Lost Relics/Season 19
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December 18, 2025 - February 19, 2026
Lost 01
Childhood Dream 01
Enemies
Teddy Bear (305,476 HP)
Team Recommendations
- An anti-recovery unit like SR Kuya.
Stage Tips
| [In Game Tips] |
|---|
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- Attacks will heal the bear by his own attack power. Basic attacks will lower your attack, and ultimates will cause him to take more healing.
- Avoid basic attacks as often as possible if you want to be able to attack properly. This means you will be guarding a lot except on specified turns unless you can finish the fight quickly.
- On turn 3: Do not guard.
- This repeats on turn 8 and every 5 turns.
- End of turn 3: You will be hit with an ultimate that will remove your guard stance if you did guard. If it is removed, you will deal -20% damage permanently.
- End of turn 4: A unit will be hit with a strong ultimate.
- This repeats at the end of turn 7 and every 3 turns.
- On turn 7: Do not guard. Use an ultimate if possible to reduce your ATK reductions.
- This repeats on turn 13 and every 6 turns.
- End of turn 7: If you guarded, your guard stance will be removed and you will be paralyzed for 3 turns. Your healing will also be reduced by 25% for 3 turns.
Childhood Dream 02
Enemies
Giant Clown Toy (141,341 HP)
Team Recommendations
- A guardian in slot 3, preferably with 2 turn taunt or a shield due to the damage taken.
Stage Tips
| [In Game Tips] |
|---|
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- The clown will take 200% less damage at the beginning. Basic attacks will make him take +5% more damage, and ultimates will make him take +25% more damage. You should try to accumulate this as soon as possible to do actual damage to him.
- On turn 5: Guard, do not attack. If you have a guardian, you should taunt to avoid the next debuff.
- If your guardian was a 2 turn guardian, do this on turn 4 instead to be able to guard this turn.
- End of turn 5: A unit will be hit with a permanent -33% ATK debuff, as well as paralysis for 2 turns.
- On turn 6: Any attacks will be met with a counterattack on the whole party. If any units did not guard on turn 5 or if you cannot withstand the damage, do not attack at all.
- End of turn 6: Slots 1, 2, 4 and 5 will be hit with an ultimate. The clown will receive a +15% damage buff as well.
- This pattern repeats starting on on turn 11, so every 6 turns.
- If anyone dies then the party will be wiped.
Lost 02
Midsummer Passion 01
Enemies
Poisonous Starfish (322,507 HP)
Team Recommendations
- Good healer to deal with the turn-by-turn damage.
Stage Tips
| [In Game Tips] |
|---|
|
- Any hits will make the starfish do -5% turn-by-turn damage, so try to use as many basic attacks as you can.
- End of turn 1: Guarding will reduce your turn-by-turn damage by 80% the following turn.
- On turn 2: Guard all or you may die from the turn-by-turn damage.
- On turn 5: Guard to avoid the upcoming damage.
- End of turn 5: The party will be hit with a strong attack that may kill you if you didn't guard.
- The above begins over again at the end of turn 7 (repeat it all every 6 turns!).
Midsummer Passion 02
Enemies
Sooley (432,204 HP)
Team Recommendations
- No guardians. Otherwise, just use whatever you can kill with fast.
Stage Tips
| [In Game Tips] |
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- Every turn you will do -6% healing, so you must work fast. Guardians have no effect.
- There is a strict time limit of reaching each 25% threshold in 6 turns or your party will be wiped.
- If you reach a threshold early, you will be granted a large shield in return. This may reduce the need to guard, so use your own judgment!
- End of turn 1: Sooley will grant himself a large shield that must be removed (along with 25% of HP) in 6 turns. Slots 1/2 will take 100% more damage for the next 2 turns.
- On turn 2: Guard slots 1/2 if needed.
- End of turn 2: Slots 1/2 will be hit with an attack that may kill them because of the extra damage. Slot 3 will now take 100% damage the next 2 turns.
- On turn 3: Guard slot 3 if needed.
