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Sorcerer's Trials/Season 06

From NU: Carnival Guides
(Redirected from ST6)
Sorcerer's Trials Season 06
March 16, 2023 - May 25, 2023

Trial 05 - "Not Too Rough"

Slime Enemies

  • Fire Element Examiner Dante (15,400 HP)

Allies 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.

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 15. However the rotation is still the same.
  • 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.

Trial 10 - "Cooking by the E-Droid"

Slime Enemies

  • Light Element Chefs Apprentice Blade (21,672 HP)

Allies Team Recommendations

  • Team setup: No guardian for the requirements. DPS with low ultimate cooldowns are useful here, as well as a strong healer to combat bleed damage.
    • At least 3 of your attacking characters must be able to use their ultimates within 4 turns.
    • Note that because most of the damage you are doing here is to a shield, any skills with life-stealing will net 0 healing.

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 20. However the rotation is still the same.
  • 100% shield at the beginning
    • Use ultimates to reduce the shield effectiveness (-5% absorption for each ultimate)
  • He uses a single target ultimate on turn 3 which is not very powerful. This happens on turn 7, 11, and every other 4 turns after.
    • After, he will apply another smaller shield that lasts for 9 turns.
  • On turn 5, Blocked by a Darling skill activates, gives +450% ATK (2T) but 25% more damage (1T)
    • Hit him 3 times with an ultimate to reduce this extra ATK
    • This repeats every 5 turns, so save your ultimates to use on turn multiples of 5!
  • At the end of turn 5 he uses an AOE that isn't too bad if you reduced the damage as above properly, but it also causes bleed (~407 HP)
    • This happens again on turn 10 and every 5 turns after
    • The bleed does not disappear and will stack if you trigger this turn several times!
  • On turn 6 he applies a shield buff of 15%, potentially negating your previous use of ultimates. This repeats on turn 12 and other multiples of 6 and will stack indefinitely each time it is used.
  • When you remove the shield, he takes 100% less damage for a turn, so ignore hitting him for this turn.
    • He will take more damage if you hit him from now on (5% for each basic, 20% for each ultimate) for a maximum of 100% more damage together.

Trial 15 - "Rin's Entourage"

Slime Enemies

  • Wood Element Explosive Infernox (5,046 HP)
  • Wood Element Brutal Hellhound (5,046 HP)
  • Dark Element Beast Tamer Rin (18,936 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 20 - "Face your Past with your Future"

Slime Enemies

  • Dark Element Facing Yesteryear Kuya (38,920 HP)
  • Dark Element Intrigued Past Kuya (30,066 HP)

Allies Team Recommendations

  • Team setup: NO DEBUFFS or Saboteurs. A strong healer is recommended, and no guardian for the requirements.
    • Debuffs will cause you to heal AD Kuya slower and for SR Kuya to hurt him more, so just avoid them.
    • On the other hand, healers and buffers will heal AD Kuya as well, so taking multiple strong buffers is a good thing!

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 30. However the rotation is still the same.
  • AD Kuya hurts himself at the start
    • Hit the SR Kuya only for this turn
  • Turn 2, SR Kuya gives a status effect to heal 150% ATK with basic attacks, 350% with ultimates
    • After this only hit AD Kuya to heal him
    • SR Kuya will hurt him to hinder your progress
    • You will not take damage except on the ultimate turns
    • Healers and support also heal with their basic hits and ultimates
    • If you do not fully heal him by the end of turn 13, AD Kuya will destroy himself, and SR Kuya will kill your entire party after
  • Both Ultimate at the end of turn 4, and every 3 turns after
    • The ultimate will hit slots 2 and 3 for 175% ATK damage, so be prepared to tank it
    • The recovery rate is reduced by 100% for 1 turn on slots 2 and 3 so avoid healing yourself the turn after
    • This also hinders your healing of AD Kuya, so ideally keep your lowest ATK units in these slots
  • AD Kuya disappears when he's fully healed
    • Immediately after, SR Kuya does more damage and needs to be hit with ultimates to reduce it so have as many prepared as possible
  • SR Kuya will attack based on the turn number with several different attacks, some bearing the same name. He ONLY begins this pattern when he is by himself!
    • He will regularly use an AOE for 75% damage
    • Turn 10 onward and every 3 turns (13, 16, 19, etc): Slots 2&3 have a reduced recovery rate and take 175% ATK damage
    • Turn 12 onward and every 6 turns (18, 24, etc) : Slots 4&5 are hit with 102% true damage and will be paralyzed (2T) so you MUST have these units at full health on these turns and guard these two units to survive.
  • If AD Kuya leaves before turn 7, this attack will begin on turn 7 and hit every 6 turns (13, 19, etc), shifting the slot 2&3 damage one turn as well.
  • Despite the mechanics, this stage is straightforward
    • Hit SR Kuya turn 1
    • Hit AD Kuya after to heal him to full so he will leave
    • Save your ultimates for when AD Kuya leaves, then immediately unleash on SR Kuya to both reduce his attack and health
    • If you are killed by SR Kuya, retry again and his moveset may shift in a helpful manner.

