Sorcerer's Trials/Season 18
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March 20, 2025 - May 22, 2025
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 - "Quincy's Clinic"
Enemies
Holding Post Quincy (277,233 HP)
Team Recommendations
- A guardian with a taunt that can be used at least every 3 turns.
- More than one guardian can be taken if you can't keep up with this.
- Your guardian may need a shield or an extremely high amount of HP to survive.
- A robust healer that'll keep you filled up as much as possible.
Stage Tips
Fragile causes party allies to lose healing and attack capabilities. All party allies must guard to receive Quincy's healing, until any ally's HP reaches 80% and the fragile status can be dispelled.
Before Quincy uses Focused Healing, have <Guardians> use Taunt to draw attention or have the target guard in advance to avoid the ally with the lowest starting HP from taking too much damage. Before Unstable Essence stirs, the allies in the two leftmost positions must guard to reduce damage.
Also, before Quincy prepares Careful Examination, all party allies must guard to protect themselves.
- Note that nobody can die or you will fail.
- At battle start: You will be heavily damaged on the first turn. You will be unable to deal any damage or heal yourself from this, either.
- On turn 1: Quincy will gradually heal this damage over the next few turns, so just guard everyone for a while.
- End of turn 1: Quincy heals the party, and causes bleed damage for 2 turns.
- End of turn 2: Quincy will attack the party along with healing.
- End of turn 3: Quincy heals the party again.
- End of turn 4: The status keeping you from damaging Quincy or healing should be removed if you guarded the past few turns.
- On turn 5: Guard slots 1/2. You can resume attacking with the others.
- Repeat this on turn 11/17/etc, every 6 turns.
- End of turn 5: Quincy will attack slots 1/2, as well as everyone else.
- End of turn 6: Quincy will use another strong ultimate on the party.
- This will honestly just repeat nearly every turn so be prepared...
- On turn 7: Taunt with the guardian to avoid your lowest HP unit from dying.
- Repeat this on turn 10/13/etc, every 3 turns.
- End of turn 7: Quincy will use an extremely strong attack on the lowest HP unit or guardian. They will be unable to heal the following turn.
- On turn 8: This is your only break turn from attacks, so at least for this turn, you don't have to worry about the above unit dying.
- Note you will have this break before the following strong attack each time.
- On turn 9: Guard everyone or prepare your healing and shields instead if you prefer.
- Repeat this on turn 16/23/etc, every 7 turns.
- End of turn 9: Quincy will use an even stronger ultimate on the party.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=ykzqRECuNOk
Trial 40 - "Rei-nyan's Service"
Enemies
Competent Dedication Rei-nyan (278,449 HP)
Crazy Pursuing Customer (289,320 HP)
Team Recommendations
- Slots 1 and 5 need to be able to attack, so do not put buffers/healers here if they cannot.
Stage Tips
When Rei-nyan uses Service Preparation, all party allies must guard according to the instructions to protect themselves and Rei-nyan from receiving an additional charge from the customer. When Rei-nyan uses Lens Preparation while the customer uses Action Hint, choose an attack method according to the hint in the status field, have the allies on the outside use strong attacks while the allies in the middle can use any attack to avoid receiving heavy damage when taking quick pictures.
- Focus on the customer, not Rei. Every attack to the customer will make him take less damage, so use stronger attacks on him first.
- On turn 2: Guarding with anyone will give Rei a shield, so guard all.
- End of turn 2: The customer will use a strong attack that hurts your party and Rei.
- On turn 5: Use an ultimate with slots 1/5 on the customer, and any attacks with the others.
- End of turn 5: Rei will stop the customer from attacking this turn if the correct actions were taken. Your party may be damaged by him as well during this turn.
- The above loops every 6 turns, so guard on 8 and ult attack on 11, etc.
- When the customer is gone, Rei will leave the following turn.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=JeV_lLgqEps
Trial 45 - "Yakumo's Warning"
Enemies
Sincere Heart Yakumo (549,185 HP)
Team Recommendations
- No guardians or anyone that can taunt.
- Put your healer in slot 3 since they won't need to guard as much.
- Short ultimate cooldown users are best.
Stage Tips
If Yakumo's Essence Wall breaks during the battle, the huge wave will quickly increase the difficulty of the challenge and make the situation extremely dangerous.
When Yakumo uses Preventive Measure, allies in positions 1/5 must guard to avoid heavy damage and having their subsequent actions interfered with.
When Yakumo uses Prepare Restoration, allies in positions 2/4 must guard to block the cracks and avoid subsequent restoration actions from being affected.
- Ultimates are needed to add stacks to Yakumo's essence wall. If all 6 are depleted, your party will take heavy damage!
- On turn 4: Guard slots 1/5.
- End of turn 4: Slots 1/5 will be hit with an ultimate, and their cooldowns will be shifted if they did not guard.
- On turn 6: Guard slots 2/4. This will remove their cooldown pause as well.
- End of turn 6: Slots 2/4 will be hit with attacks.
- These loop every 6 turns, so just keep going.
Trial 50 - "Cafe Dan-Dan"
Enemies
Perfect Service Dan-Dan (1,175,880 HP)
Team Recommendations
- No guardian or unit with taunt.
- Low cooldown units in slots 1/2.
- Highest basic attacker unit in the center.
Stage Tips
The maid serves everyone. If anyone attracts too much of Dan-dan's attention, you may not be able to order smoothly.
When Dan-dan uses Queuing Order, the designated allies in positions 1/2 must use strong attacks in order, while the remaining allies must maintain guard stance. Only then can a signed portrait be obtained.
When Dan-dan uses Incantation Preparation, the allies in positions 4/5 must use strong attacks and the ally in the center must use normal attacks, while the remaining allies must maintain guard stance. All party allies must help complete the incantation to receive Dan-dan's Full Force Cast.