- End of turn 3: Slot 3 will be hit with an attack that may kill them because of the extra damage. Slots 4/5 will now take 100% damage the next 2 turns.
- On turn 4: Guard slot 4/5 if needed.
- End of turn 4: Slots 4/5 will be hit with an attack that may kill them because of the extra damage.
- End of turn 5: Damage blocked while in guard stance will be reduced for 2 turns.
- End of turn 6: Sooley will use a party-wide attack. You hopefully have a shield by this turn to mitigate the damage.
- All of the above will repeat at the end of turn 8 and so on, every 7 turns.
Midsummer Passion 03
Enemies
- Wave 1
Shadow Windchaser Garu (139,091 HP)
Tidebreaking Landfall Quincy (139,091 HP)
Bold Waverider Dante (139,091 HP)
- Wave 2
Live Stream Aster (84,289 HP)
Passion Relay Morvay (84,289 HP)
Team Recommendations
- A strong ultimate user in slot 3, and at least 3 damaging ultimate users overall. You will need a strong healer too!
- Place units with the most HP in slots 2/4 or those you don't mind guarding since they will take more damage.
Stage Tips
| [In Game Tips] |
|---|
|
- You will take less damage in guard stance so use it to your advantage!
- The enemies will be locked at 1% HP, but they will vanish the turn after. You can kill in any order, but getting rid of Dante and Quincy should take priority. Garu will often help you!
- There is a second wave, but don't fret. It's just for fun!
- End of turn 1: Quincy will use an AoE ultimate. [This repeats every 10 turns]
- End of turn 2: Garu will damage slots 1/5, Quincy will damage slots 2/4 and make them take 10% more damage for 3 turns, and Dante will damage slot 3.
- End of turn 3: Dante attacks slot 3.
- On turn 4: If you don't have high HP, guard this turn. [This repeats every 10 turns]
- End of turn 4: Dante will use a strong AoE ultimate. [This repeats every 10 turns]
- End of turn 5: Garu will make slots 1/2/4/5 grant themselves a shield, make slot 3 do more ult damage, and make their target take 125% more damage for a turn. [This repeats every 10 turns]
- On turn 6: Guard slots 1/2/4/5. Then use an ultimate with slot 3 on Garu since he is taunted. [This repeats every 10 turns]
- End of turn 6: Garu will hit slots 1/2/4/5, which should be safe after doing the above. [This repeats every 10 turns]
- On turn 7: Do NOT use any ultimates or you will be inflicted with silence for 3 turns. Do NOT hit Dante this turn. [This repeats every 10 turns]
- End of turn 7: Garu will hit both your slots 1/5 and the others in his party.
- On turn 8: Quincy will be taunted. Hit him with an ultimate once to remove it, then hit Dante with 2 ultimates. Do NOT hit Dante with any basic attacks. [This repeats every 10 turns]
- End of turn 8: Dante will use a strong AoE ultimate. [This repeats every 10 turns]
- Note this is a mess if you don't take out the enemies quickly, so try to get rid of them one by one! Any order you like is fine!
Lost 03
Starscape Memories 01
Enemies
Brahe's Record (400,035 HP)
Team Recommendations
- A quick ultimate user in slot 3.
- Lots and lots of heals.
Stage Tips
| [In Game Tips] |
|---|
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- All attacks will be countered, so be prepared!
- End of turn 4/7/11: An ultimate will be used on the entire party.
- On turn 6/10/14: Use a basic attack with slots 1/2/4/5, and then an ultimate with slot 3 to silence Brahe.
- End of turn 6: If you didn't do the above you'll probably die.
- These loop every 4 turns after!
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=3YeWinW0x60
Starscape Memories 02
Enemies
Starscape Urchin (476,505 HP)
Team Recommendations
- A guardian in slot 2 or 4, preferably one that can taunt regularly. The other unit should have high HP.
- A strong healer.
- Quick ultimate users.
