Honkai Star Rail Tides of War Day 6 guide
“Tides of War” is the last limited-time event in the first half of the 2.1 version of Honkai Star Rail. So, how do you pass the sixth level? Let’s take a look together.
Analysis of the ‘War Intent Mechanism’ Effect
War Intent Mechanism: Our characters can gain a large amount of War Intent Value by acting consecutively.
Stage 4 BUFF: The enemy becomes vulnerable. Our characters get a 100% chance to act twice immediately.
Analysis:
The core of the strategy is to let our characters act consecutively. The same character can be considered as acting consecutively after inserting a finishing technique after a regular round, but additional attacks do not have action determination and cannot be included in this War Intent Mechanism.
This mechanism is friendly to characters who have the ability to pull their own bars, especially those who have the ability to pull their own bars after casting a finishing technique (just thought of this, looked at the BUFF of War Intent Stage 2 and found that the planner has already given this effect, all characters can get this ability here).
The two self-pulls in Stage 4 cannot actively choose the trigger time. After entering Stage 4, the character’s first action will definitely continue for 3 rounds.
Team Selection and ‘Auxiliary Function’ Combination
Trial characters: Dr. Ratio, Topaz & Numby, Argenti, Aventurine, Hanya
Team selection: Dr. Ratio, Topaz & Numby, Aventurine, Hanya
Auxiliary function selection:
War Intent Stage 2: Linked Encouragement
War Intent Stage 3: Demolition Genius
Key Points to Note for Automatic or Manual Operation
This level can be fought automatically. The point to note is that if you find that Topaz’s mark is on the small monster during each wave change, you can switch to manual and use Topaz’s battle skill to hit the boss once, correct the mark, otherwise the automatic fighting Topaz will always hit the marked small monster.
If you intend to semi-automatically get more War Intent Value, there are two plans:
First, turn off the setting of automatically casting the finishing technique while automatically fighting in the settings, and change it to manually casting the finishing technique.
Plan 1: If the character’s energy is full outside the round, don’t open it immediately, wait until it’s about to turn to your own round, cast the skill and immediately start the finishing technique, trigger the self-pull, and you can count as acting 3 times consecutively.
Plan 2: If the character’s energy is full outside the round, open it immediately after other characters act, directly get the self-pull, and can also count as consecutive action.
But this operation requires faster hands, and it will lose energy or pull bars.