Well, for starters, I recommend restarting the game to make this easier
As for the requirements, your main issue would be trying to get rid of the Cells upon spawning. Most of them have a shield that you need to pop, which sucks after you pop out of Turn(). In addition, some cells are corrupted so damage is inevitable. Rest of the limiters are no big deal
So, the requirements are as follows:
- Some way to deal with the Cell Shields after killing an opponent
- Some way to recover health (usually integrating Tap() in your most used Function like Jaunt)
- Jaunt() (Most efficient form of mobility)
A way to resolve this is to take it slow. Blow up targets one at a time, and prepare your Jaunt(). You can dash even without Energy so if you add a Tap(), you can recover health even if it's not your Turn()
As for Cell Shields, I found two methods to deal with it
- Creating Lingering AoE DoT effects. Usually from some abilities by adding Purge() to leave a trail of damage. My preferred method would be to use Flood() as it generates a ball that constantly generates damage
- Ping(), is one of the easiest to cast to pop shields. Simply blow your combo and recharge. Then, before the shields expire, Ping() them repeatedly then get in range for pickup. I recommend adding either Cull() for an explosion effect or Bounce()
As for everything else, just do what you want, this achievement is quite forgiving, Void() + Get() helps group enemies and set them up for a single burst of damage