Sorcerer's Trials/Season 08
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July 27, 2023 - September 28, 2023
Trial 05 - "Berserker Yakumo"
Enemies
Berserker Yakumo (10,344 HP)
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
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"
Enemies
Beast King Karu (4,437 HP)
Momo (3,939 HP)
Pipi (3,939 HP)
Bobo (3,939 HP)
Team Recommendations
- AoE DPS, 1 ST DPS, 1 Healer, Open Slot
- Strong AoE unit is preferred
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"
Enemies
LovedByAll Olivine (7,914 HP)
Showboating Soldier (5,939 HP)
Dispirited Gigolo (5,939 HP)
Inspired Hoodlum (5,939 HP)
Reformed Thief (5,939 HP)
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
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/Z_dkpRgFFxQ
Trial 20 - "Powerhouse Quincy & Foxy Kuya"
Enemies
Foxy Mist Kuya (16,210 HP)
Powerhouse Quincy (18,526 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/r5rZBZ8QRRs
Trial 25 - "Glacial Edmond"
Enemies
Glacial Edmond (66,567 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
- If you have MB Kuya he's the hard counter for this stage
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
Video Clears
3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0
Trial 30 - "Rin's Entourage"
Enemies
Explosive Infernox (12,913 HP)
Brutal Hellhound (12,913 HP)
Beast Tamer Rin (36,936 HP)
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.
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 - "Nefarious Grin Kuya"
Enemies
Nefarious Grin Kuya (163,001 HP)
Team Recommendations
- 1 Healer (slot 3), ST Strikers
- No Guardians for the requirement
Stage Tips
- Thresholds at 90%, 50%, and 25%
- Guard turn 1 or you will die from the bleed.
- He'll continually cast a permanent bleed each turn. Guard to remove it if it becomes too much to heal through.
- After hitting 90%, he gains a move that hits a character for large bleed damage so be sure to guard the character to remove the bleed.
- The timer for this begins on the actual turn 2 and hits every 3 turns regardless of when the threshold was hit.
- After hitting 50% he gains a move that casts sleep (3t) on slots 1/2/4/5.
- The turn after, he will use large bleed damage on slots 1/2/4/5.
- You need to make sure you've left bleed on these slots the turn prior so you will be woken up, then guard them to remove the effect.
- The timer for this begins on the actual turn 3 and hits every 4 turns regardless of when the threshold was hit.
- At the 25% threshold, you can no longer guard to remove bleed, so hurry to finish him off.
Trial 40 - "Warden and Twin Soldier"
Enemies
Total Amnesia Garu (165,810 HP)
Right Side Soldier (39,783 HP)
Left Side Soldier (39,783 HP)
Team Recommendations
- 1 Guardian (slot 3), Healer, DPS with low ultimate cooldowns
Stage Tips
- You will have ATK -100% from the start. Each basic attack gives +5% ATK (up to 50%) and each ultimate gives +25 ATK (up to 50%).
- The soldiers will be fully healed when they reach 1%. You will essentially have to kill them twice. Focus on them and leave Garu alone.
- The dark soldier hits the 3 leftmost units, and the light soldier hits the 3 rightmost units for their typical attacks.
- If an enemy uses Blade Stance, hit him with an ultimate. If he uses Knife Grip, hit him with a basic attack. These will inflict sleep on the enemy, and the other option will paralyze your whole party!
- If you fail to do this properly, your "weakest" unit will be killed.
- This phase repeats every 5 turns, beginning on turn 4 (9, 13, etc). You need to hit them with appropriate attack the turn AFTER they use the skill (turn 5 when he uses skill on turn 4, etc)
- Do not bring the dark soldier to 1% HP during this time or else he will use his special skill anyway.
- On turn 6, you need to hit the soldiers with an ultimate to move their cooldowns by 2.
- The light enemy will hit the next turn slots 1-4 with a high damage attack. The dark enemy does the same, only on slots 2-5.
