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Sorcerer's Trials/Season 19

From NU: Carnival Guides
(Redirected from St19)
Sorcerer's Trials Season 19
May 22, 2025 - July 17, 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 - "Cafe Dan-Dan"

Slime Enemies

  • Water Element Perfect Service Dan-Dan (357,311 HP)

Allies Team Recommendations

  • No guardian or unit with taunt.
  • Low cooldown units in slots 1/2.
  • Highest basic attacker unit in the center.

Deed Stage Tips

The maid serves everyone. If anyone attracts too much of Dan-dan's attention, you may not be able to order smoothly.

When Dan-dan uses Queuing Order, the designated allies in positions 1/2 must use strong attacks in order, while the remaining allies must maintain guard stance. Only then can a signed portrait be obtained.

When Dan-dan uses Incantation Preparation, the allies in positions 4/5 must use strong attacks and the ally in the center must use normal attacks, while the remaining allies must maintain guard stance. All party allies must help complete the incantation to receive Dan-dan's Full Force Cast.

  • End of turn 2: Dante will use an ultimate on the party.
  • On turn 5/13/21/etc: Use an ultimate with slot 1, THEN an ultimate with slot 2. Guard with slots 3/4/5.
  • End of turn 5: Dante will use a strong ultimate regardless, but you will fail if you did not follow directions.
  • On turn 8/16/24/etc: Use an ultimate with slots 4/5, and a basic attack with slot 3. Guard with slots 1/2 or else you will kill your party.
  • The above loops at the end of turn 10, every 8 turns.

Trial 40 - "Blade Parade"

Slime Enemies

  • Light Element All-Out Dance Blade (45,581 HP)
  • Fire Element Super Sweet Snowman (99,326 HP)
  • Wood Element Showy Colorful Snowman (99,326 HP)

Allies Team Recommendations

  • At least 4 allies that can attack in slots 1/2/4/5.
  • Paralysis immunity in slot 3, or all if you can help it.

Deed Stage Tips

When the snowmen are on the battlefield, Blade will use Overflowing Gifts during certain turns. You must pay attention to the status of the snowmen and use normal attacks or strong attacks to accept the gifts and avoid receiving heavy damage from the snowmen's Cotton Candy Sea and Floaty Balls Everywhere in the next turn.

When only Blade remains on the battlefield, he will use Dance! Interactive Parade! Using any attack on Blade during this time can dispel his "damage reduction" effect, but because Blade will continue to increase his damage reduction and increase his ATK, you must defeat him quickly. When Blade uses Wave Right Hand! and Wave Left Hand!, Blade will quickly increase his damage reduction, and the allies not designated will be inflicted with Paralysis. During Wave Right Hand!, the two allies on the rightmost side must use strong attacks, while during Wave Left Hand!, the allies on the leftmost side must use strong attacks, to avoid dragging out the battle.

When Blade uses Slow Down!, all party allies must guard to increase the chance to inflict Paralysis on Blade. If you fail to inflict Paralysis on him before Ad Hoc Plan, there will be unavoidable consequences.

  • Attack the snowmen first! They will leave at 1%, and then you can damage Blade after.
  • Blade will need to be hit with ultimates regularly to reduce his damage stacks before you can hurt him, so save them for the right time!
  • While the snowmen are alive:
    • On turn 5/9/etc: Hit the wood snowman with 2 ultimates, and hit the fire snowman with 2 basic attacks.
    • End of turn 5: The snowmen will use strong ultimates that may kill you if you didn't follow instructions.
  • After the snowmen leave, things will happen as follows:
    • End of turn 6: Blade will paralyze slots 1/2/3.
    • On turn 7/12/etc: Use an ultimate with slots 4/5 to reduce Blade's defenses.
    • End of turn 7: Blade will paralyze slots 3/4/5.
    • On turn 8/13/etc: Use an ultimate with slots 1/2 to reduce Blade's defenses.
    • On turn 9/14/etc: Guard all.
    • End of turn 9: Blade should paralyze himself.
    • On turn 10/15/etc: : (free turn or guard)
    • End of turn 10: Blade will use an ultimate on the party.
    • On turn 11/16/etc: (free turn)
    • End of turn 11: (loop back to first paralysis)

Trial 45 - "Mending the Past"

Slime Enemies

  • Light Element Livestream Test Eiden (276,931 HP → 2,770 HP)
  • Fire Element Time Traveling Crystal (446,111 HP)

Allies Team Recommendations

  • At least 3 allies that can attack.
  • No AoE that might hit Eiden in any way.
  • Take whatever quick (3t) ultimates you can!