Stage Tips
| [In Game Tips] |
|---|
|
- Any attacks you do will harm slots 2/4. You may want to guard until ultimates are ready to avoid too much damage.
- On turn 4: Guard slots 1/3/5.
- End of turn 4: Slots 1/3/5 will be hit with heavy damage.
- End of turn 5: Taunt with your guardian here, or your lowest HP ally will be taunted for 2 turns. They will take more damage and guard stance will be ineffective.
- On turn 6: Be wary of the counterattack! Make sure your taunted unit is fully healed, and guard the other units to avoid lowering the taunted unit's HP.
- End of turn 6: The taunted ally will be hit with a strong attack this turn.
- The above loops at the end of turn 7, every 3 turns.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=G_H2uw6fd2A
Starscape Memories 03
Enemies
Purple Shooting Stars (511,162 HP)
Team Recommendations
- Healer and the usual
- A guardian (or two) in slots 2 and/or 4
- Units that lower the enemy's attack may be helpful as well
Stage Tips
| [In Game Tips] |
|---|
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- Every 2 turns slots 1/3/5 will receive 7% less healing, so it is advised to finish quickly.
- Ultimates will reduce the enemy's attack by 2.2%. You can use these frequently as long as you have them available every 6 turns.
- If anyone dies you will fail the level.
- At the beginning: Your team will be hit for 75% damage.
- End of turn 3: A small ultimate will be used on a single unit.
- End of turn 4: Your slots 1/3/5 will take 60% more damage and lose half of their guard effectiveness for the following 2 turns. Any previous taunts will also be cleared.
- On turn 5: Taunt with your guardian here, and use any damage debuff skills you can.
- End of turn 5: Slots 1/3/5 will be hit with a strong attack that will most likely kill them. Your guardian should survive if it is in slot 2/4 because they don't have the debuff.
- On turn 8: Use at least 3 Ultimates to make the enemy deal 20% less Ultimate damage each.
- End of turn 8: Slots 2/4 will be hit with an Ultimate. Your healer will also do 35% less healing and 25% less turn-by-turn healing for 3 turns.
- This all begins to loop at the end of turn 10, 16, etc.
Video Clears
- R/SR clear by La: https://www.youtube.com/watch?v=oDaWaTgBUM8
Lost 04
Accompanying Each Other 01
Enemies
Carousel Horse (539,041 HP)
Team Recommendations
- Quick ultimate users (3 turn) or basic attack teams
Stage Tips
| [In Game Tips] |
|---|
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- On turn 4: Deplete the horse's shield and damage him to keep him from killing the party.
- Failure to break the shield will result in being hit with a strong ultimate that also lowers your recovery rate by 75% permanently and makes guard ineffective for the following turn.
- This needs to be repeated on turn 7/10/etc, every 3 turns.
- End of turn 5: The horse hits the party with a strong ultimate.
- This repeats on turn 8/11/etc, every 3 turns.
Accompanying Each Other 02
Enemies
Snowman Toy (477,557 HP)
Team Recommendations
- Guardian in slot 3. Do not take any with taunt on basic attack or two turn taunt since you may accidentally draw important status effects away from the other party members.
Stage Tips
| [In Game Tips] |
|---|
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- On turn 1: Guard everyone (especially slot 3) since you can't damage him.
- On turn 2: Guard and/or heal since you can't damage him.
- On turn 3: Guard with slots 1/2/4/5, then attack with slot 3. You can now damage the snowman after this turn.
- Repeat this on turn 7/11/etc, every 4 turns.
- On turn 4: Attack with everyone. Do not guard!
- Repeat this on turn 8/12/etc, every 4 turns.
- End of turn 4: The snowman will hit slot 3 hard. The unit's recovery rate will be permanently reduced. The snowman will no longer be able to be damaged again.
- The above will all loop every 4 turns!
Accompanying Each Other 03
Enemies
Unfulfilled Wish Merry (610,199 HP)
Team Recommendations
- No guardians, but anything else goes.
