Mirage of Scales
More actions

August 29, 2024 - September 19, 2024
Event Allies:
✦ Abyssal Pearl Yakumo
✦ Billowing Wildfire Kuya
Traditional Ceremony - A: "Old Man Dante"
Enemies
Examiner Dante (35,297 HP)
Team Recommendations
- Team setup: No healer/guardian required for this, so just take attackers/buffers.
- SSR/SR Kuya may be useful to prevent Dante from healing himself each turn
- Avoid strong ultimates (SSR/SR Quincy) or buffs/debuffs that ramp up damage since you need to control your damage output extremely well.
Stage Tips
- You must deal damage between: 5% and 15%.
- Bleed damage (such as MB Kuya) does not affect the between 5-15% damage but WILL deplete the HP bar. You may use this to speed up the battle if you desire.
- You get 1 "mistake" before Dante will punish you (destroy your team).
- If he says he is stiff, you do 33% less damage, so you need to hit harder.
- If he says slow down, you do 100% more damage, so be careful to stay in the thresholds.
- Your goal is to stay between the damage thresholds above and get him down to (1%)
- Dante will heal himself 2.5% HP each turn as well to hinder your progress.
- At 1% he will hit you hard, but you do not need to heal. Just finish off the rest of his health after this turn to win.
Traditional Ceremony - B: "Sparks Flying Rei"
Enemies
Master at Warmth Rei (107,210 HP)
Team Recommendations
- 1 Healer, 1 Guardian, and DPS or Buffers
- Place the Guardian in any slot other than slot 3.
- Place your highest HP unit other than your guardian in slot 3.
Stage Tips
- Every attack you hit Rei for will trigger a counterattack on slot 3. Rei grants this slot a large shield that is about 4x the HP, so do not let this shield die. You may use your guardian to offset the damage.
- Do not ever guard more than 2 units per turn. Rei will gain extra buffs and debuff your team if this happens. Keep your guarding to your guardian and one other, typically your slot 3 unit.
- At the end of turn 4, Rei will hit the entire team except slot 3 with a large AoE. Slot 1 will be hit particularly hard.
- Use your guardian's taunt on turn 5. At the end of turn 5, Rei will use a strong attack that you should keep from being used on your slot 3. Make certain you have healed well!
- On turn 7, use two ultimates to reduce Rei's attack so you don't get attacked harder the following turn.
- All of these attacks loop and repeat, so prepare as necessary!
- If slot 3 ever loses his shield, your party will be wiped. Do all you can to prevent this, even if you need multiple guardians or extra healers.
Merfolk Ceremony - 01: "Yakumo's Warning"
Enemies
Blocking Wave Yakumo (330,215 HP)
Team Recommendations
- 5 attackers, healers shouldn't be necessary.
- Bring things with high HP and ultimate cooldowns of 4 or less!
- Do not take any units that damage themselves or increase damage to themselves on their ultimates.
- You may consider using a guardian for off-turns if you have a particularly low HP unit you need to protect.
Stage Tips
At the start of battle, Yakumo releases essence to protect everyone.
Yakumo will regularly warn a wave is coming; take shelter with the villagers to withstand the wave.
When Yakumo's essence becomes chaotic, everyone must provide essence to stabilize him.
Consequences will be bad if the barrier is broken or the wave continues for too long.
- Yakumo will begin by granting a shield of about 4x each character's max HP. You should not let this shield disappear!
- On turn 2/7/12: Guard everyone to generate another shield.
- End of turn 2/7/12: Yakumo will hit the party with a large AoE attack.
- On turn 5/10/15: Use as many ultimates as possible on Yakumo to do -60% damage for each one (for a total of -300% damage).
- End of turn 5/10/15: Yakumo will use a large AoE attack, which will do damage depending on how much you took off above.
- The above loops every 5 turns.
- You must finish by turn 16 or else your party will be wiped.
Traditional Ceremony - C: "Full Bonus"
Enemies
- Wave 1
Full Strength Aster (42,118 HP)
Strong Desire Morvay (42,118 HP)
- Wave 2
Essence Depletion Aster (8,423 HP)
Desire Exhaustion Morvay (8,423 HP)
Team Recommendations
- 1 Healer, 1 Buffer, 2-3 DPS
- Quick ultimates are useful, SSR/SR Quincy will be tricky.
