Lost Relics/Season 06
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October 19, 2023 - December 21, 2023
Lost 01
Altar Restoration 01
Enemies
Mutant Root of All Evil (185,858 HP)
Team Recommendations
- Team Setup: 1 Healer, 2~3 DPS, 1 Support
- Possible Units: R-SR Dante or Quincy
Stage Tips
- The Mutant Root of All Evil will counter attack your units when hit and receive attack buffs when doing so.
- Guard breaking will apply attack debuffs to the mutant and increase your damage, damage stacks.
- On turn 5 it will apply a status to itself where if it attack it will receive a heal over time passive that lasts for 2 turns. This status lasts for that turn so guard to bypass it unless you have strong units to nuke it anyway.
Video Clears
- No SSR Clear: https://youtu.be/cRyL03zgPP0
Altar Restoration 02
Enemies
Gemstone Guardian (200,068 HP)
Team Recommendations
- Team Setup: 1 Healer, 2~3 DPS, 1 Support
- Possible Units: R-SR Dante or Quincy
Stage Tips
- Gemstone Guardian will apply bleed effect to any unit that attacks it dealing damage for 4 turns, this can stack and the damage gradually increases over time.
- Use a unit that can guard break to remove the damage reduction the gemstone receives from guard status.
- On turn 5 it will skill attack every slot except 3, applying a large bleed stack and inflicting it's self with a damage debuff. For 1 turn it will take +100% ultimate skill damage so save ultimates until this moment.
Video Clears
- No SSR Clear: https://youtu.be/eK90nUd60e0
Lost 02
Poaching the Past 01
Enemies
Eagle (53,650 HP)
Sprite (64,358 HP)
Eagle (53,650 HP)
Eagle (53,650 HP)
Eagle (53,650 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: R-SSR Garu, R-SR Blade
Stage Tips
- AoE is your best friend for this stage since you have a lot of enemies to get through.
- When an eagle is attacked it will receive a -25% attack debuff (max 3 stacks), decreasing its damage. On attack it will gain +1% attack
- The sprite will remove all attack debuff stacks at the end of the enemy rotation, and supply heals to the enemies.
Video Clears
- No SSR Clear: https://youtu.be/g49uvXTT6Zc
Poaching the Past 02
Enemies
Poacher Boss (137,451 HP)
Poacher Goon (134,126 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: R-SR Dante or Quincy
Stage Tips
- Turn 3 Poacher Goon will apply Silence to your healer, this status lasts for 2 turns. This can occur every 4 turns.
- Turn 4 Poacher Boss will skill attack your whole team. It's a weak amount of damage though so no need to guard. This can occur every 3 turns.
- When Poacher Boss reaches below 50% HP he will apply guard status to both himself and the goon. He will then apply Sleep to every unit except your healer that lasts for 2 turns.
- He will skill attack your whole team the turn after, dealing increased damage. Make sure you have max HP when this happens.
- It's recommended that you take out the Poacher Boss first so that you don't get inflicted with sleep, using heavy hitters like Quincy can help bypass the guard damage reduction.
Video Clears
- No SSR Clear: https://youtu.be/E8xMsDQDg3I
Lost 03
Double Eclipse 01
Enemies
Moonlit Mutant Hare (155,330 HP)
Moonlit Mutant Hare (155,330 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: R-SSR Garu, R-SR Blade, Fallen Leaves Kuya
Stage Tips
- Attack both rabbits on turn 1 to remove their +50% ATK when they have 100% HP.
- They will recover HP everytime they attack so using health reduction units can help.
- On turn 3 both hares will skill attack slot 3 and apply -25% attack for 1 turn. This will rotate every 4 turns.
- On turn 5 both hares will skill attack again but instead will remove taunts if there be any. This will rotate every 4 turns.
- Killing one rabbit too early will make the other delete your whole team so kill both of them within the same turn.
