Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Misty Vale: Difference between revisions

From NU: Carnival Guides
Created page with "{{Event |name = Misty Vale |start = September 07, 2023 |end = September 28, 2023 |yakumo = Shadow Lineage |garu = Ethereal Guardian |icon = IP35518 |event = 018 }} ==Mystery 01 "Unwelcome Outsider"== :5nc_Slime: Enemies ★・:3nc_Wood: Vigilant Serpent (17,567 HP) ★・:3nc_Dark: Fierce Serpent (16,348 HP) ★・:3nc_Light: Wary Serpent (17,567 HP) :5nc_Allies: Team Recommendations ★・1 Healer, 3 DPS, 1 Guardian or Buffer ㅤ✧・Quick ultimate users are recomme..."
 
No edit summary
 
(11 intermediate revisions by the same user not shown)
Line 6: Line 6:
|garu = Ethereal Guardian
|garu = Ethereal Guardian
|icon = IP35518
|icon = IP35518
|event = 018
|event = 019
}}
}}


==Mystery 01 "Unwelcome Outsider"==
==Mystery 01 "Unwelcome Outsider"==


:5nc_Slime: Enemies
{{Icon|Slime}} '''Enemies'''
★・:3nc_Wood: Vigilant Serpent (17,567 HP)
* {{Element|Wood}} Vigilant Serpent (17,567 HP)
★・:3nc_Dark: Fierce Serpent (16,348 HP)
* {{Element|Dark}} Fierce Serpent (16,348 HP)
★・:3nc_Light: Wary Serpent (17,567 HP)
* {{Element|Light}} Wary Serpent (17,567 HP)


:5nc_Allies: Team Recommendations
{{Icon|Allies}} '''Team Recommendations'''
★・1 Healer, 3 DPS, 1 Guardian or Buffer
* 1 Healer, 3 DPS, 1 Guardian or Buffer
ㅤ✧・Quick ultimate users are recommended. Place them in slots 1/3/5.
** Quick ultimate users are recommended. Place them in slots 1/3/5.
ㅤ✧・If you rely on ultimate damage, bring a guardian to taunt on enemy ultimate turns.
** If you rely on ultimate damage, bring a guardian to taunt on enemy ultimate turns.


:5nc_Arrow: Stage Tips
{{Icon|Deed}} '''Stage Tips'''
★・Each serpent triggers more basic attack damage each turn on a specific slot, and they will also target that slot with their attacks each turn.
* Each serpent triggers more basic attack damage each turn on a specific slot, and they will also target that slot with their attacks each turn.
ㅤ✧・Wood hits slot 1, Dark hits slot 3, and Light hits slot 5.
** Wood hits slot 1, Dark hits slot 3, and Light hits slot 5.
ㅤ✧・The allies in those slots will be able to ultimate attack to remove a stack of the extra basic attack damage.
** The allies in those slots will be able to ultimate attack to remove a stack of the extra basic attack damage.
★・You may kill in any order you like, but it is recommended to attack the Dark serpent first because it has a stronger attack, followed by the other two. They do not have to be killed at the same time.
* You may kill in any order you like, but it is recommended to attack the Dark serpent first because it has a stronger attack, followed by the other two. They do not have to be killed at the same time.


★・At the end of turn 4 (and every multiple of 4 such as 8/12/etc), each serpent will also make their intended targets hit for 300% less ultimate skill damage.
* At the end of turn 4 (and every multiple of 4 such as 8/12/etc), each serpent will also make their intended targets hit for 300% less ultimate skill damage.
ㅤ✧・You may use a guardian to taunt this away so that your other attackers can damage with their ultimates.
** You may use a guardian to taunt this away so that your other attackers can damage with their ultimates.


★・At the end of turn 4 (and every 3 turns such as 7/10/etc) the serpents will also use their ultimates.
* At the end of turn 4 (and every 3 turns such as 7/10/etc) the serpents will also use their ultimates.
ㅤ✧・Wood serpent will damage slot 1 with a heavy attack.
** Wood serpent will damage slot 1 with a heavy attack.
ㅤ✧・Dark serpent will use an AoE attack.
** Dark serpent will use an AoE attack.
ㅤ✧・Light serpent will hit slot 5 with a heavy attack. Beginning at turn 7, he will apply a debuff instead on slots 2/4.
** Light serpent will hit slot 5 with a heavy attack. Beginning at turn 7, he will apply a debuff instead on slots 2/4.