Stage Tips
- Try to focus on only one enemy. Morvay is most likely the easiest target because he taunts frequently, but do not forget to avoid hitting him on turn 2 or to use ultimates on Aster when necessary.
- If Morvay or Aster are defeated, the other will harm himself down to 10% of their current HP and gain a +500% ATK boost. They will continue to inflict this same status until they're defeated, so just finish the enemy off without worry.
- At the end of turn 1, Morvay will gain a skill that will kill you if you hit him on the next turn.
- Therefore, only attack Aster on turn 2!
- At the end of turn 2, Morvay will stil hit you with a strong AoE attack. He also gains the bloodsucking ability, and a follow up AoE attack for the next two turns.
- At the end of turn 4, Aster and Morvay will both use AoE ultimate attacks.
- Aster gains the bloodsucking ability from this for 3 turns.
- Morvay will taunt and counterattack any damage for the next turn. If you cannot handle his counters, guard on turn 5.
- At the end of turn 5, Morvay will need to be hit with an ultimate to remove his taunt. Aster then needs to be hit with 2 ultimates to avoid his +500% ATK boost.
- Make certain you have 3 ultimates ready for turn 6 to handle these skills!
- At the end of turn 6, Aster will use a strong AoE ultimate on the party. If you reduced his damage, this should not hurt as badly.
- The above skills all repeat in cycle, so make certain to save your ultimates appropriately.
- For Wave 2, they will explode after talking, so don't worry!
Traditional Ceremony - D: "Seeking Neon"
Enemies
Loyal Companion Garu (30,670 HP)
Steeped in History Yakumo (33,502 HP)
Clouded Hope Tsang (103,723 HP)
Team Recommendations
- FOR PEOPLE WITH HIGH DPS: At least 4 DPS, 1 Buffer
- Healers are immediately made useless so leave them out.
- Again, quick ultimate users are recommended.
- FOR PEOPLE WITH LOW DPS: At least 4 units that can attack the enemies (DPS/buffers with attacks/etc), 1 Healer
- Your healer will be useless until pretty far into the fight, but if you cannot kill before this threshold, you will need the healer.
- More ultimates, especially quick ones, will help you. 3T cooldown ultimates will make things much easier.
Stage Tips
- Focus on Tsang first even if he cannot go below 1%. He will leave after he does. You can then just hit Yakumo, but both Yakumo and Garu will leave soon after Tsang is gone.
- Do not hit Garu as he can be killed and he is your party's healer. You will lose if this happens.
- Before the battle, Tsang knocks you down to 10% HP and you will be unable to use healing skills.
- For most turns, Garu will heal you, Yakumo will make you take 10% more damage, and Tsang will use AoE damage.
- At the end of turn 4, Garu will glow, but do not hit him!
- At the end of turn 4, Tsang will glow. You must hit him with 3 attacks on turn 5 to prevent him from using a strong attack.
- At the end of turn 6 (and every 4 turns after), Tsang will use his ultimate attack, so guard if you cannot handle the damage.
- At the end of turn 7, Yakumo will taunt (during turn 8). Hit him with an ultimate to remove the taunt, then hit Tsang with the other ultimates.
- If Tsang mentions that it is no use, guard the turn or else your party will be wiped.
- Once Tsang is dead, Yakumo will eventually leave, though it may take a few turns. You can hit him to speed this up.
- Garu will take his leave on his own, so you don't have to touch him.
- Be wary of Tsang's skills even if you bring him down to 1%! He can still kill you before he disappears, so if an ultimate turn is coming and you cannot withstand the damage, guard and wait a turn to kill him.
- IF YOU CANNOT KILL TSANG QUICKLY: At some point, Yakumo will come to his senses and stop attacking you. He will remove the debuff on your units and allow you to heal your party once more. When this happens, Garu will eventually stop healing you as well, so you will need a healer. If you fail to stay healed, Tsang may get angry and wipe the party.
- Please note trying to kill Tsang ASAP is recommended, so only use a healer if even with 4-5 DPS you could not kill him before this turn.
