All-Seeing Surge
More actions

May 07, 2026 - May 28, 2026
Event Allies:
✦ Cursed Sea Scales Yakumo
✦ Lost Sea Creed Rei
Voyage's End - 01: "[Surging Tides] Challenge - 01"
Enemies
Trainee Yakumo (15,003 HP)
Command Trainer Rei (15.003 HP)
Team Recommendations
- Only one healer.
- Anything that can stay alive; damage does not matter here.
- Do not bring anything that is immune to cooldown changes or you may miss some orders.
Stage Tips
Rei will issue random commands. Based on the prompts in the status bar, all allies must perform the same action. Failing to do so will result in a penalty. You must complete this 2 times.
Next, Yakumo will also issue random commands. All allies must perform the same action to avoid penalties. This must also be completed 2 times.
Finally, Rei and Yakumo will each issue their own commands simultaneously. You must choose one of their instructions and have the entire party execute it. Reach 3 successful commands for either person to clear the stage.
- The battle must be won in 10 turns. You just have to follow directions to win, so enemy HP does not matter.
- The commands are random so just attack based on what they say. If you forget, you can check your status window for what won't kill you.
- When both have commands active, you should choose to focus on one enemy. Follow their commands only while targeting them, and once this is done 3 times, you will win the battle.
- Rei commands (for Follow Order stacks):
- March (Mark): Attack Rei with basic attacks.
- Attention: Guard all while targeting Rei.
- Advance: Attack Rei with ultimate attacks.
- Yakumo commands (for Coordinated Order stacks):
- March (Mark): Attack Yakumo with basic attacks.
- Attention: Guard all while targeting Yakumo.
- Advance (Forward March): Attack Yakumo with ultimate attacks.
Voyage's End - 02: "[Surging Tides] Challenge - 02"
Enemies
Wanted Pirate (279,877 HP)
Team Recommendations
- Sleep immunity is great here.
- You may not want anything that changes your cooldowns if you aren't paying attention to them well.
Stage Tips
When the pirate "Seek Cover", all allies must enter guard stance. Failing to do so will result in being unable to act after the pirate follows up with "Flash Grenade" in the next turn.
When the pirate throws a "Sleep Gas Grenade", check the position prompts. Enter guard stance to grant sleep immunity to the designated ally, then attack. You must attack the pirate 3 times to prevent him from "Fallback".
When the pirate attempts to "Retreat", he will gain a massive damage reduction buff and enter a charging state. Enter guard stance 4 times to clear the pirate's damage reduction and grant "Charge" to remaining members. Finally, have allies with offensive Ultimate Skills perform Strong Attacks to deal multiple hits and stop the pirate from escaping.
- Allies can only cast ultimates every 3 turns, even with cooldown changes. If they do, the party will be wiped.
- On turn 2/8/14: Guard all.
- End of turn 2/8/14: The party will be hit with an ultimate attack.
- On turn 4/10/16: You need to guard FIRST with 2 allies, then attack with 3 allies. Choose based on the effects or who has sleep immunity:
- Slot 1: Guard to prevent slot 5 from sleeping / Attack puts slot 3 to sleep
- Slot 2: Guard to prevent slot 1 from sleeping / Attack puts slot 4 to sleep
- Slot 3: Guard to prevent slot 2 from sleeping / Attack puts slot 5 to sleep
- Slot 4: Guard to prevent slot 3 from sleeping / Attack puts slot 1 to sleep
- Slot 5: Guard to prevent slot 4 from sleeping / Attack puts slot 2 to sleep
- For example, guard with slot 1 and 3 (5 and 2 are immune now), then attack with 5 (2 won't sleep), 4 (1 is already guarded), then 2 (4 already acted). If you have sleep immunity, this is a lot easier.
- End of turn 4/10/16: The party will be hit with an ultimate, so everyone should wake up.
- On turn 6/12/18: Guard with 4 allies, then use an ultimate attack with the final one.
Voyage's End - 03: "[Surging Tides] Challenge - 03"
Enemies
Above All Balthazar (530,288 HP)
Team Recommendations
- An ally with guard break in slot 2 or 4 (SR Dante if you aren't sure).
- Healer in slot 3 or 5.
- Ultimates with a 3-turn cooldown if possible.
Stage Tips
When Balthazar prepares to use sleep-inducing items, have any allies who would attack him enter guard stance instead. This clears the increased Sleep chance and prevents them from being incapacitated by "Hypnosis", which would delay your victory.
When Balthazar has "Suspicious" toward you, you must remove his guard stance. This keeps Balthazar silent and prevents him from "Stay Alert", which would otherwise increase the challenge difficulty. When Balthazar orders you to stand on one leg, allies in positions 1, 3, and 5 will be designated to act in rotation.
Depending on whether Balthazar intends to "Test Ability" or "Go All Out", use Basic Attacks or Ultimate Skills to clear his massive "increase turn-by-turn damage" effect. Attention! You cannot enter guard stance during this phase. If you do not have any active turn-by-turn healing, it is recommended that your <Healer> uses their Ultimate Skill here to provide high-burst healing to survive the heavy turn-by-turn damage from "Pressure".
- Allies will take more turn-by-turn damage above 50% HP.
- Any attacks will be countered, and chances of being inflicted by sleep increase.
- Guard if you need to remove turn-by-turn damage or sleep chance increases.
- At the start of battle: the party will be brought down to 1% HP.
- On turn 1: Heal up before attacking since you will be counterattacked!
- On turn 3/10/17: Guard all to avoid sleep the following turn. If your healer/buffer doesn't hit the enemy, it is safe to heal if needed.
- End of turn 3/10/17: Balthazar will attempt to put everyone to sleep this turn.
- On turn 5/12/19: Remove the enemy's guard stance this turn, which will also silence him.
- On turn 7/14/21: Use an ultimate attack with slot 1.
- On turn 8/15/22: Use an ultimate attack with slot 3.
- On turn 9/16/23: Use an ultimate attack with slot 5.