My thoughts on the new descend:
-- Wow, powercreep central. If you are not running a current meta card or MP leader.... good luck, even on Legend. This may take you a few tries.
** Legend is roughly about Challenge 7 difficulty, Mythical: Challenge 8.
** Beware: Most floors after the first contain enemies that contain rage-mode autokills.
-- Floor 1: Sweep. You can try to stall here if you can chip out one or two of the gadgets, but that is risky. Failing to kill at least one of them on the first turn could result in you eating 20k damage.
-- Floor 2: 80% gravity preemptive, but the green keep always uses delay on the first turn so you can heal up. Easily stallable floor; rages for 26k/round at 30%.
-- Floor 3: Sweep if possible on an active, else chip away one at a time to minimize rage mode chances. Both dragons rage at 10%: Pisces for 32k, Taurus has **100% gravity**.
-- Floor 4: Dangerous floor. Awoken disable is easily stalled out, but the danger here is the small chance each round that Folklore will use a 99% gravity. Folklore also changes elements every third round. Kill ASAP after awoken disable drops, and is on a non-weakness color (if using a RGB team).
-- Floor 5: Countdown floor. The light absorb timer is the hidden countdown timer. Kaakab does NOT telegraph the countdown timer status during the fight.
WARNING: Kaakab has TWO autokill moves during the timer, one at halfway and one when the timer expires.
Kaakab will do nothing the entire fight while the timer counts down. On turn 4, Kaakab will howl and reset the entire board. It either needs to be killed that round, or at least a Susano level shield is needed to mitigate the 55k hit on Turn 5. On Turn 10, he will power up and then on the following turn essentially do infinity damage.
DANGER: Beware of using subs with light sub elements! If you leave him with a pixel of life because of a light sub on the team, Kaakan **will** automatically kill you in response. This hit is **not** stopable with a shield, even on Legend difficulty.
-- Floor 6: Two options here: If using a Dark team, you can attempt to one-shot him. However, if you do so, at least a Susano-level shield needs to be up, as Seraphis will counter for 61k in response.
Otherwise, the name of the game is going to be putt-putt golf, as you attempt to chip your way down into his sweet spot. Seraphis will throw all sorts of gimmicks at you, but none of them are truly dangerous. Be wary of the one-turn 7 combo shield, and just stall it out when it appears.
Seraphis gives the player a free turn every 3rd round: "Charging Magical Power".
CAUTION: On the 3rd round of the 3rd rotation of skills, Seraphis will give the message "Full Power". A shield or 40k HP is needed to survive the next hit (assuming still over 50% life).
The "sweet spot" is over 20%, but under 50%. When the sweet spot is reached, Seraphis will power up and do 2x damage for the rest of the fight. As soon as he does this, burn all actives to win.