Lost Relics/Season 20
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February 19, 2026 - April 30, 2026
Lost 01
Midsummer Passion 01
Enemies
Poisonous Starfish (292,523 HP)
Team Recommendations
- Good healer to deal with the turn-by-turn damage.
Stage Tips
Use attacks to slow down gradual increase of the poisonous starfish's turn-by-turn damage. During Thick Poison and Curl Up in certain turns, have all party allies guard to avoid receiving the heavy damage that follows.
- 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
- Wave 1
Shadow Windchaser Garu (126,160 HP)
Tidebreaking Landfall Quincy (126,160 HP)
Bold Waverider Dante (126,160 HP)
- Wave 2
Live Stream Aster (76,453 HP)
Passion Relay Morvay (76,453 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
Pay attention to the full-range, multi-hit attack of the three clan members.
When Garu uses Precise Smell, allies outside the center position must guard immediately. When Quincy uses Seeking Chance, the party can't use strong attacks, otherwise subsequent actions will be restricted.
When Quincy uses Dazzling Move and Dante uses Conquest Declaration, perform the designated actions to resolve the crisis of damage that follows.
- 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 02
Starscape Memories 01
Enemies
Brahe's Record (362,844 HP)
Team Recommendations
- A quick ultimate user in slot 3.
- Lots and lots of heals.
Stage Tips
During Essence Osmosis, positions 1/2/4/5 must pay attention to their HP and guard at the right moment to avoid receiving damage.
During turns of Unstable Atmosphere, make sure to act according to the instructions. Confirm the status hints of the positions of all party allies and have each perform the correct attack to build up the effects related to <Silence>. If the order of actions is incorrect, Excessive Essence will deal unavoidable damage in the next turn.
The final strong attack dealt by the ally in the center position is the key to winning.
- 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 (432,204 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
During Craving Stories, positions 1/3/5 must pay attention to their own HP and guard at the right moment to avoid receiving heavy damage. During Distant Imagination, a <Guardian> must use Taunt to draw attention to prevent to ally with the lowest HP from being inflicted with a status that greatly reduces their ability to bear damage and receiving heavy damage during Boundless Vastness in the next turn.
- 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 (63,639 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
At the start of battle, the entire party receives heavy damage once.
During Circling Fireworks, the guard of allies in positions 1/3/5 loses its defensive function. At the same time, <Guardians> must use Taunt to draw the heavy damage of Random Burst that follows.
During Gather Essence, allies in positions 1/3/5 must cast Ultimate Skills while allies in positions 2/4 guard to block Dispersing Heat Wave.
- 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 03
Accompanying Each Other 01
Enemies
Carousel Horse (488,926 HP)
Team Recommendations
- Quick ultimate users (3 turn) or basic attack teams
Stage Tips
When the carousel horse receives Erosion, it will gain a large amount of shield. You must break the shield to dispel its accumulated power, otherwise all party allies will receive heavy damage and the amount of healing received will be reduced permanently and significantly. During certain turns, the carousel horse will use Wooden Horse Concerto to attack all party allies. Therefore, failing to dispel its accumulated power 2 times will make it difficult to deal with the challenge.
- 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 (433,158 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
When the snowman toy searches for Special Existence, pay attention to the party's status hints. Let the allies outside the center position guard and withdraw first before having the ally in position 3 come forward and attack.
After that, the snowman toy will use Splendid Attire, which requires all the player's party allies to attack. When allies outside the center position attack, the ally in position 3 will gain a shield, which helps to deal with the heavy damage from Parade Meeting.
However, the snowman toy will cause the ally in position 3 to permanently receive less healing, so you must quickly finish the challenge.
- 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 (502,012 HP)
Team Recommendations
- No guardians, but anything else goes.
Stage Tips
During Parade Warm-up and Sudden Inspiration in certain turns, make sure to choose the appropriate action. When Merry begins to charge energy, the entire party must deal explosive damage to dispel her charging.
- 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 04
Tidal Isle 01
Enemies
Umi (1,056,668 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
When Umi uses Sleek Skin, dispelling his guard can increase the damage he takes, offsetting his damage reduction effect to complete the challenge more quickly.
