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Sorcerer's Trials/Season 14

From NU: Carnival Guides
(Redirected from ST14)
Sorcerer's Trials Season 14
July 25, 2024 - September 19, 2024

Trial 05 - "Berserker Yakumo"

Slime Enemies

  • Fire Element Berserker Yakumo (10,344 HP)

Allies Team Recommendations

  • 1-2 Healer, 1 Support, 2-3 DPS
    • Use more healer if needed
    • AoE is not recommended since there is only one boss

Deed Stage Tips

  • The only enemy to be had here is Yakumo, who will start his turn with inflicting Bleed to the whole party
  • He will do AoE attacks twice as his normal attack rotation be mindful of that
  • At turn 4 he will do a special skill depending on his HP threshold ― if his HP is below 50% he will apply buffs to himself and not attack, otherwise he will do an AoE skill attack. If HP threshold is not met by this turn guard your team

He'll do another team skill attack after Entanglement skills, so guard again

  • At the end of every 5th turn Yakumo will apply a shield buff to your team to protect you from the next attack, guard your team on the next turn

Trial 10 - "Beast King Karu"

Slime Enemies

  • Dark Element Beast King Karu (4,437 HP)
  • Dark Element Momo (3,939 HP)
  • Dark Element Pipi (3,939 HP)
  • Dark Element Bobo (3,939 HP)

Allies Team Recommendations

  • AoE DPS, 1 ST DPS, 1 Healer, Open Slot
    • Strong AoE unit is preferred

Deed Stage Tips

  • The jungle book is back with Karu and the yappers of hell, pay attention to Karu's dialogue cause he has a targeting system that'll go in a 2→4→1→3→5 repeat pattern. Guard the units that are in said slots on the turn he'll target them
  • Do not kill Karu first! As tempting as it is because his attacks will inflict reduced recovery, the wolves will get a 500% atk boost if Karu dies, so leave him for last
  • If you're willing to do multiple runs of this you can use Morvay to override Karu's target locks using his taunt, but make sure your incubus has a lot of health to deal with those reduced recovery stacks!
  • It's best you balance the wolves' HP thresholds evenly when you're chipping them down so you can wipe them out in a single turn to prevent them taking advantage of attack buffs when one dies

Trial 15 - "Olivine Titty Committee"

Slime Enemies

  • Light Element LovedByAll Olivine (7,914 HP)
  • Light Element Showboating Soldier (5,939 HP)
  • Light Element Dispirited Gigolo (5,939 HP)
  • Light Element Inspired Hoodlum (5,939 HP)
  • Light Element Reformed Thief (5,939 HP)

Allies Team Recommendations

  • 3~4 DPS, Open Slot (Healer/Support)
    • If you're aiming for 11 turns or less, using team strikers (ie. SR Blade, SR/SSR Garu) would be recommended for a faster clear

2 AoE + 2 Open Slot DPS for the fastest run, use a healer if you're struggling to stay alive

Deed Stage Tips

  • Olivine is a friend not foe, and will provide support to your team

Heals every 2 turns starting from turn 1, Silence debuff every 4 turns

  • All enemies will get +1% ATK (max 50) each turn
  • Soldier and Gigolo will alternate taunts, and will be your main focus of damaging first. Aim to kill the soldier before turn 6 ends or guard to tank the team wide skill attack
  • Gigolo will always do team wide attacks except when taunting. Soldier taunt and Olivine silence is the noticeable patterns for when he AoEs
  • The thief and hoodlum are low priority, since they only supply shields and support
  • When an enemy dies the remaining enemies will get an atk buff

Media Video Clears

Trial 20 - "Powerhouse Quincy & Foxy Kuya"

Slime Enemies

  • Dark Element Foxy Mist Kuya (16,210 HP)
  • Wood Element Powerhouse Quincy (18,526 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot

Deed Stage Tips

  • Make sure you have your highest HP units in slot 2 and 4, Quincy and Kuya will always target those slots on their skill activation
  • If using the Morvay tactic, specifically have Morvay in slot 1, 3 or 5 and use his ult specifically for Kuya's paralysis, your other units will guard against Quincy's ult. This is so that you're not restricted to 2 units paralyzed and instead only 1
  • Kuya will always do his ult on every 5th turn, and Quincy will follow up on the next turn after that again targeting slot 2 and 4
  • This is another stage where if you kill one, the other will get stronger so whittle them down evenly and nuke them side-by-side so they don't get to use their atk boost to their advantage

Media Video Clears

Trial 25 - "Glacial Edmond"

Slime Enemies

  • Water Element Glacial Edmond (66,567 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot
    • If you have MB Kuya he's the hard counter for this stage

Deed Stage Tips

  • Make sure your Morvay has enough HP to take a lot of damage
  • At the end of Turn 4, Edmond will do a Single-Target ult so use your Morvay on this turn to take the hit. note: Edmond will follow up this ult with 2 double-up attacks. This buff lasts for 3 turns
  • When Edmond is <50% HP he will apply self buffs rather than attacking. When these buffs are active he will immediately counter-attack units that has attacked him. Either guard until the buffs expire or tank the hits
  • When Edmond is <25% HP he will apply self buffs again but this time he will counter-attack the entire team. Either guard until the buffs expire, or guard your whole team besides 1 DPS and tank the hits

Media Video Clears 3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0

Trial 30 - "Rin's Entourage"

Slime Enemies

  • Wood Element Explosive Infernox (12,913 HP)
  • Wood Element Brutal Hellhound (12,913 HP)
  • Dark Element Beast Tamer Rin (36,936 HP)

Allies Team Recommendations

  • Team setup: A good healer in slot 3, and a guardian for the requirements! Take as much damage as possible for your other slots.
    • SR Morvay is the recommended guardian, and if he is strong enough to tank the paralysis move, you can place him in slot 3 instead to avoid the mob damage the turns after he is paralyzed.

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 25. However the rotation is still the same.
  • Rin kills the first two random mobs on turn 1
    • This causes him to take no damage and also do 50% more damage
    • He will gradually gain a buff to his bleed damage, so beware
  • Getting the mobs to 1% HP causes each one to full heals itself the first time, then dies the second
    • Each dead mob will reduce Rin's attack by 25% and remove 50% of his damage reduction
  • Rin special at end of Turn 4 (bleed AOE, 3T), which repeats every 3 turns and increases in power each time.
  • Turn 5 Rin attacks slots 1,2,4,5 for 7% Max HP damage x6 to each slot and paralyzes (2T) them
    • Even most guardians will die here so just guard and take it unless your guardian after 84% damage can also tank the mob attacks as well (once they are gone, Rin is less of an issue)
    • SR Morvay may be able to tank it thanks to his shield and elemental advantage against the mobs.
    • This also hits on turn 9, 13, 17, etc.
  • Mobs use their AOE on turn 6 (every 5 turns)
    • These will target the first two slots or the last two slots depending on which mob is alive.
  • The ideal strategy for this one is to place a healer in the middle slot because it does not get paralyzed or take much damage. You may use SR Morvay in this slot alternatively to tank the paralysis.
    • Try to kill one of the mobs ASAP to reduce the damage taken by Rin and avoid an ultimate from the mob.
    • When the mobs are both gone, his attack will be more manageable. You may even be able to use a guardian to tank the paralysis depending on your unit. Be careful of bleed damage!

Trial 35 - "New Great Serpent"

Slime Enemies

  • Wood Element Chaotic Will Yakumo (110,871 HP)

Allies Team Recommendations

  • You need at least one guardian for the star requirements.
  • Only 3 DPS will be needed; any more may not do any damage due to the mechanics. Avoid buffers that cause damage for this fight.

