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You'll never want to open the Stage menu more than very briefly, since you'll never want to do more than a couple clicks' worth of things on it, and even though teaming up with a Hierarchy unit to access their production menu also disables your Avatar's functionality, this ends up functioning as a sane balancing factor no, you shouldn't be trying to build units right in the middle of combat, and if you're going to do it anyway, you should accept the consequences. The Tainted Coil still technically suffers from this issue, but it's not nearly as intrusive. (And possibly some Solos, but I haven't tested and anyway I haven't talked about that yet) The other is, at first glance, a roving tree that passively attacks nearby enemies in the form of crows in its branches launching themselves at enemies -and then you team up with it and it turns out it's actually a giant zombie with a tree growing out of its back, which for whatever reason lurks underground if Ophelia isn't teaming up with it. but when teamed up with it, it becomes the game's only combat-capable air unit, something the enemy can only respond to with ranged units. Similarly, they have a couple of ultimate units that both seem to be designed entirely around their team-up attack one of them is a hot air balloon, and as far as I can tell it doesn't do anything unless you team up with it. Many of their units really seem to be balanced around their team-up attacks, with their default functionality as an afterthought their basic ranged attacking unit, the Frightwig, is an underwhelming ranged attacker but their team-up attack lets you have them permanently possess a single enemy unit.
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The 'second' faction -both in terms of properly fighting them in the campaign and also just in terms of various aspects of presentation, such as how the multiplayer faction select screen places them under Ironheade- is the Drowning Doom, and they revel in the team-up attack mechanic.
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