- 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 (92,197 HP)
Tropical Jellyfish (92,197 HP)
Island Villager (526,347 HP)
Team Recommendations
- Guardian in slot 3
- No AoE/multi-target attack units
Stage Tips
When the HP of the two jellyfish reaches 1%, the villager will clear their Paralysis status and restore their HP. At this time, the villager will be under Body Paralysis for some time. Only during this time can you deal damage to the villager. Use this opportunity to attack.
When the jellyfish use Nettle Spurt, the villager will use Harpoon Throw, causing the ally with the lowest current HP to receive significantly less healing and take heavy damage. According to the party's HP, you can have a <Guardian> use guard after Barbed Net to protect the other party allies. You can also use the Paralysis mechanism to control the turns of the paralyzed jellyfish and villager to avoid having to bear heavy damage.
Pay attention to the timing of Taunt! If you take Acid Mucus from two jellyfish at the same time, you may not be able to bear the heavy damage that follows.
- 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 (714,767 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
When Kuya uses Malicious Smile, the damage he takes is reduced significantly, while the damage he deals is increased significantly; have the party guard to avoid heavy damage.
Next, after Kuya uses Infrequent Praise, you can't guard, otherwise subsequent actions will be restricted.
After Kuya uses Foxfire's Fury, all party allies must guard, otherwise they may not be able to respond to Kuya's Sneer on time and take serious damage.
- 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 05
Forest Rescue 01
Enemies
Potion-Induced Cloud Sheep (486,245 HP)
Team Recommendations
- Guardian with taunt
- Moderate basic attackers are helpful here since you will need to control your damage
Stage Tips
When the Cloud Sheep is Anxious Fidgeting, don't act rashly. Attacking carelessly will result in counterattacks from the Cloud Sheep.
When prompted that the Cloud Sheep wants to shake off foreign objects, all party allies must guard to successfully withstand the Cloud Sheep's Careless Collision.
When the shearing tools are about to be entangled, have the <Guardian> use Taunt in response, preventing others from being Wrapped in Wool and unable to move.
- 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 (293,014 HP)
Timid Hedgehog (299,911 HP)
Team Recommendations
- At least 3 units that can attack
- Non-attacking buffers
Stage Tips
After certain turns, hedgehogs will Refuse to Cooperate due to impatience, reducing the damage they receive.
When hedgehogs begin to charge energy, each must receive 3 attacks respectively to dispel their accumulated energy.
When the Nervous Hedgehog trembles due to extreme nervousness, enter Guard Stance to withstand its Uncontrolled Explosion.
- 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 (330,652 HP → 3,307 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
While healing, the ally in position 3 will receive damage due to the crystal fawn's Fierce Struggle.
When the crystal fawn uses Gasp For Breath, allies other than the ally in position 3 must perform strong attacks to accumulate energy. During Buy Time, the ally in position 3 must use strong attacks to transfer essence to the crystal fawn.
After every 8 turns, the crystal fawn's condition will become unstable. The party must enter Guard Stance to protect itself or consequences will be bad.
- 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 06
Prison Riot Investigation 01
Enemies
Troublemaking Prison Guard (597,977 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
When the guard uses "Ready to Search", allies in positions 1/5 must defend to avoid taking high damage and being inflicted with Silence.
When the guard draws his baton, a <Guardian> must use Taunt to draw attention and prevent all allies from taking high damage and being inflicted by Paralysis from "Baton Swing". When the guard is overcome by "Fit of Rage", allies must break through the guard's defence and remove his damage reduction effects, so as not to affect allies' follow-up actions.
When the guard uses "Grip Tightly", and begins to charge power, deal damage to the guard 3 times, preventing the battle from coming to an early end.
- 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 (171,642 HP)
Inmate Number 28 (170,142 HP)
Inmate Number 11 (170,925 HP)
Inmate Number 35 (168,707 HP)
Inmate Number 57 (167,989 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
If all 5 inmates are returned to their cells simultaneously, you can prevent the inmates from gaining enhanced abilities.
When one inmate is lost, the remaining inmates harbor regret for the "Loss of a Companion", causing attacks to deal additional turn-by-turn damage. They will also "Attempt Breakthrough" on certain turns, dealing additional damage to a single target. When 2 inmates are lost, the remaining inmates will activate "Chaos of Three", increasing all allies' Ultimate Skill CD. On certain turns, they will use "Spreading Haze", increasing Ultimate Skill CD for <Strikers>, <Saboteurs> and <Supporters>. When 3 inmates are lost, they will activate "Dual Resistance", mounting a stronger resistance and gaining an additional Basic Attack. They will also cause "Infected Wound", reducing healing received by all allies.