- If you can hit both, do so, and you will give yourself a free turn without damage to recover.
- Note these skills will move if you move their cooldowns, so just remember they're every 5 turns normally (turn 10, 15, etc).
- At the end of turn 7, both enemies will ultimate and inflict paralysis (2t) on the the two units on their side (1/2 and 4/5).
- The turn after, they will deal 100% damage on the two units on their side (1/2 and 4/5).
- Use your guardian's taunt on turn 7 to take the paralysis so you can guard the other slots the turn after to avoid death.
- This phase repeats every 5 turns, so 12, 17, etc.
- When the soldiers are brought to 1%, they fully restore their HP once.
- Garu will grant you a shield when you guard when you guard when both have been revived.
- If you do this during certain phases, it may take a few turns to register the 'death' (such as during the above paralysis phase).
- They will cast permanent bleed on you as well.
- After revival, the above turn 5 and turn 7 ultimate skills will be swapped around! Plan accordingly!
- Please note it's difficult to determine what turn these moves will be cast because you can move the cooldowns with ultimates, and other moves may take priority and shift the turns, such as enemy revival. You may have to repeat this stage if the turns align poorly.
- If any unit dies they will wipe the party the following turn.
Trial 45 - "Potion Master Rei"
Enemies
Potion Master Rei (298,868 HP)
Team Recommendations
- 1 Guardian in either slot 1/3/5, 1 Healer, any single target DPS
Stage Tips
- On turn 1, Rei uses a potion to take 50% less damage.
- He will gradually reduce this with skills throughout the round.
- Rei will hit all party members with his normal attacks.
- At the end of turn 3, Rei grants himself a follow up attack against slots 1/3/5 for a turn. He will repeat this throughout the fight.
- At the end of turn 4, Rei will increase his ATK by 10% (every 3 turns).
- At 75% HP, Rei will grant himself a 600% ATK boost.
- Use 3 ultimates on the turn after to remove this extra damage.
- He will inflict silence on 1/3/5 for 15 rounds, so taunt with your guardian to take the silence effect.
- He will take 75% more damage on this turn, so make it count!
- He'll then use Weak Point Assault to hit a specific unit for heavy damage.
- At 50% HP, Rei uses Toxic Vapor.
- This removes all taunts and clears his damage reduction.
- Slots 2/4 will have their guard effect nullified (you take full damage).
- Slots 1/3/5 will increase their guard effect by 25%.
- He follows this with Explosive shot.
- This hits 1/3/5 in particular very hard, so be sure to guard them!
- At 20% HP, Rei will put up an 8% HP shield, and you will need to remove it that turn to stop his next killer attack.
- At 10% HP, Rei will reduce your healer's healing by 300%.
- If anyone dies he'll kill the whole party.
Trial 50 - "After School Yakumo"
Enemies
First Timer Yakumo (534,077 HP)
Team Recommendations
- Team setup: 1 Guardian, Healer with heal-over-time (not Kuya or Quincy)
Stage Tips
- Starting turn 2: Yakumo reduces everyone's healing by 2% each turn and gives himself 3% more ATK. This stacks quickly!
- At the end of turn 4: Small AoE that repeats every 3 turns.
- At the end of turn 5: AoE bleed that hits for 3% max HP (lasts 4 turns).
- At the end of turn 6: Do not guard for the next 3 turns or you will die.
- Guardians that attack and guard after are safe, but don't swipe down.
- Use your healer's ultimate on turn 7 to cast a heal over time skill.
- At the end of turn 7: Your ultimates will deal 80% max HP damage to your unit, so do not use ultimates during turn 8. A -300% recovery rate will also be applied for a turn, and on top of that, he will hit you for 95% max HP AoE damage.
- Make sure before this you have a heal over time active so you can heal before the following turn.
- At the end of turn 8: AoE damage for 2% max HP.
- This turn will kill you if you do not heal thanks to the 95%+2%+3% bleed.
