Ash Echoes – Shriek Party Sim Raid

Written by Reineau

Overview

The Shriek Party, Sim Raid edition, is here and oh boy does this Rock band shred our HP…

The Boss stands at 2.5 billion Health for 250% and 5 billion Health for the 300%, making them very beefy and intimidating at a glance. Their damage is also through the roof but some key elements of team building are going to help a lot in surviving, and eventually defeating them.

Reminder that this is NOT a speedrun guide and if achieving the highest score is your goal, we recommend checking out other, more competitively oriented guides from the community.

Core Elements

  • Barriers: The most important utility in this fight is the ability to spam Barriers, by a long shot. The damage inflicted by the Boss is absurdly high because of [Mental Toxication], however it is thankfully almost entirely mitigated by Dome-shaped Barriers. The musical notes inflict devastating AoE damage to both your Echomancers and the Terminal, and so do the blast waves emitted at high frequency by the Boss. If the damage taken is a problem to you, having one (just one to spread them across your teams!) of Luke – Kylin – Tian Ruo is a no brainer. Honorable mentions for Longqing and the Dome Barrier skill of the Terminal;
The Barrier fully protects everything inside of it from the Blast Waves, however the Musical Notes’ explosions can still damage through them if they land right next to the barriers, like it was the case for our Terminal in this screenshot.
  • Stay close to the Terminal: If you’re like us and can’t burst down the boss extremely fast, chances are your Terminal is going to take a withering amount of DPS that will result in a Game Over before you even get to unlock its skills, especially on any low TRM build. For this reason, keeping your entire team huddled next to the Terminal and spamming the Barriers mentioned above is key to take the fight beyond 1 minute, or even going the distance and lasting all 2 minutes per team if you need to rely on a “carry” team or 2 if you can’t field 3 powerful lineups;

For all teams we used a similar placement as the one showcased here, entirely ignoring the Spotlight mechanic as that didn’t protect our Terminal whatsoever. Slightly moving down your Barrier Echomancer and bringing your Support where Luke is can work better, so do test it a bit to see what’s most comfortable for you.

  • Team Order matters: The Boss’ moveset changes depending on the current HP bar, so the order in which you place your teams has a big impact. In our experience, the 1st and 3rd HP bars are the toughest, due to the sheer amount of damage the Boss inflicts during those phases and the numerous mechanics that need to be watched out for. Secondly, the 2nd and 3rd phases feature hordes of trash mobs that are perfect targets for certain Skills such as Getting Into The Swing or Life Harvest;
  • Like before, exploit the Metronome: Just like the Shriek Party Joint Training, the Metronome is here and successfully using its burst windows is key. Keep in mind that the Metronome applies a permanent 50% Damage down debuff to your team past the first HP bar taken with each team. this is the modifier that makes you swap teams after each bar, unless one or two of your teams are much stronger than the rest, in which case you have no choice but to keep going despite the debuff;

Pink aura and arrows going up means the Metronome is buffing your damage, blue with arrows down means damage debuff

  • Avoid Necromancer Teams if possible: It is almost impossible to properly exploit the exceptional damage of the Necromancer setups in this encounter, as both the timings and the DoT inflicted by the Boss really impede you. Without Gauya, your resurrected carry dies 2 seconds after being revived by Su Xiao due to the [Mental Toxication], and with the 1.6 billion HP of each bar managing to take all of that out in 2 seconds seems way more trouble than it’s worth. Even with Gauya, you still only have 10 seconds to deal this damage, and you might not have had time to fully ramp up your buffs on top of being susceptible to the Metronome damage down if your timing isn’t extremely precise;
This is the damage taken from a single Blast Wave, resulting in a 0.0 second kill of all 4 fielded Echomancers… yup.
  • Massive DR on 1st phase:  On 300% difficulty the Boss gains an extra 50% DR, making the first HP Bar the toughest one to burst through. It’s advised to field a resilient team with very high DPS to exploit multiple Burst windows as easily as possible. In our case the choice was to go with the Cen Ying + Boreas combo, ensuring a very strong DPS further amplified during Cen Ying’s Ultimate. On the Contrary, if you’re confident enough slotting in a one-hit kill type of team like Feng could be considered, however we found that much harder to properly utilize compared to the photographer’s unstoppable legions of drones.

Teams

Here are the 3 teams used to clear the 300% Difficulty. The dupes are obviously helpful for damage, especially once the first HP Bars are depleted each fight, but they shouldn’t matter when it comes to survivability. For the Memory traces, if you are more limited in Skill Points/Stats due to lower dupe amount, prioritize the Main Skill, the 4 Inherits and the main Damage Stats (do not ignore TRM if you cannot maintain 100% uptime on Barriers)

Cen Ying:

Cen Ying + Boreas core, with Luke spamming Barrier every 20sec. Boss to kickstart the team’s Ultimate charges as 1st phase is tough to survive early on. Su Xiao can be ignored, but is a safety net for Cen Ying should you need it. The Dupes here are only relevant to Cen Ying, however Luke’s dupes 1 and 3 help his resource management a lot. Overall good dupes to have but unnecessary for sub 1min fights.
Here Yuqi only starts to help once the Water Zones are generated, which happens about halfway of Cen Ying’s Ultimate, so if you want a faster MVIC setup bring an Echomancer like Furay & Furney or Changyao.

Uni:

Basic Charge Recovery setup, minus Boss as Kylin and Longqing offer lots of survivability and both Freda (with Charge Recovery), Uni and Kylin have extremely fast charging Ults the first time around. In this encounter Sambheka is redundant, as Water Zones are already provided without fear of them drying up.

Feng Qingxue:

We’re running out of Supports, so we take Thea and her fast stacking Inspire stacks, as well as her one button delete of all projectiles in a large area. Tian Ruo is amazing here in a very tight formation around the Terminal. The skill Getting Into The Swing shows its full potential on the 3rd phase, with massive amounts of enemies being spawned continuously to give huge amounts of free Ult Charge to the whole team every time your Feng fires her skills, so make sure to do as much collateral damage with her as you can and the fight should be over a few seconds after reaching her first Ult.

Here’s how it looked for us by taking all fights as far as possible with each team, disregarding the Time Score:

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