When only 1 inmate remains, this will unleash "Final Awakening", increasing damage dealt to all allies, gaining an additional Basic Attack count and activating guard.
- 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 (368,834 HP)
Harsh Punishment Quincy (365,699 HP)
Team Recommendations
- A guardian can be used to taunt away the status effects
Stage Tips
At the start of battle, both sides will "Await Chance". When the number of stacks falls to 0, they will be on the alert and their normal attack damage will increase significantly.
You must use the opportunity when the duo is suffering "Momentary Weakness"; use strong attacks to increase the number of waiting stacks. While they are weak, they use "Nip in the Bud"; you can have a <Guardian> use Taunt in advance to draw their attention and prevent allies from being sealed when their Ultimate Skill cooldown ends.
If they are already on the alert, when both sides prepare to execute judgement, have low HP allies defend in time to withstand subsequent attacks in the next turn.
- 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 07
Winter Freeze Crystal Expedition 01
Enemies
In-Lake Little Cutie (205,501 HP)
In-Lake Little Cutie (205,501 HP)
In-Lake Little Cutie (205,501 HP)
Team Recommendations
- Low cooldown units
- Anti-heal units are helpful but not required
Stage Tips
When Little Cuties use "Emergency Guard", all allies must guard to resist the incoming "Paralyzing Toxin". When Little Cuties "Try to Escape", all our allies should perform Strong Attack on the Little Cuties to reduce the damage from the Little Cuties' "Lethal Toxin".
- 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 (645,001 HP)
Team Recommendations
- A guardian with taunt in slot 1
- Basic attack or trigger units
- Support units that can attack too
Stage Tips
When the Snow monster uses "Target Lock", the weakest ally will take significantly increased damage and gain Taunt. You must have the <Guardian> use Taunt to attract attention and resist the subsequent damage from the snow monster's "Attack Target". When the snow monster charges power, you must remove its shield and deal 1 damage to the snow monster. However, be careful as the snow monster will greatly increase its own ATK simultaneously and counterattack the target. By attacking, you can reduce its ATK. It is recommended to use the <Guardian> as the first ally to attack the snow monster.
- 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 (233,362 HP → 58,341 HP)
Elegant Voice Edmond (192,203 HP)
Moving On Quincy (192,203 HP)
Eternal Wait Spirit (453,131 HP)
Team Recommendations
- High ATK but unneeded unit in slot 3
- No AoE attackers
Stage Tips
In this challenge, the allies in the center positions should prioritize guarding to gain the ability to heal the three clan members and prevent the clan members from being defeated early.
When Quincy uses "Join Harmony", all allies should guard and not interrupt his charging to help Garu through "Slow Essence". Edmond will "Lead Singing", using explosive damage to break the elemental spirits' "Essence Shield" and deal damage, preventing them from using "Echo Resonance" and ending the battle early.
When Edmond is "Disturbed" and Quincy's essence generates "Interference", do not attack to avoid essence going out of control and resist the impact brought by "Elemental Spirit Giggle" and "Imitate Singing". Pay attention! After receiving the impact, <Healer> will be unable to perform strong healing. Execute healing and attack sequences in line with the team's chance of survival.
- 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 08
Warm Welcome 01
Enemies
Spicy Omurice (581,600 HP)
Sweet and Sour Omurice (571,768 HP)
Team Recommendations
- A high HP water unit or guardian
Stage Tips
Pay close attention to the text prompts from both Omurices. When they prepare to aim for the strongest target, the ally with the highest max HP should enter guard stance to withstand the Omurices' "Warmest Wishes".
- Both enemies need to reach 1% at the same time, or else they will heal themselves back to full HP.
- You must attack both during a round if possible or else they will reduce their damage taken the following turn.
- The light omurice will now deal turn-by-turn damage and debuff party attack by 3%. The fire omurice will deal follow-up attacks and cause the party to take 3% more damage.
- On turn 2/6/10: Guard your highest max HP unit (you may be able to avoid guarding if this unit's HP is high).
- End of turn 2/6/10: The fire omurice will use a strong attack on your highest max HP unit.
