Uploaded June 2022 | Updated September 2026, 3 weeks ago
32 Risk clear without Saileach or Nearlter!
Indispensables: (Can't do without!)
Nightingale (Max Level, S2M3, Module upgraded) - Squad protection
SilverAsh (Preferably Max Level, at least Lv80, S3M3) - Helps deal damage with Chalter in early waves
Projekt Red (At least E2, Preferably with mastery and Module upgraded) - Needed to stun Envy and prevent escapes in general.
Phantom (At lease E2, S3, Preferably with mastery Module upgraded) - Needed to push two smarties away to prevent escape, and to prevent ink bomb usage; also needed for extra stun power
Bagpipe (At least Lv70, S3M3) - Important to hold early mobs at bay!
Myrtle (At least E2, S1M3, Max Potential) - DP printer #1
Elysium (At least E2, S2M3, Preferably Max Potential) DP printer #2 and slows mobs
Surtr (Max Level, S3M3) - Main killer #1
Ch'en the Holungday (Preferably Max Level, at least E2 Lv80, S3M3) - VERY IMPORTANT MOB KILLER for first waves before boss
Ifrit (Preferably Max Level, at least E2 Lv80, S3M3) - Shield destroyer
Replacables
Zima (Preferably Max Level, at least E2, S1M3) / Siege S1M3 or Saga S3M3 - Important for DP generation and holding early mobs at bay
Saria (At least Lv80, S2M2, M3 if possible) / Mountain (Preferably Max Level, S2M3) - BOSS TANK, CANNOT DO WITHOUT!
00:26 - Early wave after Smarty suicide
Deploy Myrtle immediately and activate S1 right away. Put Zima, then when available, Elysium. Zima will generate DP, deploy Bagpipe after 1 second.
Another Smarty suicide at the center will occur. Activate Elysium S2 after the suicide.
DO NOT ACTIVATE BAGPIPE S3 YET.
Myrtle S1 will become available, activate it ASAP. When enough DP is available, deploy Chalter as seen in the video facing up.
01:15 - First Blindey
When Blindey lands, activate Bagpipe S3 and start killing mobs.
Zima will generate DP at this point. As soon as Bagpipe kills enough mobs to free up block count, retreat her, and put Surtr in the white tile to stop the Blindey, facing down. Sometimes some mobs will slip from Bagpipe, that is okay, it will not ruin the run. If that's the case, as soon as the escaping mob is in range, YOU MUST activate Surtr S3. Do it while the approaching mob is at her 10'oclock, to allow her to kill the mob easily, if in full health.
Allow Bagpipe to kill more mobs until her S3 runs out. Depending on how much health the mobs have left, let her kill the remaining mobs or allow Surtr to finish it off. She MUST retreat as soon as Envy appears.
If no mobs escape Bagpipe, let the Blindey pick off Surtr until she has low health, but not enough to activate her UNDYING RAGE, then activate S3. This is done so that she can maximize her health.
At this point, Elysium S2 may be available. Activate it as soon as it becomes available, VERY IMPORTANT as the cooldown will matter for the next phase! If you're lucky, it will coincide with an escaping mob, you can use it. Just use it right away!
Myrtle S1 may become available as well at this point. Activate it then retreat her as soon as the S1 ends. VERY IMPORTANT to free up deployment slot!
02:01 - Envy appears.
If you haven't retreated Bagpipe yet, DO IT NOW! Her DP return will be very important for Nightingale. Deploy Nightingale beside Chalter facing left.
As soon as Nightingale's skill is available, activate it immediately to allow Surtr to last long enough to kill extra mobs.
Envy will approach and attack Surtr. That is fine. What is NOT fine is the charged attack! This will change the Ming (white) into Hui (black) and that will ruin the run! It will become very important later in the last Blindey rush, so make sure it does not change!
To prevent the above, stun the Envy with Projekt Red (and only her) without stunning other mobs. (very important as this will matter when Chalter activates S3!) Retreat Red right away!
Now pay attention to the Smarty from the right. When it is directly in front of Chalter, THIS IS YOUR CUE TO ACTIVATE S3. This is very important as it will slow the Smarty sufficiently to collide with another Smarty at the far corner where only Surtr will take the hit.
When done correctly, Surtr will last long enough to pick out the left mobs. At this point, get ready with your Phantom. Surtr will retreat at any point of the moment. Two Smarties will appear as well from the left. In other runs, they were eliminated using the ink bombs. WE WILL NOT DO THAT HERE.
Just before the Smarties emerge, deploy Phantom to push them back far enough for Chalter to finish off. Right after Surtr retreats, deploy Silverash above Chalter and Nightingale's cage in any spot without the ink mark.
03:06 - 2nd Blindey Wave
In other videos, they used Phantom to stall the Blindey here. But since we used Phantom to push the Smarties back, we need Red for this.
Keep an eye on the cage as it will get consumed soon. Also, activate SilverAsh S3 when it becomes available.
As soon as the first Blindey moves, deploy Red and retreat her immediately.
TO BE CONTINUED IN PINNED COMMENT!