Deed Stage Tips

When the crystal ball uses Early Preparations, all party allies must guard to avoid Eiden from leaving the battlefield early due to Focused Excitement.

When Eiden uses Seductive Invitation, all party allies must guard to prevent Essence Cycle from causing the crystal ball to quickly restore its HP and letting the reduced healing Eiden receives drag out the battle.

When Eiden uses Professional Guidance and the crystal ball uses Surging Essence, first use one strong attack on Eiden to dispel Taunt, then choose to use normal attacks on the crystal ball according to Eiden and the party's current HP to prevent it from quickly recovering its HP, or use strong attacks on the crystal ball to heal Eiden's HP.

  • Hit the crystal ball to heal Eiden. Ultimates will heal 4% of his max HP, and basic attacks will heal 2%. This means the fight will be long.
    • At every 25% HP threshold, the crystal ball will do more healing, so you want to keep it low if possible!
  • On turn 2/10/18/etc: Guard all to grant Eiden a shield.
  • End of turn 2: Eiden will damage himself this turn. The shield should keep him safe.
  • On turn 5/13/21/etc: Guard all to keep the crystal ball from healing itself.
  • End of turn 5: The crystal ball will use an ultimate here.
  • End of turn 6: The crystal ball will again use an ultimate.
  • On turn 8/16/24/etc: Use an ultimate on Eiden to remove his taunt, then basic attacks on the crystal ball.
  • End of turn 8: The crystal ball will use a strong ultimate.
  • The above loops every 8 turns, so start guarding again on turn 10.

Trial 50 - "Edmond's Decision"

Slime Enemies

  • Fire Element Strategic Dilemma Edmond (112,404 HP)
  • Fire Element Knight's Honor (1,012,001 HP)

Allies Team Recommendations

  • Guardian that can taunt
  • Quick ultimate users help a lot

Deed Stage Tips

When Edmond wants to use Relaxed Mind, have all party allies guard to give him some quiet time.

When the Knights want to protect pride and honor and warn against disobeying orders, you must use a <Guardian>'s Taunt to draw away the deal less damage effect.

Finally, when Edmond thinks it's time to make a decision, help him make a decision. Reduce Edmond's HP to 1% so all of the player's party allies gain a shield to bear the high damage from the Knights that follows.

  • Elemental damage doesn't matter here for attacking (but will hurt you).
  • When Edmond reaches 1%, he will grant your party a shield and remove extra damage stacks. This will repeat, so be prepared to use it often.
  • Your party will take 5% more damage each turn (up to 60%) on top of other debuffs, so be careful!
  • End of turn 1/7/13/etc: The knight will use a strong AoE on the party and force you to take 15% more damage.
    • Your attack will be lowered by 5% every 3 turns (1/4/7/etc).
  • On turn 3/9/15/etc: Attack the knight to remove his shield.
  • On turn 4/10/16/etc: Guard all or you will attack your own party.
  • End of turn 4/10/16/etc: The knight will use an AoE on the party.
  • On turn 5/11/17/etc: Reduce Edmond's HP to 1% on this turn to get yourself a shield and remove all debuffs. Taunt with your guardian here to tank all debuffs that may be applied.
  • On turn 6/12/18/etc: Remove the knight's shield again (see above).
  • End of turn 6/12/18/etc: The knight will use a strong AoE on the party. With Edmond's shield, you should survive.
  • This all loops every 6 turns!
  • The battle is over when the knight reaches 1% HP.

