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Crimson Contest

From NU: Carnival Guides
Crimson Contest
June 11, 2026 - July 02, 2026
Event Allies:
Unwavering Opposer Edmond
Orderly Interceptor Garu
Composed Commander Dante

Flamehorn - 01: "[Crimson Veil] Challenge - 01"

Slime Enemies

  • Dark Element Gentle & Tame Edmond (15,003 HP)
  • Dark Element Tender Company Garu (15.003 HP)

Allies Team Recommendations

  • The usual support, healer, and attacking units.

Deed Stage Tips

When Garu feeds "Fresh Fodder", all allies must attack to catch it.

When Edmond attempts to "Calm Unrest", all allies must defend to avoid harming the tamers. If you resist the tamers, you will receive a powerful counterattack.

Additionally, every 4 rounds, both will jointly perform "Guidance" to cooperate in taming, dealing massive damage.

  • Edmond and Garu both need to be brought to 1% to win. Any order is fine!
  • Enemies start by taking 60% less damage, which can be reduced by 15% every time you follow directions.
  • On turn 2/6/10: Attack with everyone.
  • On turn 3/7/11: Guard all.
  • End of turn 4/8/12: Edmond and Garu will both attack the whole party.

Flamehorn - 02: "[Crimson Veil] Challenge - 02"

Slime Enemies

  • Dark Element Festival Inspector Dante ( 279,877 -> 13,994 HP)

Allies Team Recommendations

  • You can't deal damage here so just bring things that will survive.
  • Ultimates should be under 6 turns.
  • Only 1 healer is allowed.
  • Bring many supports if you have any trouble.

Deed Stage Tips

When Dante uses "Meal Inspection", all allies must perform Normal Attacks to prepare for the upcoming "Strict Inspection".

When Dante performs "Tidy Surroundings", all allies must defend to avoid taking heavy damage and the Silence negative effect. Afterwards, Dante will "Taste Food". All allies must use strong attacks at this time to reduce the damage Dante deals, in preparation for his strict inspection.

Whenever an inspection is passed, Dante will recover his own HP.

  • This is a healing fight, so Dante must reach 100% to win. Just following directions will gradually heal him by turn 15.
  • On turn 2/8/14: Basic attack with all.
  • End of turn 2/8/14: Dante will attack the party with an ultimate.
  • On turn 4/10: Guard all for silence immunity.
  • End of turn 4/10: Dante will attack the party with an ultimate (and silence if you didn't guard).
  • On turn 5/11: Use ultimates with all.
  • End of turn 5/11: Dante will attack the party with an ultimate.

Flamehorn - 03: "[Crimson Veil] Challenge - 03"

Slime Enemies

  • Fire Element Flamehorn (461,547 HP)

Allies Team Recommendations

  • Short ultimate cooldowns in slots 1 and 2.
  • Healer in slot 1 or 5.
  • Water allies will help!

Deed Stage Tips

When the Flamehorn uses "Left Corner Power Up", positions 4/5 should attack to remove the attack power reduction debuff from all allies. Positions 1/2/3 should guard to prepare for the subsequent "Left Corner Charge".

When the Flamehorn uses "Ground Stomp Warning", positions 1/5 should attack, and positions 2/3/4 should guard to remove the increased damage taken by all allies to prepare for the subsequent "Ground Stomp Stampede," otherwise the charge damage will be greatly increased. When the Flamehorn uses its "Right Corner Power Up" skill, positions 1/2 should unleash Strong Attacks, while positions 3/4/5 should guard to counter the subsequent "Right Corner Charge" and remove any attack power reduction from all allies.

When the Flamehorn's HP drops to 60% and 30%, a ritual check will be performed. You must deal a certain amount of damage within one turn; otherwise, the Flamehorn will counterattack, significantly reducing the healing received by all allies.

  • Flamehorn has HP thresholds at 60% and 30% HP, both of which grant him damage reductions.
  • On turn 2/8/14: Attack with slots 4 and 5. Guard with 1, 2, and 3.
  • End of turn 2/8/14: Slots 1, 2, and 3 will be hit hard.
  • On turn 4/10/16: Attack with slots 1 and 5. Guard with 2, 3, and 4.
  • End of turn 4/10/16: Slots 2, 3, and 4 will be hit hard.
  • On turn 6/12/18: Use ultimates with slots 1 and 2. Guard with 3, 4, and 5.
  • End of turn 6/12/18: Slots 3, 4, and 5 will be hit hard.
  • At 60% HP: You will now do 10% less damage than before. Deal more than 5% of his HP or else you will be counterattacked and heal less.
  • At 30% HP: You will now do 10% less damage than before. Deal more than 10% of his HP or else you will be counterattacked and heal less.