Stage Tips
| [In Game Tips] |
|---|
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- If anyone dies, the party will be wiped.
- Merry will take -3% Ultimate Skill damage every turn, and every attack will cause a unit to deal -9% ATK. You will want to defeat Merry quickly.
- Merry's HP is locked at 50% for the first phase.
- On turn 3: Guard all or you will kill yourself!
- End of turn 3: Merry will use a strong ultimate on the party. You will want to avoid guarding the next 2 turns.
- On turn 4: Do not guard, just attack.
- End of turn 4: Merry will guard break your units, which will decrease their ATK by 25% if you had guarded.
- On turn 7: Do enough damage to break Merry's shield!
- The above will all begin to loop on turn 9/15/etc, every 6 turns (so be sure to guard that turn).
- At 50% HP, Merry will increase her ATK by 35%. The above continues as usual until she is brought to 1% HP.
Lost 05
Tidal Isle 01
Enemies
Umi (1,164,976 HP)
Team Recommendations
- Guard break is needed!
- If you are having difficulty, you can bring a guardian with shields to take some of the extra damage.
Stage Tips
| [In Game Tips] |
|---|
|
- Umi will take 50% less damage except on turns when his guard can be broken.
- Your team will take 10% of their max HP damage every turn, and bleed stacks will constantly be applied. You will need to heal a lot!
- End of turn 2/6/10/etc: A stronger bleed damage will be applied on top of what gets applied every turn.
- End of turn 3/7/11/etc: Everyone will now take 30% more bleed damage.
- On turn 5/9/13/etc: Use guard break here to make him take 50% more damage for 3 turns. Be sure to follow it with your strongest attacks!
- Everything will loop every 4 turns!
Tidal Isle 02
Enemies
Tropical Jellyfish (101,648 HP)
Tropical Jellyfish (579,195 HP)
Island Villager (101,648 HP)
Team Recommendations
- Guardian in slot 3
- No AoE/multi-target attack units
Stage Tips
| [In Game Tips] |
|---|
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- Slot 3 will be hit by everyone the most. Your guardian should be here!
- Attack the jellyfish until they both reach 1%, then attack the villager. The villager can only be damaged during this time for 2 turns, and he must reach 1% to end the battle.
- Note that at any time if a jellyfish is brought to 1%, it will be paralyzed and not attack that turn. Use this to your advantage, particularly on turn 4/8/etc.
- There aren't specific turns that you MUST taunt with your guardian, but depending on how good your guardian is, you can taunt on the turn before or after the move on turn 4/8/etc, or around turn 6/10 to help the unit with low HP. Just do it when you need it!
- End of turn 1/5/9/etc: The villager will use an ultimate on the whole party.
- End of turn 2/6/10/etc: The jellyfish will both apply -30% recovery rate to your lowest HP unit.
- At the end of turn 6/10/etc the villager will also throw a harpoon here at the unit, so you may need to guard it or taunt to protect it if it isn't fully healed.
- End of turn 4/8/12/etc: The water jellyfish will hit slots 1/5, and the dark jellyfish will hit slots 2/4 with a strong attack. The villager will follow this by hitting your lowest HP unit with a strong attack. All of these hit will have their guard reduced the following turn.
- Everything will loop every 4 turns!
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=1mbQNGWN3b8
Tidal Isle 03
Enemies
Mocking Laugh Kuya (788,031 HP)
Team Recommendations
- No guardians or things that automatically guard.
- A strong healer will help a lot! You may even need two!
- You can bring paralysis immune people if you need to guard more than necessary.
- Avoid light units if possible due to the amount of damage taken.
Stage Tips
| [In Game Tips] |
|---|
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- On turn 1: Don't guard!
- End of turn 1: Kuya will hit the party with an AoE that will cause more damage if your guard is broken.
- On turn 4/10/16: Guard everyone.
- End of turn 4/10/16: You will be hit by an AoE that will do extra damage if you didn't guard. Shields will become ineffective, and if your guard is broken in the next 6 turns, you may be paralyzed.