★・At the end of turn 6 (and every 4 turns such as 10/14/etc) the  Dark serpent attacks the entire party. Guard this turn to avoid a party wipe if you are not healed.
* At the end of turn 6 (and every 4 turns such as 10/14/etc) the  Dark serpent attacks the entire party. Guard this turn to avoid a party wipe if you are not healed.


==Mystery 02 "Like Family"==
==Mystery 02 "Like Family"==


:5nc_Slime: Enemies
{{Icon|Slime}} '''Enemies'''
★・:3nc_Light: Father Figure Wolf Chief (11,199 HP)
* {{Element|Light}} Father Figure Wolf Chief (11,199 HP)
★・:3nc_Water: Playful Wolf (16,662 HP)
* {{Element|Water}} Playful Wolf (16,662 HP)
★・:3nc_Fire: Mischievous Wolf (17,853 HP)
* {{Element|Fire}} Mischievous Wolf (17,853 HP)


:5nc_Allies: Team Recommendations
{{Icon|Allies}} '''Team Recommendations'''
★・1 Healer, 3-4 DPS (and maybe a Guardian)
* 1 Healer, 3-4 DPS (and maybe a Guardian)
ㅤ✧・Guard break unit like SR Dante or ABO Blade!
** Guard break unit like SR Dante or ABO Blade!
ㅤ✧・If you are having trouble taking damage, take a Guardian to take the fire wolf's attacks.
** If you are having trouble taking damage, take a Guardian to take the fire wolf's attacks.
ㅤ✧・You must have at least 4 units that can do damage with their attacks. MB Kuya does not count, but EE Garu/SF Edmond do.
** You must have at least 4 units that can do damage with their attacks. MB Kuya does not count, but EE Garu/SF Edmond do.


:5nc_Arrow: Stage Tips
{{Icon|Deed}} '''Stage Tips'''
★・The chief can only be damaged after the other two wolves are killed.  Focus on the fire wolf since he does the most damage.
* The chief can only be damaged after the other two wolves are killed.  Focus on the fire wolf since he does the most damage.
★・The wolves will take less damage every time they are allowed to guard, so simply take someone that can guard break on every turn to trivialize the battle.
* The wolves will take less damage every time they are allowed to guard, so simply take someone that can guard break on every turn to trivialize the battle.
ㅤ✧・Quick ultimates may be used to remove more damage reduction as well, but again are less necessary if the wolf cannot guard in the first place.
** Quick ultimates may be used to remove more damage reduction as well, but again are less necessary if the wolf cannot guard in the first place.


★・The chief will constantly grant the little wolves a shield until they are both defeated.
* The chief will constantly grant the little wolves a shield until they are both defeated.
★・At the end of turn 4 (and every 3 turns such as 7/10/etc), the Fire wolf will hit slots 2/4 for heavy damage.
* At the end of turn 4 (and every 3 turns such as 7/10/etc), the Fire wolf will hit slots 2/4 for heavy damage.
ㅤ✧・If you have trouble taking this damage, use a guardian on these turns.
** If you have trouble taking this damage, use a guardian on these turns.


★・Once the little wolves are defeated, the Chief can now be damaged. However, he begins with maximum damage reduction, and every attack will only deplete it by 7.5%. Please note each character can reduce this once per turn regardless of the number of their hits, so your goal is to use as many DPS as possible!
* Once the little wolves are defeated, the Chief can now be damaged. However, he begins with maximum damage reduction, and every attack will only deplete it by 7.5%. Please note each character can reduce this once per turn regardless of the number of their hits, so your goal is to use as many DPS as possible!
ㅤ✧・At some point this will allow you to damage the enemy even while it still is in effect, so just keep up your attacks.
** At some point this will allow you to damage the enemy even while it still is in effect, so just keep up your attacks.
ㅤ✧・After he finishes his speech, he will debuff his damage reduction by 150%.  However, every other turn, he will reapply 45% more, so you must keep hitting him.
** After he finishes his speech, he will debuff his damage reduction by 150%.  However, every other turn, he will reapply 45% more, so you must keep hitting him.
ㅤ✧・He will single target your characters with heavy damage or use an AoE bleed, so keep up with your healing.
** He will single target your characters with heavy damage or use an AoE bleed, so keep up with your healing.
ㅤ✧・If the Chief declares "We are a family" then you need to hit him with 4 ultimates, which will remove twice the damage stacks.
** If the Chief declares "We are a family" then you need to hit him with 4 ultimates, which will remove twice the damage stacks.
ㅤ✧・When he is brought down to 1% HP he will leave.
** When he is brought down to 1% HP he will leave.


