Flourishing ☆ Desires
More actions

September 25, 2025 - October 16, 2025
Event Allies:
✦ Hot Dance ☆ Majestic Leap Garu
✦ Trending Dance ☆ Freestyle Blade
Dance Battle 01: "[Dance] Challenge - 01"
Enemies
Decisive Victory Karu (16,079 -> 322 HP)
Accept Battle Blade (16,079 -> 322 HP)
Team Recommendations
- This is a healing fight. No anti-recovery units!
- Bring no more than 3 of healers or supporters.
- Quick ultimates are recommended.
Stage Tips
| [In Game Tips] |
|---|
|
- This is a healing fight, so just attack to heal the enemies. Thankfully, turn-by-turn damage is negated so hybrid users of this type of attack can be used.
- Blade and Karu must reach the 25%, 50%, and 75% HP thresholds at the same time! Try to heal them together!
- If Blade or Karu goes below 1% HP, the party will be wiped. They will attack one another each turn, so be sure to keep their HP up!
- Every attack your unit makes will cause ATK -10% to them. Guarding will remove one of these stacks!
- On turn 1: Be sure you attack both Blade and Karu this turn to raise their HP so you don't lose the fight immediately!
- On turn 3/11/19: Guard slots 1 and 2 to keep Karu from taking extra damage.
- On turn 5/13/21: Use 3 ultimates on Karu to lower Karu's ATK. Make sure Blade has enough HP this turn.
- On turn 7/15/23: Guard slots 4 and 5 to keep Blade from taking extra damage.
- On turn 9/17/25: Use 3 ultimates on Blade to lower Blade's ATK. Make sure Garu has enough HP this turn.
- This loops on turn 11, every 8 turns!
Video Clears
- R Clear by La: https://www.youtube.com/watch?v=MkrTDZsxaaE
Flourishing ☆ Desires : Dance Battle 02: "[Dance] Challenge - 02"
Enemies
Resounding Radiant Bros (40,053 HP)
Calm Radiant Bros (40,053 HP)
Composed Radiant Bros (40,053 HP)
Suave Radiant Bros (40,053 HP)
Prideful Radiant Bros (40,053 HP)
Team Recommendations
- Ultimates must be 4 turns or less.
- Be careful of trigger damage here.
Stage Tips
| [In Game Tips] |
|---|
|
- Try to defeat the enemies together. When one reaches 1% HP, their attack will increase.
- Any basic attacks will attack the allies on either side of the unit. Ultimates will grant a shield.
- Slot 1: Affects slots 5/2
- Slot 2: Affects slots 1/3
- Slot 3: Affects slots 2/4
- Slot 4: Affects slots 3/5
- Slot 5: Affects slots 4/1
- On turn 2/11/20: Use a basic attack with everyone. Watch your HP!
- End of turn 2/11/20: Everyone will be hit once by the enemy in their corresponding slot.
- On turn 5/14/23: Use an ultimate with everyone to gain a shield.
- End of turn 5/14/23: Everyone will be hit with an ultimate from each enemy, but the shield should save your party.
- On turn 7/16/25: Use a basic attack with everyone. Watch your HP!
- End of turn 7/16/25: Everyone will be hit once by the enemy in their corresponding slot.
- On turn 9/18/27: Use ultimate attacks with slots 2/4, then basic attacks with 1/3/5.
- End of turn 9/18/27: Everyone will be hit once this turn as well.
- The above loops every 9 turns!
Video Clears
- SR/R Clear by La: https://www.youtube.com/watch?v=TqxIHlPhiY4
Flourishing ☆ Desires : Dance Battle 03: "[Dance] Challenge - 03"
Enemies
Rediscovering Purpose Hoss (564,845 HP)
Team Recommendations
- Units with sleep immunity are helpful!
Stage Tips
| [In Game Tips] |
|---|
|
- Every 5 turns, support units will have their cooldown delayed unless the new Garu is present. You can guard to avoid this.
- HP above 65% makes your party take more turn-by-turn damage, but this is difficult to manage so just get used to it.
- Basic attacks lower your HP, and guarding makes you take 75% turn-by-turn damage.
- At the start of the fight: Hoss will reduce your HP and make healing impossible.
- On turn 1: Guard to reduce turn-by-turn damage.
- End of turn 1/9: Hoss will apply more turn-by-turn damage.
- On turn 2/10: Guard to reduce turn-by-turn damage. Heal if needed!
- End of turn 2/10: Hoss will apply more turn-by-turn damage.
- On turn 3/11: Guard to reduce turn-by-turn damage. Heal if needed!
- On turn 4/12: Use basic attacks with everyone. DO NOT GUARD. Hoss should be put to sleep.
- On turn 5/13: DO NOT GUARD. You can do anything else.
- End of turn 5/13: Hoss will apply more turn-by-turn damage.
- On turn 6/14: Guard to reduce turn-by-turn damage. Heal if needed!
- On turn 7/15: Use basic attacks with everyone. DO NOT GUARD. Hoss should be put to sleep.
- On turn 8/16: DO NOT GUARD. You can do anything else, so try to set up for the following turn!
- On turn 9/17: Any action will cause the unit on the right to fall asleep. Prioritize starting with the unit to the right of someone with sleep immunity, or a unit you do not need. You must do at least 10% damage to Hoss on this turn, so use ultimates if you like.
- If you fail here, you will permanently take 33% more turn-by-turn damage.
- The above loops every 8 turns immediately, so keep in mind there are no breaks!