Aqua Shadow EX Destruction

**Aqua Shadow EX Destruction (水影の騎士　EX破級)** Missions are a High Difficulty Mission Type. They mimic the EX stages from regular Aqua Shadow Missions, except here they are much more difficult because enemies have new or enhanced abilities. As such, most of the stages are geared towards more advanced players. None of the stages allow for the use of Helper Squads.

## Sakura and Japanese Apricot

**Re: Sakura and Japanese Apricot (Re:サクラとウメ)** is a more difficult version of the Prologue. The stage features two battles, the second one more difficult than the first. Both Sakura and Japanese Apricot have extremely powerful single-target skills and act twice on every turn.

A mist covers the field which reduces the Damage the aqua shadows take and increases their Accuracy. The mist and its effects are reduced on the second turn, and then dissipate completely on the third turn. This makes it easier to take down the pair as the battle goes on. The mist will regenerate if your party is defeated, so you can't just stall the mist out with one party and then have the next one be at an advantage.

* The mist's enhanced Accuracy effect directly counters Evasion units.
* The mist's Damage reduction effect does not affect Solar Drive Damage.
* The mist's effects can be stalled out with Negate or Attack Debuff abilities.

## Cactus

**Re: Cactus (Re:サボテン)** is a more difficult version of Chapter 1. You will encounter only one battle in this stage, against Cactus and Cactus (Bride of Phos). Cactus has a powerful singe-target skill and Cactus (Bride) has a double-target skill. Both can attack twice on every turn.

Cactus does not start the battle with any abilities, whereas Cactus (Bride) starts with +50% Attack for herself and Provocation (redirects single-target attacks to herself). Once Cactus loses a fraction of her HP, her Defense will drop to 0 and she will take increased Damage - but she also will gain 100% Critical Activation Rate, 100% chance to attack again on every turn, and a +150% Attack buff. Once Cactus (Bride) loses a fraction of her HP, her Defense will drop to 0 - but she will receive a Damage reduction from non-Blunt attacks and will deal increased Damage to non-Blunt Flower Knights.

* The aqua shadows perform single-target and double-target skills with no Accuracy buffs, so the Provocation Flower Memory on one or two Evasion units is incredibly useful here.
* Due to Cactus (Bride)'s abilities, it is recommended to use units that are Blunt type or have the ability to Add the Blunt Attribute.

## King Protea and Assistants

**Re: King Protea and Assistants (Re:プロテア親衛隊)** is a more difficult version of Chapter 2. The stage features two different battles.

In the first battle, you fight against King Protea, Dalmatian Bellflower, and Lycaste. Each have a strong Attack buff and Damage reduction from non-Weak attacks. King Protea has the ability to give all three units a 70% chance to attack twice on every turn. Note that this ability is cancelled for all units once she is defeated. Lycaste has the most powerful Attack buff of the three, however she has a -40% debuff to her Accuracy.

In the second battle, you fight against Aizoon Stonecrop and King Protea. Once again - each enemy has a strong Attack buff, Damage reduction from non-Weak attacks, and a 70% chance to attack twice on every turn (until King Protea is defeated). Aizoon Stonecrop has many self buffs like +60% Critical Activation Rate and 1.5x Skill Activation Rate which make her the main threat.

* Because all aqua shadows have Damage reduction from non-Weak attacks, an essential ability to use is the Add Attribute ability. Because all 4 Attributes are present in this stage, it may be difficult to build a team that can hit each aqua shadow's Weak Point.
* None of the aqua shadows have any defensive abilities besides their non-Weak Damage reduction. Provided you can hit most or all Weak points, a Turn 1 team can easily take out all enemies. Turn 1 teams typically include abilities like: Turn 1 Skill Activation Rate, Turn 1 Attack/Damage buffs, Critical Damage/Activation Rate buffs, etc.

## Lantana and Summer Squash

**Re: Lantana and Summer Squash (Re:ランタナとペポ)** is a more difficult version of Chapter 3. This stage includes two different battles and puts an importance on the speed of your parties. Your parties and the Aqua Shadows will move on the map and compete for the special nodes which grant abilities. You will not fight Aqua Shadows while moving on the map until everyone reaches the gate that blocks all party's progress. Once all reach the gate, the gates open and the battles will commence.

Ability Board Translation
 (Collected Nodes)

The left side represents your party's collected nodes while the right side represents the Aqua Shadows' collected nodes. The top ability with the pink flowers increases Skill Activation Rate by 1.2x and the bottom ability with the blue flowers increases Evasion by 10%. Each node you collect gives your party that node's ability for one turn. Collecting the same node type multiple times makes the ability activate for that many turns. In other words, collecting the same node type doesn't stack that ability to make it more powerful and instead extends the time they are active.

The first battle is against Lantana (Flower Festival) and two regular Lantana. They each Negate one attack and heal at the end of their turn. The no-type Lantana has Provocation, +50% Defense, 25% Damage reduction, and attacks twice. The Magic-type Lantana has +550% Defense and also attacks twice. Lantana (Festival) has +550% Defense, +70% Attack, and +20% Attack at the end of her turn. They will also have 1.5x Skill Activation and 15% Evasion from Nodes they collected. Nodes that aren't consumed in this first fight will be carried over to the second fight, this applies to both your units and the Aqua Shadows.

The second battle is against Summer Squash and Lantana with a pumpkin on her head. They each have 15% Evasion and a +10% Attack buff at the end of their turn. Lantana has +50% Attack and attacks twice every turn. Summer Squash has +25% Defense and attacks once every turn in an AOE. They will also have 1.5x Skill Activation and 15% Evasion from nodes they may have left.

* JP Wiki Note: To take 4/5 Skill Activation panels, make party one have between 779 - 883 speed.
* JP Wiki Note: To take 5/5 Evasion Rate Up panels, make party four have between 150 - 482 speed.
* To get high speed in your first party, use units with the Speed Up ability.
* To adjust party speed up or down, use the Speed Up or Speed Down Flower Memory.