Lost Relics/Season 22
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July 09, 2026 - September 24, 2026
Lost 01
Accompanying Each Other 01
Enemies
Carousel Horse (402,241 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
Unfulfilled Wish Merry (413,007 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 02
Tidal Isle 01
Enemies
Umi (869,323 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 (75,851 HP)
Tropical Jellyfish (75,851 HP)
Island Villager (432,204 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 (533,370 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 03
Forest Rescue 01
Enemies
Potion-Induced Cloud Sheep (400,035 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 (241,064 HP)
Timid Hedgehog (246,738 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 (246,738 HP → 2,468 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 04
Prison Riot Investigation 01
Enemies
Troublemaking Prison Guard (516,555 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 (148,271 HP)
Inmate Number 28 (146,975 HP)
Inmate Number 11 (147,651 HP)
Inmate Number 35 (145,735 HP)
Inmate Number 57 (145,115 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 (318,613 HP)
Harsh Punishment Quincy (315,879 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 05
Winter Freeze Crystal Expedition 01
Enemies
In-Lake Little Cutie (186,396 HP)
In-Lake Little Cutie (186,396 HP)
In-Lake Little Cutie (186,396 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 (585,035 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 (211,666 HP → 52,917 HP)
Elegant Voice Edmond (174,334 HP)
Moving On Quincy (174,334 HP)
Eternal Wait Spirit (411,003 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 06
Warm Welcome 01
Enemies
Spicy Omurice (393,650 HP)
Sweet and Sour Omurice (386,995 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 (789,127 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 (426,662 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 07
Evernight Dream Exploration 01
Enemies
Ghost Wandering the Corridor (962,365 HP)
Team Recommendations
- At least 3 allies with ultimate cooldowns of 4 or less
- Strong ultimate users and buffers to support them
Stage Tips
When the ghost uses "Light the Shadow Lantern", you must use Strong Attacks at least 3 times to block it. Failing to stop the ghost will result in the lantern being "Ignition Successful!", rendering the ghost temporarily immune to damage and causing friendly fire among your allies.
- Using ultimates will cause -99% ATK for 3 turns, so be sure to only use them when ready!
- Using 3 ultimates together will cause the enemy to attack harshly. Try to not do this more than 3 times.
- On turn 5/9/13: Use at least 3 ultimates here.
- End of turn 5/9/13: You will be hit with a party-wide ultimate here. Remember the ones who used ultimates will have their attack reduced for the next 2 turns.
Evernight Dream Exploration 02
Enemies
Memory Manifestation Exorcist (936,745 HP)
Evernight Reincarnation Exorcist (369,286 HP)
Team Recommendations
- Anything that can deal damage quickly to reduce the enemy HP
Stage Tips
When <Memory Manifestation Exorcist> uses "Condense Essence", all allies must enter guard stance. It is highly recommended to reduce <Evernight Reincarnation Exorcist>'s HP to below 66% before this occurs. If the HP target is not met in time, the increased damage effect will empower "Silver Hammer Swing", potentially causing allies to fall early. Next, <Memory Manifestation Exorcist> will restore the HP of <Evernight Reincarnation Exorcist>. It is then recommended to reduce <Evernight Reincarnation Exorcist>'s HP to below 33%. Otherwise, once hit by "Binding", your received healing will decrease, and damage taken will increase, making it difficult to survive the heavy strike of "Silver Hammer Heavy Strike".
- The water enemy needs to be brought to 1% to win. The other enemy's HP does not matter for this.
- The water enemy takes less damage above 66% and 33% HP, so you may have to reduce his HP in stages.
- The light enemy deals less damage below 66% and 33% HP, so you can reduce his HP to keep your party from being hurt during his ultimate attacks.
- On turn 5/15/25: Guard all.
- End of turn 5/15/25: Both enemies will use a strong ultimate. If you can't survive the attack, make sure you have lowered the light enemy's HP before this turn to reduce his damage.
- End of turn 6/16/26: The light enemy's HP will be restored to full.
- End of turn 9/19/29: The water enemy will attack the party down to half health, and cause the party to take more damage the following turn. Healing will also be reduced.
- On turn 10/20/30: Do your best to heal here since guarding isn't very effective.
- End of turn 10/20/30: The light enemy hits the party with a strong attack. If you are unable to survive, make sure the enemy is below 33% HP for this turn.