- On turn 4/8/12: Guard your highest max HP unit.
- End of turn 4/8/12: The light omurice will use a strong attack on your highest max HP unit.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=mY68vWZ7lMA
Warm Welcome 02
Enemies
Difficult Deer Yokai (1,165,899 HP)
Team Recommendations
- Basic attackers or turn-by-turn damage
Stage Tips
When the Deer Yokai emphasizes "Hospitality!", enter guard stance to prevent your Ultimate Skill CD from being increased. In the following turn, you must perform at least 2 Strong Attacks to counter the Deer Yokai's upcoming "Bad Taste Magic". When the Deer Yokai prepares to "Defend Rights" due to finding hair in his food, you must break his shield to make him "Undeniable". Otherwise, he will "Leave Feedback", dealing massive damage.
- A random striker's Ultimate Skill may be reduced during battle.
- On turn 5/11/17: Guard all.
- On turn 6/12/18: Use at least 2 ultimates.
- End of turn 7/13/19: A random striker's Ultimate Skill damage will be reduced by 40% for 2 turns.
- On turn 8/14/20: Break the deer's shield by the end of the turn.
- End of turn 8/14/20: The enemy will either use a very strong ultimate, or be paralyzed if you broke the shield.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=jX-iBfauSnA
Warm Welcome 03
Enemies
Unrivaled Maid Cocoa (630,375 HP)
Team Recommendations
- Guardian in slot 1.
- Anti-heal units like SR Kuya can be useful if you can't keep up with the healing.
Stage Tips
When Cocoa uses "Resisting Opposition" to charge power, all allies must perform strong attacks to shake her resolve. Pay Attention! At this time, damage dealt by allies will be greatly reduced, so pay close attention to the attack order. In the end you will be able to deal effective damage to Cocoa and break through the accumulated power. When Cocoa performs "Maid Training Simulation", allies other than the one in position 1 must enter guard stance from the side to assist, while the ally in position 1 must use Taunt to endure the next turn's "Strict Training" and protect other allies.
- Cocoa will not go below 50% HP during the first phase. Plan ultimates accordingly.
- When Cocoa reaches 50% HP, her attack will be much stronger.
- Start of battle: Cocoa will use an AoE that damages everyone for a large amount of HP.
- End of turn 3: Cocoa will heal herself for 10% HP.
- This repeats every 3 turns (6/9/etc).
- On turn 4: Taunt with your guardian here. Attack Cocoa with slots 2-5.
- Every attack makes slot 1 take 20% less damage (even heals).
- Guard is 50% less effective for slots 2-5, so the guardian taunt is a must to survive.
- This needs to be repeated every 8 turns (12/20/etc).
- On turn 5: Slots 2-5 will die if you did not taunt. If you did, the guardian will be hit with all the damage instead, which they should survive because of the damage reduction. They will be paralyzed for the next 2 turns.
- End of turn 6: Cocoa will use a small AoE ultimate. Strikers and Saboteurs will deal 25% less ultimate damage permanently.
- This repeats every 5 turns (11/16/etc).
- On turn 7: Use 5 ultimates on Cocoa, with your strongest used last.
- Your party will deal 450% less damage, but every ultimate will make you deal 100% more damage.
- This needs to be repeated every 8 turns (15/23/etc).
- End of turn 8: If you didn't manage to damage Cocoa, your party will be wiped.
Video Clears
- R+SR clear by La: https://www.youtube.com/watch?v=GX8l9UU_e_Q
Lost SP
New Grand Sorcerer 01
Enemies
Sincere Heart Yakumo (1,364,650 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
If Yakumo's Essence Wall breaks during the battle, the huge wave will quickly increase the difficulty of the challenge and make the situation extremely dangerous.
When Yakumo uses Preventive Measure, allies in positions 1/5 must guard to avoid heavy damage and having their subsequent actions interfered with.
When Yakumo uses Prepare Restoration, allies in positions 2/4 must guard to block the cracks and avoid subsequent restoration actions from being affected.
- 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 4/10/16: 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 6/12/18: 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 02
Enemies
Livestream Test Eiden (670,589 HP → 6,706 HP)
Time Traveling Crystal (1,098,607 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
When the crystal ball uses Early Preparations, all party allies must guard to avoid Eiden from leaving the battlefield early due to Focused Excitement.