Video Clears
- No SSR Clear: https://youtu.be/wUdBlN9y9NI
Double Eclipse 02
Enemies
Moonlit Sprite (88,724 HP)
Moonlit Sprite (88,724 HP)
Moonlit Sprite (88,724 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: R-SSR Garu, R-SR Blade, Fallen Leaves Kuya
Stage Tips
- A Sprite will apply bleed to your whole team on turn 1 that lasts for 10 turns. The other 2 will apply and attack buff and heals. This rotates every turn and the bleed damage will increase in damage.
- On turn 4 they will apply a god awful 50 turns bleed stack, make sure you have a really strong healer to handle all this tick damage.
- Rotates every 3 turns.
- Using an ultimate skill on the turn they apply bleed will paralyze them, cancelling the status application.
- Ultimate skill attacks will paralyze the sprites but also increase your ultimate cooldown by 1. Use short CD units to keep your rotation in sync with their essence charging turns.
- Killing one sprite too early will make the others delete your whole team so kill both of them within the same turn.
Video Clears
- No SSR Clear: https://youtu.be/ajh7wB8SlhY
Double Eclipse 03
Enemies
Night Raid Moonlit Wolf (285,363 HP)
Silent Defender Quincy (95,284 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: Short CD units, heavy hitting single target units, NO AOE
Stage Tips
- Quincy is an ally not an enemy and will help you attack the wolf.
- On turn 1 guard immediately the wolf does 100% true damage to your whole team and will wipe you out.
- Turn 4 the wolf will start charging up a devastating attack and will attack your highest HP unit on turn 5. Use an ultimate skill on turn 4 to paralyze the wolf to prevent this attack or guard. This rotates every 6 turns.
- Quincy will skill attack the wolf on turn 5 and gain more damage for a turn. This rotates every 4 turns.
- When the wolf is under 50% HP it will get a +25% attack buff that lasts the remainder of the fight.
- When the wolf comes out of paralysis it will enter a deranged will state and skill attack Quincy, who will then need to be hit with a guard break or he'll do devastating damage to your whole team.
Video Clears
- No SSR Clear: https://youtu.be/JUcWE02PB2E
Lost 04
Summer Fun 01
Enemies
Berserk Seahorse (147,439 HP)
Tropical Jellyfish (130,477 HP)
Berserk Seahorse (147,439 HP)
Team Recommendations
- Team Setup: 1 Healer, 3 DPS, 1 Support
- Possible Units: Good healer, heavy hitting single target units, AoE is possible but not recommended
Stage Tips
- Jellyfish has 200% resistance until the seahorses are defeated.
- On turn 4 seahorse will hit slot 1, 2, and 3. This repeats every 3 turns.
- On turn 5 jellyfish will use taunt and seahorse will hit slot 3, 4, and 5. Use Ultimate to break jellyfish's taunt so you can attack the seahorses. This repeats every 4 turns
- A turn after that the seahorses will deal damage to a unit each, guard those with low HP if you can't survive especially since the above pattern will repeat after this.
- After the seahorses are defeated, jellyfish will get -200% resistance and charge for 2 turns. After that it will do huge fixed AoE damage and stun, try to defeat the seahorses at the same turn and save your ultimates for the jellyfish, if it's not possible guard on the turn it finishes charging.
Summer Fun 02
Enemies
Zealous Traveler (285,419 HP)
Zealous Traveler (90,747 HP)
Zealous Traveler (90,747 HP)
Zealous Traveler (90,747 HP)
Zealous Traveler (90,747 HP)
Team Recommendations
- Team Setup: 1 Healer, 4 DPS
- Possible Units: Heavy hitting single target units, Good Healer, Do not use AoE
Stage Tips
- Zealous Traveler (Fire) will give the other enemies huge shield every turn and ults for even more huge shield every 2 turns starting from turn 3, focus on this unit and kill him as fast as you can and don't bother hitting the other enemies.
- On turn 5 the other enemies will use Impassioned assault which hits quite hard, guard if your unit can’t survive.
- After he is defeated all of the other enemy’s HP will be reduced to 15%, but you only have 2 turns to defeat them or else they will use Final Strike which will kill one of your unit (water hits slot 1&2, wood hits 3, light hits 4, dark hits 5)
- Keep in mind if one or more of your units died you still can clear this stage without any repercussion as long as there are one ally left so just focus on killing as much enemy as you can according to the information above.
