Sorcerer's Trials/Season 25
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June 04, 2026 - August 06, 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 - "Yakumo's Training"
Enemies
Sparring Practice Yakumo (361,563 HP)
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.
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% (9,039) and 7.5% (27,117) 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 40 - "Examiner Edmond"
Enemies
Peregrine Instructor Edmond (547,539 HP)
Team Recommendations
- A healer is needed for the requirements, but please have one regardless.
- Quick ultimate users! The more the better!
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 45 - "Game Time with Eiden"
Enemies
Expressing Self Eiden (779,726 HP)
Team Recommendations
- At least 2 ultimate users with cooldowns of 3
- Supports that do not target the enemy
- A turn-by-turn healer
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 50 - "Meteoric Blade"
Enemies
Starscape Exploration Blade (1,606,498 HP)
Team Recommendations
- At least one ultimate user with a 4 turn cooldown or lower.
- Basic, turn-by-turn, or trigger damage is more recommended here.
Stage Tips
During "Meteorite Descent", a meteorite fragment will attach to an ally! You must send the meteorite fragment back to Blade via a Strong Attack before "Starfall Quickening" reaches 4 stacks. Failure to do so will result in taking serious damage and receiving a healing reduction effect, heavily increasing the challenge difficulty.
When Blade triggers the probe "Silence Essence", all allies can enter guard stance to clear the massive ATK reduction effect.
When Blade realizes that "the meteorite is about to explode", all allies must enter guard stance to withstand the heavy blow from "Celestial Impact". Note: If you use a Strong Attack to send back a meteorite fragment at this moment, the resulting impact will cause all allies to enter the "Paralysis" state.
- When Blade attaches meteorite fragments, he will deal 50% more damage. If he removes it, he will take 70% less damage.
- On turn 1: Blade will take 70% less damage this turn since no meteorite is attached.
- On turn 2 (and any turn after you have removed the meteorite): Blade will now take 50% more damage. Within the next 4 turns, you must use an ultimate with anyone to return the meteorite.
- You can delay returning this so that he will continue to take more damage, since the first ultimate will make Blade take 70% less damage until this repeats.
- On turn 6/11/16 (5 turns): Guard all to avoid a huge attack reduction.
- After Blade reaches 50% HP:
- On turn 8/12/16 (4 turns): Guard all. Be sure you don't need to reflect the meteorite on this turn or else everyone will be paralyzed.
- End of turn 8/12/16 (4 turns): Blade will attack the party with a strong attack.
Trial SP1 - "Meteoric Blade"
Enemies
Starscape Exploration Blade (3,507,547 HP)
- This fight is similar to the above, but more HP and ATK!
Trial 55 - "Kuya's Gaze"
Enemies
Peeking Heart Kuya (1,077,869 HP)
Team Recommendations
- A guardian in slot 3. One with basic attack taunt is much easier to use here.
Stage Tips
During normal rounds, have a <Guardian> enter guard stance to gain Taunt, or have a <Guardian> with Taunt effect on their Basic Attack use Basic Attack to prevent other allies from taking turn-by-turn damage from Kuya's Basic Attacks.
When Kuya uses "Observe" on you, in order to show your initiative, allies other than <Guardians> must enter guard stance to gain Taunt and resist the pressure brought by Kuya's "Gaze". Pay attention! It is recommended to have a <Guardian> attack or enter guard stance first before having allies in other positions enter guard stance to avoid the <Guardian> inadvertently gaining Taunt effect.
When Kuya intends to use "Shock and Awe" due to your weakness, other allies will be Paralyzed. You must show your resolve by having a <Guardian> use their Ultimate Skill to gain Taunt. This prevents the revealed fragments from drifting out of place, which would make them impossible to remove, and the battle will come to an early end.
- Guardians must enter guard stance manually to gain taunt each turn. If you do not have one that taunts on basic attack, this means your guardian should guard unless otherwise noted. Otherwise, turn-by-turn damage will kill your other party members.
- Every attack will cause -7% ATK, so the battle must be completed quickly to avoid being unable to do much damage.
- On turn 2/5/8/11/15/18: Guard or attack with your guardian first, then guard with at least one other ally to make them taunt.
- Try to rotate who guards last on subsequent turns because of increase damage taken.
- End of turn 2/5/8/etc: The ally that guarded last and gained taunt will be hit and take 30% more damage from now on.
- On turn 7/13/19: Use your guardian's ultimate here, which will grant it taunt regardless of the ability.
Trial SP2 - "Kuya's Gaze"
Enemies
Peeking Heart Kuya (2,241,301 HP)
- This fight is similar to the above, but more HP and ATK!
Trial 60 - "Rin's Dream"
Enemies
Protective Obsession Rin (950,594 HP)
Dreamweaver (550,095 HP)
Team Recommendations
- One guardian, healer, and support for the requirements.
- Bring basic attackers, trigger, turn-by-turn damage, or low cooldown ultimates.
Stage Tips
Before entering the Dream, Rin will periodically "Intensify" his longing for Brother. All allies should enter guard stance to endure Rin's deep longing.
Rin will continuously accumulate "Envy & Wrath". Upon reaching a certain number of stacks, it will turn into "Restless", causing all allies to suffer ATK reduction when attacking and healing received reduction when entering guard stance.
After entering the Dream, Rin will drag Brother down to "Descent" into his world together. Have all allies except the <Healer> enter guard stance, and make sure the <Healer> acts last; otherwise, they will be affected by "Obsess" and lose themselves. Entering the dream too late, or failing to maintain a sufficient HP threshold with your <Healer>, will also trigger "Obsess" and result in defeat. Rin will make Brother experience "Solitude". When this happens, have your <Guardian> enter guard stance and act last to bear the weight of "Desolation". Rin will question Brother's "Gain & Loss". Have your <Supporter>, <Healer>, and <Guardian> perform Strong Attacks while the others enter guard stance; otherwise, Rin's "Repayment" will be beyond imagination. When Rin begins "Wavering", break through his psychological defenses as quickly as possible by reducing his HP by at least 1%, allowing Rin to continue to "Confront" reality. Note: Attacking while he is "Wavering" will trigger counter-attack damage and increase damage taken for the entire team. Entering guard stance at the right moments can reduce these stack counts.
If you fail to break through his psychological defenses, Rin will continue to accumulate "Envy & Wrath", which will also turn into "Restless" upon reaching a certain number of stacks.
- The crystal must be brought down to 1% HP to attack Rin. The fight only ends when Rin reaches 1% HP.
- When the crystal has broken, cooldown reduction units will not work.
- On turn 5: Guard all.
- End of turn 5: The party will take 120% true damage (60% with the guard) plus more from an ultimate.
- On turn 6: Anything, just don't guard.
- After entering the dream (aka the crystal is at 1%):
- Descent (turn 1): HP will be brought down to 1%. Guard everyone except the healer. Make sure to heal up with the healer at the very end.
- Solitude (turn 3/10/17): Do anything with all except the guardian. Guard your guardian last.
- Gain & Loss (turn 5/12/19): Use an ultimate with your support, guardian, and healer. Guard with the others.
- Wavering (turn 7/14/21): Break Rin's shield as soon as possible and damage him. Note you will be countered, so heal last, and be careful of the stacks of damage that come with the counter!
- All but Descent will loop every 7 turns.
Trial SP3 - "Rin's Dream"
Enemies
Protective Obsession Rin (950,594 HP)
Dreamweaver (1,882,521 HP)
- This fight is similar to the above, but more HP and ATK!
- Basic attack damage and high damage are both reduced.