Deed Stage Tips

  • Yakumo will take 33% less damage each time he is attacked, so try to attack with your strongest units first. This means only 3 units will be able to do damage.
  • You will take 10% more turn-by-turn damage each turn, so try to finish the fight quickly!
  • If any unit dies, your entire party will be wiped, so be prepared.
  • On turn 0: Yakumo will inflict permanent bleed damage on the party.
  • End of turn 5: Yakumo will use an AoE ultimate.
  • On turn 6: Taunt with your guardian here!
  • End of turn 6: Your healer (or guardian, preferably) is silenced (4t) and healing is reduced by 25% permanently.
  • On turn 8: Yakumo needs to be hit 3 times to avoid his ultimate.
    • This will damage your party by 40% of Yakumo's max HP so be sure to be healed up!
  • End of turn 8: Yakumo will kill the party if the ultimate wasn't interrupted.
  • End of turn 9: Yakumo will use another AoE ultimate.
  • This all repeats at the end of turn 10 in the above order (every 5 turns).

Trial 40 - "Olivine's Target Practice"

Slime Enemies

  • Fire Element Adverse Existence Olivine (205,632 HP)

Allies Team Recommendations

  • No guardians, and make sure to have a good healer!
  • Quick ultimate users are very recommended.
  • 4 DPS will reduce Olivine's attack fully, but may not be required if you can manage healing.

Deed Stage Tips

  • Olivine will rotate a stance every 4 turns. This is random so try to pay attention to which one!
  • At the beginning of the fight, certain types of attacks will harm you in the following ways:
    • Basic Attacks: damage self 4% HP, reduce healing by 8%.
    • Guarding: damage self 5% HP, reduce healing by 8%.
    • Ultimates: reduce healing reduction stacks by 2.
  • On turn 0: Olivine starts with Quick Attack on turn 1 even though this isn't written, but he will follow that same pattern. It will be random afterward.
  • Quick Attack Stance
    • End of turn 1: Slots 1, 2, 3, and 4 will be hit 3x each with a small attack.
    • End of turn 2: Slots 1, 2, 3, and 4 will be hit 3x each with a small attack. The unit with the highest attack will also be taunted (2t).
    • End of turn 3: The taunted unit will be hit with a strong ultimate and deal 50% less damage for 2 turns.
  • Focused Stance
    • End of turn 1: Olivine raises his own attack by 100%. Every ult used on him will reduce his damage by 25%.
    • On turn 2: Use 4 ultimates if possible!
    • End of turn 2: The unit with the lowest max HP will be hit with an ultimate. They will also take 20% more damage and 15% less healing.
    • End of turn 3: Olivine uses another ultimate here.
  • Scatter Stance
    • End of turn 1: The healer will be hit with an ultimate.
    • End of turn 2: Olivine will take 100% more damage, but his ultimates will deal 100% more damage!
    • End of turn 3: Olivine will use an AoE ultimate here.

Trial 45 - "Topper is Life"

Slime Enemies

  • Light Element Forest Protector Topper (230,494 HP)

Allies Team Recommendations

  • Be sure to have an extremely good healer!

Deed Stage Tips

  • Topper has thresholds of 50% and 25%. Each time he will gain an additional 25% shield, so be prepared. He will continue with his other attacks as normal, so be especially careful of his charging attack on turn 7/13/19/etc!
  • Topper begins with 25% max HP shield. You want to try to remove this to do damage.
  • End of turn 2: Topper will damage the party for 90% max HP damage.
  • End turn 3: Topper will provide a special service here:
    • A taunted unit: A unit will be taunted, and that unit will take 75% less damage for a turn and deal 25% more damage for 4 turns if they attack. Their guarding will be rendered useless for 2 turns if they guard as well.
    • All other units: Every attack will cause the party to do 25% less damage which will be permanent until Topper removes it himself.
  • On turn 4: Because of the above, guard with non-taunted units, and attack with the taunted one!
  • End of turn 4: The taunted unit will be hit 10x with an ultimate. All units will be inflicted with a status that will paralyze them if their guard is removed.
  • On turn 5: DO NOT GUARD. Just attack!
  • End of turn 5: Everyone will be hit with an ultimate.
  • On turn 6: DO NOT GUARD again. Attack.
  • On turn 7: Use your ultimates or strongest attacks here to remove Topper's shield.
  • End of turn 7: If Topper still has a shield here, your party will die. Otherwise, Topper will be stunned.
  • The above begins to loop on turn 8.