Summer Fun 03
Enemies
Summer Madness Olivine (359,628 HP)
Nightmare Phantom of the Deep (203,765 HP)
Team Recommendations
- Team Setup: 4 DPS, 1 Support
- Possible Units: Heavy hitting single target units, Do not use AoE
Stage Tips
- Olivine will help heal the party, do not hit him unless you’re prompted to
- Knock down their shields when they’re up to stun them
- You need to kill the octopus twice, first time you can only hit until its HP goes to 1% then it will revive with full HP and then you can kill him for good
- When the octopus is revived it will either do normal attack, left side sweep that will do heavy attack on slot 1 & 2, winding tentacle on slot 3, or right side sweep on slot 4 & 5. Currently the pattern seems to be random so keep note on your actions for each turn and try again if it killed your party member or raise your units so you can bruteforce it
- After it is defeated Olivine will leave the stage
Lost 05
Chocolaty Goodness 01
Enemies
Choco-Slime (149,399 HP)
Pink Choco-Stungus (186,801 HP)
Choco-Slime (149,399 HP)
Team Recommendations
- Team Setup: 1 Healer, 1 Buffer, 3 DPS
- Possible Units: Quick ultimate cooldown DPS
Stage Tips
- Slimes deal less damage to enemies in guard stance
- Basic Attacks will reduce your recovery rate by 15%
- Ultimates will reduce the above reduction by 2
- Stungus will apply bleed on slots 1/3/5 on turn 3 and every 2 turns
- Slimes will hit slots 2 and 4 (separately) on turn 6 with a strong attack that will need guard to survive. This repeats every 5 turns.
- Your goal is to use units with quick ultimates to take down the enemies one-by-one. Remove Stungus first to stop his bleed, then deal with the slimes individually since they only attack every 5 turns.
Chocolaty Goodness 02
Enemies
Choco Mud Monster (107,203 HP)
Pink Choco-Slime (141,796 HP)
Choco Mud Monster (107,203 HP)
Pink Choco-Slime (141,796 HP)
Choco Mud Monster (107,203 HP)
Team Recommendations
- Team Setup: 1 Healer, 1 Buffer, 3 DPS
- Possible Units: Heavy hitting single target units, Good Healer
Stage Tips
- Mud Monsters counter ultimates and give an extra cooldown of 3t
- Choco Slimes counter basics and give an extra cooldown of 2t
- AoE isn't too good since your cooldown will constantly increase (you can if you want but be prepared to heal a lot)
- Hit mud monsters with basics to avoid counters and to prevent your cooldown from going down
- Use ultimates on the slimes
- On turn 6 they use a skill to flip the above, so reverse your tactics (hit slimes, ultimate mud monsters)
- It's ok to take these down individually, just remove them as you can so you have less counter attacks to deal with.
Chocolaty Goodness 03
Enemies
Flavor Advocate Yakumo (654,473 HP)
Sweetness Advocate Edmond (654,473 HP)
Team Recommendations
- Team Setup: 1 Healer, 3-4 DPS
- Possible Units: Low cooldown ultimates, Good Healer
Stage Tips
- Guard turn 1 and 2 since you can't damage them; they will take off half of their own HP during these turns.
- Yakumo will AoE on turn 2, 7, 11, and every other third turn
- Yakumo will need to be hit with an ultimate twice on turn 6 to lessen his ultimate damage
- Edmond will need to be hit with an ultimate twice on turn 8 to lessen his ultimate damage
- The above two skills repeat every 2 turns. If possible, hit at least one time and guard if you cannot handle the damage.
- They will leave when both are at 1%
- If you have 4 DPS, you can ration your ultimates to hit each character as necessary and avoid needing to guard.
- If you do not, it's ok to hit just one time with an ultimate to lessen the damage. You can potentially avoid hitting one entirely if your team is well-built and able to guard. Just keep yourself well healed!
