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Sorcerer's Trials/Season 26

From NU: Carnival Guides
Sorcerer's Trials Season 26
August 06, 2026 - October 29, 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 - "Meteoric Blade"

Slime Enemies

  • Dark Element Starscape Exploration Blade (442,777 HP)

Allies 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.

Deed 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 40 - "Kuya's Gaze"

Slime Enemies

  • Fire Element Peeking Heart Kuya (398,113 HP)

Allies Team Recommendations

  • A guardian in slot 3. One with basic attack taunt is much easier to use here.

Deed 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 45 - "Rin's Dream"

Slime Enemies

  • Dark Element Protective Obsession Rin (494,038 HP)
  • Neutral Element Dreamweaver (285,893 HP)

Allies Team Recommendations

  • One guardian, healer, and support for the requirements.
  • Bring basic attackers, trigger, turn-by-turn damage, or low cooldown ultimates.

Deed 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 50 - "Little Morvay's Outing"

Slime Enemies

  • Fire Element Enjoyable Time Little Morvay (1,311,837 HP)

Allies Team Recommendations

  • Ultimate cooldowns of 4 turns or less in slots 2 and 4.
  • Guardian in slot 3.
  • Healer in slot 2 or 4.

Deed Stage Tips

When Little Morvay is "Craving Snacks", his ATK will increase drastically. Please attack him at least 3 times to reduce his ATK. You can also use enter guard stance during this time to recover HP in order to withstand the heavy damage from "Tasty Ice Cream".

When you are "Browsing Shops", positions 2 and 4 must use Ultimate Skills; position 3 must attack; and finally, positions 1 and 5 must enter guard stance to grant the entire team a Shield, allowing you to absorb the next turn's damage and successfully complete your purchases. When Little Morvay stops in his tracks due to the "Temptation of Food", please have a <Guardian> use Taunt to pull his attention back to you.

Finally, when his HP reaches 20%, he will be "Lingering On" and reluctant to leave, gaining additional ATK every turn. Lower his HP to 1% as quickly as possible, or the damage will become increasingly unbearable!

  • Elemental damage does not amtter here.
  • Morvay will counterattack all basic attacks, so only attack when needed. Ultimates will be counterattacked into slot 3, so the guardian should act first to guard if possible when using ultimates.
  • There is an HP threshold at 20%, after which Morvay will gain ATK every turn, so you want to finish him quickly at this point!
  • On turn 2/10/18: Attack Morvay 3 times to reduce his ATK power. Watch his counterattacks!
    • If needed, you can guard to recover HP for the following attack.
  • End of turn 2/10/18: Morvay will use a strong ultimate on the party.
  • On turn 5/13/21: Use ultimates with slots 2 and 4. Then, use a basic attack with slot 3. Finally, guard with slots 1 and 5 for a shield.
  • End of turn 5/13/21: Morvay will use a very strong ultimate, but you should survive with the shields above.
  • On turn 8/16/24: Taunt with your guardian here.

Trial SP1 - "Little Morvay's Outing"

Slime Enemies

  • Fire Element Enjoyable Time Little Morvay (2,864,198 HP)
  • This fight is similar to the above, but more HP and ATK!


Trial 55 - "Little Rei's Lyre Practice"

Slime Enemies

  • Dark Element First Note Rei (1,284,132 HP)

Allies Team Recommendations

  • A guardian in slot 4 with an ultimate cooldown of 4 or less.
  • A healer, preferably with turn-by-turn heals.

Deed Stage Tips

When Rei wants you to "Listen Closely", the <Healer> must enter guard stance first to listen attentively before other allies can act; otherwise, they will end up hurting themselves.

When Rei "Presses the Strings", all allies must enter guard stance to endure the force. A <Guardian's> guard stance will grant a shield to all allies, without which this force will cause immediate battle failure.

When Rei reaches the "Ensemble Finale", the ally in position 4 must use a Strong Attack first to lead the ensemble before other allies can act.

  • Rei's ATK increases with every hit from strikers and saboteurs, so be careful of unnecessary hits!
  • Healer and support ultimates can help remove damage stacks.
  • The battle must be completed in 20 turns!
  • On turn 2/8/14: Guard with your healer, then do as you please with the rest after. You may want to guard light allies.
  • End of turn 2/8/14: Rei will hit the party with a strong ultimate.
  • On turn 4/10/16: Guard all. The guardian's guard stance will grant a shield to the party.
  • End of turn 4/10/16: The party will be hit with an ultimate, which should barely do anything with the shield.
  • On turn 6/12/18: Use an ultimate with slot 4 (the guardian hopefully). Then you can do anything else after.

Trial SP2 - "Little Rei's Lyre Practice"

Slime Enemies

  • Dark Element First Note Rei (2,670,201 HP)
  • This fight is similar to the above, but more HP and ATK!

Trial 60 - "Little Kuya's Doubts"

Slime Enemies

  • Dark Element Suspicious Kuya (1,788,179 HP)

Allies Team Recommendations

  • A guardian for the requirement.
  • Allies with multiple hits (such as those that hit different slots or basic attackers).

Deed Stage Tips

Observe Kuya's clues and perform the actions he expects to gain stacks of "Approve".

When Kuya is "Probing" to see if you can keep up, at least 3 allies must perform Basic Attacks. When he uses "Wait & See", avoid using Strong Attack. Using a Strong Attack at this time will permanently reduce healing received. When Kuya uses "Hold Breath", all allies must enter guard stance to withstand the upcoming "All-Out Strike". When Kuya uses "Trick", pay close attention to your attack sequence: using a Strong Attack deals damage to Kuya; if a Basic Attack is used, another Strong Attack will be required before you can deal damage to him again. Deal damage at least twice to break his charge.

During this phase, the first Strong Attack cast by <Striker> or <Saboteur> will grant Kuya 1 stack of "Approve". However, casting a Strong Attack will trigger a devastating counterattack against your entire party, so be sure to time your <Healer's> skills wisely.

{{Quote|

  • "Approve" must reach 5 stacks to win, which will in turn remove the HP locks at certain intervals
    • Locks are at 90% HP (start), 50% HP (2 stacks/turn 5), 30% HP (4 stacks/turn 11), 1% HP (5 stacks/ turn 14).
  • Elements don't matter here.
  • On turn 2/11/20: Use at least 3 basic attacks.
  • On turn 4/13/22: Do not use any ultimates.
  • On turn 5/14/23: Guard all.
  • End of turn 5/14/23: Kuya will attack the party with a strong ultimate.
  • On turn 8/17/26: Use an ultimate that attacks Kuya to remove his damage reduction. Then attack with what you can to damage him, which returns his damage reduction. If you need to hit him again, use an ultimate followed by a hit. You need to deal damage twice to break his charge!
    • Try to use a striker or saboteur ultimates here since you will gain an approval stack. This is a requirement to meet the turn deadline!

Trial SP3 - "Little Kuya's Doubts"

Slime Enemies

  • Dark Element Suspicious Kuya (4,393,273 HP)
  • This fight is similar to the above, but more HP and ATK!