Trial SP1 - "Edmond's Decision"

Slime Enemies

  • Fire Element Strategic Dilemma Edmond (245,418 HP)
  • Fire Element Knight's Honor (2,209,552 HP)

Deed Stage Tips

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

Trial 55 - "Nurse Garu"

Slime Enemies

  • Dark Element Doubtful Hedgehog (341,429 → 6,829 HP)
  • Water Element Nervous Hedgehog (341,429 → 6,829 HP)
  • Light Element Sad Cloud Sheep (341,429 → 6,829 HP)
  • Fire Element Scared Cloud Sheep (341,429 → 6,829 HP)
  • Water Element Comprehensive Care Garu (318,368 HP)

Allies Team Recommendations

  • At least 4 units that can attack
    • Note if you have trouble here, take more supports anyway and heal an animal before turn 7.
  • NO bleed, anti-heal, guardian, trigger...

Deed Stage Tips

At the start of battle, you must first heal every little animal. Then, you can target a single little animal to heal.

When the animals use Extreme Resistance, you can't attack them! Prioritize having allies with attack abilities guard to give every animal a shield so that Garu can use Emergency Measures.

When the animals use Evading Injection, prioritize having allies with attack abilities use strong attacks to remove debuffs from themselves and help allied <Supporters> and <Healers> cancel their effects so that you can heal the animals next.

  • Do not let any enemy (even Garu) reach 1% HP or your party will be wiped.
    • Garu can't heal so this is a race!
  • Each animal will leave the turn they get to 100%.
  • Basic attacks heal the targeted enemy.
  • Ultimates make the target take 30% more healing for a turn, so use them before others' basic attacks.
  • Guarding grants the targeted enemy a shield.
  • On turn 1: Make sure to attack each animal at least once.
  • End of turn 2: All the animals will use an AoE on your party.
  • On turn 3/10/17/etc: Guard everyone by targeting a different animal per character!
  • On turn 5/12/19/etc: (Optional) Guard on every animal to give them a shield.
  • End of turn 5: All the animals will use ultimates.
  • On turn 7/14/21/etc: Use an ultimate on every animal this turn. Use any remaining healers/support basic attacks last to deal extra healing.
  • This will all loop every 7 turns.

Media Video Clears

Trial SP2 - "Nurse Garu"

Slime Enemies

  • Dark Element Doubtful Hedgehog (709,961 → 14,200 HP)
  • Water Element Nervous Hedgehog (709,961 → 14,200 HP)
  • Light Element Sad Cloud Sheep (709,961 → 14,200 HP)
  • Fire Element Scared Cloud Sheep (709,961 → 14,200 HP)
  • Water Element Comprehensive Care Garu (662,047 HP)

Deed Stage Tips

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

Trial 60 - "Kuya's Winter Date"

Slime Enemies

  • Water Element Wintry Warmth Kuya (1,320,111 HP)

Allies Team Recommendations

  • A guardian that can taunt in slot 1, 3, or 5
  • At least 3 attacking units

Deed Stage Tips

When Kuya uses Patient Demand, <Healer> actions will temporarily be locked; the other party allies must guard to gain the ability to save themselves and bear the heavy damage that follows.

When Kuya uses Grabbing Weakness, party allies in positions 2/4 will lose the ability to guard and protect themselves; you must use a <Guardian>'s Taunt to shift Kuya's attention. Pay attention! If Grabbing Weakness is used on a <Guardian>, the party will be difficult to bear the Sweet Capture that follows! When Kuya uses Way to Please, pay attention to the order of attack modes to break through the charged power: using strong attacks can damage Kuya; if you use normal attacks, they must follow a strong attack, or they won't be able to damage Kuya.

At this time, when allied <Guardians> and <Saboteurs> use strong attacks, all party allies will receive severe counterattacks, so you must arrange for <Healers> to heal at the right time.

  • On turn 4/13/22: Your healer will be paralyzed + sleep for 3 turns. Guard the rest of the party to give them turn-by-turn heals.
  • End of turn 4: Kuya will use an ultimate on the non-healer units.
  • On turn 7/16/25: Taunt with your guardian since slots 2/4 cannot guard.
  • End of turn 7: Kuya will use a strong attack on the guardian here.
  • On turn 9/18/27: Use an ultimate, then hit Kuya with another attack to stun him.
    • Strikers will damage your party for 50% of their health if you use their ultimates this turn so just watch your healing.
  • The above loops every 9 turns.

Trial SP3 - "Kuya's Winter Date"

Slime Enemies

  • Water Element Wintry Warmth Kuya (2,614,299 HP)

Deed Stage Tips

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