- On turn 5/11/17: Don't guard!
- End of turn 5/11/17: Kuya will use an AoE here that will also cause bleed damage.
- On turn 6/12/18: Guard everyone.
- End of turn 6/12/18: Kuya will use a very strong AoE that will most likely kill you if you didn't guard.
- On turn 7/13/19: Don't guard!
- End of turn 7/13/19: Kuya will use an AoE here with guard break, paralyzing you if you guarded.
- The above begins repeating on turn 10, looping every 6 turns.
Lost 06
Forest Rescue 01
Enemies
Potion-Induced Cloud Sheep (510,557 HP)
Team Recommendations
- Guardian with taunt
- Moderate basic attackers are helpful here since you will need to control your damage
Stage Tips
| [In Game Tips] |
|---|
|
- Try to maintain an amount of damage between 5% and 20% of the sheep's HP.
- Under 5%: healing received will slightly increase.
- Over 20%: heals 15% of max HP.
- Over 40%: instant loss.
- On turn 3/9/15: The sheep will counterattack anything you do here, so only attack if you can survive it.
- On turn 4/10/16: Guard all.
- End of turn 4/10/16: The sheep will attack the party with a strong ultimate.
- On turn 6/12/18: Taunt with your guardian here.
- End of turn 6/12/18: Your guardian will be hit and paralyzed for a turn.
- The above loops every 6 turns.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=ECjEQ_5fseg
Forest Rescue 02
Enemies
Nervous Hedgehog (307,665 HP)
Timid Hedgehog (314,907 HP)
Team Recommendations
- At least 3 units that can attack
- Non-attacking buffers
Stage Tips
| [In Game Tips] |
|---|
|
- Try to bring both hedgehogs down to 1% around the same time or you will receive extra damage from the remaining one.
- After your first attack on a hedgehog, it will counterattack all remaining attacks that turn and reduce the attacker's recovery.
- Heal before attacking, and alternate which attacker hits first to make sure everyone can be healed properly.
- End of turn 1/6/11: Both hedgehogs will use ultimates on the party.
- End of turn 2/7/12: The water hedgehog will cause turn-by-turn damage to the party for 5 turns.
- On turn 3/8/13: Attack the fire hedgehog with at least 3 attacks.
- On turn 4/9/14: Attack the water hedgehog with at least 3 attacks.
- End of turn 4/9/14: The fire hedgehog will take 10% less damage from now on.
- On turn 5/10/15: Guard your party if you can't survive the damage the following turn.
- End of turn 5/10/15: The fire hedgehog will use a very strong ultimate, and the water hedgehog will take 10% less damage from now on.
- The above loops every 5 turns.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=4lz2aRdq5tg
Forest Rescue 03
Enemies
Sickly Baby Crystal Fawn (347,185 HP -> 3,472 HP)
Team Recommendations
- No bleed, no trigger, etc that will attack the enemy instead of healing it.
- High attack is all that matters for units besides the above.
- A guardian in slot 3 or a good healer to maintain their health.
- 4 turn or less ultimates, sorry Quincy...
Stage Tips
| [In Game Tips] |
|---|
|
- This is a healing fight. You want to attack to heal the enemy.
- Basic attacks heal by 80% ATK.
- Ultimates heal by 140% ATK.
- Slot 3 will be hit with every attack you do, so be sure to keep them healed and guarded.
- If slot 3 dies, your party will be wiped.
- There is a 21 turn limit for the fight.
- On turn 1: Guard, you can't do anything.
- On turn 2: You can begin to attack the fawn now to heal it. GUARD SLOT 3 first, then hit. Continue like this for normal turns.
- End of turn 5/9/13: The fawn will use a stronger AoE on the party.
- On turn 6/10/14: Guard with slot 3, then use an ultimate with slots 1/2/4/5.
- On turn 7/11/15: Use an ultimate with slot 3 (hopefully it guards with it, too). This will silence the fawn.
