Evernight Castle
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June 26, 2025 - July 17, 2025
Event Allies:
✦ Curseblaze Darkgleam Yakumo
✦ Cursebrand Silvershine Blade
Evernight - 06: "Slaughter"
Enemies
Sur (2,640 HP)
Team Recommendations
- NO HEALERS!!!
Stage Tips
After receiving a heavy attack at the start of battle, the damage of all party allies will become ineffective.
All party allies must guard to obtain a shield effect and healing ability to protect themselves and survive the four waves of the evil spirit's Black Mist Invasion.
When all party allies successfully resist until the fifth turn, they can leave the mirror world, and the battle will be won.
- Just guard the first five turns to win!
Evil Spirit - 01: "Sealed Gate"
Enemies
Courageous Charge Blade (11,204 HP)
Anxious Scared Yakumo (11,691 HP)
Team Recommendations
- Elements don't matter here, so don't worry about them
- Basic attack units are better but not required; just try to bring lower cooldown ultimate users if needed
Stage Tips
Blade is the main force for breaking the gate. He will throw himself at the gate to deal a large amount of damage. You can guard when Blade uses Gathering Strength to defend against the damage that follows.
When Yakumo uses Avoid, he will distance himself from the gate. It is impossible to deal damage to him at this time.
Pay attention to Blade's hints. When the two use Prepare for Battle, they will attack the party ally with the lowest initial HP; you must use Ultimate Skills at least twice to reinforce yourself. When the two use Regroup for Battle, they will attack the party ally with the highest max HP; you must use Ultimate Skills at least once to reinforce yourself.
- No one can die or you automatically lose.
- Using ultimates will grant the party a shield, so use as needed!
- End of turn 1: Blade and Yakumo will use two minor ultimates each on the whole party.
- On turn 3: Guard your party.
- If you do attack, you can't damage Yakumo this turn.
- End of turn 3: Blade will use a stronger ultimate on the party, and Yakumo will use a smaller one after. Yakumo will also heal Blade this turn!
- On turn 5: Use at least two ultimates this turn to shield your units, and guard with the lowest HP unit.
- Note these will NOT damage Blade or Yakumo, so don't use your most powerful ones here.
- End of turn 5: The lowest HP unit will be targeted by both Blade and Yakumo. They will die if no shield was used or they did not guard.
- On turn 7: Use at least two ultimates again this turn to shield your units, but this time guard with the highest HP unit.
- Note these will NOT damage Blade or Yakumo, so don't use your most powerful ones here.
- End of turn 7: The highest HP unit will be targeted by both Blade and Yakumo. They will die if no shield was used or they did not guard.
- The above begins to loop immediately on turn 8, so everything repeats every 7 turns!
- Bring both Yakumo and Blade to 1% to end the battle.
Video Clears
- SR clear by YuruCani: https://www.youtube.com/watch?v=DZifnkL_U5A
Evil Spirit - 02: "Escaping the Mirror World"
Enemies
Semi-Conscious Soul (93,280 HP)
Shackled Exorcist Soul (35,392 HP)
Shackled Exorcist Soul (34,585 HP)
Shackled Exorcist Soul (36,200 HP)
Shackled Exorcist Soul (34,750 HP)
Team Recommendations
- Basic attack units
- If you do want to use ultimate users, bring ones with lower damaging ultimates and a guardian to taunt last
Stage Tips
Obey the rules! You will be discovered if you use Ultimate Skills and you will gain Taunt. Therefore, use strong attacks at the correct moment and use <Guardians> last to block attacks.
Pay attention to the hints of the <Semi-Conscious Soul>; it will help the exorcists escape their predicament. When it reminds you not to get Ensnared in a Trap, avoid using strong attacks, or you won't be able to bear the consequences. When it uses Soul Exchange, guard and avoid attacking, or you won't be able to bear the heavy damage in the next turn. When the souls of the exorcists have a Brief Reawakening and begin to charge power, avoid attacking and let them focus on casting their spell to defend against the Forbidden Soul Magic that is about to come.
Finally, when the HP of the <Semi-Conscious Soul> reaches 1%, the evil spirit is still observing the state of battle; all party allies must guard to safely clear the stage.
- The fire Soul cannot be damaged, so attack the others. He will drop to 1% after the others leave.
- Note that even if you bring some of the enemies down to 1%, it may take a while for them to leave until they've used their attacks for that round. Preferably you want them all to leave around the same time, so try to keep their HP around the same amount.
- Your whole party must survive to win.
- Ultimates will cause your unit to be taunted and remove taunt from other members of the party. Use your guardian's ultimate last in a set of ultimates if you use them so he can be taunted.
- Damage MUST be lower than 30% of the Souls' max HP (around 10,350 for the lowest HP one, but they're all close). Anything over this will cause the entirety of the damage to be reduced by 85%, so be careful.
- End of turn 1: Your party will be granted their ultimates, but be careful!
- On turn 2: DO NOT use ultimates here.
- On turn 3: Guard all.
- End of turn 3: The fire Soul will use a strong ultimate on the party.
- On turn 5: Do not damage the enemies, so guard or heal.
- End of turn 6: The fire soul will use a minor ultimate on the party.
- The above loops immediately on turn 7, so don't use ultimates again on turn 8. This will all repeat every 6 turns.
- Once the fire Soul is alone, guard until he leaves.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=Jhc6oAjVBcE
Evil Spirit - 03: "Expelling Evil Spirits"
Enemies
Resisting Black Mist Yakumo (149,757 HP)
Sur (410,103 HP)
Drawing Accurately Blade (143,250 HP)
Team Recommendations
- Basic attack things again but not required
Stage Tips
In the first three turns, bear the attacks with Yakumo and let Blade finish the magic circle.
When Blade uses Magic Circle Complete, have all party allies use strong attacks on Sur when she's trapped by the magic circle. Only after injecting essence into the magic circle can you deal damage to Sur. However, the power of the magic circle is limited. When Blade announces it's time for Magical Infusion, all party allies must again use strong attacks on Sur to be able to deal effective damage against her. When Yakumo uses Powerful Shockwave to blow away the black mist protecting Sur, Sur will use Black Mist Bound on the party ally with the highest max HP in the next turn; use guard to deal with it. During Evil Spirit Howl, pay attention to the status hints of allies; <Healers> and party allies with the current highest ATK cannot attack.
Pay attention to Blade and Yakumo's HP at all times. When Blade uses Seeking Support, you can attack Blade and Yakumo to heal them.
- Focus on Sur unless otherwise prompted! You do not want Blade or Yakumo to die!
- On turn 1: Guard since no one can be damaged.
- End of turn 1: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 2: Guard since no one can be damaged.
- End of turn 2: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 3: Guard since no one can be damaged.
- End of turn 3: Your party will be given a shield by Yakumo, and Sur will attack everyone. Blade will grant everyone their ultimates this turn.
- On turn 4: Use everyone's ultimates on Sur to make her capable of taking damage. Don't worry about order.
- End of turn 4: Sur will hit everyone with an ultimate. Sur's shield will disappear, and she will be capable of being hurt now.
- Blade and Yakumo can also be healed for a turn.
- On turn 5: Guard with your highest max HP unit. Attack Blade once and Yakumo twice to fully heal them if possible.
- Each hit is 30% more HP for them. The number needed to heal them may change in subsequent loops, so watch carefully.
- End of turn 5: Your unit with the highest max HP will be hit by a powerful attack from Sur.
- On turn 7: Guard with your healer and your strongest attacker (check status if you are unsure who it is) or everyone will die.
- The above begins to loop on turn 8, so start again using your ultimates. This all repeats every 4 turns.