Sorcerer's Trials/Season 22
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November 20, 2025 - January 22, 2026
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 - "A Date with Yakumo"
Enemies
Afternoon Excitement Yakumo (330,779 HP)
Aromatic Coffee Grinder (87,803 HP)
Team Recommendations
- A guardian that can taunt in slot 1, 3, or 5
- Low cooldown units in 2/4
Stage Tips
| [In Game Tips] |
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- Yakumo must reach 1% to win the fight! However, you want to damage the coffee machine first.
- Damage reduction on Yakumo and the turn-by-turn damage the coffee maker do can be reduced by getting the coffee maker's HP below 66% or 33% thresholds.
- The coffee machine will apply turn-by-turn damage each turn that increases as time goes on, so be careful!
- On turn 4/12: Make sure Yakumo is your target! Guard slots 1/3/5 and use ultimates from slots 2/4.
- End of turn 4/8/12: Yakumo will attack the party with an ultimate.
- On turn 5/9/13: Taunt with your guardian.
- End of turn 5/9/13: Yakumo will attack with very strong attack to your guardian (or kill someone if you did not taunt).
- On turn 7/15: Attack Yakumo with all allies (no guarding).
- Everything immediately loops after, every 4 turns.
Trial 40 - "Beast Tamer Dante"
Enemies
Visualization Practice Dante (360,990 -> 7,220 HP)
Team Recommendations
- No guardian!
- No bleed or anti-heal (this is a healing stage).
- Buffers and healers are good, but there is a penalty for more than 3.
- Trigger and high attack units are best here.
- Your healer should go in slot 3.
Stage Tips
| [In Game Tips] |
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- Use only one ultimate at a time unless needed or else the party will take 40% Max HP damage per extra ultimate.
- Only basic attack damage will heal Dante.
- On turn 2: Dante will take less damage this turn and the next, but you can still attack.
- On turn 3/8/13: Guard slot 1/2.
- End of turn 3/8/13: Dante will attack slots 1/2 and paralyze them if they did not guard.
- On turn 4/9/14: Guard everyone.
- On turn 5/10/15: Use 2-3 ultimates to remove attack stacks on Dante. Try to heal at the end so you don't die!
- If you can't manage 3 and keep dying, 2 is okay!
- On turn 6/11/16: Guard 4/5 and be sure to heal everyone.
- End of turn 6/11/16: Dante will attack slots 4/5.
- The above loops every 5 turns!
Video Clears
- SR/R clear by La: https://www.youtube.com/watch?v=xwohZL_sMgI
Trial 45 - "Magical Envoy Blade"
Enemies
Love and Justice Blade (470,269 HP)
Team Recommendations
- Two guardians that can taunt! Put the highest HP in slot 3.
- Damage reduction units are helpful if the guardians cannot survive.
Stage Tips
| [In Game Tips] |
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- All attacks will be countered, so remember to guard if you cannot survive them.
- On turn 2/8/14: Attack with your guardians first and any subsequent allies from highest HP to lowest to reduce Blade's counterattack damage.
- End of turn 2/8/14: Blade will attack slots 1/2/4/5 this turn.
- On turn 3/9/15: Make sure to attack with your highest HP unit (which should be a guardian that defends after attacking). Be sure to heal last.
- End of turn 3/9/15: Blade will attack the highest HP unit with a very strong attack.
- On turn 4/10/16: Attack with the guardian that was just hit. THEN Taunt with your second guardian to keep Blade from targeting the healer.
- Be careful of the order since the last guardian to attack will remove other taunts.
- End of turn 4/10/16: Blade will attack the taunted unit, making them unable to heal.
- On turn 5/11/17: Now taunt with the first guardian this turn. Guard the others.
- End of turn 5/11/17: Blade will attack the taunted unit.
- End of turn 6/12/18: Blade will attack multiple times.
- The above repeats on turn 8, every 6 turns.
Trial 50 - "Story Time with Kuya"
Enemies
Illusion Story Kuya (1,551,455 HP)
Team Recommendations
- Anti-recovery units like SR Kuya.
- Turn-by-turn healers, but any healer should be fine!
Stage Tips
| [In Game Tips] |
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- Every attack will make Kuya do -20% damage, so you want to use your highest damage units first.
- Ultimate cooldowns will be paused every 4 turns, so be careful!
- Kuya gains additional attacks as his HP decreases, so watch his HP!
- Note these are also HP thresholds, so time ultimates accordingly.
- If you hit a threshold on an attack's turn, it may be skipped.
- From 100% to 66% HP:
- On turn 4/9/14 (every 5 turns): Guard with your healer or else you won't be able to heal again.
