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Sorcerer's Trials/Season 20

From NU: Carnival Guides
(Redirected from St20)
Sorcerer's Trials Season 20
July 17, 2025 - September 18, 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 - "Edmond's Decision"

Slime Enemies

  • Fire Element Strategic Dilemma Edmond (34,156 HP)
  • Fire Element Knight's Honor (307,513 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.

Media Video Clears

Trial 40 - "Nurse Garu"

Slime Enemies

  • Dark Element Doubtful Hedgehog (139,033 → 2,781 HP)
  • Water Element Nervous Hedgehog (139,033 → 2,781 HP)
  • Light Element Sad Cloud Sheep (139,033 → 2,781 HP)
  • Fire Element Scared Cloud Sheep (139,033 → 2,781 HP)
  • Water Element Comprehensive Care Garu (129,650 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 45 - "Kuya's Winter Date"

Slime Enemies

  • Water Element Wintry Warmth Kuya (756,405 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 50 - "Billiards Battle"

Slime Enemies

  • Water Element Friendly Exchange Edmond (586,825 HP)
  • Wood Element Challenge Accepted Olivine (586,825 HP)

Allies Team Recommendations

  • Ultimate skills with cooldowns of 4 or less
  • Basic attack or damage-over-time units
  • Healer in slot 3

Deed Stage Tips

When Edmond and Olivine target areas 2 and 4 respectively, have party allies in positions 1/5 guard first, then let party allies in positions 2/4 attack to counter their Strike.

When Edmond and Olivine target areas 1 and 5 respectively, have party allies in positions 2/4 guard first, then let party allies in positions 1/5 perform strong attacks to counter their Strike. When both perform Charge Preparation, the balls on both sides must guard to withstand their Full Force Strike.

After that, both will begin Rebound Route Plan, requiring the party ally in position 3 to perform a strong attack first to help the other balls gain shields, then let the other balls perform strong attacks. Note that if the shield amount is too high, it may be difficult to withstand the subsequent Strong Rebound.

  • Both enemies need to be brought to 1% for them to leave.
  • Attacking will damage party members by 45% of their max HP, so be careful! Heal last!
    • Slot 1 damages slot 4
    • Slot 2 damages slot 5
    • Slot 4 damages slot 1
    • Slot 5 damages slot 2
  • Basic attacks reduce enemy damage, and ultimate attacks increase it, so try to focus on basic attacks unless otherwise noted.
  • On turn 2: Guard slots 1/5, then attack with slots 2/4.
  • End of turn 2: Edmond attacks slots 1/2, and Olivine attacks slots 4/5.
  • On turn 5: Guard slots 2/4, then use an ultimate with slots 1/5.
  • End of turn 5: Edmond attacks slots 1/2, and Olivine attacks slots 4/5.
  • On turn 8: Guard slots 1/2/4/5. You can guard your healer too if it takes too much damage.
  • End of turn 8: Edmond hits slots 1/2/3 with an ultimate, and Olivine hit slots 3/4/5 with an ultimate.
  • On turn 10: Use an ultimate with slot 3 FIRST, then ultimates with the others after.
    • You have to make sure the shield depletes on everyone but slot 3 to avoid higher damage.
  • End of turn 10: Edmond hits slots 1/2/3 with a very strong ultimate, and Olivine hit slots 3/4/5 with a very strong ultimate.
  • The above repeats on turn 12, every 10 turns. Start guarding slot 1/5 then!

Media Video Clears

Trial SP1 - "Billiards Battle"

Slime Enemies

  • Water Element Friendly Exchange Edmond (1,281,243 HP)
  • Wood Element Challenge Accepted Olivine (1,281,243 HP)

Deed Stage Tips

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

Trial 55 - "Rei's Pursuit"

Slime Enemies

  • Water Element Keen Trace Rei (1,383,236 HP)

Allies Team Recommendations

  • Cooldown reduction units are not very effective here since you must use your ultimates no sooner than 3 turns each
  • No units that damage themselves!

Deed Stage Tips

When Rei uses Cast Illusion to attack, pay attention to HP. Have 3 safer party allies except for the <Healer> perform normal attacks. The other party allies can guard for a better chance of surviving Rei's Detonate Boom Bottle.

When Rei uses Essence Detection, have all party allies guard to gain a shield against Comprehensive Search.

