Build against the act mechanic and check the current Events panel before spending currency or planning a farming route.

Guide overview
Build against the act mechanic
The earlier guide recommends a slowing answer for Act 1, strong single-target damage for Act 2, damage-over-time for Act 3, and coordinated coverage for the final stage. That is more durable advice than a single fixed team because it ties each slot to a stated problem.
Act 4 in the earlier reintroduces earlier pressure while adding Splitter and Summoner behavior. Enter a high-risk node with your damage core and control plan ready instead of treating the final act as only a larger health bar.
Crow Relics and coins are event-era records
The guide says earlier acts farmed Crow Relics and that the final route required a relic to receive its stated Villain Coin and completion reward. It also records shop prices such as 5,000 coins for selected items. These values belong to the earlier event state.
Before advising anyone to farm or spend, open the current Events screen. If Villain Invasion is absent, expired, or has different rules, the live panel wins and the earlier should remain historical context only.
Confirm a clear before changing the team
Review why an attempt failed: shields that were not removed, a boss that outlasted the carry, a control gap, or a late leak. The correct solution is tied to that failure, not necessarily a higher rarity unit.
For party runs, divide roles before starting. The earlier discusses three-to-four-player coordination; duplicated damage units without a shared plan can leave the counter mechanic unanswered.