- End of turn 11/21/31: The light enemy's HP will be restored to full.
Evernight Dream Exploration 03
Enemies
Resisting Black Mist Yakumo (274,597 HP)
Sur (751,971 HP)
Drawing Accurately Blade (262,665 HP)
Team Recommendations
- Basic attack things again but not required
Stage Tips
In the first three turns, bear the attacks with Yakumo and let Blade finish the magic circle.
When Blade uses Magic Circle Complete, have all party allies use strong attacks on Sur when she's trapped by the magic circle. Only after injecting essence into the magic circle can you deal damage to Sur. However, the power of the magic circle is limited. When Blade announces it's time for Magical Infusion, all party allies must again use strong attacks on Sur to be able to deal effective damage against her. When Yakumo uses Powerful Shockwave to blow away the black mist protecting Sur, Sur will use Black Mist Bound on the party ally with the highest max HP in the next turn; use guard to deal with it. During Evil Spirit Howl, pay attention to the status hints of allies; <Healers> and party allies with the current highest ATK cannot attack.
Pay attention to Blade and Yakumo's HP at all times. When Blade uses Seeking Support, you can attack Blade and Yakumo to heal them.
- Focus on Sur unless otherwise prompted! You do not want Blade or Yakumo to die!
- On turn 1: Guard since no one can be damaged.
- End of turn 1: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 2: Guard since no one can be damaged.
- End of turn 2: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 3: Guard since no one can be damaged.
- End of turn 3: Your party will be given a shield by Yakumo, and Sur will attack everyone. Blade will grant everyone their ultimates this turn.
- On turn 4: Use everyone's ultimates on Sur to make her capable of taking damage. Don't worry about order.
- End of turn 4: Sur will hit everyone with an ultimate. Sur's shield will disappear, and she will be capable of being hurt now.
- Blade and Yakumo can also be healed for a turn.
- On turn 5: Guard with your highest max HP unit. Attack Blade once and Yakumo twice to fully heal them if possible.
- Each hit is 30% more HP for them. The number needed to heal them may change in subsequent loops, so watch carefully.
- End of turn 5: Your unit with the highest max HP will be hit by a powerful attack from Sur.
- On turn 7: Guard with your healer and your strongest attacker (check status if you are unsure who it is) or everyone will die.
- The above begins to loop on turn 8, so start again using your ultimates. This all repeats every 4 turns.
Lost 08
Sailtide Town Exploration 01
Enemies
Confident Townsperson (398,735 HP)
Friendly Townsperson (398,735 HP)
Lively Townsperson (398,735 HP)
Team Recommendations
- Allies that attack multiple targets
Stage Tips
Please lower the HP of all three townspeople evenly. You must aim to bring all three down to 1% HP at the same time.
- All three enemies must be brought to 1% at the same time or else they will heal themselves.
- You must complete the battle in 15 turns.
- Enemies must all be hit each turn or else they will gain damage reduction and increase their own damage.
- End of turn 1/5/9: The red townsperson will grant himself follow-up attack on your party for 3 turns.
- End of turn 2/6/10: The blue townsperson will grant himself turn-by-turn damage on your party for 3 turns.
- End of turn 3/7/11: The green townsperson will grant make the lowest HP member of his party take 20% less damage for 3 turns.
- End of turn 4/8/12: Each townsperson will attack a single target with a strong attack this turn.
Sailtide Town Exploration 02
Enemies
Naive Thief (1,014,571 HP)
Irritable Thief (413,597 HP)
Team Recommendations
- A healer to keep yourself alive
Stage Tips
While the Naive Thief is present, the Irritable Thief uses "Steal on the Sly" to decrease party ATK and boost his own ATK.
The Naive Thief will use "Take the Blow" to gain a shield and moderate damage reduction.
Once the Naive Thief is down, the Irritable Thief enters a "Backed Into a Corner" rampage, moderately increasing his own ATK. He will use "Attempt Breakthrough" every turn, dealing high damage primarily to members who are in guard stance. Therefore, as soon as the Naive Thief's HP reaches 1%, one ally must enter guard stance to absorb the incoming heavy damage, and one ally must continue to enter guard stance every turn thereafter to prevent the Irritable Thief from breaking through.