==Mystery 03 "Seeking Neon"==
==Mystery 03 "Seeking Neon"==


:5nc_Slime: Enemies
{{Icon|Slime}} '''Enemies'''
★・:3nc_Wood: Loyal Companion Garu (45,313 HP)
* {{Element|Wood}} Loyal Companion Garu (45,313 HP)
★・:3nc_Wood: Steeped in History Yakumo (49,497 HP)
* {{Element|Wood}} Steeped in History Yakumo (49,497 HP)
★・:3nc_Wood: Clouded Hope Tsang (153,247 HP)
* {{Element|Wood}} Clouded Hope Tsang (153,247 HP)


:5nc_Allies: Team Recommendations
{{Icon|Allies}} '''Team Recommendations'''
★・FOR PEOPLE WITH HIGH DPS: At least 4 DPS, 1 Buffer
* FOR PEOPLE WITH HIGH DPS: At least 4 DPS, 1 Buffer
ㅤ✧・Healers are immediately made useless so leave them out.
** Healers are immediately made useless so leave them out.
ㅤ✧・Again, quick ultimate users are recommended.
** Again, quick ultimate users are recommended.
★・FOR PEOPLE WITH LOW DPS: At least 4 units that can attack the enemies (DPS/buffers with attacks/etc), 1 Healer
* FOR PEOPLE WITH LOW DPS: At least 4 units that can attack the enemies (DPS/buffers with attacks/etc), 1 Healer
ㅤ✧・Your healer will be useless until pretty far into the fight, but if you cannot kill before this threshold, you will need the healer.
** Your healer will be useless until pretty far into the fight, but if you cannot kill before this threshold, you will need the healer.
ㅤ✧・More ultimates, especially quick ones, will help you. 3T cooldown ultimates will make things much easier.
** More ultimates, especially quick ones, will help you. 3T cooldown ultimates will make things much easier.


:5nc_Arrow: Stage Tips
{{Icon|Deed}} '''Stage Tips'''
★・Focus on Tsang first even if he cannot go below 1%. He will leave after he does. You can then just hit Yakumo, but both Yakumo and Garu will leave soon after Tsang is gone.
* Focus on Tsang first even if he cannot go below 1%. He will leave after he does. You can then just hit Yakumo, but both Yakumo and Garu will leave soon after Tsang is gone.
ㅤ✧・Do not hit Garu as he can be killed and he is your party's healer. You will lose if this happens.
** Do not hit Garu as he can be killed and he is your party's healer. You will lose if this happens.


★・Before the battle, Tsang knocks you down to 10% HP and you will be unable to use healing skills.
* Before the battle, Tsang knocks you down to 10% HP and you will be unable to use healing skills.
★・For most turns, Garu will heal you, Yakumo will make you take 10% more damage, and Tsang will use AoE damage.
* For most turns, Garu will heal you, Yakumo will make you take 10% more damage, and Tsang will use AoE damage.


★・At the end of turn 4, Garu will glow, but do not hit him!
* At the end of turn 4, Garu will glow, but do not hit him!
★・At the end of turn 4, Tsang will glow. You must hit him with 3 attacks on turn 5 to prevent him from using a strong attack.
* At the end of turn 4, Tsang will glow. You must hit him with 3 attacks on turn 5 to prevent him from using a strong attack.
★・At the end of turn 6 (and every 4 turns after), Tsang will use his ultimate attack, so guard if you cannot handle the damage.
* At the end of turn 6 (and every 4 turns after), Tsang will use his ultimate attack, so guard if you cannot handle the damage.
★・At the end of turn 7, Yakumo will taunt (during turn 8). Hit him with an ultimate to remove the taunt, then hit Tsang with the other ultimates.
* At the end of turn 7, Yakumo will taunt (during turn 8). Hit him with an ultimate to remove the taunt, then hit Tsang with the other ultimates.