When Rei uses Cover Tracks, a party ally with safer HP must perform a strong attack, and then other party allies should attack. You must deal more than 1% damage to him, otherwise he will use Sudden Explosion.

  • Healing will be dramatically reduced!
  • Your HP may reach 2% or below 3 times at most. Rei will be the one to heal the unit when this occurs.
  • Ultimates must be spaced out by at least 3 turns or they will be hit with the countdown above. Accumulating 3 means you lose!
  • On turn 1: Attack Rei 3 times with a basic attack to reduce his attack.
    • Anyone that attacks will lose 70% of their HP, so be careful and heal last!
  • End of turn 1: Rei will use an ultimate on the party.
  • On turn 3: Guard all.
  • On turn 5: Use an ultimate, then attack Rei to deal at least 1% damage to him. Guard anyone else that is low on HP.
    • Anyone that attacks will lose 80% of their HP, so be careful and heal last!
  • The above loops on turn 7, so repeat everything every 6 turns.

Media Video Clears

Trial SP2 - "Rei's Pursuit"

Slime Enemies

  • Water Element Keen Trace Rei (2,876,275 HP)

Deed Stage Tips

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

Trial 60 - "Huey's Consciousness"

Slime Enemies

  • Wave 1
    • Light Element Huey's Consciousness (806,505 HP)
  • Wave 2
    • Water Element Aster (375,024 HP)
    • Fire Element Morvay (558,750 HP)

Allies Team Recommendations

  • Guardian with taunt that preferably shields the party
  • No damage-over-time units
  • At least 3 units that can attack
  • Cooldown reduction units do not work here

Deed Stage Tips

When experiencing Endless Abyss, have all party allies defend to avoid taking high damage. Note that during this time, <Strikers> and <Saboteurs> will be unable to use strong attacks for a short period.

When <Huey's Consciousness?> transforms essence into Chaotic Essence?, <Healers> and <Guardians> must guard to gain sufficient buffs. When it uses Condense Essence, you must perform 2 strong attacks to offset its high damage buff; also have a <Guardian> use Taunt to successfully withstand Descent. Note that any attack actions during this time will cause party allies to take increased damage received and to receive reduced healing. Finally, when its HP reaches 5%, you must make a Choice—make a courageous advance!

In the [SP3] challenge, after <Huey's Consciousness?> uses Rebirth, it will further transform essence to cast Pure Essence? At this time, have all party allies guard to obtain shields that can block Invisible Power.

  • Cooldown units (Space Blade, Demon King Eiden) will have no effect here. Additionally, any unit that reduces its own cooldown will not be able to do so.
  • Every turn unless otherwise noted will require you to damage Huey twice before he will take any damage! Use an attacking buffer or your guardian first before your higher attack units.
  • End of turn 1: Huey will use a small ultimate on the party.
  • End of turn 2: Huey will use a small ultimate on the party, and grant himself a shield.
  • On turn 3: Guard all.
  • End of turn 3: Huey will use a very strong ultimate on the party.
  • On turn 4: Do not use any ultimates with strikers or saboteurs this turn.
  • End of turn 4: Huey hits everyone again twice.
  • On turn 5: Guard your guardian and healer.
  • On turn 6: Use at two ultimates here, including a taunt from your guardian (and probably your healer). Guard the others.
    • Attacking outside of these two ultimates will make your party take more damage and heal less!
  • End of turn 6: Huey will ultimate the guardian and the rest of the party.
  • On turn 7: Any attacks that do damage here will heal you so do your best!
  • End of turn 7: Huey attacks everyone again. They will now deal 15% less damage.
  • The above loops beginning on turn 8, so every 6 turns. (Guard on turn 9!)
  • When Huey reaches 5% HP: Attack with anyone to proceed.
  • On wave 2: Just guard all until they leave.

Trial SP3 - "Huey's Consciousness"

Slime Enemies

  • Light Element Huey's Consciousness (1,080,793 HP)

Deed Stage Tips

  • This fight has an additional gimmick in addition to higher stats.
  • Once Huey reaches 5% HP: Attack to bring him down to 1% HP.
    • The next turn, he will restore his HP to full and you will have to beat him again.
    • You will now take 10% more damage, but you no longer have to hit him twice to start damaging him.
    • Guard everyone when he uses Chaotic/Pure Essence.
  • Honestly don't attempt this without full 5 star teams please if you don't want to hurt yourself.