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Sorcerer's Trials/Season 16

From NU: Carnival Guides
(Redirected from St16)
Sorcerer's Trials Season 16
November 14, 2024 - January 16, 2025

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 - "Garu's Shooting Lessons"

Slime Enemies

  • Fire Element Desert Duel Garu (214,939 HP)

Allies Team Recommendations

  • Place a guardian in slot 3.
  • Though immunities are not required, they may be used to avoid certain gimmicks:
    • Paralysis immunity for your guardian or slots 2 and 4
    • Silence immunity for slots 1 and 5

Deed Stage Tips

Carefully consider the choice of ally for position 3. He must survive the entire battle and bear most damage this battle. At the start of battle, a strong attack will target him.

During Master's Instructions, if the allies in positions 1/5 don't heed the instructions, they will receive irreversible damage. After Garu fires Shackled Bullet, the next turn he will launch a heavy attack targeting the legs. Use Taunt to draw his fire.

During Protect Body, launch a strong joint attack to protect the ally in position 3 and prevent him from dying.

  • Start of Battle/Turn 8/16: Garu will use a strong attack on slot 3.
    • All of your units will now take 7.5% more damage permanently every time guard stance is removed. This can stack quite a bit since most guardians auto-guard, so you will want to finish this battle quickly!
  • On turn 4/12/20: Guard slots 1 and 5.
  • End of turn 4/12/20: Slots 1 and 5 will be hit with an attack that increases their ultimate cooldown (+2) and silences them (2t) if you did not guard.
  • On turn 5/13/21: Taunt with your guardian.
  • End of turn 5/13/21: Slots 2 and 4 will be hit with an attack that will paralyze them (2t). If you taunted, your guardian will be paralyzed instead.
  • On turn 7/15/23: Use the ultimates of slot 1/2/4/5 here to stop slot 3 from taking too much damage the following turn.
    • Normal attacks will do very little damage this turn, so just focus on ultimates.
    • Note that you should not taunt on the turn before this or else slots 1/2/4/5 will not receive the right skills. This particularly affects units with taunt on their normal attacks or ZL Quincy with his two turn taunt.
  • End of turn 7/15/23: Garu will hit slot 3 with a very strong ultimate.
  • The above will loop immediately from the first turn until Garu is defeated.

Media Video Clears

Trial 40 - "Phantom's Clues"

Slime Enemies

  • Dark Element Reappearing Riddle Phantom (326,929 HP)
  • Water Element Investigating Clues Blade (131,748 HP)

Allies Team Recommendations

  • Place your highest HP unit in the third slot.
    • No guardian should be used to meet the requirement.
  • Anti-heal units will help stop the Phantom's recovery.
  • Basic attack units are very useful if you don't bring an anti-heal unit.
  • Paralysis immunity can be useful if you have it.

Deed Stage Tips

Inferences come with risks. Pay attention to each clue.

After certain turns, Phantom launches a strong attack on position 3. The others must attack to resist damage. After certain turns, launch an attack with the most suitable ally. Avoid the wrong clue.

After the intermission, everyone must launch strong attacks to block Phantom's surprise. Attack in a certain order for a special effect!

  • Do not attack Blade! If he dies, you will! Also, if any of your units die, the whole party will be wiped.
  • Your elemental damage won't matter here, but light units may take more damage from Phantom.
  • Basic attacks will cause damage to the slot next to them:
    • Slot 1 hits slot 2
    • Slot 2 hits slot 3
    • Slot 3 hits slot 4
    • Slot 4 hits slot 5
    • Slot 5 hits slot 1
  • Ultimates will cause counter damage on the unit that uses them.
    • They will also heal Phantom, so try to use them only when necessary.
    • On top of healing Phantom, each ultimate will make Phantom take 30% less damage.
  • Start of Battle: Your party will be hit with an AoE.
  • On turn 2/12: Slot 3 will be taunted, so guard slot 3! Attack with slots 1/2/4/5 to make slot 3 take less damage the following turn.
  • End of turn 2/12: Slot 3 will be hit hard.
  • On turn 5/15: Do not basic attack Phantom or he will counter you. Hit Phantom with an ultimate with slots 1/3/5, and guard slots 2/4.
    • Do not guard slots 1/3/5 unless you have paralysis immunity, otherwise you will be paralyzed for 4 turns.
  • End of turn 5/15: Slots 2 and 4 will be hit with an ultimate. Their recovery rate will be reduced greatly for 2 turns.
  • On turn 9/19: Use an ultimate with 2/4 to give everyone an extra shield. THEN use ultimates with slots 1/3/5 to cause trigger damage to Phantom.
    • Using ultimates with Slots 2/4 will also both grant 1/3/5 extra trigger damage and make them take less trigger damage. This is needed to avoid killing your allies with counterattacks.
    • Note the damage Phantom takes here may be extremely low even with the above boost because every ultimate makes him take less damage. If your slots 2/4 are dying, consider just guarding slots 1/3/5 instead.
  • End of turn 9/19: Phantom will use an extremely large AoE that may kill you without the above shields.
  • This sequence most likely will repeat only once because Blade may not survive the entire second repeat of the sequence.