Lost 06
Classy Ball 01
Enemies
Water Consul (275,187 HP)
Team Recommendations
- Healer, Buffer, Quick Ultimate DPS users or strong Basic Attacks
- no AoE needed
Stage Tips
- She will mostly use AoE attacks, so be prepared to heal everyone.
- On turn 3, the Consul will do an AoE that forces you to deal 75% less ultimate damage for 3 turns.
- Simultaneously, she will be granted a skill on this turn to make her take 25% more basic attack damage for 4 turns.
- These skills repeat every 3 turns (6/9/etc).
- On turn 4, the Consul will use an AoE that silences the party for 2 turns.
- This repeats every 3 turns (7/10/etc).
- Your goal is to use the ultimates despite doing less damage so that you can deal more basic attack damage and kill her, OR rely on basic attackers.
Classy Ball 02
Enemies
Noble Attendant (169,960 HP)
Noble (162,551 HP)
Noble Attendant (169,960 HP)
Team Recommendations
- Healer, AoE DPS Users, Guardian if you like
- AoE is great! Guardians and Guard Break are also potentially useful as well.
Stage Tips
- You will be mostly hit by AoE attacks, so again, you will need a strong healer to keep you alive.
- On turn 4 both Attendants will use their ultimate skills, which are strong AoEs. Each ultimate you are hit with will lower your attack by 10%.
- This repeats every 4 turns (8, 12, etc).
- On turn 5, the Noble will use a strong ultimate on a single target.
- The wood Attendant will use a skill on this turn as well, requiring you to remove his guard stance to paralyze him on the following turn.
- On turn 6, the dark Attendant will use a skill on the Noble, granting him a follow up attack for 2 turns.
- On turn 7, both Attendants will use taunt and guard stance to save their master.
- On turn 8, the Noble will use a very strong AoE. Guard here if you can, since the Attendants might also use their skills if you have not killed them.
- Absolutely nothing seems to happen if you kill anyone out of order or if you miss any special attacks like it did in CA, so just do whatever you feel like in terms of defeating the enemies. Focus on the Attendants since they hurt the most, but using your own AoE to take down all 3 will be the easiest solution.
Classy Ball 03
Enemies
Methodical Edmond (220,607 HP)
Supreme Warrior Blade (220,607 HP)
Pesky Viscount Barmon (693,857 HP)
Team Recommendations
- Guardian (slot 3), Healer, Single Target DPS
- No AoE, no bleed!
Stage Tips
- Edmond and Blade should be ignored. Focus on the Viscount, and he will leave once he reaches 1% HP.
- Most attacks are again AoE skills, so be prepared with a very strong healer, especially since you will have to deal with bleed.
- You cannot go below 25% HP or you will be unable to heal. Be extremely careful! If you ever go below this point, you will be killed the following turn.
- On turn 1, the Viscount will use an AoE bleed effect (3t) and make you take 5% more turn-by-turn damage.
- This repeats approximately every 2 turns, though the repairs may shift them a turn every so often.
- On turn 4, the Viscount will target one unit with an extremely strong attack (they will be indicated by the taunt symbol, most likely slot 3 as well). This will most likely put you below the 25% mark if you do not use a guardian/shield or guard properly.
- This repeats every 3 turns (turn 7/10/13/etc).
- If either Blade or Edmond get low on HP, they will request help. Your attacks will only heal at this point, so go heal Edmond/Blade and do not target the Viscount on these turns.
Lost 07
Silver Miracle Battle 01
Enemies
Night Crane (275,187 HP)
Team Recommendations
- Team Setup: 1 Healer, then Buffers and at least 3 single target DPS
- Quick ultimate attackers are a must
Stage Tips
- The crane will take less damage with a shield in place. You need to hit him with 3 ultimates to reduce this damage reduction.
- Every turn he will apply a shield, so you will need to constantly be attacking him.
- Most of the crane's attacks are AoE so be sure to stay healed up.
- At the end of turn 4, the crane will apply a large shield and begin to charge. You must break this shield and damage him before the end of turn 5 to stun him or else you will be killed.