- End of turn 7/11/15: If you don't silence him, you will be killed this turn.
- On turn 8/12/16: Guard all. There is no warning for this so be careful!
- Note that this will thankfully not occur every other loop, so it will only do this on 8 and 16.
- End of turn 8/12/16: If you didn't guard, you will probably die here.
- The above all repeats in a loop after this, so prepare for the AoE again at the end of turn 9! This is a very tight HP fight!
Video Clears
- SR/R clear by La: https://www.youtube.com/shorts/CgpGR-5MicM
Lost 07
Prison Riot Investigation 01
Enemies
Troublemaking Prison Guard (627,876 HP)
Team Recommendations
- Guardian with taunt in slot 2, 3, or 4
- Unit that can remove guard
- At least 3 units that can attack besides your guardian (unless he has paralysis immunity)
Stage Tips
| [In Game Tips] |
|---|
|
- On turn 3/9/15: Guard slots 1 and 5 to avoid silence next turn.
- End of turn 3/9/15: Slots 1 and 5 will be hit by an ultimate and unable to heal themselves for 2 turns.
- On turn 5/11/17: Taunt with your guardian.
- End of turn 5/11/17: The guardian will be hit by multiple attacks and paralyzed for 3 turns.
- On turn 6/12/18: Use guard break or else the enemy can't be damaged for 2 turns.
- On turn 7/13/19: Use 3 attacks that deal damage on the guard (note if you didn't guard break, this means you will fail).
- The above loops on turn 9, every 6 turns.
Video Clears
- SR Clear by La: https://www.youtube.com/watch?v=WnTvkzY5tfQ
Prison Riot Investigation 02
Enemies
Inmate Number 40 (180,225 HP)
Inmate Number 28 (178,649 HP)
Inmate Number 11 (179,471 HP)
Inmate Number 35 (177,142 HP)
Inmate Number 57 (176,389 HP)
Team Recommendations
- AoE or multi-target attackers will speed this fight up
- Units that remove guard can help but aren't required
Stage Tips
| [In Game Tips] |
|---|
|
- If you defeat an inmate, they will strengthen the others, so try to finish all enemies around the same time. Each time one is killed, the enemies will gain a shield, in addition to effects based on how many are gone:
- If one is defeated, the enemies will increase turn-by-turn damage, and they will deal additional turn-by-turn damage each turn.
- If two are defeated, your party will have their ultimate skill cooldowns reset.
- If three are defeated, the enemies will gain a 20% defense boost, deal 2% true damage on each attack, and reduce your healing.
- If four are defeated, the remaining inmate will make your party take +5% damage on attack and now have permanent guard.
- The enemies don't do anything in particular on any turns unless you kill one of them, so just watch your health!
- Each one will use a party-wide attack, so make sure you stay healed! Note they will also hit their own party, so be wary if this causes an enemy to die earlier than expected.
Video Clears
- SR Clear by La: https://www.youtube.com/watch?v=IJ4AFxqHlbo
- SR Clear by La (different units): https://www.youtube.com/watch?v=7E3rIvFwXWM
Prison Riot Investigation 03
Enemies
Lawful Execution Edmond (387,276 HP)
Harsh Punishment Quincy (383,953 HP)
Team Recommendations
- A guardian can be used to taunt away the status effects
Stage Tips
| [In Game Tips] |
|---|
|
- Both have a 4 turn countdown before using extremely strong ultimates.
- Until noted, both will use AoE attacks each turn.
- On turn 4/8/12: Use your guardian taunt here!
- End of turn 4/8/12: Both will use Ultimate skills on a single target that inflict Silence (2 turns), Cooldown Count -2 turns, and the target will deal 75% less damage for 3 turns.
- End of turn 5/9/13: Both will use a weak Ultimate that resets their special Ultimate cooldowns.
- End of turn 7/11/15: Both will use their normal AoE attack x4, so guard if you cannot handle the damage.
- This cycle loops every 4 turns, beginning at the end of turn 8!