Trial 45 - "Competitive Quincy"

Slime Enemies

  • Light Element Competitive Zeal Quincy (563,556 HP)

Allies Team Recommendations

  • No guardians for the requirement.
  • Ultimate users with low cooldowns are best here.

Deed Stage Tips

In the game, normal attacks will increase Quincy's ATK and receive counter-attacks. Defend at the right time to avoid high damage.

After certain turns, Quincy uses force to pop bubbles. The huge bubble that follows requires everyone to launch a strong attack. Preserve essence to resist. During certain turns, if Quincy rests, he will restore your energy.

When Quincy has 25% HP remaining, he is overcome by competitive zeal. If you don't win before it reaches its peak, you will lose.

  • Basic attacks will make Quincy counterattack the whole party, as well as add 1.5% ATK to his attack per hit.
  • Ultimates will make Quincy's ATK increase stacks reduced by 2.
  • Guarding will cause ATK -1% to anyone who uses it.
  • On turn 4/13: Guard if you cannot fully heal this turn.
  • End of turn 4/13: Quincy will use a strong AoE here. For the next 3 turns, you will take 60% more damage.
  • On turn 6/15: Use ultimates with everyone to reduce damage taken at the end of the turn.
  • End of turn 6/15: Quincy will use a strong AoE on everyone that causes bleed damage (4t).
  • On turn 10/19: Guard everyone to heal yourself if you need it.
  • End of turn 10/19: Quincy will heal your guarded allies and himself.
  • The above will loop until turn 21, at which point Quincy decides you lose.
  • At 25% HP: Quincy will begin a new phase that mostly repeats the above. However, he'll reduce damage taken by 6.5% and continue to do so quickly, so try to finish him off.

Trial 50 - "Olivine's Temptation"

Slime Enemies

  • Wood Element Unique Service Olivine (768,679 HP)

Allies Team Recommendations

  • Guardian in slot 3.
  • No turn-by-turn damage (bleed) units.
  • Quick ultimates are best but not required.
  • At least 3 units that can attack.

Deed Stage Tips

"Explosiveness" and "attack timing" are key strategies this time. Randomly attacking will backfire and will make Olivine more dangerous.

Make sure to resist Olivine's temptations. When he casts Alluring Pose and Craving "Reward", attacking in the correct way is the most important consideration. When Olivine uses Clasping the "Pole", the party's sense for evading crises will be tested. When facing Faint Longing, the Taunt of Guardians will be put to the test.

Pay attention to whether attacking is appropriate and carefully choose the best opportunity to launch strong attacks to avoid bad consequences.

  • Olivine will counter all attacks. Basic attacks will give him +1.5% ATK, and Ultimates will give him +3% ATK.
  • He is immune to all bleed damage so don't bother.
  • Pay attention to your HP! You may need to guard if you cannot handle the counterattacks. Use your healer last when possible to heal after attacking.
  • On turn 1: You will begin the fight with all ultimates available, so go ahead and use any that can be available by turn 4.
  • On turn 2: Use at least 3 basic attacks to reduce Olivine's ATK power.
    • Repeat this on turn 10/18/etc, every 8 turns.
  • End of turn 2: Olivine will hit you with a strong AoE, and clear all damage buffs.
  • On turn 4: Use a basic attack first, then ultimates. You need to remove Olivine's shield this way, and damage him after to stun him.
    • Repeat this on turn 12/20/etc, every 8 turns.
  • End of turn 4: Olivine will use a strong AoE if he was not stunned.
  • End of turn 5: Olivine heals for 5% HP.
    • This repeats on turn 8/11/etc, every 3 turns.
  • On turn 6: Guard slots 1/2/4/5.
    • Repeat this on turn 14/22/etc, every 8 turns.
  • End of turn 6: Slots 1/2/4/5 will be hit with a strong attack. They will take 500% more damage the following two turns.
  • On turn 7: Taunt with your guardian to avoid the other units dying.
    • Repeat this on turn 15/23/etc, every 8 turns.
  • End of turn 7: The guardian will be hit with an attack and paralyzed for 2 turns. If you didn't taunt, you will probably die.
  • On turn 8: Guard 1/2/4/5 since you still have the 500% extra damage, so counters may kill you unless you can taunt it away.
    • Repeat this on turn 16/24/etc, every 8 turns.

Trial SP1 - "Olivine's Temptation"

Slime Enemies

  • Wood Element Unique Service Olivine (1,630,996 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!
  • Elemental type damage buffs/debuffs no longer matter.