- This means turn 5 is the time to launch your ultimates!
- This will repeat every 4 turns, so low cooldown ultimates (not Quincy) are needed.
Silver Miracle Battle 02
Enemies
Innocent Bird (212,612 HP)
Resident Chef (222,250 HP)
Team Recommendations
- Team Setup: Healer, Buffer, DPS (the usual)
- Possible Units: A unit with guard break
Stage Tips
- The chef will apply turn-by-turn healing each round. Ultimates will reduce the healing by 50% for both enemies for 2 turns.
- Focus on the chef first. If you kill the bird first, you will be unable to remove the chef's damage reduction and will be killed by his charge attack. There is no detriment to killing the chef first.
- At the end of turn 4, the bird will use a guard stance. The chef will begin to charge and gain damage reduction.
- Thus, on turn 5, you need to guard break the bird, then attack the chef to stun him or else you will be killed.
- This repeats every 4 turns.
- Also at the end of turn 4, the bird will hit one slot hard, but this repeats every 3 turns.
- At the end of turn 6, the chef will hit one slot hard, which repeats every 3 turns.
Silver Miracle Battle 03
Enemies
Max Tenderness Yakumo (234,404 HP)
Happy Helper Eiden (234,404 HP)
Team Recommendations
- Team Setup: Healer, Buffer, DPS as usual
- Set up your healer in slot 3 since it will be hit less
Stage Tips
- Yakumo will attack slots 4/5, and Eiden will attack slots 1/2. You may need to guard at times so put your fragile units or the one you need to use often in slot 3.
- At the beginning, Eiden will cast -10% ATK and make you take 5% more damage permanently.
- These attacks are sort of on rotation, but may be inconsistent depending on HP thresholds, so just watch the attack names:
- Situation Management: Party-wide -10% ATK, take 5% more damage (permanent). Start of Battle, every ? turns.
- Evenly Stirred: Skill attack to slot 1 and 2, applies bleed for 2 turns. End of turn 3, every ? turns.
- Venison Strips: Multiple attacks to slot 4 and 5. End of turn 4, every ? turns.
- Hot Pot Happiness: +50% attack buff to Yakumo and Eiden for 2 turns. End of turn 4, every 2 turns.
- Defensive Measures: Shield to both Yakumo and Eiden. End of turn 5, every ? turns.
- A Dash of Seasoning: Skill attack to slot 4 and 5. End of turn 6, every ? turns.
- If one is killed before the other, you will die the following turn.
- If either is brought down to 10% or lower, they will prepare for a final attack. They will take 50% more damage of a particular type for the next turn, but if you do not kill them, they will kill you.
- Yakumo: +50% Ultimate damage received for 1 turn.
- Eiden: +100% Basic damage received for 1 turn.
Lost 08
Holy Night Light Exploration 01
Enemies
Winter Noble (312,660 HP)
Team Recommendations
- Healer, Buffer, DPS
- Ultimates should be under 6 turns. Sorry Quincy and fancy Yakumo.
Stage Tips
- At the end of turn 2: The noble will now take 75% less damage, but also deal less damage to units in guard stance.
- On turn 3: Guard, since you can hardly do damage this turn.
- At the end of turn 3: The noble will use an AoE ultimate.
- You can guard the next turn, but it's not necessary. You just will do very little damage.
- At the end of turn 5: The noble will cast two status effects. If your guard stance is removed, you will take more damage, and all basic attacks will lower your party attack by 25% for 3 turns.
- On turn 6: DO NOT GUARD. Preferably do not do basic attacks either, so save your ultimates for this turn.
Holy Night Light Exploration 02
Enemies
Mischievous Child (425,296 HP)
Team Recommendations
- Healer, Buffer, Strikers
- Bleed probably is nice here actually
Stage Tips
- He will counterattack your attacks so stay healed.
- At the end of turn 4: He will barrage slots 1/3/5 with an ultimate.
- This repeats every 3 turns (end of 7, 10, etc).
