Here are the strats I use for consistent 3 damage tanks in well room. They work for both rngs of the bottom crawlid (but one is faster), and although not as fast as hoping for good gruzzer rng, they are reasonably fast. I have been getting mid to low 45 baldur entries which equates to a mid to high 50 death. I believe it's faster to do 3 damage tanks here than the consistent two in the next room.
Yet another Petra Arena strat zVypurr and I have cooked up. I think this one is quite good.
At its best (first clip), this strat saves 0.7s to the conventional Fury Petra Arena. The double forward slash prevents the problem mentioned in the above post where the first Petra of the pair flies away too early, and jumping back up immediately for the second Petra in the pair means you no longer have to wait for late attacks.
At its worst, you'll need to react to an early attack from the second Petra (second clip), which breaks even or loses up to 0.3s an optimal normal strat depending on when exactly it attacks. To do this, listen for the Petra to start its attack. If it does this too early for you to be able to kill it before it attacks (which you'll be able to gauge with some practice), dash immediately to the gate and do the normal kill.
You can lose a little less (0.1-0.2ish) on some early attacks with a higher dash (third clip), but this runs the risk of forcing the Petra too high to reach (fourth clip), so I would recommend defaulting to going down to the gate.
If you have Dashmaster, activate the left collapsible platform after the first Petra kill as shown to avoid the first Petra of the pair getting caught on it. If you don't have Dashmaster, you'll have to skip this since the platform won't come back up in time for faster Petra spawns.
For the double slash on the first Petra of the pair, jump and slash at roughly the same time to lead the nail hitbox into the Petra on the way up. This is faster, but also safer since it pushes the Petra away sooner.
Alternate strat for the pair in Petra Arena (first clip). Prevents the situation where the first Petra in the pair flies too far to hit with the normal rotation (second clip) and forces the second petra to attack sooner, which lowers the chances of/possibly prevents a late attack that you have to wait for to not get hit by (third clip).
This is really tough to time because of all the possible patterns, but from video comparison it looks like this loses about 0.3s when both are done optimally. Anecdotally though it's much harder to greed the normal strat than this one, so I suspect on average this strat would go even with less chances to fail.
Alternative to Nebula's setup that uses buffered inputs for the timing/positioning. Some notes:
This loses at most 0.1s to a fully greeded version of this, but realistically will go even with other run setups like the visual cue Nebula posted
The dash after the drop before the upslashes needs to be neutral to lure the spore a bit to the right to avoid running into it after the mushroom pogo
For the mushroom pogo, I hold right out of the dash into the wall and start holding left at the same time as the pogo. Switching to holding left too late can cause you to run into the spore
The timing here works out so that hitting the spore as soon as you're low enough to fit under the ledge greeds the spore height well
I tend to go neutral after the explosion to make sure the pogo reaches
Optimal strats for getting well rock while taking 3 damage to setup for the baldur death.
If the husk is on the left, you want to damage boost to the right and then damage tank again right after your second up-slash on the rock. From there, if the crawlid is moving to the right, you can do a large pre-hop and damage boost to the left (note you'll have to jump further left if you lost time earlier in the room). If the crawlid is on the left, however, you'll have to go neutral and pogo the statue after damage boosting, as demonstrated in the second video. For the left husk rng in particular there can be a lot of variance in how far left it is due to random walking, but you should still always try to go for these rotations as even with terrible rng and an awkward backup you can still make the crawlid cycles.
If the husk is on the right, you want to hit both the husk and the rock with side-slash into two up-slashes, damage tanking right after the first up-slash. From there, if the crawlid is on the left you just want to damage tank backwards on the tiktik as soon as possible which will then set you up to a final damage tank on the tiktik. If the crawlid is moving to the right, you can damage tank on the crawlid a little sooner and save a small amount of time, but remember the tiktik has to be far left enough when you damage tank so keep the cycle lock in mind.
With this and the previous strats post in mind, well rock for ibaldur categories loses about 2.4 seconds on average for around 20 geo - getting it with dash and/or claw is slower than getting it on the way to the baldur death.
A consistent way to take 2 damage in the room before dying to the baldur, which is relevant for all categories that do ibaldur and skip well rock.
This loses 0.9 to the fastest possible 2 damage tanks that requires specific gruzzer rng, but otherwise saves a lot of time as you'll always enter the transition with 1 health.
If the crawlid is on the right (or if you can damage boost using a gruzzer), you can do a full hop from the center of the platform which breaks even with the inventory but is trivial to greed. On LP it is recommended to minihop if you damage boost on the left side of the platform.
If you reach the last room with 2hp still, this dmg tank is very good for ~0.3s of timeloss. Its easier if you release jump a bit before the wall so you do the 2nd wj lower
This fury kill that baits over the two vengeflies from earlier in the room allows you to get 65-70 at the cost of 6.5 seconds. Pogo strats that skip the scream give you around 50 geo at the cost of 5.5 so this is better if you need that extra bit of geo like we do in All Skills
After herrah, you should head left and kill the devout to set up fury and for the geo. For the first 2 slashes to be consistent you need to de the frist slash around here so you walk the nail into him. Its important that you take double dmg in the rotation to set up fury more quickly
The last nail hit is the same for 1hp and for 3hp, so i chose to showcase the safe strat and the fast strat. To make the fast strat consistent you need to slash its mask from a good distance (In this image you can see its bc of how the first hitbox looks: https://discord.com/channels/772964112908156938/1328843639983571055/1353119146560196628), or the attack will have a chance to hit you.
The 2hp kill is a fair bit faster than the 3hp one, so if you are comfortable with it you prob want to avoid getting here with 3hp
You can miss the 3rd nail hit once in the 1hp kill and you can save it quickly by then going for the safe strat and slashing twice instead of once
In the clip for 2hp I start with 1hp and have infinite hp turned on. The kill is the same, but this made resettig quickly much easier
Solid damageless strat for the drop in the first deepnest room leaving QG (the normal inv isn't guaranteed to damage ofc but randomly does). Loses .2-.3s depending on how good you are at greeding the inv. The wallgrab is necessary to avoid a hardfall at the bottom. Intended for fury route, especially if you don't take the second heal after Petra Arena, but its a nice backup if you're low.
faster damage tank setup if ur not gonna open glowing womb, 20% chance the enemy won't swing, which you can just land on top of them if they shockwave, you can still combo it into a second double damage hit for opening glowing womb which saves 0.3 in freeze frames but loses 0.2 to slower enemy movement, leaving you at 1 hp super early as well, so i think its probably not worth if ur gonna open glowing womb despite being slightly optimal
calc'ing knockback into timing as well means your results may vary, but it should be faster ur opening glowing womb with shade soul later
worth noting that you're gonna need to take more damage elsewhere if you do the first option than you would waiting for the big bean to hit you
this shows the post-king's pass set respawn trigger for any 1221 categories picking up fury before s/q. once the knight's hitbox (the yellow box in/around the knight) touches the vertical box here, your spawn in point is set and you can turn around to reenter KP