When the Irritable Thief's HP is reduced to 1% for the first time, he will attempt to "Clean Getaway", recovering to 51% HP. You must reduce his HP to 1% again within 2 turns; otherwise, he will "Make a Break For It", and the battle will result in failure.
- You must defeat the Naive thief before you can go after the Irritable one.
- No one can die or your party will be killed.
- End of turn 1/5/9: The Irritable thief will lower your party's ATK by 5% permanently.
- End of turn 2/6/10: The Naive thief will gain a large shield and take 30% less damage.
- When the Naive thief leaves:
- Make sure you guard at least one ally on the same turn you kill the Naive thief! Every turn from now on, be sure to guard at least 1 ally. That guarded ally will be targeted with a strong attack (if you do not guard, it will kill the ally that is targeted instead).
- At 1% HP: The thief will recover to 51% HP. You must then defeat him in 2 turns or else you will be killed.
Sailtide Town Exploration 03
Enemies
Self-Assured Bandit (758,958 HP)
Kasumi (193,193 HP)
Dante (193,193 HP)
Rei (193,193 HP)
Kuya (193,193 HP)
(Note there are three waves but only wave 2 is important)
Team Recommendations
- A guardian that taunts
- Trigger things are nice again
Stage Tips
When only the bandit remains, the bandit's Carelessness can speed up the Ultimate Skill cooldown of all party allies. However, to prevent taking high damage from Violent Toxin and Bone-Eating Venom, it is recommended that all allies guard to protect themselves.
When the Bandit uses Strengthen Defense, he can't be damaged by any Basic Attacks. Only follow-up attack damage triggered by Ultimate Skills or the Trigger Skill damage of allies themselves can interrupt the bandit's charging to avoid irreversible consequences.
When the bandit is preparing Targeted Strike, you must have a <Guardian> with the ability to guard while attacking use strong attacks to attract the bandit's attention, so as to protect <Healers> from taking damage from Strike. Pay attention! Even though you can clear the stage more efficiently through the strong attacks of other allies, you may receive excessive damage, increasing the difficulty of the challenge.
- Focus entirely on the Bandit in wave 2.
- The bandit will take less damage the longer your battle takes for the following:
- -3% Basic attack damage
- -4% Ultimate skill damage
- -6% Turn-by-turn damage
- Note trigger damage is unaffected!
- On wave 1/turn 1: Just guard; this is a story section.
- On wave 2/turn 2: Guard again.
- End of turn 2/8/14: The bandit will replenish your party's ultimates and take 90% less damage for 2 turns.. The other enemies will leave. Large turn-by-turn damage will be applied for the following turn.
- Only the turn-by-turn damage is applied in subsequent repeats of this turn.
- On turn 3/9/15: Guard to lower the turn-by-turn damage.
- End of turn 3/9/15: The bandit uses an ultimate on the party.
- On turn 5/11/17: Use your ultimates here with all except your guardian to remove the bandit's shield.
- The damage is based on trigger damage/ATK only.
- End of turn 6/12/18: The enemy will target your healer and attack them.
- On turn 7/13/19: Taunt with your guardian here to protect your healer. Be careful about using ultimates with other units.
- End of turn 7/13/19: Your taunted unit will be hit with a strong attack.
- On turn 8/14/20: Attacking will recover your HP this turn.
- The above begins to loop at the end of turn 8, every 6 turns. Guard again on turn 9!
- Once the bandit reaches 1%, he will leave. Another wave for story will appear, but just guard until it finishes.
Lost SP
New Grand Sorcerer 01
Enemies
Wintry Warmth Kuya (1,330,144 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 4/12/20: 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 6/14/22: Taunt with your guardian since slots 2/4 cannot guard.
- End of turn 6: Kuya will use a strong attack on the guardian here.
- On turn 9/17/25: 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 02
Enemies
- Wave 1
Huey's Consciousness (696,689 HP)
- Wave 2
Aster (359,956 HP)
Morvay (536,300 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.
New Grand Sorcerer 03
Enemies
Love and Justice Blade (1,625,351 HP)
Team Recommendations
- Two guardians that can taunt! Put the highest HP in slot 3.
- Damage reduction units are helpful if the guardians cannot survive.
Stage Tips
When Blade uses "Remove Left and Right Fragments", his Trigger Skill damage will increase significantly, but attacking him at this time can reduce this increase damage effect. Have 2 <Guardians> damage him first, prioritizing the <Guardian> with most HP to attack first, then have remaining allies attack to better withstand subsequent high damage.
