Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Sorcerer's Trials/Season 24

From NU: Carnival Guides
Sorcerer's Trials Season 24
March 26, 2026 - June 04, 2026

Trial 05 - "Berserker Yakumo"

Slime Enemies

  • Fire Element Berserker Yakumo (10,344 HP)

Allies 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

Deed 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"

Slime Enemies

  • Dark Element Beast King Karu (4,437 HP)
  • Dark Element Momo (3,939 HP)
  • Dark Element Pipi (3,939 HP)
  • Dark Element Bobo (3,939 HP)

Allies Team Recommendations

  • AoE DPS, 1 ST DPS, 1 Healer, Open Slot
    • Strong AoE unit is preferred

Deed 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"

Slime Enemies

  • Light Element LovedByAll Olivine (7,914 HP)
  • Light Element Showboating Soldier (5,939 HP)
  • Light Element Dispirited Gigolo (5,939 HP)
  • Light Element Inspired Hoodlum (5,939 HP)
  • Light Element Reformed Thief (5,939 HP)

Allies 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

Deed 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

Media Video Clears

Trial 20 - "Powerhouse Quincy & Foxy Kuya"

Slime Enemies

  • Dark Element Foxy Mist Kuya (16,210 HP)
  • Wood Element Powerhouse Quincy (18,526 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot

Deed 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

Media Video Clears

Trial 25 - "Glacial Edmond"

Slime Enemies

  • Water Element Glacial Edmond (66,567 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot
    • If you have MB Kuya he's the hard counter for this stage

Deed 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

Media Video Clears 3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0

Trial 30 - "Rin's Entourage"

Slime Enemies

  • Wood Element Explosive Infernox (12,913 HP)
  • Wood Element Brutal Hellhound (12,913 HP)
  • Dark Element Beast Tamer Rin (36,936 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 35 - "Waiting in the Rain"

Slime Enemies

  • Light Element Attentive Attendant (377,865 HP)
  • Light Element Bottled-Up Student (413,099 HP)

Allies Team Recommendations

  • Guardian with a 3 or 4 turn cooldown. You don't have to worry about what the skill actually does.
  • Basic attack focused OR ultimate attack focused teams--this gives you a choice!

Deed Stage Tips

<Attentive Attendant>
When the attendant is "At Wits' End", have a <Guardian> use Strong Attack to halt his impulsive emotions to resist the next turn's "Regret Losing Composure".

The attendant will have "Restless Anxiety" because of not finding an umbrella. Keep search progress above 8% for the next 2 turns to avoid "Earnest Persistence", which makes searching harder. When the search progress hits 15% remaining, the attendant pins "Last Hope" on the final cabinet. Search it fully within 2 turns, or "Mission Failed" from no umbrella. It is recommended for explosive teams to save Ultimate Skills for around 15% to clear smoothly during "Last Hope".

<Bottled-Up Student>
When the female student feels "Aching Longing", have all allies enter guard stance to ease her emotions. When her "Overflowing Affection" nears eruption, have <Guardian> strong attack first, then others follow to endure the upcoming "Softly Stirred Memories". When her emotional surge has 5% left, she'll be "Seeking Comfort". Drop her HP to 1% next turn to avoid "Embarrass Oneself" failure.

For non-explosive teams, save Ultimate Skills for under 5% to clear smoothly during "Seeking Comfort".

  • Choose one student or the other by attacking them. The enemy you defeat is based on this choice, and only that one needs to get to 1% to win the fight!
    • The attendant is defeated more easily with basic attacks.
    • The student is defeated more easily with ultimate skills.
  • Attendant Battle:
    • Use basic attacks as much as possible. Ultimates will cause the enemy to take less damage and for you to deal less damage.
    • End of turn 3/9/15: A strong AoE will be used.
    • On turn 5/11/17: Use your guardian's ultimate skill.
    • End of turn 5/11/17: Your guardian will take great turn-by-turn damage, so be sure to keep him healed!
    • On turn 7/13/19: Deal at least 8% damage by the end of the next 2 turns.
    • At 15% HP: Deal the final 15% damage before the end of the next 2 turns.
  • Student Battle:
    • Use ultimates as much as possible. Basic attacks cause the enemy to take less damage and for you to deal less, so you can guard if you can't use your ultimates.
    • On turn 4/8/12/16/20: Guard all.
    • End of turn 4: You will be hit with a strong AoE.
    • On turn 6/14/22: Use your guardian's ultimate skill. Use ultimates with your other units after to reduce her damage.
    • At 5% HP: Deal the final 5% damage by the end of the turn.

Trial 40 - "Olivine's Bathing Ritual"

Slime Enemies

  • Water Element Bathing Bliss Olivine (567,156 HP)

Allies Team Recommendations

  • Fewer units that attack the enemy directly to avoid hurting yourself.
  • Elemental attributes don't matter here.

Deed Stage Tips

When Olivine has an "Unbearable Mood", all healing received by allies will be greatly reduced. All allies must use Basic Attacks to help Olivine relax. It is recommended to have the <Healer> act last to safeguard the team's HP.