Trial 50 - "Edmond's Investigation"

Slime Enemies

  • Fire Element Fulfilling Duty Edmond (468,906 HP)

Allies Team Recommendations

  • A guardian for the requirements, in a slot other than 3.

Deed Stage Tips

The plan has three stages.

First stage: the ally in position 3 must not do any major actions, to avoid alarming the Warden. If you make the Warden suspicious, the plan will fail. Second and third stages: the Warden will focus on the ally with the lowest HP and the two allies with the highest HP for two consecutive turns.

Third stage: pay attention to the action order to quickly complete the plan.

  • At the beginning of the battle: Slot 3 will be granted a shield, and they must try to stay above 99% HP or else they cannot be healed. Guard with this slot to increase the shield!
    • Note you should use this unit FIRST each turn to take less damage from the counterattacks.
    • Guardians must actively use guard, it does not count if you attack and it auto guards after!
  • Every attack on Edmond will cause him to counterattack slot 3.
  • On turn 6: Edmond will grant a special status on everyone. For this turn, Slot 3 should avoid guarding to prevent paralysis for 2 turns. Instead, slots 1/2/4/5 should guard to make them take 25% less damage.
    • If you use a guardian that auto guards after an attack, your guard stance may be removed the following turn, paralyzing you unless you used a guardian with paralysis immunity.
    • This repeats every 4 turns (10, 14, 18, etc) until the next phase is reached.
  • When Edmond reaches 50% HP: the above statuses will be removed. You will no longer gain shields our be counterattacked.
  • On turn 5: Use your guardian here, or guard your lowest HP unit.
    • At the end of turn 5: your lowest HP unit will be hit with a strong ultimate, preventing them from healing for the next turn.
    • This repeats every 4 turns (9, 13, 17, etc), and carries over into the next phase.
  • At the end of turn 6: Slots 1 and 2 will be damaged.
    • This repeats every 4 turns (10, 14, 18, etc).
  • When Edmond reaches 25% HP: each attack on Edmond will make him take 25% less damage. Be sure to attack with your strongest units first to maximize damage. He will also heal himself 5% each turn.
    • The above phase attacks will repeat here as well.
  • Note that if you reach any thresholds during Edmond's regular attacks, he will stay HP-locked until after the skills are completed.

Trial SP1 - "Edmond's Investigation"

Slime Enemies

  • Fire Element Fulfilling Duty Edmond (984,994 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!

Trial 55 - "Rei's Slime Research"

Slime Enemies

  • Wood Element Mad Experiment Rei (139,665 HP)
  • Water Element Distressed Dream Slime (105,558 HP)
  • Dark Element Worried Dream Slime (105,558 HP)
  • Wood Element Excited Dream Slime (105,558 HP)
  • Light Element Agitated Dream Slime (114,363 HP)

Allies Team Recommendations

  • At least 3 DPS that you can control well and a good healer.
    • Buffers may be avoided if you want to control your damage.
  • No AoE to avoid hitting Rei unless your healer can fix the damage.
  • Avoid units like SSR Kuya so you can still heal Rei (no anti-recovery units).

Deed Stage Tips

At the start of battle, party allies gain the ability to heal Rei, but the healing effect will decrease with every turn.

Dream Slimes gain a shield upon attacking. Aside from dispelling their shields, you must also control the damage dealt to the slimes.

Pay attention: after certain turns, Rei will change the hardness of the slimes. Keep an eye on the state of the slimes.

  • Your goal is to kill the slimes while keeping Rei alive. Your healer can heal Rei!
  • Every attack by the slimes will make them gain a shield. Every attack by your party will lessen the effect.
  • Water, Dark, and Wood will need to be damaged within a particular range (5% - 15%).
    • Your damage should be somewhere within 5,278 HP and 15,833 HP.
    • If you fail to meet this range, they will attack in different ways. If you aren't having trouble with this, you can ignore this feature and attack at will.
  • Note Water does not have special attacks, but it will focus on your healer and debuff their attack.
  • On turn 1: You can't do damage, but you can lessen the shield effects by hitting the Water, Dark, and Wood.
  • At the end of turn 1: Water takes 30% less damage; Dark and Wood take 50% more damage.
    • This repeats every 10 turns (11/21/31/etc).
  • At the end of turn 3: Wood will use an AoE ultimate.
    • This repeats every 2 turns (5/7/9/etc).
  • At the end of turn 4: Water and Wood take 30% less damage; Dark takes 50% more damage.
    • This repeats every 10 turns (14/24/34/etc).
  • At the end of turn 4: Dark will use a strong attack on a single target.
    • This repeats every 3 turns (7/10/13/etc).
  • At the end of turn 6: Light will heal the other slimes.
    • This repeats every 5 turns (11/16/21/etc).
  • At the end of turn 7: Wood takes 30% less damage; Water and Dark take 50% more damage.
    • This repeats every 10 turns (17/27/37/etc).
  • You can kill the slimes in any order, but they will gain 30% attack power each time one is killed, so try to kill them around the same time if you can't handle the damage.
    • If you do want to kill the slimes at different times, focus on Wood > Dark > Light > Water.

Trial SP2 - "Rei's Slime Research"

Slime Enemies

  • Wood Element Mad Experiment Rei (260,550HP)
  • Water Element Distressed Dream Slime (196,922 HP)
  • Dark Element Worried Dream Slime (196,922 HP)
  • Wood Element Excited Dream Slime (196,922 HP)
  • Light Element Agitated Dream Slime (213,348 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!
  • Note your HP damage range for the slimes is 9,946 HP to 29,538 HP.


Trial 60 - "Dante vs. Duke"

Slime Enemies

  • Dark Element Upholding Justice Dante (585,796 HP)
  • Water Element Brutal Power Duke (700,846 HP)

Allies Team Recommendations

  • No guardian for the requirement.
  • Put your highest attack power unit in slot 3, or your buffer.
  • Units that can attack are better here, so you might even forgo a buffer if it does not attack. You need AT LEAST 3 DPS!

Deed Stage Tips

Duke will reflect essence when attack. The character in the middle is relatively safe.

After certain turns, Duke will lock on to Dante for an attack. The damage Dante receives from attacks will gradually decrease. Try to to avoid irreversible consequences.

Also, keep in mind that an excessive shield value can lead to suffering strong attacks from Dante when the team faces him.

  • You want to mostly focus on Duke, only hitting Dante when forced. You do not want to kill Dante!
  • Hitting Duke will cause counterattacks on the entire party. Additional damage from Basic attacks on Duke will counterattack on slots 2/4, and Ultimates will counterattack on slots 1/5.
  • On turn 2: DO NOT GUARD or your party will be wiped. Dante will have taunted, so you must attack him this turn.
    • Try to hit with your weakest units first to avoid doing much damage. Your slot 3 will do the most damage, so use it last.
    • At the end of the turn: Dante will use a small AoE and attack Duke.
  • On turn 5: The above repeats.
  • On turn 6: Unleash all your ultimate attacks on Dante. Make sure these are strong enough to deplete his shield each time! You will also want to full heal if possible.
    • If you are doing too much damage on Dante, once you have gotten rid of his shield, hit Duke instead even though this will cause you to take more damage the following turn.
  • At the end of turn 6: Dante will use a strong AoE on the party.
    • If Dante has any shield you will be wiped this turn, or if your shield is too large.
    • Dante will heal, and Duke will reduce your party's healing and recovery rate for 3 turns. Be careful of Duke's counterattacks during this period if your healer isn't up to the job!
  • At the end of turn 7: Dante will use a small AoE and attack Duke.
  • The above all loops once this turn is completed.
  • When Duke is defeated, Dante will leave. If Dante is defeated, you will lose the fight, so be careful!

Trial SP3 - "Dante vs. Duke"

Slime Enemies

  • Dark Element Upholding Justice Dante (944,024 HP)
  • Water Element Brutal Power Duke (1,129,430 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!