Sorcerer's Trials/Season 07
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May 25, 2023 - July 27, 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 - "Olivine's Essence"
Enemies
Attention Craving Olivine (124,716 HP)
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
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 40 - "Security Alert"
Enemies
Security Vine Monster (190,718 HP)
Darling Defender Blade (165,810 HP)
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.
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 45 - "New World Eiden"
Enemies
Ultimate Agility Eiden (361,135 HP)
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.
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 50 - "Nefarious Grin Kuya"
Enemies
Nefarious Grin Kuya (500,662 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 SP1 - "Nefarious Grin Kuya"
Enemies
Nefarious Grin Kuya (1,029,740 HP)
Stage Tips
- This is the same fight as above, only with more HP on Kuya and more damage!
Trial 55 - "Warden and Twin Soldier"
Enemies
Total Amnesia Garu (439,944 HP)
Right Side Soldier (105,558 HP)
Left Side Soldier (105,558 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).
- Do not bring the dark soldier to 1% HP during this time or else he will use his special skill anyway.
- On turn 5, 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 SP2 - "Warden and Twin Soldier"
Enemies
Total Amnesia Garu (820,734 HP)
Right Side Soldier (196,922 HP)
Left Side Soldier (196,922 HP)
Stage Tips
- This is the same fight as above, only with more HP on the enemies and more damage!
- You also now receive 2.5% more damage with every attack you land.
Trial 60 - "Potion Master Rei"
Enemies
Potion Master Rei (511,165 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 SP3 - "Potion Master Rei"
Enemies
Potion Master Rei (823,754 HP)
Stage Tips
- This is the same fight as above, only with more HP on Rei and more damage!
- He will also ignore any silence immunity, so you will be unable to avoid being silenced.