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Sorcerer's Trials/Season 02

From NU: Carnival Guides
(Redirected from ST2)
Sorcerer's Trials Season 02
June 09, 2022 - September 08, 2022

Trial 05 "Dreamland Olivine"

Allies Team Recommendations

  • Team Setup: 2-3 ST DPS, 1 Healer, Open Slot
  • HP Requirement: 450~650

Deed Stage Tips

  • Olivine will begin attacking on Turn 2
  • He will apply a series of buffs to himself every turn before his AoE skill once a certain HP threshold has been met. These buffs include atk boost and dmg reduction that'll last for 2-3 turns
  • Use DPS skills on the turns where Olivine does not have his buffs active to increase damage output
  • Guard your entire team every 4 turns, Olivine will do an AoE skill attack followed up by 2 normal attacks
  • Use healers and buffers whenever necessary for extra damage and HP sustain

Media Video Clears

Trial 10 "Beserker Yakumo"

Allies Team Recommendations

  • Team Setup: 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 700~800

Deed Stage Tips

  • The only enemy to be had here is Yakumo, who will start his turn with inflicting Bleed to the whole party, dealing 85 damage per tick
  • 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 3,700 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

Media Video Clears

Trial 15 "Vampire Aster & Incubus Morvay"

Allies Team Recommendations

  • Team Setup: 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 850~1,000

Deed Stage Tips

  • One thing to immediately take note about these 2 idiots is that if one of them is killed, the other will get a massive attack boost for a long duration so it's best to balance their HP thresholds evenly as you can when you're attacking
  • Another factor is that they work the same way they do as your allies ― Morvay will apply taunts and Aster will do life-steal attacks (regaining HP after an attack)
  • On normal attack both of them will attack twice, and on specials Aster will immediately follow up Morvay's taunt with a single target skill attack
  • Kuya will be your best anti-vampire unit as he will reduce the amount of HP Aster will gain from his attacks
  • At a certain point Morvay will put himself into a Sleep status, not attacking for 2 turns. Take advantage of this to whittle down Aster's HP on 1 of those turns, and then attack Morvay to deal extra damage due to the status ailment on the last turn of its duration
  • Once they're very low on HP, it's best to take out Aster first and then Morvay, completing the trial

Media Video Clears

Trial 20 "Beast King Karu"

Allies Team Recommendations

  • Team Setup: AoE DPS, 1 ST DPS, 1 Healer, Open Slot
  • HP Requirement: 900

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

Media Video Clears

Trial 25 "Goldilocks and the 5 Bears"

Allies Team Recommendations

  • Team Setup: 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 700

Deed Stage Tips

  • If you have a built SSR or SR Kuya this stage will be an easy cake walk for you
  • The only hindrance on this stage is their excessive healing so if you have a Kuya in your roster, he'll be your saving grace to debuff their recovery rate, and AoE DPS like Garu or SR Blade can knock them all down fairly quickly if they're built enough
  • Only time the beastie boys will do damage to your team is on their ults, dealing single target damage and healing themselves by 14% so if you find yourself low on HP during these attacks a Morvay is always the answer

Media Video Clears

Trial 30 "Powerhouse Quincy & Foxy Kuya"

Allies Team Recommendations

  • Team Setup: Morvay, 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 2,000

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 paralysed 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 35 "Glacial Edmond"

Allies Team Recommendations

  • Team Setup: Morvay, 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 2,800

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

Trial 40 "Annihilator Blade"

Allies Team Recommendations

  • Team Setup: Morvay, 2-3 DPS, 1 Healer, Open Slot
  • HP Requirement: 2,800+ (Morvay 4,000+)

Deed Stage Tips

  • Make sure your Morvay has enough HP to take a lot of damage
  • On turn 1 Blade will do an immediate AoE skill that'll do 100% of your max HP, guard everyone
  • On every turn that Morvay's ult is active, use it. He is in sync with Blade's standard skill attack so he'll take the brunt of the damage.
    • Morvay will receive 100% healing reduction making it impossible to heal him that turn.
  • After the Morvay ult turn, Blade will target slot 1 and 2. Guard those slots. He will target them every 4 turns.
  • Blade will enter Phase 2 when you deal enough damage to him (indicated by the light clothing damage sprite), to which he will then enter a guard stance inflict a self heal and do a skill dmg AoE x3 based on 120% of max HP. If your team is >70% HP they will survive.
  • After the Phase 2 initial sequence he'll return to the Phase 1 rotation, keep track of your turns.
  • Phase 3 will initiate when Blade is roughly <20% HP (indicated by greatly damaged sprite) at which he will repeat the Phase 2 sequence but on a much larger damage scale of 160% of max HP x10. Make sure your team is >90% HP to survive this turn.
  • Same as Phase 2, he will return to Phase 1 after the Phase 3 sequence.
  • It is greatly recommended that you make sure your team is at full HP before you initiate Phase 2 and 3 so that you can properly survive.

