#strats

#ab 13

jicoworker

this strat can fail if you jump up at the wall; To ensure the gnat goes down into the spikes, stay at the bottom and do not jump
The first video is showing what you should do and the second video is what to not do.

mia (#1 GROTTO ROOMSOW HOLDER)

100% consistent 0 timeloss shellwood gnat entry.

DO NOT UPSLASH THE GNAT!

ty @dill (nyleth enterer) for finding this <3

27Fr1nlop (#1 cocoon skip fan)

u can hit flea before scream, with evo it makes more damage, then do 3 hits, pogo and immediately spear, two slashes and pogo + spear again, its little tricky but consistent
upd: do not upslash before scream, flea moves up and you dont get hit for scream skip

meemee (pings okay!)

Better setup for the blind landing here, react to height after landing on the floor in bellshrine room, if you're really high do a small jump and go for pogo pogo buffered dash, otherwise just walk out and do a wings at the end to land at floor height, very consistent

lunia (silly doeworker)

movement that saves 1,6 seconds compared to using silk soar
(doesn't need flea brew as per second clip)

#1 G0LEM Hater

This strat for getting across the first part of the room is at least 1 million times easier than everything else I've seen. You do have to delay a little before clawlining after the dash but if you get that timing right it's really easy

lunia (silly doeworker)

consistent scream skip for moorwing fight in act2
i use the rope on the floor to line myself up (lil triangle shaped rope and left foot right next to it - better to be slightly right of it rather then too far left)
also works from the left entrance: https://discord.com/channels/772964112908156938/1464809416363737229/1466612536911597742
inputs are:
clawline, hold left (walking) into jump

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#1 G0LEM Hater

Fastest quick kill so far. Farming silk at the start is important as doing 4cs heal less with the freeze frames is really hard and you don't even lose time farming. For the right rock my visual cue is the left of the lava fall. For the left rock there isn't a good visual queue but you kinda want to be between the seam between the 2nd and third platform and the notch in the middle of the third platform.

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danl (professor ant queen)

for any route that gets cloak after widow can do whatever this is

Wand (they/she)

Here's some stuff past me didn't figure out:

  • The opening I had in the previous post was a bit scuffed and awkward. Attachment 1 is a slightly faster and more consistent version of it. As long as your jump is after the second twig and last pogo is after the rightmost edge of the rightmost bush, it should hit the Skarrgard. Due to random inconsistency during pogo dashes, you may be much higher or lower than I was in attachment 1, but nearly anything works. All of the attachments use this opening, so this variation can be seen between them.

  • You can actually hit the Skarrgard an extra time during it's swing. This lets you kill it super fast if you get the perfect rng of 3 swings in a row (attachment 2).

  • The only reason for an upslash before a jump or burrow is to avoid the knockback of a regular slash - don't bother upslashing on burrows. If you find it hard to avoid getting hit by walking under jumps, you can just not slash before a jump and focus on the movement, or you can do a slightly tricky parry (attachment 3). It's really hard (but possible!) to actually hit the Skarrgard with the parry, so try to focus on perfecting the timing before that.

Other than all that's it's straightforward. If you're just trying to survive, try to work on perfecting your responses to attacks and then recognising them in the context of the fight. If you're trying to go as fast as possible, you can work on adding the harder strats

Wand (they/she)

Some strats for the Skarrgard at the entrance to Hunter's March (assuming you have Silkspear and nothing else)

The Skarrgard has 150 hp, so it's optimal to start the fight with at least 5/9 silk, though more than 5 doesn't hurt, and up to 7 can help. You can get 6 silk really easily/nearly optimally from the enemies on the way to the Skarrgard from Bell Beast (including 1 from the Silk Heart)

The Skarrgard has 3 possible moves - a swing, a jump, and a burrow. You can tell that the Skarrgard is going to swing when it draws back it's weapon, and you can pogo the Skarrgard between the two individual swings to get in an attack. The timing is fairly tight but very consistent after some practice (see attachment 1). For the jump and burrow, the visual indicator is the same - a slight crouch. However, there is an audio indicator - if the Skarrgard growls before the attack, it will always be a jump. You should stay still if it is burrowing, and start moving towards the Skarrgard as soon as you see that it is jumping, to avoid getting hit. It's very easy to get hit if you don't react quite quickly. It's nice to get into the habit of upslashing just before either of those attacks, both because niche timings can make it so that a regular slash will only hit the Skarrgard if it burrows and not if it jumps, and because the knockback from a regular slash makes it easier to get hit on a jump. Very rarely, the timings make it so that you have to do a minihop before the upslash to hit the Skarrgard on either attack. Attachments 2 and 3 are examples of what a jump and burrow should each look like.

MattStrats

also another one i haven't seen anywhere here

MattStrats

haven't seen it anywhere so, depending on what equip you have here you can p1 skip with this since the scream is so long ignore all my other face taking (: