ATK and HP so high? A: Defeating enemies violently grants a bonus to ATK and HP for the duration of the Chapter. I simply defeated all enemies up to this point via violence to maximize this bonus. Q: The title says 7 turns, but I see 10 in the video. Did you clickbait me?!?!?! A: The final 3 turns of the fight (i.e. the box divider attack, the Knight's hands glow turn, and the actual final attack) are all scripted turns that always occur after passing a damage threshold. Some of the first people to upload low-turn runs of this boss chose to exclude these scripted turns from the total turn count, so I've simply elected to follow their example. Q: Why didn't you use x optimization? A: Because it isn't necessary. The main difficulty of the run comes from not getting hit, as passing the damage threshold in 7 turns is quite easy even with the likely slightly sub-optimal setup that I'm on, meaning that further optimizations only serve to add difficulty for no real benefit.

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