When Eiden uses Seductive Invitation, all party allies must guard to prevent Essence Cycle from causing the crystal ball to quickly restore its HP and letting the reduced healing Eiden receives drag out the battle.
When Eiden uses Professional Guidance and the crystal ball uses Surging Essence, first use one strong attack on Eiden to dispel Taunt, then choose to use normal attacks on the crystal ball according to Eiden and the party's current HP to prevent it from quickly recovering its HP, or use strong attacks on the crystal ball to heal Eiden's HP.
- 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 03
Enemies
Wintry Warmth Kuya (2,063,489 HP)
Team Recommendations
- A guardian that can taunt in slot 1, 3, or 5
- At least 3 attacking units
Stage Tips
When Kuya uses Patient Demand, <Healer> actions will temporarily be locked; the other party allies must guard to gain the ability to save themselves and bear the heavy damage that follows.
When Kuya uses Grabbing Weakness, party allies in positions 2/4 will lose the ability to guard and protect themselves; you must use a <Guardian>'s Taunt to shift Kuya's attention. Pay attention! If Grabbing Weakness is used on a <Guardian>, the party will be difficult to bear the Sweet Capture that follows! When Kuya uses Way to Please, pay attention to the order of attack modes to break through the charged power: using strong attacks can damage Kuya; if you use normal attacks, they must follow a strong attack, or they won't be able to damage Kuya.
At this time, when allied <Guardians> and <Saboteurs> use strong attacks, all party allies will receive severe counterattacks, so you must arrange for <Healers> to heal at the right time.
- 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.
New Grand Sorcerer 04
Enemies
- Wave 1
Huey's Consciousness (1,080,793 HP)
- Wave 2
Aster (558,410 HP)
Morvay (831,977 HP)
Team Recommendations
- Guardian with taunt that preferably shields the party
- No damage-over-time units
- At least 3 units that can attack
- Cooldown reduction units do not work here
Stage Tips
When experiencing "Endless Abyss", have all party allies enter guard stance to avoid taking high damage. Note that during this time, <Strikers> and <Saboteurs> will be unable to use Strong Attacks for a short period.
When <Huey's Consciousness?> transforms essence into "Chaotic Essence?", <Healers> and <Guardians> must enter guard stance to gain sufficient buffs. When it uses "Condense Essence", you must perform 2 Strong Attacks to offset its high damage buff; also have a <Guardian> use Taunt to successfully withstand "Descent". Note that any attack actions during this time will cause party allies to take increased damage and receive reduced healing. Finally, when its HP reaches 5%, you must make a "Choice"—make a courageous advance!
After <Huey's Consciousness?> uses "Rebirth", it will further transform essence to cast "Pure Essence?" At this time, have all party allies enter guard stance to obtain shields that can block "Invisible Power".
- Cooldown units (Space Blade, Demon King Eiden) will have no effect here. Additionally, any unit that reduces its own cooldown will not be able to do so.
- Every turn unless otherwise noted will require you to damage Huey twice before he will take any damage! Use an attacking buffer or your guardian first before your higher attack units.
- End of turn 1: Huey will use a small ultimate on the party.
- End of turn 2: Huey will use a small ultimate on the party, and grant himself a shield.
- On turn 3/9/15: Guard all.
- End of turn 3: Huey will use a very strong ultimate on the party.
- On turn 4/10/16: Do not use any ultimates with strikers or saboteurs this turn.
- End of turn 4: Huey hits everyone again twice.
- On turn 5/11/17: Guard your guardian and healer.
- On turn 6/12/18: Use at two ultimates here, including a taunt from your guardian (and probably your healer). Guard the others.
- Attacking outside of these two ultimates will make your party take more damage and heal less!
- End of turn 6: Huey will ultimate the guardian and the rest of the party.
- On turn 7/13/19: Any attacks that do damage here will heal you so do your best!
- End of turn 7: Huey attacks everyone again. They will now deal 15% less damage.
- The above loops beginning on turn 8, so every 6 turns. (Guard on turn 9!)
- Once Huey reaches 5% HP: Attack to bring him down to 1% HP.
- The next turn, he will restore his HP to full and you will have to beat him again.
- You will now take 10% more damage, but you no longer have to hit him twice to start damaging him.
- Guard everyone when he uses Chaotic/Pure Essence.