Trial - 25 "Etiquette Lessons"

Slime Enemies

  • Dark Element Etiquette Trainer Edmond (98,337 HP)

Allies Team Recommendations

  • 1-3 DPS, 1 Healer, Open Slot

Deed 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

Trial - 30 "Shopping with Yakumo"

Slime Enemies

  • Fire Element Personal Shopper Yakumo (73,227 HP)
  • Dark Element Brazen Man (79,649 HP)
  • Fire Element Whipped Man (70,792 HP)
  • Water Element Noisy Child (55,393 HP)

Allies Team Recommendations

  • DPS and Support only (no Healer)

Deed Stage Tips

  • The Brazen Man will hit you with an AoE attack at the beginning for half of your health, regardless of element.
  • Yakumo will fully heal you after every turn, so you do not need a healer. You also do not need to attack him.
  • When the Whipped Man is defeated, the Noisy Child will leave with him. Do not bother attacking the child. You may kill the Whipped Man first to eliminate both quickly.
  • Brazen Man focuses strong attacks on slot 4, while the Whipped Man hits slots 2 and 4. The Noisy Child will use an AoE on everyone.
    • Note the two men will have their attack power increased every turn, so watch your HP if the battle goes on long.
  • If Yakumo dies, you will automatically lose the fight because the Whipped Man will destroy your party. Defeat all the other enemies, and he will leave with you after.
  • The Brazen Man will use an Ultimate at the end of turn 5 on your highest HP unit, so guard if you are unprepared.
    • This repeats every 4 turns (9, 13, etc).
  • The Brazen Man use an Ultimate at the end of turn 6 on slot 1, which will silence the unit for 2 turns.
    • The Whipped Man will attack Yakumo for 45% of his max HP.
    • The Noisy Child hits the Whipped Man with an attack as well.
    • This repeats every 5 turns (11, 16, etc).
  • Yakumo will decrease the enemies' attack power by 33% for 2 turns at the end of turn 7.
    • This repeats every 6 turns (12, 18, etc).
  • If the Brazen Man is brought below 10% HP, he will increase his attack power by 150%. If you do not kill him this turn, he will kill your entire party (as well as the enemies).

Trial - 35 "Morvay Mirage"

Slime Enemies

  • Water Element Resolute Aster (124,716 HP)
  • Fire Element Lost in the Mist Morvay (164,974 HP)

Allies Team Recommendations

  • 1-3 DPS (AoE is useful here), strong Healer, Buffer
    • A unit with guard break will help, such as N-SR Dante, N-SR Quincy, or CR Dante