Media Video Clears

Trial 45 "Olivine Titty Committee"

Allies Team Recommendations

  • Team Setup: 3~4 DPS, Open Slot (Healer/Support)
  • HP Requirement: 5,200+

Deed Stage Tips

  • 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
  • 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 50 "Mama Bear & the 3 Baby Bears"

Allies Team Recommendations

  • Team Setup: 3~4 DPS, Open Slot (Healer/Support)
  • HP Requirement: 6,000+

Deed Stage Tips

  • Mama Bear is not an option to attack until you kill all 3 baby bears
  • Baby bears each take 1/4 HP of true damage, so if you're running 4 DPS the clear will be faster and rotations won't matter too much
  • Each baby bear has their own buff that you can utilize to beat the trial. Kill protective baby bear last, this ones gives you a guard buff which you will need later
  • Kill Thieving baby bear first for the attack buff as it has the longest duration comparatively
  • On turn 4 Mama Bear will do a single target ult. If you removed a bear before this turn, Mama Bear will have an atk debuff so tanking it is easier
  • Kill Protective baby bear between turn 5~7 for the guard buff, Mama Bear will skill attack slot 1 and 4 on turn 7. Having DPS with high HP in these slots is recommended, especially with the guard buff active (Guard to activate shield buff)
  • Utilize your DPS ults on Mama Bear when all baby bears are removed from the trial for full advantage of damage and atk debuffs

Media Video Clears

Trial 55 "Night Parade of 4 Bastard Yokai"

Allies Team Recommendations

  • Team Setup: 4 DPS, 1 Healer
  • HP Requirement: 6,500+

Deed Stage Tips

  • This trial requires no deaths, only certain conditions be met
    • Get 5 stacks of "Show Complete!" on Karu to beat the trial as fast you can
  • You cannot kill Kuya or Karu or it's an automatic failure
  • A turn 3 Kuya will start interfering and work against you, applying debuffs to you and heals to the enemies
    • Every 3 turns Kuya will apply Silence to Slot 4 for 1 turn
  • On turn 4 and 8 Gatecrashing Yokai will start charging up, inability to meet the requirements on the next 2 turns will cause Karu to be paralyzed, losing a stack
    • You need to attack the yokai 4 times to stun for that turn
  • On turn 6 and 10 Looting Sparrow Yokai will start charging up, inability to meet the requirements on the next 2 turns will cause Karu to be paralyzed, losing a stack
    • You need to attack the yokai with 2 skill attacks to stun for that turn
  • You can Guard the entire trial and only attack during the charge stages accordingly for higher survival rate, make sure you have a healer that can take a lot of hits

Media Video Clears

Trial 60 "Sun Lord Dante"

Allies Team Recommendations

  • Team Setup: 4 DPS, 1 Healer
  • HP Requirement: 7,000+ (at least 11.4k HP on Slot 1)

Deed Stage Tips

  • There is a lot of gimmicks to Dante's trial, which is explained in his dialogue but not always apparent
  • On turn 4 Dante will target slot 1 and ignores Guard stances so have the highest HP unit (with the HP recommended) on this slot
    • He'll inflict a Guard break on slot 1, and does true dmg ignoring all elemental res/buffs
  • Turn 7 you must hit Dante 4 times to take him out of his charge state, or it's an automatic failure no MB Kuya will not help you here
  • Turn 9 you are required to Guard stance your whole team and they must be full HP in order to survive the attack
    • Dante will heal your team back to max HP after the attack
  • Turn 12 you are required to break Dante's shield (38,016 hp) within the 2 turns given or it's an automatic failure
    • Using ultimates on these turns will help guarantee success
  • After the guard break Dante will turn his basic attacks into single target skill attacks followed up by a basic
    • He is most likely to skill attack a unit that hasn't been hit yet use this to your advantage

Media Video Clears