- At the end of turn 5: A taunt will be placed on a unit (most likely your healer).
- On turn 6: DO NOT ATTACK THIS TURN. If you attack, the taunted unit will receive an even greater counterattack than usual. Just guard or buff/heal only.
- At the end of turn 6: The taunted unit will be attacked hard by an ultimate.
Holy Night Light Exploration 03
Enemies
Survival Tactician Dante (330,355 HP)
Quiet Observer Quincy (330,355 HP)
Snow Support Olivine (206,809 HP)
Team Recommendations
- Healer, Buffer, Strikers
- Guard break is required. N/R/SR Quincy's guard break will not charge in time so use anyone else.
Stage Tips
- Focus only on Dante and Quincy. Try to kill them together or one will get a 50% ATK boost, but it is not required to do so. They will only leave the field when both are at 1%, though.
- Do not get Quincy down to 1% first of the two since you must be able to damage him to remove his charge.
- Olivine is less dangerous, but he does do AoE damage every now and then. He leaves at 25% HP.
- At the beginning of turn 1 (before you attack): Dante will hit slot 1 hard, and Quincy will hit slot 2 hard.
- On turn 5: Dante needs to be hit with guard break so your party can do damage. Quincy must be damaged twice to stop his charge, meaning you have to break Dante's guard or else.
- If you have a lot of HP and do not want to guard break, you can guard this turn to ignore the guard break requirement. The following turn, both men will hit very hard if you choose this route, and you will not be able to damage them that turn either.
- This repeats every 3 turns.
Lost SP
New Grand Sorcerer 01
Enemies
Facing Yesteryear Kuya (629,286 HP → 157,322 HP)
Intrigued Past Kuya (302,087 HP)
Team Recommendations
- Anything that doesn't do bleed
Stage Tips
- On turn 1 hit the SR one since you aren't able to heal the other.
- On turn 2 on try to heal AD and continue until he is healed. He needs to be healed by turn 13 or you will lose.
- Once AD is gone, you have several thresholds to meet.
- When SR is brought to 50% HP, he will heal himself back to full HP.
- When SR is brought to 25% HP, he will heal himself back to 50% HP.
- At this point, guarding will cause taunt, and if he removes guard stance you get paralyzed (2t) and get 300% less heals.
- SR Kuya will begin to use different moves after AD is killed, so these are the things to look out for. Timing is difficult since it changes depending on when the phases begin, but watch out for the bolded mostly unless you are taking a while.
- SR Kuya will mostly use AoE damage on you.
- Sudden Illusion: This is the main thing to watch out for. It will do 50% max HP damage and remove your defenses. This happens about every 2 turns, so be careful.
- Pleasing Ordeal: Usually happens with the above, and is also a problem. This will pick a random unit or the taunted unit and damage it plus reduce its healing received by 50% permanently.
- Essence Barrage: 102% damage (instant death) to slots 4/5 if you do not guard. He also paralyzes them for 2 turns.
- Bizarre Illusion: Huge damage to slots 2/3, decreasing their healing by 100% (1 turn) and silencing them for 2 turns.
- Dream Giver: AoE damage, not too bad.
- Your strategy here should be to quickly heal AD Kuya, but save your ultimates for the turn after he leaves. SR Kuya's HP is low, so you can potentially lower his health to 50% with one unit like SR Quincy, then lower his health to 25% the next turn with your others. Otherwise, us quick ultimates to finish him off. Speed is the best thing for this round.
New Grand Sorcerer 02
Enemies
- Round 1
Yakumo (298,601 HP → 74,651 HP)
Garu (334, 820 HP → 83,705 HP)
Vlad (334, 820 HP → 83,705 HP)
- Round 2
Wicked Sorcerer (303,493 HP)
Coat Rack (251,454 HP)
Bedsheet Ghost (242,815 HP)
Will-O-Wispy (249,788 HP)
Team Recommendations
- Anything that doesn't do bleed. Multiple buffers or healers are recommended.
Stage Tips
- Please note this trial is a huge mess and this guide will be very general. If you have gotten this far then you shouldn't need step-by-step instructions.
