Regret - Crushing Regret
Spawns a green circle on a random player that explodes after 5 seconds. If there are less than 5 players in its radius, it will Downstate every player and give them a stack of
Exposed, and Cerus will gain 5 stacks of
Empowered.
The green also deals a small amount of unavoidable squad-wide damage, and applies a stack of Extreme Vulnerability for 3 seconds.
Three greens will spawn, targeting random different players. Each green is functionally identical to the unempowered version, except it requires at least three people instead of five. Players who recieve two stacks of Extreme Vulnerability due to being in two greens at the same time will be put into
Downstate. People who take three stacks due to being in three greens will be instantly defeated.
Failing a green will instantly defeat the entire squad. Players who recieve two stacks of Extreme Vulnerability will be instantly defeated.
- Only in normal CM, effects that prevent lethal damage (
A.E.D.,
Rebound!,
Reversal of Fortune) will allow a player to not get downed by a failed green. These effects will not function in case of multiple failed greens: players will stil down to two, and die to three. However, direct damage-to-healing conversion, such as
Infuse Light or
Defiant Stance, will prevent downing from multiple green failures.
Extra Information
- Has a maximum range. If you and the green are on opposite sides of the arena, you won’t die if it fails.
- In normal CM, current hypothesis is that failed greens deal a massive amount of damage that ignores all forms of
Invulnerability. This would enable them to ignore
Downstate, and has the side effect of also invalidating other forms of player invulnerability.
- This is the only one of Cerus’s Aspect attacks that does not have any associated voice lines.
Strategy
Managing the normal version of this attack is trivial, however the Empowered version, known as “triple greens” is one of the most difficult mechanics in the entire game, and is rarely seen outside of title runs.
The most common strategy for triple greens is to divide the squad into 3 groups of at least 3 people. Each group has a designated “Anchor” player and a designated “Runner” player, with the third player being the “Backup”, and the 10th player the “Float”.
In the following image, each circle represents a player, with the first row being the Anchors, the second the Backups, and the last one the Runners and Floats, while the columns represent individual groups.
The Anchors are usually marked, and spread out to pre-established locations before each green mechanic, with their groups following them. When greens appear, each player acts according to their role:
- Anchors - never move from their stack after reaching their position.
- Runners - If they have a green, and there are multiple greens in their stack, they move to a stack where there is no green. If their stack has no greens, and another has multiple, they move to the other one.
- Backups - If they have a green and their anchor has a green, they move to a stack where there is no green. Otherwise, they remain with their stack.
- Float - If they have a green, they move to a stack with no green. Otherwise, they can back up for a dead or unavailable player, or provide additional security in case of confused situations.
Proper prepositioning before each green is crucial for this strategy to work, as any confusion regarding which green belongs to which group can be fatal.
An emerging strategy is to have multiple Tempests using Rebound! as backup for failed greens, especially in the final 10% phase. Players can then stack multiple greens and survive.