Merfolk Ceremony - 02: "Siren Song"
Enemies
Promise Keeper Umi (355,372 HP)
Team Recommendations
- A guardian in slot 3, or place your healer here if you want to do without one (not recommended).
- Take anything else you can that can get the job done quickly!
Stage Tips
Umi will regularly target healers; those enticed by him will temporarily be unable to act.
When Umi prepares to summon a wave, unleash your full power to stop him, or the consequences will be bad.
- Every attack will decrease your ATK by 1.5%, so you want to finish up quickly or utilize guard.
- On turn 4/10/16: Either taunt with a guardian here, or guard your healer. You will see the warning when he speaks to you.
- End of turn 4/10/16: Your healer (or guardian) will be hit and taunted, followed by an ultimate that will kill them if they have not guarded.
- They will also be paralyzed and unable to heal for a turn.
- On turn 5/11/17: Guard slots 1/2/4/5.
- Alternatively, you can attempt to tank this with a guardian taunt instead if it has high HP rather than tanking the above hit.
- End of turn 5/11/17: Slots 1/2/4/5 will be hit with an ultimate that may kill them if you have not properly healed/guarded.
- On turn 8/14/20: Use your ultimates on Umi to get rid of the shield on your characters. Once the shield is gone, DO NOT use more ultimates!
- Do not use any ultimates with guardians whose ultimates grant them a shield!
- On turn 9/15/21: Your whole party will be hit with a strong attack, which may do no damage if you managed to fully remove the shield.
- The above loops every 6 turns, so taunt or guard the healer again beginning on turn 10!
Video Clears
- R+SR clear by La: https://www.youtube.com/watch?v=Nk1CvYoLq4c
Traditional Ceremony - E: "Automaton: Secret Mission"
Enemies
Automaton 7352 (33,694 HP)
Executing Mission Blade (53,914 HP)
Automaton 7943 (33,694 HP)
Team Recommendations
- 1 Healer, 3-4 DPS
- AoE DPS is useful for defeating the Automatons quickly
- Ultimates with cooldowns of 4 or lower are needed
Stage Tips
- Blade can only be damaged after the Automatons are defeated. They must both be brought down to 25%, and this can be done in any order you wish.
- End of turn 4: Automatons will use their ultimates on slots 1/3/5 and 2/4, respectively.
- End of turn 5: You need to use 3 ultimates on 7943, but you will first need to hit 7352 with 1 ult to remove his taunt.
- This is where AoE ultimates are extremely useful, otherwise you will need 4 ultimates!
- If you fail, slots 2/4 will be paralyzed and have their attack debuffed to do 0 damage.
- When the Automatons are brought to 25% they will try to detonate, so you need to bring them down to 1% in the next 3 turns to avoid backlash.
- If both are brought to 25% at the same time, one will detonate the turn after the other.
- When both Automatons are defeated, Blade can finally be damaged. He will be brought down to 50% by their destruction to give you a head start. Just defeat him normally!
- Blade will use bleed the turn after he's alone.
- The next turn he'll use an AoE on 1/2/4/5 that also makes them take 5% more damage permanently.
Traditional Ceremony - F: "Etiquette Lessons"
Enemies
Etiquette Trainer Edmond (113,837 HP)
Team Recommendations
- 1-3 DPS, 1 Healer, Open Slot
Stage Tips
- Edmond will begin with an AoE attack
- For the two turns, you can't damage him, so guard or begin to stack your buffs and heals
- You may damage him beginning on the third turn
- He will use a random skill, and you need to act accordingly. If you cannot meet the number of turns because of the skills listed, reset the level and try again.
- Dining Etiquette: Guard, as he will use a strong AoE next turn.
- This is survivable if you have high HP
- Walking Upright: Hit him with at least 2 Basic Attacks to lessen his damage.
- He will hit slots 4 and 5 after this
- Upper-Class Dance: Hit him with at least 2 Ultimate attacks to lessen his damage.
- He will hit slots 1 and 2 after this
Merfolk Ceremony - 03: "Kuya's Trial"
Enemies
Mocking Laugh Kuya (363,273 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
This is a test given by Kuya; pay attention whether the current situation requires defending.
If you defend at the wrong time, you will receive a lot of extra damage. Be careful.
- 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.