- At the end of turn 9: -300% basic attack damage to healer for four turns.
- You can use your guardian on turn 9 to taunt away the skill so you can continue to heal.
- The above sequences loop, so just remember the pattern and kill Yakumo as quickly as possible.
Trial SP1 - "After School Yakumo"
Enemies
First Timer Yakumo (1,098,466 HP)
Stage Tips
- This is the same fight as above, only with more HP and more damage!
Trial 55 - "Dante's Snow Garden"
Enemies
Cold Aspiration Dante (316,776 HP)
Blue Scarf Snowman (361,408 HP)
Red Scarf Snowman (361,408 HP)
Team Recommendations
- Do whatever you want honestly to get done quickly!
- Anti-heal (SR Kuya) is beneficial if you want to avoid the snowmen healing, but not necessary.
- Small burst damage is better than nuke damage because of thresholds and stack removal conditions, so take quick ultimate users.
Stage Tips
- The snowmen will use a follow up AoE attack, and they can't go below certain thresholds at a time so nukes (Quincy) aren't recommended.
- The snowmen will pause to inspect at each threshold which are at 75%, 50%, 25%, and 1%.
- The snowmen gain more armor every 2 turns and increase their skill trigger effects when they do (they hit for more damage and they take less damage), so don't let them stack high.
- If this reaches 7 layers, they will heal themselves back to 100% and gain 500% ATK power permanently.
- The stacks will decrease by 1 if 3 ultimates are used before the next armor is applied.
- If you don't keep the snowmen around the same HP threshold, the snowmen will reduce your attack by 12.5% each turn of inspection, and this is permanent.
- Aim to just kill the snowmen and ignore Dante. He both damages and heals the snowmen.
- You will die if Dante dies first!
- At the end of turn 3: Both snowmen use a strong ultimate, repeating every 2 turns.
- You may want to use a guardian here if you can't withstand it.
- At the end of turn 4: Dante uses an ultimate for real damage, repeats every 3 turns.
- At the end of turn 7: Dante taunts, and you need to hit with an ultimate to paralyze him/remove taunt on turn 8.
- He'll heal the snowmen for about 10% HP if you didn't, but you won't get hurt so you can neglect this if necessary.
- They all leave when both snowmen are at 1%.
Trial SP2 - "Dante's Snow Garden"
Enemies
Cold Aspiration Dante (590,958 HP)
Blue Scarf Snowman (674,220 HP)
Red Scarf Snowman (674,220 HP)
Stage Tips
- This is the same fight as above, only with more HP and more damage!
Trial 60 - "Spartan Blade"
Enemies
Hardcore Training Blade (479,181 HP)
Team Recommendations
- Two guardians, strong healer, and anything else you like
Stage Tips
- Please note you can only use up to 2 ultimates per turn or else you will be killed.
- Also, don't let your HP fall to red (25% or less) or you will be killed.
- At the end of turn 4: Silver Blade attacks your healer.
- Taunt with a guardian on turn 5 to avoid the next attack!
- At the end of turn 5: Blade uses a heavy ultimate, which gives the unit all of the following effects: Take 300% more damage, ATK -30% (10t), Paralysis (2t), and Recovery Rate -150%. You cannot avoid the paralysis.
- This will hit the healer if you didn't taunt.
- Taunt with a second guardian on turn 6 to avoid the next attack!
- At the end of turn 6: Blade uses another heavy ultimate, which gives the unit all of the following effects: Take 300% more damage (2t), Hit self for 70% max HP if you attack, and Recovery Rate -150%.
- This will hit the healer if you didn't taunt.
- Please guard the unit that was hit by this the following turn so it does not kill itself.
- The above sequence repeats every 4 turns (8, 12, etc).
Trial SP3 -"Spartan Blade"
Enemies
Hardcore Training Blade (772,210 HP)
Stage Tips
- This is the same fight as above, only with more HP and more damage!