Seer of Rage, Rogue of Doom, Bard of Void VS Muse of Rage (corrupted)
Look, fighting a masterclass is never fun. They are anomalies that distort the very nature of the game, warping Sburb, reality, and even the Fiction Itself around them. It's a stacked deck.
That doesn't mean the Seer, Rogue, and Bard should simply give up. Any group going against a masterclass lacks the fundamental destructive power to truly come to blows with them in earnest. Thankfully, the team is uniquely situated for the amounts of tricky bullshit to drive the Muse of Rage crazy.
The Bard of Void stresses the Blind Rage aspect of the corrupted Muse of Rage. Clarity of purpose and intent is muddles, based on their condition, and the unique abilities of the Bard. What the Muse doesn't know can certainly hurt. By destroying their blindspots, the Bard can help direct that anger somewhere in a rather dangerous gambit, like sending a runaway train down the track, they can only guide and lead, not control the overwhelming force or who might be on that track. Additionally, when the Muse is distracted by another party member, the Bard could erupt with devastating sneak attacks.
This is magnified greatly by the Seer of Rage. The Seer is a necessary radar for finding where and when the Muse will strike, a warning that turns the lightning-speed rampage of the Muse into a predictable weather report. Though the Seer of Rage would certainly be overwhelmed by themselves compared to the Muse, they are uniquely equipped for the necessary mental battle. With the Bard of Void, the Seer has the necessary edge required to manipulate the Muse, allowing them to keep them distracted, find their physical, mental, and spiritual weaknesses, and then target them with precision.
While these two can work with great synergy, they still are desperately fragile in the face of overwhelming odds, even if they can distract the Muse and target their weaknesses when they aren’t looking. Enter the Rogue of Doom, the safety net.
Anytime the Muse makes a decisive strike, the Rogue is able to maneuver allies out of the way and even redirect it back to the Muse, creating a dangerous feedback loop. As the Rogue throws their own destruction back to them, the damage would only strengthen the Muse and, simultaneously, make them increasingly erratic. Deliberately angering the Hulk is a very dangerous plan, but not one without merit when you and your allies can skirt around their blindspots and target their weaknesses with laser precision. The Rogue is ultimately playing keepaway, staving off debilitating debuffs and curses, deflecting whatever attack they can bear (but never fully stopping) and empowering their team by exchanging their stress, harm, fate, and even death itself to another. A lot of sacrifices have to be made for this fight and the Rogue is equipped to make those tough decisions.
Assuming there are no minions to do their bidding, the Muse of Rage is still a powerhouse in their own right. And even while corrupted and not of sound mind, body, and soul, they still have more than enough power to overwhelm a party of 3.
The Muse's best path is to fully and completely overwhelm their enemies. Arcs of rampant lightning, massive explosions, curses spewing across the battlefield. While their precision is lacking due to the nature of their enemies, the Muse can still unleash all manner of hell to Everything around them. No amount of tricky maneuvering is going to stop the total annihilation of Everything after a long enough time.
The Muse wants to play the long game, using their endless stamina and wildly destructive powers to chip away at the energy of their enemies. While they may lack sound judgement due to their corruption, there is only so long until the Muse as turned the battlefield into a crater, devoid of hiding places, devoid of any targets to transfer ruin to, until it is truly just 1 on 3 as the Muse unleashes pure, indiscriminate, random bursts of energy
That being said, it is still uniquely challenging as they contend with such a deeply frustrating enemy. Being held up on what they can not do (accurately aim and lock down) does stand the risk of overwhelming them into overclocking themselves, making them only more sloppy, continuing the vicious cycle.
Team #1, the Bard/Seer/Rogue want to play keepaway, never allowing themselves to be hit, and giving them time to redirect/steer/distract the Muse for powerful precise strikes to either their body or mind/soul to snap them out of their corruption. Doing so is dangerous, causing a negative feedback loop for the Muse until they eventually destroy everything around them, removing Team #1's advantages.
Essentially a very high stakes bomb defusal and should Team #1 not find a solution quickly, that bomb will explode in their face
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