- You can kill them in any order, but neither will leave until both are at 1%.
Video Clears
- SR+R Clear by La: https://www.youtube.com/watch?v=lDiSbvhrih4
Lost 08
Winter Freeze Crystal Expedition 01
Enemies
In-Lake Little Cutie (289,161 HP)
In-Lake Little Cutie (289,161 HP)
In-Lake Little Cutie (289,161 HP)
Team Recommendations
- Low cooldown units
- Anti-heal units are helpful but not required
Stage Tips
| [In Game Tips] |
|---|
|
- The enemies will heal themselves with their attacks, so if you are having trouble keeping up, make sure to use an anti-heal unit to prevent their healing!
- On turn 3/8/13: Guard all to avoid the next attack.
- End of turn 3/8/13: All the enemies will use strong AoE attacks, so be careful!
- On turn 5/10/15: Use an ultimate with all units.
- End of turn 5/10/15: Your party will be hit with strong turn-by-turn damage. Be careful and heal up!
Winter Freeze Crystal Expedition 02
Enemies
Ferocious Snow Monster (907,582 HP)
Team Recommendations
- A guardian with taunt in slot 1
- Basic attack or trigger units
- Support units that can attack too
Stage Tips
| [In Game Tips] |
|---|
|
- You MUST have a guardian or your party will immediately be wiped.
- Attack the enemy to reduce its defense. The more attacks, the faster you can damage it!
- On turn 5/12/19: Taunt with your guardian to rescue your weakest unit.
- On turn 7/14/21: Remove the snow monster's shield on this turn. You want to try to attack 4 times to remove his ATK buff, too. Be careful of counterattacks!
Winter Freeze Crystal Expedition 03
Enemies
Lost Companion Garu (328,364 HP → 82,091 HP)
Elegant Voice Edmond (270,449 HP)
Moving On Quincy (270,449 HP)
Eternal Wait Spirit (637,601 HP)
Team Recommendations
- High ATK but unneeded unit in slot 3
- No AoE attackers
Stage Tips
| [In Game Tips] |
|---|
|
- Your main goal is to heal Garu, Quincy, and Edmond to 100%, and to eliminate the spirit.
- Remember to guard the middle unit first on every turn to heal the enemy properly.
- Focus on attacking the spirit unless you need to hit one of the others.
- If the spirit is gone, just hit Garu to give more stacks.
- Basic attacks eliminate 3 stacks of healing reduction on Garu, and ultimates eliminate 5 stacks. You need to remove enough to be able to fully heal Garu.
- Your units will heal the most at above 75% HP, and less at below 25% HP.
- Your attacks will attack your own party allies, as well as Garu, Quincy, and Edmond.
- Similar to the first challenge, your middle unit will be applied with a skill that heals the enemies when you guard with that unit. Unlike the first, this does not apply to your own party, so you will have to apply your own heals.
- You cannot let anyone in your party or your enemy-allies die, including Quincy and Edmond!
- On turn 4, Quincy can be hit by anything to help Garu. This includes redirected attacks, so if you have guarded your middle unit, you can keep attacking the spirit.
- On turn 5, you need to remove the spirit's shield by the end of turn 6.
- On turn 5, you can hit Edmond with ultimates to do additional damage to the spirit without worry for your party's safety.
- You can keep eliminating the shield on turn 6, but you must hit the spirit this turn and take party damage.
- On turn 7, guard to avoid a party wipe at the end of the turn.
Video Clears
- R Clear by La: https://www.youtube.com/watch?v=USlwE2aokLA
Lost SP
New Grand Sorcerer 01
Enemies
Starscape Exploration Edmond (1,186,197 HP)
Team Recommendations
- 1 Support (buffer) at least for the requirement.
- Set up your team to be used in backward order because of the fight mechanics.
- Paralysis immunity is great! If someone has it, you can start with the slot to the left of it first.
- This fight needs to go fast, so strong attackers are required.
- Recovery rate reduction units like SR Kuya are helpful.
