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Gale Racer

From NU: Carnival Guides
(Redirected from GR)
Gale Racer
August 27, 2026 - September 17, 2026
Event Allies:
Sunlit Roamer Quincy
Ray of Sunset Dante

Apex - 01: "[X Speed] Challenge - 01"

Slime Enemies

  • Water Element Expert Mechanic Quincy (20,004 -> 2,001 HP)
  • Fire Element Thoroughly Prepared Dante (20,004 -> 2,001 HP)

Allies Team Recommendations

  • This is a healing stage, so avoid healing reduction.
  • Bringing multiple healers will cause you to take more damage so it's not recommended.

Deed Stage Tips

When Quincy is "Navigating" to repair, all allies must use Basic Attacks to tighten the screws.

When Dante requests help with "Parts Maintenance", all allies must enter guard stance to assist Dante. When both are trying to replace tires, the allies in the leftmost and rightmost positions must unleash Strong Attacks targeting Quincy and Dante, respectively, to lower their ATK equally, avoiding catastrophic results. When Dante calls for "Balanced Nutrition", all allies must enter guard stance to recharge energy and prepare for the upcoming "Stress Test".

Once the vehicle body maintenance reaches a certain stage, "Ignition Check" will begin. Allies in Positions 1 through 5 must perform actions in sequence as prompted: enter guard stance, Basic Attack, Ultimate Skill, Basic Attack, enter guard stance. Fulfilling this condition triggers "Link Successful" for the win.

  • Quincy and Dante must both reach 100% to win, and no one in the party can die.
  • Healing is based on following instructions. This guide assumes you did just that for the turn order.
  • On turn 1: Guard or prepare since you can't do anything.
  • On turn 2/6/10: Use basic attacks with everyone.
  • On turn 3/7/11: Guard all.
  • On turn 4/8/12: Use ultimates with slots 1 and 2 on Quincy, and ultimates with slots 4 and 5 on Dante.
    • The order actually doesn't matter so long as 1/2/4/5 use at 2 ultimates on each.
  • On turn 5/9: Guard all.
  • End of turn 5/9: The party will be hit with a strong ultimate.
  • On turn 13: Follow the steps below in order to win:
    • Slot 1: Guard
    • Slot 2: Basic Attack
    • Slot 3: Ultimate
    • Slot 4: Basic Attack
    • Slot 5: Guard

Apex - 02: "[X Speed] Challenge - 02"

Slime Enemies

  • Fire Element Daychaser Speed Rider (Fire) (105,298 HP)
  • Water Element Daychaser Speed Rider (Water) (105,298 HP)

Allies Team Recommendations

  • At least 2 strikers or saboteurs.
  • Someone that can remove Guard Stance!

Deed Stage Tips

When the Fire Racer is "Closing the Distance", all allies must use Basic Attacks to maintain distance. Failing to do so triggers "Spin Out", significantly decreasing the party's ATK for a period of time.

When the Water Racer uses "Splashing Water", all allies must enter guard stance to prevent excessive movement from obscuring vision and suffering moderate damage. When the Fire Racer uses "Full Throttle" and enters guard stance, remove his guard stance as soon as possible. Otherwise, he will crash out of control into the entire team, dealing massive damage. Meanwhile, the Water Racer will use "Stay Alert". Have your <Striker> or <Saboteur> hit him twice with Basic Attacks, or he will use "Go All Out", dealing massive damage.

Every few fixed turns, both racers will execute "Simultaneous Sprint". The Healer should top up the party's HP in advance to avoid an instant wipeout.

  • Both enemies must be brought to 1% to win, and no one in your party can die.
  • The enemies will begin by taking 75% less damage, but this will gradually decrease as you follow instructions.
  • On turn 2/8/14: Basic attack with everyone to avoid a party ATK decrease.
  • On turn 3/9/15: Guard all.
  • On turn 5/11/17: Remove the fire racer's guard stance, then basic attack the water racer twice. Failure to do so on either will cause high damage to the party.
  • On turn 6/12/18: Heal up the party to prepare for the following attack. If it gives you trouble, you can guard, too.
  • End of turn 6/12/18: Both racers will attack the party with strong attacks.

Apex - 03: "[X Speed] Challenge - 03"

Slime Enemies

  • Light Element Daychaser Speed Ritter (776,466 HP)

Allies Team Recommendations

  • At least 3 units that can attack.
  • Ultimate cooldowns of 4 or less in slots 1 and 5.
  • Multi-hit units are very helpful!

Deed Stage Tips

Although you start with ample fuel, carefully consider when to use your Strong Attacks.

When a "Sharp Left" or "Sharp Right" appears, check the status prompts: have the corresponding ally enter guard stance to lean low, while the ally on the opposite side performs an Ultimate Skill to accelerate and lower their healing reduction. When an "Intense Collision" occurs, deal damage at least 5 times to Ritter to cancel his charge. Performing an Ultimate Skill grants other allies "Precise Control", which adds an extra hit to their Basic Attacks. Have 2 allies use Ultimate Skills first, then have the remaining 3 allies attack to reach 5 total hits and stabilize the vehicle. Failing to do so inflicts "Unstable Condition" on all allies, drastically increasing turn-by-turn damage taken. Caution! When Ritter's HP reaches 60%, he begins "Defensive Block"! When he attempts "Block Right" or "Block Left", follow the status prompts: have the ally in position 2 or 4 enter guard stance, while the ally on the opposite side attacks to steer, or your team will take massive damage.

When Ritter's HP reaches 20%, he initiates "Final Stretch". Reduce his HP to 1% before "Final Stretch" reaches 4 stacks, or the battle will come to an early end.

  • The battle must be completed in 20 turns, and no one in the party can die.
  • When Ritter uses Final Stretch, make sure to defeat him in 4 turns or less.
  • Guarding or using ultimates will cause your healing to be reduced, but basic attacks will undo it.
  • On turn 2/8/14: Pay attention to whether you are asked for Sharp Left or Sharp Right since who attacks will change!
    • Sharp Left: Guard slot 1 and use an ultimate with slot 5.
    • Sharp Right: Ultimate with slot 1 and guard with slot 5.
  • On turn 4/10/16: Use 2 ultimates to give the other units more hits, then attack with the others to disrupt Ritter.
  • On turn 6/12/18: Ritter will hit the party with an ultimate.
  • At 60% HP, Ritter will add a step:
  • Turn 6/12/18: (please note this is intuitively backward)
    • Block Left: Guard slot 4 and attack with slot 2.
    • Block Right: Guard slot 2 and attack with slot 4.
  • At 20% HP, Ritter must be defeated in the next 4 turns. He will still continue his patterns, so be careful of when you enter this phase!