Deed Stage Tips

  • Aster cannot go below 10% HP, and Morvay cannot go below 25%. Aster will permanently take 25% less damage, and Morvay will constantly have Guard active.
    • Use a unit with guard break to damage Morvay faster.
    • AoE to lessen both enemies' HP at the same time is very helpful.
  • When one dies, the two will begin a strong joint assault, so try your best to get them to the HP thresholds at the same time.
    • If you can't hit the thresholds at the same time, make certain Morvay hits 25% before Aster!
  • Keep Aster's HP above 50% for as long as possible to prevent Morvay from attacking your party. If you are not using an AoE team, attempt to weaken Aster up to a point, then hit Morvay close to 25%, then work on Aster once more. Don't forget Morvay will continue to attack Aster until he has hit the 50% threshold.
  • Aster attacks with an AoE, which also hits Morvay. Morvay will attack Aster and use Guard on himself.
  • At the end of turn 5, Aster will use an AoE ultimate that paralyzes slots 1/3/5.
    • This repeats every 4 turns (9, 13, etc).
  • Morvay uses an Ultimate on Aster at the end of turn 9.
  • Morvay uses an Ultimate on the highest HP unit after Aster has reached 50% HP.
    • He will begin to repeat this more often, attacking your units instead of Aster.
    • He will use a taunt attack after Aster's Ultimate as well.
  • When Morvay has been brought below his HP threshold, the two will begin attacking regularly. Finish the other one off quickly.
    • Joint Resistance will be used every 3 turns, which will paralyze slots 2 and 4 for one round.
  • You can finish the fight with two endings depending on who you kill first.
    • If you kill Aster first: Aster will instantly kill slots 1, 2, and 3 along with himself, then Morvay will leave.
    • If you kill Morvay first (or at the same time): Morvay and Aster will leave.

Trial - 40 "Nightmare Play"

Slime Enemies

  • Round 1
    • Fire Element Vampire Yakumo (108,976 HP)
    • Light Element Warrior Garu (108,976 HP)
    • Dark Element Ghost Duke Vlad (108,976 HP)
  • Round 2
    • Dark Element Wicked Sorcerer (86,662 HP)
    • Wood Element Coat Rack (65,874 HP)
    • Water Element Bedsheet Ghost (62,937 HP)
    • Fire Element Will-O-Wispy (62,403 HP)

Allies Team Recommendations

  • Very strong healer, buffers, and at least one strong DPS
    • SR Yakumo is extremely recommended for this fight over all other healers.
    • Multiple buffers can be used to help your healing if needed.
    • 3 Strikers are required to prevent an enemy ultimate in round 2, but it can be ignored if you don't have space in the team.
    • Please note AD Kuya, MB Kuya, FG Dante (ultimate), and other similar units are not recommended because of the first round healing mechanics. Recovery reduction (N-SSR Kuya) units will not work for round 2 either because of an enemy passive. For round 1, AoE fighters will only heal their targeted enemy.

Deed Stage Tips

  • You will not be able to damage the enemies for few turns. You may either guard or stack your buffs and heals.
    • At the end of turn 1 the enemies will reduce their health to 25% HP.
  • At the end of turn 2 you will be given a skill to allow you to recover the enemies' HP.
    • You want to heal Vlad and Garu first, followed by Yakumo. You cannot heal Yakumo until both are fully healed.
    • When an enemy is fully healed, they will stop attacking you. If your team is predominantly light, Vlad should be killed first. If not, focus on Garu to avoid his paralysis attack.
  • Yakumo will use an AoE attack, while Garu will hit a specific unit. Vlad will hit slots 1/3/5. You need to pay attention to your damage!
  • If you must, guard the slots being hit too much until your heals have stacked well or until one of the enemies is taken out.
  • Yakumo will use an Ultimate at the end of turn 5 on the entire party. This does about 50% more damage than his normal attack.
    • This repeats every 4 turns.
  • Garu will use an Ultimate at the end of turn 6 on slots 2 and 4. These slots will be paralyzed for 2 turns.
    • This repeats every 5 turns.
  • Vlad will use an Ultimate at the end of turn 7 on all enemies.
    • This repeats every 6 turns.
  • Vlad will heal Yakumo by 5% every turn once he has been fully healed.
  • Garu will increase your attack power every turn once he is fully healed. Heal or guard until he disappears.
  • Once Yakumo is defeated, you will be given a set of passives from all three enemies to use in the second round.
    • When guarding, you receive a 10% HP shield buff for 2 turns
    • Strikers, Guardians, and Saboteurs receive a follow-up attack to their basic attacks (50% ATK)
    • Everyone receives an attack buff (50% of Garu's ATK)