Trial 55 - "Chocolate Making with Kuya"

Slime Enemies

  • Water Element Chocolate Connoisseur Kuya (957,265 HP)

Allies Team Recommendations

  • A guardian for the requirement, hopefully with a 3t Ultimate or taunt on basic attack.
  • Healer or non-damaging buffer in slot 3. Wood is even better!
  • Non-fire units would be best.
  • Ultimates should have a cooldown of 4 or less!

Deed Stage Tips

If any ally leaves the battle early, the battle will be lost.

Kuya's ability to deal damage will increase over time, while dodging will result in damage and negative effects. The ally in the middle position can avoid most damage, but this ally can't deal damage to Kuya until Final Anticipation. During certain turns, you must use strong attacks according to Kuya's Taste Tips to cover the taste. When Kuya uses Stirred Curiosity, a suitable response can reduce negative effects on self. The next turn, Kuya will cast Comprehensive Look; get ready to defend in advance. After looking closely, Kuya will launch Assault on the ally in the middle. Use a Guardian class ally to draw the fire in advance.

When Kuya's HP drops below 10%, he will demand the ally in the middle to present the "most awesome" chocolate. If the finished product fails to satisfy Kuya, the battle will be lost immediately.

  • Any attacks will be met with turn-by-turn damage (2 turns).
  • Guarding will make you take +5% damage, so try to avoid it.
  • Slot 3 will deal no damage, so make sure it does not need to attack.
  • Any death will wipe your whole party.
  • Kuya's HP is locked at 10% for this phase!
  • Kuya will hit slots 1/2/4/5 when he isn't using a special move.
  • On turn 5: Use your ultimates here to lessen your turn-by-turn damage.
    • Repeat this on turn 14/23/etc, every 9 turns.
  • End of turn 5: The party will be hit with strong turn-by-turn damage (3 turns).
  • On turn 7: Guard all, which will reduce your turn-by-turn damage stacks and prepare for the following attack.
    • Repeat this on turn 16/25/etc, every 9 turns.
  • End of turn 7: Kuya will hit everyone with a strong AoE.
  • On turn 8: Taunt with your guardian here.
    • Repeat this on turn 17/26/etc, every 9 turns.
  • End of turn 8: Kuya will hit slot 3 with a strong attack, which will most likely kill it if you didn't taunt it away.
  • At 10% HP, Kuya will start a new phase. Slots 1/2/4/5 will do no damage.
  • Slot 3 needs to use an ultimate ON THIS TURN and kill Kuya or else your party will be wiped. Be prepared!
    • If you are having trouble killing him, bring more buffers to prepare or make sure this unit is a wood unit.

Trial SP2 - "Chocolate Making with Kuya"

Slime Enemies

  • Water Element Chocolate Connoisseur Kuya (1,842,305 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!

Trial 60 - "Starscape Play"

Slime Enemies

  • Wood Element Starscape Exploration Edmond (670,880 HP)

Allies Team Recommendations

  • 1 Support (buffer) at least for the requirement.
  • Set up your team to be used in backward order because of the fight mechanics.
    • Paralysis immunity is great! If someone has it, you can start with the slot to the left of it first.
  • This fight needs to go fast, so strong attackers are required.
  • Recovery rate reduction units like SR Kuya are helpful.

Deed Stage Tips

The party's battlefront is targeted. Allies' actions will lead to the ally on their right to be sealed. Pay attention to the action order and position.

The battle will be lost when any ally is beaten. During certain turns, Edmond will try to break through the right side. Protect the ally on the right side in advance during Showdown Proclamation so you don't miss the subsequent chance to perform a strong attack.

After the right side has been broken through, Edmond will perform Frontal Raid to seal the strong attacks of the allies in positions 2/3 while greatly lowering their ability to heal others. After they have been sealed, the other allies must use strong attacks to instead control Edmond's actions to avoid bad consequences.

  • Basic attacks will make Edmond take -2% damage (up to 50%), and Ultimates will make him take -5% (up to 50%). This means at some point, he will be taking no damage, so you have to be careful.
  • Edmond will heal with every attack.
  • Any action will paralyze the unit to the right.
  • On turn 6: Guard slots 4 and 5.
    • Repeat this on turns 10/14/etc, every 4 turns.
  • End of turn 6: Slots 4 and 5 will be hit. If they did not guard, they will have their cooldowns reset by 6 turns!
  • On turn 7: Guard slots 2 and 3.
    • Repeat this on turns 11/15/etc, every 4 turns.
  • End of turn 7: Slots 2 and 3 will be hit with a strong attack. They will also be silenced for 1 turn, and their recovery will be reduced by 60% for 4 turns.
  • On turn 8: Use an ultimate on Edmond to inflict paralysis.
    • Repeat this on turns 12/16/etc, every 4 turns.
  • End of turn 8: Your party will be wiped if you didn't paralyze Edmond.

Trial SP3 - "Starscape Play"

Slime Enemies

  • Wood Element Starscape Exploration Edmond (1,171,104 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!
  • Edmond's healing is also more powerful now.