Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Razor's Edge

From NU: Carnival Guides
(Redirected from Re)
Razor's Edge
January 23, 2025 - February 13, 2025
Event Allies:
Burning Vow Quincy
Remnant Trace Rei

Pursuit - 01: "Close Cooperation"

Slime Enemies

  • Water Element Situational Adaptability Rei (15,280 HP)
  • Dark Element Full Support Quincy (15,280 HP)

Allies Team Recommendations

  • Ultimate cooldowns of 3/4 turns!

Deed Stage Tips

When Rei uses Obstructing Bind and Traps Everywhere, allies in positions 2/4 cannot attack, while allies in positions 1/5 must use strong attacks to assist the ally in the middle whose actions have been restricted, to prevent Quincy from inflicting heavy damage. When Rei uses Surplus, heed the suggestion and have all party allies guard to withstand Quincy's Comprehensive Search.

  • If anyone dies, the party will be wiped!
  • Rei and Quincy will counter all attacks, so be careful!
  • End of turn 4: Slot 3 will be paralyzed for one turn by Rei.
  • On turn 5: Guard with slots 2 and 4 immediately, and guard slot 3 if it was not paralyzed. Use ultimates with slots 1 and 5.
    • Repeat this on 13/21/etc.
  • End of turn 5: Quincy will hit slot 3 with a powerful attack.
  • On turn 8: Guard everyone.
    • Repeat this on turn 16/24/etc.
  • End of turn 8: Quincy will use a strong ultimate on everyone.
  • The above begins to loop every 8 turns, so guard 2/4 again on turn 13.

Media Video Clears

Pursuit - 02: "Execute Mission"

Slime Enemies

  • Dark Element Sharpshooter Mercenary (136,379 HP)

Allies Team Recommendations

  • A guardian in slot 3, 4, or 5. Not required but could be useful.

Deed Stage Tips

The mercenary's Essence Target Locked will target the ally with the lowest current HP. Allies with a safe amount of HP should prioritize guarding to draw the attention and protect the ally with the lowest current HP.

When the mercenary captain uses Essence Circulation Block, the party cannot guard. At the same time, <Guardians> should draw the mercenary captain's attention to prevent fire being concentrated on allies in positions 1/2 and receiving heavy damage.

During Final Fight in critical turns, you must defeat the mercenaries within 2 turns, or the battle will be lost.

  • The enemy's HP will not go below 10% initially.
  • End of turn 1: The weakest unit will be taunted and attacked.
  • On turn 2: You may guard with any other unit to draw the taunt away and to that unit instead, or just guard that unit if you don't mind it getting hit.
    • Note that a guardian must actively guard to draw the taunt away! Attacking with auto-guard does not count.
    • Repeat this on turn 7/12/etc.
  • End of turn 2: The taunted unit will be hit hard.
  • On turn 5: Taunt with your guardian here. Do not use guard for any unit since they will be paralyzed for 2 turns.
    • Repeat this on turn 10/15/etc.
  • The above loops every 5 turns, where he will taunt a unit at the end of turn 6.
  • Once the mercenary has reached 10% HP, you will need to remove his shield and kill him on the following turn, so make certain your skills are ready. Every ultimate he is hit with will make him take -20% ultimate damage, but he will take 225% more basic attack damage. Use an ultimate first, then basic attacks after!

Media Video Clears

Pursuit - 03: "Combat Training"

Slime Enemies

  • Water Element Resourceful Mercenary Captain (305,322 HP)

Allies Team Recommendations

  • A good healer in slot 3.

Deed Stage Tips

During Shield in certain turns, heavy damage the party cannot guard against will be received, testing the healing abilities of <Healers>.

When the mercenary captain explains the bow and arrow's Usage Restriction, you cannot use strong attacks or guard, or you will receive heavy damage. If done correctly, you can temporarily enhance the healing abilities of <Healers>.

When the mercenary captain uses Exploding Crystal, allies on both sides must use strong attacks to decrease the amount of damage they receive, while the ally in position 3 must use guard to protect himself against damage from Crystal Dispersal.

  • If anyone dies, your party will be wiped.
  • Every attack will grant you ATK -6%, so be careful!
  • At the start of the fight: Your party will be hit down to low health based on your current maximum. Don't worry, you cannot die on this turn, but you should heal to prepare for later.
    • This repeats on turn 3/7/11/15/etc (every 4 turns).
  • On turn 5: Just attack with basic attacks. Do not use any ultimates or guard.
    • Repeat this on turn 12/19/etc (every 7 turns).
  • On turn 6: Make sure you heal all the way this turn since your healing will be raised!
  • On turn 7: Guard slot 3, and use ultimates with slots 1/2/4/5.
    • Repeat this on turn 14/21/etc (every 7 turns).
  • End of turn 7: The party will be hit with a strong ultimate.