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TRPG Talk. Silver Sword's Stellanights, Lily Data Edition

Before we get into the main topic, let's summarize the prerequisites!
1. If you're going to attack, hit them a lot with 1 charge die.
2. Move at least 2 squares.
3. If possible, it's useful to prepare countermeasures for omens with any spare slots.

0. A new title from Draconia has been announced (January 20, 2023).

1. Now for the main topic!
 
It's the Lily.ThatLily. The design philosophy is simple. Just keep hitting, and if the opponent still doesn't fall, you win if you and your allies are tougher than them. That's all there is to it. That said, unlike the White Clover, there aren't so many options that you'll get lost, so let's look at what to use one by one.

1.2 Slots to adopt this time
 No. 1. It's very similar to the Rose's No. 1. The only drawback is that the target of the latter effect is different, so you have to make sure your allies follow you properly.
 No. 3. This is a skill with a very wide range of applications because you can consider the target of the second effect after seeing the result of the first effect. However, since the amount is random, you need to be prepared for that. It never goes to waste, but sometimes the effect isn't great. Conversely, if the dice roll well, the amount can be terrifying. You might even get a color that suddenly doubles your durability. Anyway, it works if you just throw it at a tank or an ally who is about to die.
 No. 5. The first effect alone is enough, but for some reason, the second effect is attached. I wonder why. The first effect also has a wide range of targets, so there is plenty of reason to load multiple charge dice. If you load two or more when you are worried about an ally's movement speed, there might be a possibility of utilizing it.

1.3 Slots I decided not to adopt this time
 No. 2. Both effect amounts are low, so I'll pass. I only take it as a last resort when using a color with few attacks (there is an example of this this time too).
 No. 4. I don't think I'll take it because the only good thing about it is that there is no limit to the range. If you increase the effect amount, the cost increases proportionally, so 1 is the most efficient cost. Thinking about it that way, the amount is subtle and the targets are limited.


2. What about colors?
 There are two routes. Enhance your strengths or compensate for them. Using No. 3 to become a tank yourself is probably the quickest way. This time, I'll also try making a support type that takes advantage of the abundant recovery power.

2.1 Colors to use this time
■ Yellow No. 5, Lily No. 2
 Let's go with a system hack support type. The main focus is Yellow No. 5. It's better to be able to attack, so I'm forcing Lily No. 2 in. It's better than Yellow No. 1. I'll throw as many Yellow No. 5s as I can while recovering with Lily No. 3. If you get your allies to work twice as hard, you can win even if you can't attack that much yourself. That said, let's also deal damage with Lily No. 1 while increasing the durability of your ally's tank.

■ White No. 2, No. 3
 It's a secret that it's stronger to replace White No. 6 with Lily No. 5.
 This is a pattern where you simply become a tank yourself. For now, you let yourself be hit and endure it. You can also perform limited rescues of allies, so you should be able to fulfill your role as a reliable tank.

■ Pale Green No. 5, No. 8
 System hack type part 2. If they won't attack you, go get hit yourself and hit them back unreasonably. By the way, you can take on the stage's attack judgment and apply the latter effect to the enemy, so it's truly unreasonable from the enemy's perspective.
 After weakening them with No. 8, let's hammer in Lily No. 1.

■ Pale Blue No. 6, No. 7
 This is a combination I often use when movement is guaranteed by color. Combining strong things with strong things is strong. Since most actions are accompanied by recovery, you shouldn't have to worry too much about durability. The only thing is that the ability to deal with stage effects is low, so consult with your allies about that point.

■ Glass No. 7, No. 8
 The main focus is a rush with Glass No. 7. Let's close the game in an instant. You can recover some of the lost durability with Lily No. 3, but since consumption is usually greater, aim for a short-term battle.
 Make sure your allies have powerful attack methods before taking No. 8. If not, reluctantly take Lily No. 2 or lean towards support with Glass No. 6.

3. The next flower is the Bellflower
 The amount of text was unusually large this time, but that just shows how much breadth you can give to a build—the Lily is a strong flower.
 Next time is the Bellflower. I have a feeling that another crazy one has arrived.


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