  • In round 2, the Wicked Sorcerer (Clown) cannot be damaged. Attack all the others to make him leave.
    • As each enemy is defeated, the rest of the enemies will gain a 25% ATK boost, so be careful of the order you defeat them in.
    • The Coat Rack will use an AoE each turn, so it is suggested to take him out first as he is the most dangerous.
    • The Will-O-Wispy will heal the party, so if you cannot keep up with the heals, defeat him first. Otherwise he is best left for second.
    • The Bedsheet Ghost is the most harmless and will occasionally taunt, but it should be left for last.
    • The Wicked Sorcerer increases everyone's attack power by 3% each turn, so the damage will quickly ramp up.
  • The Wicked Sorcerer will focus attacks on slot 4, so put your highest HP unit (non-light) there.
  • The Wicked Sorcerer will order the enemies to attack with an ultimate every turn. These can overlap if you are not careful!
    • Bedsheet Ghost: Reduces the enemies damage by 33% for 1 turn, and attacks slot 1. This is every 4 turns.
    • Will-O-Wispy: Heals the party for 150% ATK power instead of the usual 100%. He may also begin to charge for a stronger heal (see below). This is every 4 turns.
    • Coat Rack: AoE on the entire party, and increases own ATK by 20% for 2 turns. This is every 3 turns.
  • The Wicked Sorcerer may paralyze your healer for one turn. This is every 7 turns.
  • The Coat Rack may use an AoE that hits for 25% more damage. This is every 7 turns.
  • The Will-O-Wispy may begin to charge for a heal. If so, you need to hit him 3 times to stop the attack, or else he will heal the party for 250% of ATK, and increase his self recovery rate by 500% for a turn. This repeats every 7 turns.
  • The Bedsheet Ghost may taunt and reduce his damage by 30% for a turn. The following turn, he will use an AoE skill for 125% ATK power. This is every 6 turns.
  • The turn after an enemy is reduced to 1%, the enemy will use a final attack.
    • Coat Rack: AoE attack.
    • Bedsheet Ghost: Gives all allies a 300% ATK shield for 3 turns.
    • Will-O-Wispy: Heal allies for 250% of ATK.
    • The Wicked Sorcerer will "avenge" them the turn after, increasing the party's attack power by 25%.
    • If multiple enemies are reduced to the threshold, you will need to wait for the dialogues to complete for them to disappear, and they may continue to attack during this time.

Trial - 45 "Olivine's Essence"

Slime Enemies

  • Wood Element Attention Craving Olivine (285,853 HP)

Allies Team Recommendations

  • 1 Healer, 1 or more Support, 2 or more DPS, 1 Guardian
    • Place the guardian in slot 3!
    • AoE is not recommended since there is only one boss

Deed Stage Tips

  • Olivine will counter every one of your attacks. If you hit him with anything, he will do more damage!
    • If you cannot heal through it, your best goal is to hit him only when your ultimates have charged up.
    • Another option is to take a guardian that will taunt away all of the counter damage.
  • He has a threshold at 50% damage you can't cross, and then one at 1% after that is met.
  • On turn 2 he grants 500% damage reduction to any characters with a shield/guarding.
  • On turn 4 he hit slots 1/2 hard and also 4/5. All receive 100% more damage next turn. This repeats on turn 10 and every 6 turns.
    • Place your guardian in slot 3, and taunt the turn after this to prevent the rest of the party from taking the extra 100% damage.
  • On turn 8 he will use Modesty Restored: try to not do too much damage on this turn (20% or more) or he will wipe the party. This repeats every 7 turns.

Trial - 50 "Forest Games"

Slime Enemies

  • Wood Element Competitive Quincy (478,906 HP)

Allies Team Recommendations

  • 1 Healer, 1 Support, 2 or more DPS, 1 Guardian
    • You will need one unit with guard break (SR Quincy, SR Dante, CR Dante, ABO Blade)
    • Slots 4/5 will be paralyzed and Slots 1/2 will be silenced, so place your characters appropriately.