- End of turn 2: Dante will use an ultimate on the party.
- On turn 5/13/21/etc: Use an ultimate with slot 1, THEN an ultimate with slot 2. Guard with slots 3/4/5.
- End of turn 5: Dante will use a strong ultimate regardless, but you will fail if you did not follow directions.
- On turn 8/16/24/etc: Use an ultimate with slots 4/5, and a basic attack with slot 3. Guard with slots 1/2 or else you will kill your party.
- The above loops at the end of turn 10, every 8 turns.
Trial SP1 - "Cafe Dan-Dan"
Enemies
Perfect Service Dan-Dan (2,567,358 HP)
Stage Tips
- This fight is similar to the above, but more HP!
Trial 55 - "Blade Parade"
Enemies
All-Out Dance Blade (111,936 HP)
Super Sweet Snowman (243,918 HP)
Showy Colorful Snowman (243,918 HP)
Team Recommendations
- At least 4 allies that can attack in slots 1/2/4/5.
- Paralysis immunity in slot 3, or all if you can help it.
Stage Tips
When the snowmen are on the battlefield, Blade will use Overflowing Gifts during certain turns. You must pay attention to the status of the snowmen and use normal attacks or strong attacks to accept the gifts and avoid receiving heavy damage from the snowmen's Cotton Candy Sea and Floaty Balls Everywhere in the next turn.
When only Blade remains on the battlefield, he will use Dance! Interactive Parade! Using any attack on Blade during this time can dispel his "damage reduction" effect, but because Blade will continue to increase his damage reduction and increase his ATK, you must defeat him quickly. When Blade uses Wave Right Hand! and Wave Left Hand!, Blade will quickly increase his damage reduction, and the allies not designated will be inflicted with Paralysis. During Wave Right Hand!, the two allies on the rightmost side must use strong attacks, while during Wave Left Hand!, the allies on the leftmost side must use strong attacks, to avoid dragging out the battle.
When Blade uses Slow Down!, all party allies must guard to increase the chance to inflict Paralysis on Blade. If you fail to inflict Paralysis on him before Ad Hoc Plan, there will be unavoidable consequences.
- Attack the snowmen first! They will leave at 1%, and then you can damage Blade after.
- Blade will need to be hit with ultimates regularly to reduce his damage stacks before you can hurt him, so save them for the right time!
- While the snowmen are alive:
- On turn 5/9/etc: Hit the wood snowman with 2 ultimates, and hit the fire snowman with 2 basic attacks.
- End of turn 5: The snowmen will use strong ultimates that may kill you if you didn't follow instructions.
- After the snowmen leave, things will happen as follows:
- End of turn 6: Blade will paralyze slots 1/2/3.
- On turn 7/12/etc: Use an ultimate with slots 4/5 to reduce Blade's defenses.
- End of turn 7: Blade will paralyze slots 3/4/5.
- On turn 8/13/etc: Use an ultimate with slots 1/2 to reduce Blade's defenses.
- On turn 9/14/etc: Guard all.
- End of turn 9: Blade should paralyze himself.
- On turn 10/15/etc: : (free turn or guard)
- End of turn 10: Blade will use an ultimate on the party.
- On turn 11/16/etc: (free turn)
- End of turn 11: (loop back to first paralysis)
Trial SP2 - "Blade Parade"
Enemies
All-Out Dance Blade (232,757 HP)
Super Sweet Snowman (507,199 HP)
Showy Colorful Snowman (507,199 HP)
Stage Tips
- This fight is similar to the above, but more HP!
Trial 60 - "Mending the Past"
Enemies
Livestream Test Eiden (483,313 HP → 4,834 HP)
Time Traveling Crystal (778,572 HP)
Team Recommendations
- At least 3 allies that can attack.
- No AoE that might hit Eiden in any way.
- Take whatever quick (3t) ultimates you can!
Stage Tips
When the crystal ball uses Early Preparations, all party allies must guard to avoid Eiden from leaving the battlefield early due to Focused Excitement.
When Eiden uses Seductive Invitation, all party allies must guard to prevent Essence Cycle from causing the crystal ball to quickly restore its HP and letting the reduced healing Eiden receives drag out the battle.
When Eiden uses Professional Guidance and the crystal ball uses Surging Essence, first use one strong attack on Eiden to dispel Taunt, then choose to use normal attacks on the crystal ball according to Eiden and the party's current HP to prevent it from quickly recovering its HP, or use strong attacks on the crystal ball to heal Eiden's HP.
- Hit the crystal ball to heal Eiden. Ultimates will heal 4% of his max HP, and basic attacks will heal 2%. This means the fight will be long.
- At every 25% HP threshold, the crystal ball will do more healing, so you want to keep it low if possible!
- On turn 2/10/18/etc: Guard all to grant Eiden a shield.
- End of turn 2: Eiden will damage himself this turn. The shield should keep him safe.
- On turn 5/13/21/etc: Guard all to keep the crystal ball from healing itself.
- End of turn 5: The crystal ball will use an ultimate here.
- End of turn 6: The crystal ball will again use an ultimate.
- On turn 8/16/24/etc: Use an ultimate on Eiden to remove his taunt, then basic attacks on the crystal ball.
- End of turn 8: The crystal ball will use a strong ultimate.
- The above loops every 8 turns, so start guarding again on turn 10.
Trial SP3 - "Mending the Past"
Enemies
Livestream Test Eiden (957,134 HP → 9,572 HP)
Time Traveling Crystal (1,541,855 HP)
Stage Tips
- This fight is similar to the above, but more HP!
- The crystal ball will heal more each turn!