Found this awhile ago but reposting since it's not roomcoded, this damage tank saves 0.2 optimally (def like 0.3 on average). I jump a little after the 5th nail comes out, but the timing is super lenient, if you look at the 3 clips my timing varies by a decent bit. With a bit of practice it's genuinely super easy. The trick to this is that you have to pogo after the damage tank. Gaia found that out initially but was using a spear, so reposting bc this version does just save time. It does mean you're on 1 hp if you did the skull brute damage tank, but also if you want to only pick one this one definitely has a strong case. The 2nd clip is showcasing using a spear instead of a pogo, bc that also works for whatever reason. It doesn't matter which you do.
consistent method to skip having to wait. requires 4 silk and 3 health. for some odd reason it only works if you buffer a pogo after the spear. first half of the clip is me doing it incorrectly on purpose. second half is done correctly (refer to input overlay)
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Kartoffelsalat
You can jump through this transition before the rock explodes. The jump is pretty precise so it's probably only viable with some setup.
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Nebula
top route is same speed or faster 95% of the time, perfect hopping guy saves like 0.1 to this
there are two rng points of the room- the first hopper and the fourth hopper, but even the worst rng first hopper is faster than going on the path above, due to some awkward object placements that make pogos hard up there. the fourth hopper is purely rng where it is, what position it is, etc, but you lose max a second if youre patient and wait for the pogo up to the platform, and left side always saves time over right with proper execution.
the first hopper has 3 general variations, in videos 2-4 below, and is easily react-able. the damage tank in the "stood still in tunnel" is not optimal, but the jump is tight and you should accept it might happen.