32 Risk clear without Saileach or Nearlter!
Indispensables: (Can't do without!)
Nightingale (Max Level, S2M3, Module upgraded) - Squad protection
SilverAsh (Preferably Max Level, at least Lv80, S3M3) - Helps deal damage with Chalter in early waves
Projekt Red (At least E2, Preferably with mastery and Module upgraded) - Needed to stun Envy and prevent escapes in general.
Phantom (At lease E2, S3, Preferably with mastery Module upgraded) - Needed to push two smarties away to prevent escape, and to prevent ink bomb usage; also needed for extra stun power
Bagpipe (At least Lv70, S3M3) - Important to hold early mobs at bay!
Myrtle (At least E2, S1M3, Max Potential) - DP printer #1
Elysium (At least E2, S2M3, Preferably Max Potential) DP printer #2 and slows mobs
Surtr (Max Level, S3M3) - Main killer #1
Ch'en the Holungday (Preferably Max Level, at least E2 Lv80, S3M3) - VERY IMPORTANT MOB KILLER for first waves before boss
Ifrit (Preferably Max Level, at least E2 Lv80, S3M3) - Shield destroyer
Replacables
Zima (Preferably Max Level, at least E2, S1M3) / Siege S1M3 or Saga S3M3 - Important for DP generation and holding early mobs at bay
Saria (At least Lv80, S2M2, M3 if possible) / Mountain (Preferably Max Level, S2M3) - BOSS TANK, CANNOT DO WITHOUT!
00:26 - Early wave after Smarty suicide
Deploy Myrtle immediately and activate S1 right away. Put Zima, then when available, Elysium. Zima will generate DP, deploy Bagpipe after 1 second.
Another Smarty suicide at the center will occur. Activate Elysium S2 after the suicide.
DO NOT ACTIVATE BAGPIPE S3 YET.
Myrtle S1 will become available, activate it ASAP. When enough DP is available, deploy Chalter as seen in the video facing up.
01:15 - First Blindey
When Blindey lands, activate Bagpipe S3 and start killing mobs.
Zima will generate DP at this point. As soon as Bagpipe kills enough mobs to free up block count, retreat her, and put Surtr in the white tile to stop the Blindey, facing down. Sometimes some mobs will slip from Bagpipe, that is okay, it will not ruin the run. If that's the case, as soon as the escaping mob is in range, YOU MUST activate Surtr S3. Do it while the approaching mob is at her 10'oclock, to allow her to kill the mob easily, if in full health.
Allow Bagpipe to kill more mobs until her S3 runs out. Depending on how much health the mobs have left, let her kill the remaining mobs or allow Surtr to finish it off. She MUST retreat as soon as Envy appears.
If no mobs escape Bagpipe, let the Blindey pick off Surtr until she has low health, but not enough to activate her UNDYING RAGE, then activate S3. This is done so that she can maximize her health.
At this point, Elysium S2 may be available. Activate it as soon as it becomes available, VERY IMPORTANT as the cooldown will matter for the next phase! If you're lucky, it will coincide with an escaping mob, you can use it. Just use it right away!
Myrtle S1 may become available as well at this point. Activate it then retreat her as soon as the S1 ends. VERY IMPORTANT to free up deployment slot!
02:01 - Envy appears.
If you haven't retreated Bagpipe yet, DO IT NOW! Her DP return will be very important for Nightingale. Deploy Nightingale beside Chalter facing left.
As soon as Nightingale's skill is available, activate it immediately to allow Surtr to last long enough to kill extra mobs.
Envy will approach and attack Surtr. That is fine. What is NOT fine is the charged attack! This will change the Ming (white) into Hui (black) and that will ruin the run! It will become very important later in the last Blindey rush, so make sure it does not change!
To prevent the above, stun the Envy with Projekt Red (and only her) without stunning other mobs. (very important as this will matter when Chalter activates S3!) Retreat Red right away!
Now pay attention to the Smarty from the right. When it is directly in front of Chalter, THIS IS YOUR CUE TO ACTIVATE S3. This is very important as it will slow the Smarty sufficiently to collide with another Smarty at the far corner where only Surtr will take the hit.
When done correctly, Surtr will last long enough to pick out the left mobs. At this point, get ready with your Phantom. Surtr will retreat at any point of the moment. Two Smarties will appear as well from the left. In other runs, they were eliminated using the ink bombs. WE WILL NOT DO THAT HERE.
Just before the Smarties emerge, deploy Phantom to push them back far enough for Chalter to finish off. Right after Surtr retreats, deploy Silverash above Chalter and Nightingale's cage in any spot without the ink mark.
03:06 - 2nd Blindey Wave
In other videos, they used Phantom to stall the Blindey here. But since we used Phantom to push the Smarties back, we need Red for this.
Keep an eye on the cage as it will get consumed soon. Also, activate SilverAsh S3 when it becomes available.
As soon as the first Blindey moves, deploy Red and retreat her immediately.
TO BE CONTINUED IN PINNED COMMENT!