When Olivine desires "Careful Washing", the three central allies should prioritize entering guard stance to avoid overstimulating Olivine. Then, follow Olivine's instructions: have the ally in position 1 perform a Basic Attack first, after which the ally in position 5 can gain damage reduction through their Basic Attack. This helps resist the stimulation from "Close Distance".

Next, when Olivine needs to start "Resting", the allies on both sides should enter guard stance to gain damage reduction. Then, the central allies should perform Basic Attacks to significantly reduce Olivine's ATK, mitigating the impact of "Arching Waist".

  • Basic attacks will attack your other allies, so unless you need them, employ guarding until you can use your ultimates.
  • Make sure to heal last unless needed to restore any health you lost.
  • On turn 2/10/18: Use all basic attacks, with the healer acting last.
  • End of turn 2: The enemy will use a small ultimate on the party.
  • On turn 5/13/21: Guard slots 2/3/4. Basic attack with slot 1, then slot 5.
  • End of turn 5: Another party ultimate will be used.
  • On turn 7/15/23: Guard slots 1/5. Basic attack with slots 2/3/4.
  • End of turn 7: Olivine will use a strong AoE ultimate.
  • The above loops every 8 turns!

Trial 45 - "Ribbons for Rei"

Slime Enemies

  • Dark Element Riverside Performance Rei (825,271 HP)

Allies Team Recommendations

  • Healer in slot 3.
  • Ultimate users with a cooldown less than 6.
  • Turn-by-turn damage may be useful here.
  • Support units that can attack.
  • Elemental attributes don't matter here.
  • Do not bring damage reduction units or those that generate shields!

Deed Stage Tips

Each turn, all allies take turn-by-turn damage from "Damaged Strings".

Allies in position 1/2/4/5 have reduced ATK when attacking due to Damaged Strings. When Rei is in "Check Status", grant allies a shield. Have allied <Healer> position 3 enter guard stance first, then perform Basic Attack on Rei with allies in other positions to trigger Rei's counterattack and remove the shield, and survive the upcoming "Sound Check". When Rei attempts to "Draw the Crowd", allies in position 1/2/4/5 must perform Strong Attack on Rei 4 times to help draw the crowd. The <Healer> in position 3 must not perform Strong Attack to avoid scaring people away.

When Rei needs "Tuning", allies in position 1/2/4/5 enter guard stance to clear some ATK reduction stacks. Recommended <Healer> in position 3 to perform Strong Attack here to prepare for the next "Check Status" and "Sound Check".

  • All members must survive, and the battle must be won by the end of turn 20.
  • Every attack by all but the healer will make your party deal less damage, so guard when you don't need to hit the enemy.
  • Rei's damage reduction stacks quickly, so try to eliminate him early on in the battle with strong ultimates.
  • On turn 3/8/13: Guard slot 3 (the healer), then use basic attacks with the other units.
  • End of turn 3/8/13: Rei will use a strong ultimate here which has damage dependent on how much of the shield you removed.
    • You must have at least 3 units that attack to not die here, but 4 is recommended.
  • On turn 5/10/15: Use ultimates with slots 1/2/4/5. Do NOT use an ultimate with slot 3!
  • On turn 7/12/17: Guard slots 1/2/4/5. Use an ultimate with slot 3 if you have it available.
    • This will remove up to 40% damage reduction from your units, meaning you can safely make 4 attacks per loop.
  • The above loops every 5 turns.

Trial 50 - "Yakumo's Training"

Slime Enemies

  • Light Element Sparring Practice Yakumo (1,311,837 HP)

Allies Team Recommendations

  • Guardian with a cooldown of 4 or less. They MUST taunt on ultimate, not basic attack.
  • Be wary of your lowest max HP unit since they will be targeted.
  • Multiple hit units or basic attackers.

Deed Stage Tips

When Yakumo uses "Essence Blockade" and aims his sword at your weakness, the ally with the lowest max HP must enter guard stance first to clear their "damage taken increased" debuff and survive the following turn's "Draw and Strike". Subsequently, other allies must enter guard stance to reduce the "healing received decreased" stacks caused by "Essence Blockade".

When Yakumo uses "Essence Drive", he targets the ally with the lowest max HP. The <Guardian> must act last and use their Ultimate Skill to redirect the following turn's "Essence Thump" onto themselves. If the <Guardian> enters guard stance, they will be hit in their blind spot and retreat; if a <Guardian> who relies on Basic Attack Taunts uses their Basic Attack, their Taunt effect will be removed.

After Yakumo uses "Await an Opening", he gains a Shield and enters a charging state. You must break his Shield and attack him once to interrupt the charge; otherwise, Yakumo will unleash "Ultimate Assault", ending the battle prematurely.