ROUND 1
- You won't be able to do anything the first two turns. Afterward, your goal is to heal everyone. Target Garu or Vlad first, then Yakumo (he will only take damage after the other two are defeated).
- Follow up attacks do not count for healing, but healing and buffing do. Bleed will be a detriment.
- Vlad can inflict -300% ATK on slots 1/3/5 for a turn.
- If Vlad is brought above 75% but not to 100% he will inflict a permanent 30% ATK debuff so try to finish him off above this threshold all at once.
- Garu can hit slots 2/4 with paralysis for 2 turns.
- Garu may go into a defensive stance and will counter by killing your party, so do not attack this turn.
- If Garu is brought above 75% but not to 100% he will inflict a permanent debuff to make you take 33% more damage.
- Yakumo just hits everyone.
- Once everyone is defeated, debuffs will be cleared and you will be granted a few nice passives for the next turn. You gain a follow up attack and a shield when guarding, so use accordingly.
ROUND 2
- For the first turn you can do nothing, so just guard.
- All mini-bosses must be beaten before the clown. The best order is the bedsheet ghost, wisp, then coat rack. If you are being hit too hard, you can try to defeat the coat rack first, but the other two have skills that may get in the way of his death.
- Every defeated enemy gives the rest of the party an attack boost, so plan accordingly.
- The coat rack hits the hardest with various AoE attacks.
- When he is brought to 1%, he will clear the 1% HP lock. He must be killed the following turn or he will wipe your party.
- The bedsheet ghost will generally attack one slot hard, but also has an AoE.
- When the ghost taunts for a turn, guard rather than stopping the taunt. He will use a powerful AoE the following turn.
- It is okay to kill him this turn if possible, in which case guarding is not necessary.
- The wisp generally heals the enemy party.
- It will inflict a skill that lowers your recovery rate to 0 for a turn, so do not waste healing ultimates then.
- When it charges, it will need to be hit 3 times with normal attacks or it will heal the enemy party for a great deal of HP.
- The clown does not die when the others do like the ST stage.
- The turn after the wisp recovery down, he will paralyze your healer for 2 turns. Be sure you have healed up before this since you will be bombarded with attacks.
- If he uses Dark Control once he's alone, guard the units he inflicted it on to avoid a party wipe.
- If he threatens to make you pay the ultimate price, guard the entire party because he's about to use a very strong AoE for true damage.
New Grand Sorcerer 03
Enemies
Ultimate Agility Eiden (1,006,752 HP)
Team Recommendations
- The usual stuff, preferably DPS with good ultimates
- Taunt is useless and so are guardians
- Elements do not matter on this stage
- Basic attacks are detrimental so focus on either quick ultimates or heavy hitting ultimates
Stage Tips
- There is a strict turn limit of 21 turns, and you will be wiped at the end of this turn if Eiden is not defeated.
- Eiden will use a skill that will make your attacks damage your own party members. Similar to the previous fight, you will need to ration who hits or guards to avoid killing yourselves. This is made more difficult since one attack will hit two allies. Buffs and heals will also damage your party members!
- slot 1 hits slot 2/5
- slot 2 hits slot 1/3
- slot 3 hits slot 2/4
- slot 4 hits slot 3/5
- slot 5 hits slot 4/1
- At the end of turn 1: slots 1/3/5 will be hit and take 30% more damage for 1 turn.
- At the end of turn 3: slots 2/4 will be hit and take 30% more damage for 1 turn.
- At the end of turn 4: he will use an AoE attack that causes bleed (2t) and heal himself slightly (10%).
- On turn 6: Eiden will counter if you attack him. Guard to avoid big damage.
- At the end of turn 6: he will use another strong AoE attack.
- Beginning at the end of turn 7: he will repeat the above in sequence.
- He has threshold attacks at 50% and 25% HP.
- Wallowing in Delight (50%): The bleed and healing move is forced again regardless of the turn.
- Clever Lead (25%): Strikers, Saboteurs, and Guardians do no damage for a turn!