- End of turn 4/9/14 (every 5 turns): The party will be hit with an ultimate.
- From 66% HP to 33% HP:
- Kuya will now gain a bloodsucking ability.
- On turn 5/10/15/20 (every 5 turns): Guard all to reduce turn-by-turn damage next turn.
- End of turn 5/10/15/20 (every 5 turns): The party will be hit with an ultimate that also causes high turn-by-turn damage.
- On turn 6/11/16/21 (every 5 turns): Watch your health because of the high turn-by-turn damage!
- From 33% HP to 1% HP:
- Kuya will cast turn-by-turn damage every turn.
- On turn 10/15/20 (every 5 turns): Guard all to reduce turn-by-turn damage next turn. (This replaces the above)
- End of turn 10/15/20 (every 5 turns): The party will be hit with an ultimate that also causes high turn-by-turn damage.
- On turn 11/16/21 (every 5 turns): Watch your health because of the high turn-by-turn damage!
Trial SP1 - "Story Time with Kuya"
Enemies
Illusion Story Kuya (3,387,370 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
Trial 55 - "Quincy's Assessment"
Enemies
Peregrine Instructor Quincy (1,000,872 HP)
Jealous Rejected Candidate (433,602 > 4,337 HP)
Team Recommendations
- A guardian that can taunt within 4 turns.
- Quick ultimate users to keep your party's damage higher.
- Turn-by-turn damage is helpful but not required.
Stage Tips
| [In Game Tips] |
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- Quincy's attacks will reduce your damage dealt very quickly, but ultimates can clear the reduction stacks.
- The difficulty increases once Quincy reaches 65% HP. He will deal more basic attack damage and the candidate will try to lower your damage dealt. Bring him to 60% HP to stop this.
- From 100% to 65% HP:
- Quincy will taunt here so just focus on him.
- On turn 3/9 (every 6 turns): Attack (it doesn't have to do damage) with your units, making sure to use your highest damaging unit last!
- On turn 5/11/17 (every 6 turns): Guard all.
- From 65% HP to 1% HP:
- Quincy's taunt will be removed, and the candidate will begin to attack now.
- Any damage over 2% of Quincy's max HP will be negated until the candidate no longer interferes at 60% HP. Focus on him until you reach this point at least!
- Ultimates will now also cause you to take 10% more damage.
- On turn 5/11/17 (every 6 turns): Taunt with your guardian, then guard everyone else.
- On turn 9/15/21 (every 6 turns): Guard your support and healers. Attack with your other units in order of weakest to strongest. Be sure you are targeting Quincy!
- The battle ends when Quincy reaches 1% HP. You don't have to defeat the candidate unless he's annoying you.
Trial SP2 - "Quincy's Assessment"
Enemies
Peregrine Instructor Quincy (2,081,194 HP)
Jealous Rejected Candidate (901,622 -> 9,017 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
Trial 60 - "Garu's Sandcastle Battle"
Enemies
Commando Garu (1,404,991 HP)
Team Recommendations
- Healer in slot 3 with high HP if possible.
- Trigger, turn-by-turn, or basic attack damage is more helpful but not required.
- No guardians are allowed or the fight will be ended immediately.
- No units that damage themselves/the party.
- No units that generate shields.
Stage Tips
| [In Game Tips] |
|---|
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- Slot 3 cannot be defeated or the battle ends.
- They will be unable to heal by normal means.
- They gain a shield based on whether your units use basic or ultimate skills. They take damage based on this shield, so you DO NOT WANT IT. Guard at the end of the turn to lessen the shield, potentially with 2 units.
- Try to not defend the entire party unless noted or Garu will increase his damage.
- Garu gains damage reduction effects based on slot 3's HP that decrease his damage at 90% HP, 50% HP, and 30% HP!
- On turn 3/11/19 (every 8 turns): Guard with 3 units that are not slot 3 to reduce Garu's damage the next turn.
- On turn 5/13/21 (every 8 turns): You can safely attack however here without damaging slot 3 so you don't have to guard.
- On turn 6/14/22 (every 8 turns): Garu will take more turn-by-turn damage this turn. Use an ultimate with your slot 3, then attack with everyone else if possible to break the shield.
- If you fail to break the shield, your party's attack will be reduced by 50%.
- On turn 7/15/23 (every 8 turns): Guard with everyone other than your slot 3 to reduce the shield on that unit.
- When Garu reaches 1% HP you must heal slot 3 to at least 50% HP to win, which is easily doable now that healing works!
Trial SP3 - "Garu's Sandcastle Battle"
Enemies
Commando Garu (2,782,391 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
- Trigger damage is increased, and ultimate skill damage is decreased.