When Blade uses "Prepare for Vigorous Removal", the ally with the highest max HP must attack to avoid the heavy blow of "Vigorous Removal!" or the battle will be lost. Note that the other <Guardian> must not take damage at this time. When Blade uses "Target Locked", you must have a <Guardian> use Taunt to attract his attention. Pay attention! At this time, <Guardian> attacks will remove Taunt effects from everyone except self! Therefore, you can have the other <Guardian> ally attack first or guard to avoid removing Taunt effects from the <Guardian>.
When Blade uses "Recovery Preparation", you need a <Guardian> ally to use Taunt to concentrate the fragments. Meanwhile, other allies must guard or it will be difficult to withstand subsequent heavy damage.
- All attacks will be countered, so remember to guard if you cannot survive them.
- On turn 2/8/14: Attack with your guardians first and any subsequent allies from highest HP to lowest to reduce Blade's counterattack damage.
- End of turn 2/8/14: Blade will attack slots 1/2/4/5 this turn.
- On turn 3/9/15: Make sure to attack with your highest HP unit (which should be a guardian that defends after attacking). Be sure to heal last.
- End of turn 3/9/15: Blade will attack the highest HP unit with a very strong attack.
- On turn 4/10/16: Attack with the guardian that was just hit. THEN Taunt with your second guardian to keep Blade from targeting the healer.
- Be careful of the order since the last guardian to attack will remove other taunts.
- End of turn 4/10/16: Blade will attack the taunted unit, making them unable to heal.
- On turn 5/11/17: Now taunt with the first guardian this turn. Guard the others.
- End of turn 5/11/17: Blade will attack the taunted unit.
- End of turn 6/12/18: Blade will attack multiple times.
- The above repeats on turn 8, every 6 turns.
New Grand Sorcerer 04
Enemies
Commando Garu (2,782,391 HP)
Team Recommendations
- Healer in slot 3 with high HP if possible.
- Trigger, turn-by-turn, or basic attack damage is more helpful but not required.
- No guardians are allowed or the fight will be ended immediately.
- No units that damage themselves/the party.
- No units that generate shields.
Stage Tips
When allies other than the sandcastle attack, the sandcastle gains a shield. When allies other than the sandcastle guard, it may reduce the sandcastle's current shield by half. Garu will deal corresponding damage to the sandcastle based on the sandcastle's final shield amount.
When Garu uses "Enhanced Power!", please have allies other than the sandcastle guard against Garu 3 times to avoid being unable to withstand subsequent attacks. During specific turns, Garu is affected by the ocean breeze and will make a "Strategic Retreat" and stop attacking the sandcastle. At this time, Garu takes increased turn-by-turn damage and gains shield and counter-damage effects. At this time, the sandcastle needs to perform Strong Attack to command the offense, then have other allies break the shield and deal effective damage to Garu, otherwise it will increase the challenge's difficulty.
When Garu's HP reaches 1%, he will launch a "Last Stand" against the sandcastle. At this time, please restore the sandcastle to 50% HP or above, otherwise Garu will break through the sandcastle and bring the battle to an end.
- Slot 3 cannot be defeated or the battle ends.
- They will be unable to heal by normal means.
- They gain a shield based on whether your units use basic or ultimate skills. They take damage based on this shield, so you DO NOT WANT IT. Guard at the end of the turn to lessen the shield, potentially with 2 units.
- Try to not defend the entire party unless noted or Garu will increase his damage.
- Garu gains damage reduction effects based on slot 3's HP that decrease his damage at 90% HP, 50% HP, and 30% HP!
- On turn 3/11/19 (every 8 turns): Guard with 3 units that are not slot 3 to reduce Garu's damage the next turn.
- On turn 5/13/21 (every 8 turns): You can safely attack however here without damaging slot 3 so you don't have to guard.
- On turn 6/14/22 (every 8 turns): Garu will take more turn-by-turn damage this turn. Use an ultimate with your slot 3, then attack with everyone else if possible to break the shield.
- If you fail to break the shield, your party's attack will be reduced by 50%.
- On turn 7/15/23 (every 8 turns): Guard with everyone other than your slot 3 to reduce the shield on that unit.
- When Garu reaches 1% HP you must heal slot 3 to at least 50% HP to win, which is easily doable now that healing works!