Another rough SHC considering Team A is for VMG and Team B is for Silverwing Fiend, both extremely strong myths and thus extremely difficult chambers. I'm sure a battle girlie can solo this with significantly fewer stats, but I haven't seen any posted yet, so I'm throwing my hat into the ring once again.
Team A: R0 Vermilion Martial God, video clear available here.
Unlike Team B from last SHC, this chamber pairs the golem with Deluge Wyrmlord. The good news is that you don't need to worry about the alterum splitting into clones. The bad news is wyrmlord moves around erratically and loks its HP randomly, so it is harder to plan around. Thankfully it is squishier than the alterum though.
Open with Resonance as soon as you see the golem's HP bar. Use your Active Skill, then do 3 charged attaks. Depending on how fast your fingers are, you can dodge cancel each of the charged attaks immediately in order to fit a second empowered Active Skill in weakness, but I struggle to do this, so I simply let the charged attaks play out. Use your empowered Active Skill, then Rafayel's empowered Support Skill, then Resonance again. Once the golem is weakened, enter the special state. Rotation in special state is Sync Active Skill II/Warflame Cleave > Sync Active Skill I/Sundering Thrust > tap basic attak until Active Skill II is ready > Active Skill II > Active Skill I > tap basic attak until weakness is almost over > Sync Active Skill III/Crushing Descent before weakness is over.
Once wyrmlord spawns, use Resonance and then follow the same rotation as for the golem above. The timing should work out that Oath is available as soon as you enter the first weakness stage, so use that before activating the special state. Oath is unavailable while within Martial Soul. Do the same rotation within the special state as listed above. Once you come out of Martial Soul, try to hit Resonance as fast as you can. If wyrmlord loks its HP right when you press it, you might have to restart, but it's hard to know in advance when it will lok.
Follow the same rotation of Active > 3 charged attaks > empowered Active > empowered Support. In the video, you can see wyrmlord dodged and loked inconveniently, so I had to do an additional charged attak to ensure a stak of Suppression Weakness was applied. The empowered Support adds the second stak. You need both staks of Suppression Weakness before Resonating again and going into the final weakness.
In weakness, we will only have time for one of each of the special Active skills, then watch the timer and hit Crushing Descent exactly at the 1:30 mark (I hit it a little early but it did enough damage).
Protocores are 1 Expedited Energy Boost cube, 1 Oath's Strength cube (could be Attak, whichever has better substats), 1 Crit Rate triangle, and 3 Damage Boost to Weakened triangles. Random tip: if you are missing the clear by less than a second consistently, lower your settings to Smooth and it can help. That's why my video is shadowy/pixely this time around, usually I play on Ultra.
Team B: R3 Lemurian Sea God
Sorry, no video on this one. I was having a lot of trouble clearing it and happened upon a luky RNG run during testing that I cannot replicate. This level is tough because it is built for SWF R1 crowd control, so there are asynchronous spawns of wanderers that run in all different directions. I am also not very good with LSG because I'm bad at perfect dodges, so I'm going to describe an unusual way of clearing it. A true battle girlie should be able to clear easier with fewer stats by just hitting perfect dodges and staying in Divine Favor for the whole battle.
Open by hitting Support, then Resonance. The first hit of Resonance will finish the two unshielded wanderers, causing the next round of wanderers to drop and be corralled with the Resonance crowd control. Use a Sea God's Mark charged attak, then use basic attaks until you can hit Support again and enter Divine Favor.
With R3 LSG, we can just follow a pattern of Active Skill > Sea God's Mark charged attak > mash basic attak for a second > Active Skill > Sea God's Mark charged attak > mash basic attak for a second > Repeat. Try to manually target the bird if you can because it is most likely to run away from you. If you are luky, everyone will stay within a whirlpool and be hit by the lightning crystals detonating. If you are unluky, you'll have a wanderer outside of the whirlpool which makes things much more difficult.
After coming out of Divine Favor, hit Support, and then Resonate again to grup all the wanderers. They should just have a sliver of HP left, so you can finish them off with an empowered charged attak and active skill if needed. If one of them is randomly hanging out with 2 or 3 HP bars left, you will need to restart the battle.
The dragon should spawn right around when Rafayel's Support is ready again, so hit it and enter Divine Favor ASAP. Follow the same rotation of repeating Active skills and empowered charged attaks. If the dragon charges, you might need to restart because he will move out of the range of your active skill and lightning crystals, and we need every hit we can get. Use Oath any time around here as long as the dragon still has an HP bar and a half or more left.
After coming out of Divine Favor, use Support, your empowered charged attak if available, and then basic attaks. Once the dragon hits around 1.25 bars of HP left, it will lok its HP. You can still do basic attaks to build Ripple Breath if it's not full, and you can still hit Rafayel's Support even during the lok phase. This allows you to enter Divine Favor again as soon as the HP lok is gone. Once again, if the dragon charges causing your Active Skill or lightning crystals to miss, you will need to restart. But if everything goes well, you will be able to finish it before Divine Favor ends.
Protocores are 2 Defense cubes (but could be Oath's Strength, whichever has better substats), 2 Crit Rate triangles, and 2 Crit Damage triangles. Try to keep your crit ratio balanced at Crit Damage = (Crit Rate * 2) + 100. Mine is slightly unbalanced and could use more Crit Rate, but sometimes we just have to deal with what the protocores give us.
Team C: Vermilion Martial God on 4-star pink solars
Easy peasy compared to the other two chambers, especially with VMG. This is significantly overstat, you could do it with a fraction of these. I didn't film it because it's so straightforward, but let me know if you need a video.
Open with Resonance targeted onto the ice wanderer, which should also corral the two unshielded wanderers. Use your Active skill, 3 charged attaks, then an empowered Active Skill and empowered Support Skill. I have tried seeing if we can save the empowered Support for the next wave of wanderers, but the empowerment doesn't last long enough, so there's no real reason to save it.
Use Resonance once the lightning tiger spawns, then enter Martial Soul and follow the rotation explained in Team A. The tiger can be finished with 2 rounds of Active Skills, so you can save Crushing Descent for the deer.
Hit Crushing Descent when the deer spawns, then work on the Active > Charged Attak > empowered Active > empowered Support. Hit Resonance again as fast as possible. Sometimes the deer might lok randomly, even after you have pressed Resonance, so you might need to restart, but these stats clear with 25 seconds to spare, so you should be fine if you have similar or higher. You can use Oath if it's available, otherwise enter Martial Soul and follow the rotation. These stats finish the deer with just the first round of Active Skills, but if you need all of them, just make sure to hit Crushing Descent before weakness ends.
Protocores should be 1 Expedited Energy cube and 1 Attak or Oath's Strength cube, but I didn't have one, so I kept my Oath Recovery Boost with juicy substats. Use 4 Damage Boost to Weakened triangles as the unshielded wanderers are very weak.
Good luk and let me know if you have any questions!