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Sorcerer's Trials/Season 21

From NU: Carnival Guides
(Redirected from St21)
Sorcerer's Trials Season 21
September 18, 2025 - November 20, 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 - "Billiards Battle"

Slime Enemies

  • Water Element Friendly Exchange Edmond (161,738 HP)
  • Wood Element Challenge Accepted Olivine (161,738 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 40 - "Rei's Pursuit"

Slime Enemies

  • Water Element Keen Trace Rei (510,901 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 45 - "Huey's Consciousness"

Slime Enemies

  • Wave 1
    • Light Element Huey's Consciousness (419,153 HP)
  • Wave 2
    • Water Element Aster (194,906 HP)
    • Fire Element Morvay (290,391 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!

  • 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 50 - "A Date with Yakumo"

Slime Enemies

  • Light Element Afternoon Excitement Yakumo (1,200,145 HP)
  • Light Element Aromatic Coffee Grinder (318,569 HP)

Allies Team Recommendations

  • A guardian that can taunt in slot 1, 3, or 5
  • Low cooldown units in 2/4

Deed Stage Tips

When Yakumo has "Uneasy Feelings", please comfort him by having allies in positions 1/3/5 guard and allies in positions 2/4 use Ultimate Skills. Pay attention! Comforting the coffee grinder will not reassure Yakumo.

When Yakumo asks Eiden to pour a cup of coffee together, have a <Guardian> use Taunt in time to guide Yakumo's pouring technique.

When Yakumo brings out "Heartfelt Cookies", have all allies attack with full force to eat the cookies, making Yakumo "Relaxed and Satisfied", which will remove increased damage effects on him. If all allies guard and don't eat the cookies, all allies will receive an increase damage effect. If only some allies attack, Yakumo will receive an increase damage dealt effect, increasing the difficulty of subsequent challenges.

  • Yakumo must reach 1% to win the fight! However, you want to damage the coffee machine first.
    • Damage reduction on Yakumo and the turn-by-turn damage the coffee maker do can be reduced by getting the coffee maker's HP below 66% or 33% thresholds.
  • The coffee machine will apply turn-by-turn damage each turn that increases as time goes on, so be careful!
  • On turn 4/12: Make sure Yakumo is your target! Guard slots 1/3/5 and use ultimates from slots 2/4.
  • End of turn 4/8/12: Yakumo will attack the party with an ultimate.
  • On turn 5/9/13: Taunt with your guardian.
  • End of turn 5/9/13: Yakumo will attack with very strong attack to your guardian (or kill someone if you did not taunt).
  • On turn 7/15: Attack Yakumo with all allies (no guarding).
  • Everything immediately loops after, every 4 turns.

Trial SP1 - "A Date with Yakumo"

Slime Enemies

  • Light Element Afternoon Excitement Yakumo (2,620,338 HP)
  • Light Element Aromatic Coffee Grinder (695,548 HP)

Deed Stage Tips

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

Trial 55 - "Beast Tamer Dante"

Slime Enemies

  • Water Element Visualization Practice Dante (977,360 -> 19,548 HP)

Allies Team Recommendations

  • No guardian!
  • No bleed or anti-heal (this is a healing stage).
  • Buffers and healers are good, but there is a penalty for more than 3.
  • Trigger and high attack units are best here.
  • Your healer should go in slot 3.

Deed Stage Tips

Only normal attacks can help Dante recover HP.

Using strong attacks more than 2 times will cause all allies to receive up to 40% max HP damage (stackable), so a maximum of 3 Ultimate Skills can be used within 1 turn. When Dante reminds you to use "Self Defence", positions 1/2 must guard to protect themselves. When Dante uses "Firm Command", all allies must guard to give commands to Dante. When Dante uses "Time for Reward", players must use 3 strong attacks to give rewards, clear the increased damage recieved 80% effect on Dante, helping him to recover a large amount of HP. But be careful not to give excessive rewards, or counterattacks will cause allies to fall.

When Dante demands "Preemptive Prevention", positions 4/5 must guard to protect themselves.

  • Use only one ultimate at a time unless needed or else the party will take 40% Max HP damage per extra ultimate.
  • Only basic attack damage will heal Dante.
  • On turn 2: Dante will take less damage this turn and the next, but you can still attack.
  • On turn 3/8/13: Guard slot 1/2.
  • End of turn 3/8/13: Dante will attack slots 1/2 and paralyze them if they did not guard.
  • On turn 4/9/14: Guard everyone.
  • On turn 5/10/15: Use 2-3 ultimates to remove attack stacks on Dante. Try to heal at the end so you don't die!
    • If you can't manage 3 and keep dying, 2 is okay!
  • On turn 6/11/16: Guard 4/5 and be sure to heal everyone.
  • End of turn 6/11/16: Dante will attack slots 4/5.
  • The above loops every 5 turns!

Media Video Clears

Trial SP2 - "Beast Tamer Dante"

Slime Enemies

  • Visualization Practice Dante (1,833,658 -> 36,674 HP)

Deed Stage Tips

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

Trial 60 - "Magical Envoy Blade"

Slime Enemies

  • Fire Element Love and Justice Blade (904,859 HP)

Allies Team Recommendations

  • Two guardians that can taunt! Put the highest HP in slot 3.
  • Damage reduction units are helpful if the guardians cannot survive.

Deed Stage Tips

When Blade uses "Remove Left and Right Fragments", his Trigger Skill damage will increase significantly, but attacking him at this time can reduce this increase damage effect. Have 2 <Guardians> damage him first, prioritizing the <Guardian> with most HP to attack first, then have remaining allies attack to better withstand subsequent high damage.

When Blade uses "Prepare for Vigorous Removal", the ally with the highest max HP must attack to avoid the heavy blow of "Vigorous Removal!" or the battle will be lost. Note that the other <Guardian> must not take damage at this time. When Blade uses "Target Locked", you must have a <Guardian> use Taunt to attract his attention. Pay attention! At this time, <Guardian> attacks will remove Taunt effects from everyone except self! Therefore, you can have the other <Guardian> ally attack first or guard to avoid removing Taunt effects from the <Guardian>.

When Blade uses "Recovery Preparation", you need a <Guardian> ally to use Taunt to concentrate the fragments. Meanwhile, other allies must guard or it will be difficult to withstand subsequent heavy damage.

  • All attacks will be countered, so remember to guard if you cannot survive them.
  • On turn 2/8/14: Attack with your guardians first and any subsequent allies from highest HP to lowest to reduce Blade's counterattack damage.
  • End of turn 2/8/14: Blade will attack slots 1/2/4/5 this turn.
  • On turn 3/9/15: Make sure to attack with your highest HP unit (which should be a guardian that defends after attacking). Be sure to heal last.
  • End of turn 3/9/15: Blade will attack the highest HP unit with a very strong attack.
  • On turn 4/10/16: Attack with the guardian that was just hit. THEN Taunt with your second guardian to keep Blade from targeting the healer.
    • Be careful of the order since the last guardian to attack will remove other taunts.
  • End of turn 4/10/16: Blade will attack the taunted unit, making them unable to heal.
  • On turn 5/11/17: Now taunt with the first guardian this turn. Guard the others.
  • End of turn 5/11/17: Blade will attack the taunted unit.
  • End of turn 6/12/18: Blade will attack multiple times.
  • The above repeats on turn 8, every 6 turns.

Trial SP3 - "Magical Envoy Blade"

Slime Enemies

  • Love and Justice Blade (1,791,950 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP and ATK!
  • Blade's trigger skill damage will increase each turn.