  • Each attack must be deal between 2.5% (32,795) and 7.5% (98,387) of Yakumo's HP or else damage will be reduced significantly.
    • Allies must have high strength to do this, so ultimates are useful, or powered other skills.
    • Allies with multiple attacks can damage within this range multiple times, so take advantage of follow ups if you can!
  • On turn 3/10/17: The ally with the lowest max HP should guard first to remove their increased damage. The guard everyone else to remove their healing debuffs.
    • You can check the status window for who takes 250% more damage if you aren't sure who has the lowest max HP.
  • End of turn 3/10/17: The ally with the lowest max HP will be hit with a strong attack and targeted.
  • On turn 5/12/19: DO NOT GUARD anyone. Attack with everyone and use your guardian's ultimate taunt as the last move of the turn.
  • End of turn 5/12/19: The guardian will be targeted and hit with a few strong attacks.
  • On turn 7/14/21: Break Yakumo's shield to avoid a party wipe the following turn.

Trial SP1 - "Yakumo's Training"

Slime Enemies

  • Light Element Sparring Practice Yakumo (2,864,198 HP)
  • This fight is similar to the above, but more HP and ATK!
  • Note attacks must be within 7,1604 and 214,814 HP for this trial.

Trial 55 - "Examiner Edmond"

Slime Enemies

  • Water Element Peregrine Instructor Edmond (1,482,433 HP)

Allies Team Recommendations

  • A healer is needed for the requirements, but please have one regardless.
  • Quick ultimate users! The more the better!

Deed Stage Tips

Before the official examination begins, Edmond will use "Show of Force". It is recommended that all allies enter guard stance at the right time to maintain a safe HP level.

When Edmond performs "Defense Assessment", all allies should enter guard stance to withstand the upcoming "Shoulder Throw". When Edmond demands "Keeping Distance", at least 3 allies must enter guard stance. Otherwise, he will enter an "Alert State", increasing the difficulty of the challenge.

If Edmond enters the "Alert State", he will counterattack any offensive moves until his shield is broken. Stay safe and break the shield as quickly as possible to cancel the alert.

  • At HP thresholds of 85%, 70%, 55%, 40%, and 25%, Edmond will stack defense. If you pass multiple thresholds at once, he will only add one stack, so it is recommended to use ultimates to avoid giving him too much defense.
  • Whenever you cannot do damage to Edmond, 5 ultimates must be used to be able to damage him, meaning quick ultimates are highly recommended.
  • On turn 1: Guard all since you are silenced and can't do anything anyway.
  • On turn 2: Guard all again, but heal if needed.
  • On turn 3: Guard all again, but heal if needed.
  • On turn 4: You can finally attack this turn. Use your ultimates!
  • End of turn 4/10/16: Edmond will hit everyone down to 1% HP, but nobody should die.
  • On turn 5/11/17: Guard all again to gain shields since you can't heal.
  • On turn 6/12/18: Heal up! You will do little damage until you can ultimate, but you can attack if you feel like it.
  • On turn 9/15/21: At least 3 units should guard this turn to avoid granting Edmond counterattacks.
    • If you do trigger this, you have to break the shield to fix it, so just don't do it.

Trial SP2 - "Examiner Edmond"

Slime Enemies

  • Water Element Peregrine Instructor Edmond (3,082,543 HP)
  • This fight is similar to the above, but more HP and ATK!

Trial 60 - "Game Time with Eiden"

Slime Enemies

  • Wood Element Expressing Self Eiden (1,500,296 HP)

Allies Team Recommendations

  • At least 2 ultimate users with cooldowns of 3
  • Supports that do not target the enemy
  • A turn-by-turn healer

Deed Stage Tips

When Eiden gives "Hidden Hints", all allies except <Healers> should prioritize Basic Attacks to let them hide their tracks. Then, have the <Healers> enter guard stance to trigger the mechanism. This ensures Eiden's subsequent "Mistake" will inflict Sleep on himself, preventing a "Grand Counterattack" that would end the battle early.

When Eiden presents "Tempting Choice", depending on your team composition, use Basic Attacks or Ultimate Skills to break his shield and deal damage once. This interrupts his charging state. If he's "Losing Interest", the challenge's difficulty will increase significantly.

When Eiden demands "Mental Preparation", his ATK will skyrocket. It is recommended to attack using allies who do not deal damage, as this avoids counterattack damage and prevents the difficulty of handling "Confide" when it immediately follows "Hidden Hints".

  • Every attack that lands on Eiden will raise his ATK, so be careful of using too many low basic attacks. You can guard until ultimates are ready when you don't have to perform certain actions.
  • On turn 1/7/13: Basic attack with all allies except the healer. Guard the healer.
  • End of turn 1/7/13: Eiden will attack the party, but if you performed the above correctly, he will put himself to sleep.
  • On turn 4/10/16: Break Eiden's shield this turn, making sure to use stronger units last since earlier basic and ultimate attacks deal less damage.
  • On turn 6/12/18: Attack with at least 3 allies to lower Eiden's ATK, prioritizing those that do not actually hit Eiden. Guard the rest since you will be unable to heal the following turn.
  • End of turn 6/12/18: Eiden will attack the party with a strong attack.

Trial SP3 - "Game Time with Eiden"

Slime Enemies

  • Wood Element Expressing Self Eiden (2,971,130 HP)
  • This fight is similar to the above, but more HP and ATK!
  • Eiden's attack will increase each round.