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Meteor Shower

From NU: Carnival Guides
Meteor Shower
November 13, 2025 - December 04, 2025
Event Allies:
The Courage to Overcome Yakumo
Cataclysmic Resolve Olivine

Resolve - 01: "[Meteorite] Challenge - 01"

Slime Enemies

  • Wood Element Methodical Olivine (10,405 HP)
  • Light Element Cautious Yakumo (10,405 HP)

Allies Team Recommendations

  • Ultimate cooldowns of 4 or less, preferably those with a 3 turn cooldown.

Deed Stage Tips

Training is divided into three types: "Defense Training" and "Action Training" will be executed randomly, while "Weapons Training" is carried out on certain turns.

When executing "Defense Training", have all allies guard to activate shields and resist the Meteor Storm, otherwise the mechs will suffer "Venom Erosion" turn-by-turn damage. When executing "Action Training", have at least 3 allies perform Basic Attack to operate Guardian and move through the storm, otherwise they will accidentally be hit by "Boulder Strike", causing the battle to come to an early end.

When executing "Weapons Training", have at least 3 allies perform Strong Attack to wield the battleaxe. Incorrect operation will result in "Cabin Destroyed", and the battle will come to an early end.

  • Elemental damage is negated for the fight.
  • Both enemies much reach 1% to win the battle.
  • The battle begins with both enemies taking 66% less damage.
  • Pay attention to the prompts of the type of training for what to do after this since they are random! If you forget or miss what is said, just check the status window to see what you need to do.
  • Defense Training: Guard all to lessen the following AoE ultimate attack.
  • Action Training: Basic attack at least 3 times to avoid failing the mission. You will be hit with a small AoE attack afterward.
  • Weapons Training: Use at least 3 ultimates to avoid failure.

Media Video Clears

Resolve - 02: "[Meteorite] Challenge - 02"

Slime Enemies

  • Wave 1:
    • Fire Element Starscape Monster (16,219 HP)
    • Light Element Starscape Monster (16,219 HP)
    • Wood Element Starscape Monster (16,219 HP)
  • Wave 2:
    • Fire Element Strenthened Starscape Monster (15,944 HP)
    • Light Element Strenthened Starscape Monster (15,944 HP)
    • Wood Element Strenthened Starscape Monster (15,944 HP)
  • Wave 3:
    • Fire Element Rampaging Starscape Monster (14,109 HP)
    • Light Element Rampaging Starscape Monster (14,109 HP)
    • Wood Element Rampaging Starscape Monster (14,109 HP)

Allies Team Recommendations

  • Healer in slot 2.
  • Guardian that can taunt in slot 4.

Deed Stage Tips

When starscape monsters use "Energize", if the monster count cannot be reduced to 2, it's recommended that all allies guard to resist subsequent damage. When 2 monsters remain, it's recommended to ensure the entire team has sufficient HP to avoid unexpected defeats.

Starting from [Wave2], starscape monsters will also scout the surroundings, delaying the Ultimate Skill CD of certain positions. Positions within their scouting range must seek cover through guard to avoid being unable to withstand their venomous spray.

After entering [Wave3], after the venomous spray, starscape monsters will immediately follow with "Venomous Thread". At this time, designated targets cannot seek shelter. Please have a <Guardian> draw attention and use Taunt to focus on resisting the starscape monsters' "Jagged Talon".

  • There are 3 waves and each battle makes the enemies take less damage. Don't be fooled by the HP!
    • The enemies should be defeated as quickly as possible one by one!
    • Attacking the enemies will reduce their damage reduction.
    • In waves 2 and 3, you can quickly attack on the first turn to hurt the enemy before they apply damage reduction.
    • BE CAREFUL since some of the attacks may be the first turn of a wave, so watch the turn numbers!

Wave 1 onward:

  • The turn after Energize: Guard if you cannot sustain the upcoming damage (usually if there are 3 monsters left or your HP is low).
    • This should be every other turn such as 1/3/5/7/9/etc.

Wave 2 onward:

  • On turn 6/10/14/18 (every 4 turns): Taunt with your guardian if you are worried about your ultimate cooldowns here. Only do this in wave 2 since you need your taunt in wave 3.
  • End of turn 7/11/15/19 (every 4 turns): The fire monster will increase slot 1's ultimate cooldown, the light monster will increase slot 3's cooldown, and the wood monster will increase slot 5's cooldown.
  • On turn 8/12/16/20 (every 4 turns): Guard slots 1, 3, and 5 if the corresponding enemy is still alive.
  • End of turn 8/12/16/20 (every 4 turns): The monsters will attack their respective slots ( fire > 1, light > 3, wood > 5) with a very strong attack that may kill you if you didn't guard.

Wave 3 onward:

  • End of turn 8/12/16/20 (every 4 turns): Along with the strong attacks on the respective slots, the allies will not be able to guard properly.
  • On turn 9/13/17/21 (every 4 turns): Taunt with your guardian this turn.
  • End of turn 9/13/17/21 (every 4 turns): The guardian should take the strong attacks that would have otherwise hit the respective slots.

Media Video Clears

Resolve - 03: "[Meteorite] Challenge - 03"

Slime Enemies

  • Light Element Essence Chaos Ancient Guardian (475,468 HP)

Allies Team Recommendations

  • Guardian in slot 3 or 5 if taunt is on ultimate. If taunt is on basic attack, put him in slot 2 or 4.
  • Ultimate skills with cooldowns of 4 or less in slots 1, 2, and 4.
  • Highest HP (non-guardian) unit in slot 1 if possible.

Deed Stage Tips

When the Ancient Guardian uses "Interference Reduction", prioritize having characters other than a <Guardian> attack first, then have a <Guardian> guard to gain Taunt, to concentrate on resisting the damage and Paralysis effect of "Crashing Wave".

When the Ancient Guardian requires "Gather Essence", control sticks 1/2/4 must perform Strong Attack to reduce the turn-by-turn damage brought by "Scalding Burn". If the turn-by-turn damage is still too high, it's recommended that position 1 guard in the next turn to block damage.

When the Ancient Guardian is about to enter "Full Defense", control sticks 3/5 must perform Strong Attack, and have a <Guardian> use Taunt to prioritize responding to "Resonating Beam" to activate alert and generate shields, before all allies can withstand "Violent Tempest".

  • Attacks will be counterattacked, so be careful!
  • Ultimates increase the enemy's attack, while basic attacks decrease it.
  • Guarding will reduce your damage so be careful.
  • On turn 2/9/16 (every 7 turns): Attack with everyone except your guardian first (watch their health!), then guard with the guardian last to gain a taunt.
  • End of turn 2/9/16 (every 7 turns): The guardian should take all the damage this turn.
  • On turn 5/12/19 (every 7 turns): Use an ultimate with slots 1, 2, and 4. Do not use them with 3 and 5 yet!
  • End of turn 5/12/19 (every 7 turns): Slot 1 will take a large amount of damage and a round of high turn-by turn damage the following turn.
  • On turn 6/13/20 (every 7 turns): Guard slot 1 or be sure he is healed enough to survive the turn-by-turn damage!
  • On turn 7/14/21 (every 7 turns): Use an ultimate with slots 3 and 5. If your guardian wasn't one of these, be sure to taunt with him. You might want to guard with anyone else.
  • End of turn 7/14/21 (every 7 turns): Your guardian will be hit with a strong attack, and the whole party will generate a shield. Following that, the party will be hit with a very strong attack.

Media Video Clears