★・If Tsang mentions that it is no use, guard the turn or else your party will be wiped.
* If Tsang mentions that it is no use, guard the turn or else your party will be wiped.


★・Once Tsang is dead, Yakumo will eventually leave, though it may take a few turns.  You can hit him to speed this up.
* Once Tsang is dead, Yakumo will eventually leave, though it may take a few turns.  You can hit him to speed this up.
★・Garu will take his leave on his own, so you don't have to touch him.
* Garu will take his leave on his own, so you don't have to touch him.


★・Be wary of Tsang's skills even if you bring him down to 1%!  He can still kill you before he disappears, so if an ultimate turn is coming and you cannot withstand the damage, guard and wait a turn to kill him.
* Be wary of Tsang's skills even if you bring him down to 1%!  He can still kill you before he disappears, so if an ultimate turn is coming and you cannot withstand the damage, guard and wait a turn to kill him.


★・IF YOU CANNOT KILL TSANG QUICKLY: At some point, Yakumo will come to his senses and stop attacking you.  He will remove the debuff on your units and allow you to heal your party once more.  When this happens, Garu will eventually stop healing you as well, so you will need a healer.  If you fail to stay healed, Tsang may get angry and wipe the party.
* IF YOU CANNOT KILL TSANG QUICKLY: At some point, Yakumo will come to his senses and stop attacking you.  He will remove the debuff on your units and allow you to heal your party once more.  When this happens, Garu will eventually stop healing you as well, so you will need a healer.  If you fail to stay healed, Tsang may get angry and wipe the party.
ㅤ✧・Please note trying to kill Tsang ASAP is recommended, so only use a healer if even with 4-5 DPS you could not kill him before this turn.
** Please note trying to kill Tsang ASAP is recommended, so only use a healer if even with 4-5 DPS you could not kill him before this turn.

Latest revision as of 07:55, 16 February 2026

Misty Vale
September 07, 2023 - September 28, 2023
Event Allies:
Shadow Lineage Yakumo
Ethereal Guardian Garu

Mystery 01 "Unwelcome Outsider"

Slime Enemies

  • Wood Element Vigilant Serpent (17,567 HP)
  • Dark Element Fierce Serpent (16,348 HP)
  • Light Element Wary Serpent (17,567 HP)

Allies Team Recommendations

  • 1 Healer, 3 DPS, 1 Guardian or Buffer
    • Quick ultimate users are recommended. Place them in slots 1/3/5.
    • If you rely on ultimate damage, bring a guardian to taunt on enemy ultimate turns.

Deed Stage Tips

  • Each serpent triggers more basic attack damage each turn on a specific slot, and they will also target that slot with their attacks each turn.
    • Wood hits slot 1, Dark hits slot 3, and Light hits slot 5.
    • The allies in those slots will be able to ultimate attack to remove a stack of the extra basic attack damage.
  • You may kill in any order you like, but it is recommended to attack the Dark serpent first because it has a stronger attack, followed by the other two. They do not have to be killed at the same time.
  • At the end of turn 4 (and every multiple of 4 such as 8/12/etc), each serpent will also make their intended targets hit for 300% less ultimate skill damage.
    • You may use a guardian to taunt this away so that your other attackers can damage with their ultimates.
  • At the end of turn 4 (and every 3 turns such as 7/10/etc) the serpents will also use their ultimates.
    • Wood serpent will damage slot 1 with a heavy attack.
    • Dark serpent will use an AoE attack.
    • Light serpent will hit slot 5 with a heavy attack. Beginning at turn 7, he will apply a debuff instead on slots 2/4.
  • At the end of turn 6 (and every 4 turns such as 10/14/etc) the Dark serpent attacks the entire party. Guard this turn to avoid a party wipe if you are not healed.

Mystery 02 "Like Family"

Slime Enemies

  • Light Element Father Figure Wolf Chief (11,199 HP)
  • Water Element Playful Wolf (16,662 HP)
  • Fire Element Mischievous Wolf (17,853 HP)

Allies Team Recommendations

  • 1 Healer, 3-4 DPS (and maybe a Guardian)
    • Guard break unit like SR Dante or ABO Blade!
    • If you are having trouble taking damage, take a Guardian to take the fire wolf's attacks.
    • You must have at least 4 units that can do damage with their attacks. MB Kuya does not count, but EE Garu/SF Edmond do.