Stage Tips
| [In Game Tips] |
|---|
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- Basic attacks will make Edmond take -2% damage (up to 50%), and Ultimates will make him take -5% (up to 50%). This means at some point, he will be taking no damage, so you have to be careful.
- Edmond will heal with every attack.
- Any action will paralyze the unit to the right.
Note the first turn stars after he declares a showdown, making said note because these turns were shifted upward compared to the ST stage.
- On turn 3/7/11: Guard slots 4 and 5.
- End of turn 3: Slots 4 and 5 will be hit. If they did not guard, they will have their cooldowns reset by 6 turns!
- On turn 4/8/12: Guard slots 2 and 3.
- End of turn 4 Slots 2 and 3 will be hit with a strong attack. They will also be silenced for 1 turn, and their recovery will be reduced by 60% for 4 turns.
- On turn 5/9/13: Use an ultimate on Edmond to inflict paralysis.
- End of turn 5: The loop starts over the turn after paralysis is inflicted!
New Grand Sorcerer 02
Enemies
Sincere Heart Yakumo (1,504,527 HP)
Team Recommendations
- No guardians or anyone that can taunt.
- Put your healer in slot 3 since they won't need to guard as much.
- Short ultimate cooldown users are best.
Stage Tips
| [In Game Tips] |
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- Ultimates are needed to add stacks to Yakumo's essence wall. If all 6 are depleted, your party will take heavy damage!
- Any subsequent attacks will be reduced by 40% each turn, meaning you want to attack with your strongest first. It may be best to take mostly buffers to avoid this problem.
- On turn 4: Guard slots 1/5.
- End of turn 4: Slots 1/5 will be hit with an ultimate, and their cooldowns will be shifted if they did not guard.
- On turn 6: Guard slots 2/4. This will remove their cooldown pause as well.
- End of turn 6: Slots 2/4 will be hit with attacks.
- These loop every 6 turns, so just keep going.
New Grand Sorcerer 03
Enemies
Livestream Test Eiden (943,587 HP → 9,436 HP)
Time Traveling Crystal (1,545,851 HP)
Team Recommendations
- At least 3 allies that can attack.
- No AoE that might hit Eiden in any way.
- Take whatever quick (3t) ultimates you can!
Stage Tips
| [In Game Tips] |
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- Hit the crystal ball to heal Eiden. Ultimates will heal 4% of his max HP, and basic attacks will heal 3%. This means the fight will be long.
- At every 25% HP threshold, the crystal ball will do more healing, so you want to keep it low if possible!
- On turn 2/10/18/etc: Guard all to grant Eiden a shield.
- End of turn 2: Eiden will damage himself this turn. The shield should keep him safe.
- On turn 5/13/21/etc: Guard all to keep the crystal ball from healing itself.
- End of turn 5: The crystal ball will use an ultimate here.
- End of turn 6: The crystal ball will again use an ultimate.
- On turn 8/16/24/etc: Use an ultimate on Eiden to remove his taunt, then basic attacks on the crystal ball.
- End of turn 8: The crystal ball will use a strong ultimate.
- The above loops every 8 turns, so start guarding again on turn 1.
New Grand Sorcerer 04
Enemies
Wintry Warmth Kuya (2,274,996 HP)
Team Recommendations
- A guardian that can taunt in slot 1, 3, or 5
- At least 3 attacking units
Stage Tips
| [In Game Tips] |
|---|
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- On turn 4/13/22: Your healer will be paralyzed + sleep for 3 turns. Guard the rest of the party to give them turn-by-turn heals.
- End of turn 4: Kuya will use an ultimate on the non-healer units.
- On turn 7/16/25: Taunt with your guardian since slots 2/4 cannot guard.
- End of turn 7: Kuya will use a strong attack on the guardian here.
- On turn 9/18/27: Use an ultimate, then hit Kuya with another attack to stun him.
- Strikers will damage your party for 50% of their health if you use their ultimates this turn so just watch your healing.
- The above loops every 9 turns.