Sorcerer's Trials/Season 26
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August 06, 2026 - October 29, 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 - "Meteoric Blade"
Enemies
Starscape Exploration Blade (442,777 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
| [In Game Tips] |
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- 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"
Enemies
Peeking Heart Kuya (398,113 HP)
Team Recommendations
- A guardian in slot 3. One with basic attack taunt is much easier to use here.
Stage Tips
| [In Game Tips] |
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- 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"
Enemies
Protective Obsession Rin (494,038 HP)
Dreamweaver (285,893 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
| [In Game Tips] |
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- 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"
Enemies
Enjoyable Time Little Morvay (1,311,837 HP)
Team Recommendations
- Ultimate cooldowns of 4 turns or less in slots 2 and 4.
- Guardian in slot 3.
- Healer in slot 2 or 4.
Stage Tips
| [In Game Tips] |
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- Elemental damage does not matter 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"
Enemies
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"
Enemies
First Note Rei (1,284,132 HP)
Team Recommendations
- A guardian in slot 4 with an ultimate cooldown of 4 or less.
- A healer, preferably with turn-by-turn heals.
Stage Tips
| [In Game Tips] |
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- 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"
Enemies
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"
Enemies
Suspicious Kuya (1,788,179 HP)
Team Recommendations
- A guardian for the requirement.
- Allies with multiple hits (such as those that hit different slots or basic attackers).
Stage Tips
| [In Game Tips] |
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- "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"
Enemies
Suspicious Kuya (4,393,273 HP)
- This fight is similar to the above, but more HP and ATK!