Deed Stage Tips

  • He has a threshold at 50% damage you can't cross, and then one at 1% after that is met.
    • When the 50% threshold is met, you will need to use guard break on Quincy to avoid being wiped.
  • On turn 1 slot 3 will be hit hard.
  • On turn 2 he will paralyze slots 4/5 (2t).
  • On turn 4 he will silence slots 1/2 (2t), and increase their cooldown by 2 turns.
  • On turn 6 he will hit a random unit and inflict guard break, causing that unit to take more damage if they have guarded.
  • The above attacks will all repeat every 5 turns.
  • Once he has reached 50%, use guard break to prevent a party wipe.
    • He will hit slot 3 after this as he did on the first turn, then return to the above using more damage than before.
  • Just continue attacking him until he reaches 1%.

Trial - 55 "Security Alert"

Slime Enemies

  • Fire Element Security Vine Monster (506,032 HP)
  • Wood Element Darling Defender Blade (422,459 HP)

Allies Team Recommendations

  • 1 Healer, 1 Support, 3 or more DPS
    • A unit with anti-heal (SR or SSR Kuya) may be useful to stop the Vine's healing.
    • Do not use AoE since you do not want to hit Blade.
    • Low cooldowns are recommended since the enemy requires an ultimate to stop his attack.
    • Position your team backward compared to how you normally would due to the cooldown shenanigans, with your buffers/healers in slot 4/5, and your attackers in slots 1/2. See notes below for more positioning oddities, since this is the fight's main gimmick.

Deed Stage Tips

  • Blade is an ally, so you can completely ignore him!
  • The vine monster will take less damage with each basic attack, and more damage with ultimates.
    • Ideally you will want to guard and wait for your ultimates to charge, then hit him so that you do not give him too much damage reduction.
  • The vine monster also has bloodsuck ability, so any attacks he uses will heal him.
  • The vine's normal attacks cause bleed (2t), so be sure to continuously heal!
  • On turn 4 the vine will hit slots 1/2, and he will ignore taunt if you had a guardian.
  • On turn 5 the vine will cause slots 3/4/5 to increase their ultimate cooldowns by 2 (meaning they ultimate slower).
    • Blade will assist by hitting slots 1/2 with a cooldown reduction by 2 (meaning they can ultimate faster).
  • On turn 7 you need to use an ultimate on the vine to paralyze him or else he will wipe the party.
  • On turn 9 and for the next 3 turns, any attacks you use will paralyze another unit in your party (the one to the right of it). You will need to space out which units you use each turn to maximize your damage. Focus on using your healer, then any units cooldowns that have been met, or the highest damage if you intend to hit.
    • slot 1 paralyzes slot 2
    • slot 2 paralyzes slot 3
    • slot 3 paralyzes slot 4
    • slot 4 paralyzes slot 5
    • slot 5 paralyzes slot 1
  • All of the above attacks will all repeat every 5 turns.

Trial - 60 "New World Eiden"

Slime Enemies

  • Fire Element Ultimate Agility Eiden (617,663 HP)

Allies Team Recommendations

  • 1 Healer, 1 Support, 3 or more DPS
    • Placement may be important, so see the note below on what slots hit what units to properly position yourself.
    • All elemental damage is nullified, so you can take any elements you want.

Deed Stage Tips

  • There is a strict turn limit of 21 turns, and you will be wiped at the end of this turn if Eiden is not defeated.
  • Eiden will use a skill that will make your attacks damage your own party members. Similar to the previous fight, you will need to ration who hits or guards to avoid killing yourselves. This is made more difficult since one attack will hit two allies. Buffs and heals will also damage your party members!
    • slot 1 hits slot 2/5
    • slot 2 hits slot 1/3
    • slot 3 hits slot 2/4
    • slot 4 hits slot 3/5
    • slot 5 hits slot 4/1
  • On turn 2 slots 1/3/5 will be hit and take 30% more damage for 1 turn.
  • On turn 4 slots 2/4 will be hit and take 30% more damage for 1 turn.
  • On turn 5 he will use an AoE attack that causes bleed (2t) and heal himself slightly (5%).
  • On turn 6 Eiden will counter if you attack him. You may want to guard here if you can't sustain the damage.
  • On turn 7 he will use another AoE attack.
  • Beginning on turn 9 he will repeat the above in sequence (every 7 turns).

Trial - SP "New World Eiden"

Slime Enemies

  • Fire Element Ultimate Agility Eiden (929,121 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP on Eiden and more damage!