Deed Stage Tips

  • The chief can only be damaged after the other two wolves are killed. Focus on the fire wolf since he does the most damage.
  • The wolves will take less damage every time they are allowed to guard, so simply take someone that can guard break on every turn to trivialize the battle.
    • Quick ultimates may be used to remove more damage reduction as well, but again are less necessary if the wolf cannot guard in the first place.
  • The chief will constantly grant the little wolves a shield until they are both defeated.
  • At the end of turn 4 (and every 3 turns such as 7/10/etc), the Fire wolf will hit slots 2/4 for heavy damage.
    • If you have trouble taking this damage, use a guardian on these turns.
  • Once the little wolves are defeated, the Chief can now be damaged. However, he begins with maximum damage reduction, and every attack will only deplete it by 7.5%. Please note each character can reduce this once per turn regardless of the number of their hits, so your goal is to use as many DPS as possible!
    • At some point this will allow you to damage the enemy even while it still is in effect, so just keep up your attacks.
    • After he finishes his speech, he will debuff his damage reduction by 150%. However, every other turn, he will reapply 45% more, so you must keep hitting him.
    • He will single target your characters with heavy damage or use an AoE bleed, so keep up with your healing.
    • If the Chief declares "We are a family" then you need to hit him with 4 ultimates, which will remove twice the damage stacks.
    • When he is brought down to 1% HP he will leave.

Mystery 03 "Seeking Neon"

Slime Enemies

  • Wood Element Loyal Companion Garu (45,313 HP)
  • Wood Element Steeped in History Yakumo (49,497 HP)
  • Wood Element Clouded Hope Tsang (153,247 HP)

Allies Team Recommendations

  • FOR PEOPLE WITH HIGH DPS: At least 4 DPS, 1 Buffer
    • Healers are immediately made useless so leave them out.
    • Again, quick ultimate users are recommended.
  • FOR PEOPLE WITH LOW DPS: At least 4 units that can attack the enemies (DPS/buffers with attacks/etc), 1 Healer
    • Your healer will be useless until pretty far into the fight, but if you cannot kill before this threshold, you will need the healer.
    • More ultimates, especially quick ones, will help you. 3T cooldown ultimates will make things much easier.

Deed Stage Tips

  • Focus on Tsang first even if he cannot go below 1%. He will leave after he does. You can then just hit Yakumo, but both Yakumo and Garu will leave soon after Tsang is gone.
    • Do not hit Garu as he can be killed and he is your party's healer. You will lose if this happens.
  • Before the battle, Tsang knocks you down to 10% HP and you will be unable to use healing skills.
  • For most turns, Garu will heal you, Yakumo will make you take 10% more damage, and Tsang will use AoE damage.
  • At the end of turn 4, Garu will glow, but do not hit him!
  • At the end of turn 4, Tsang will glow. You must hit him with 3 attacks on turn 5 to prevent him from using a strong attack.
  • At the end of turn 6 (and every 4 turns after), Tsang will use his ultimate attack, so guard if you cannot handle the damage.
  • At the end of turn 7, Yakumo will taunt (during turn 8). Hit him with an ultimate to remove the taunt, then hit Tsang with the other ultimates.
  • If Tsang mentions that it is no use, guard the turn or else your party will be wiped.
  • Once Tsang is dead, Yakumo will eventually leave, though it may take a few turns. You can hit him to speed this up.
  • Garu will take his leave on his own, so you don't have to touch him.
  • Be wary of Tsang's skills even if you bring him down to 1%! He can still kill you before he disappears, so if an ultimate turn is coming and you cannot withstand the damage, guard and wait a turn to kill him.
  • IF YOU CANNOT KILL TSANG QUICKLY: At some point, Yakumo will come to his senses and stop attacking you. He will remove the debuff on your units and allow you to heal your party once more. When this happens, Garu will eventually stop healing you as well, so you will need a healer. If you fail to stay healed, Tsang may get angry and wipe the party.
    • Please note trying to kill Tsang ASAP is recommended, so only use a healer if even with 4-5 DPS you could not kill him before this turn.