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Created page with "{{ST |season = 11 |start = January 25, 2024 |end = March 28, 2024 }} {{ST/1-30}} ==Trial 35 - "Rain Man Quincy"== {{Icon|Slime}} '''Enemies''' * {{Element|Water}} Mutual Support Quincy (100,381 HP) {{Icon|Allies}} '''Team Recommendations''' * 1 Healer, low cooldown units {{Icon|Deed}} '''Stage Tips''' * Quincy will keep your ultimate skill cooldowns from triggering, so you have two options for this battle: ** Option 1: Guard to make your ultimates trigger since guar..." |
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{{ | {{Event | ||
|name = Sorcerer's Trials | |||
|season = 11 | |season = 11 | ||
|start = January 25, 2024 | |start = January 25, 2024 | ||
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* Note that Unbalanced Essence may move some of these turns or skip them entirely, so please keep it in mind! | * Note that Unbalanced Essence may move some of these turns or skip them entirely, so please keep it in mind! | ||
{{Icon|Media}} '''Video Clears''' | |||
* Kuku: https://youtu.be/sI4jDvj5yJw | * Kuku: https://youtu.be/sI4jDvj5yJw | ||
{{#ev:youtube|sI4jDvj5yJw}} | {{#ev:youtube|sI4jDvj5yJw}} | ||
Latest revision as of 16:47, 24 February 2026

January 25, 2024 - March 28, 2024
Trial 05 - "Berserker Yakumo"
Enemies
Berserker Yakumo (10,344 HP)
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
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"
Enemies
Beast King Karu (4,437 HP)
Momo (3,939 HP)
Pipi (3,939 HP)
Bobo (3,939 HP)
Team Recommendations
- AoE DPS, 1 ST DPS, 1 Healer, Open Slot
- Strong AoE unit is preferred
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"
Enemies
LovedByAll Olivine (7,914 HP)
Showboating Soldier (5,939 HP)
Dispirited Gigolo (5,939 HP)
Inspired Hoodlum (5,939 HP)
Reformed Thief (5,939 HP)
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
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/Z_dkpRgFFxQ
Trial 20 - "Powerhouse Quincy & Foxy Kuya"
Enemies
Foxy Mist Kuya (16,210 HP)
Powerhouse Quincy (18,526 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/r5rZBZ8QRRs
Trial 25 - "Glacial Edmond"
Enemies
Glacial Edmond (66,567 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
- If you have MB Kuya he's the hard counter for this stage
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
Video Clears
3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0
Trial 30 - "Rin's Entourage"
Enemies
Explosive Infernox (12,913 HP)
Brutal Hellhound (12,913 HP)
Beast Tamer Rin (36,936 HP)
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.
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 - "Rain Man Quincy"
Enemies
Mutual Support Quincy (100,381 HP)
Team Recommendations
- 1 Healer, low cooldown units
Stage Tips
- Quincy will keep your ultimate skill cooldowns from triggering, so you have two options for this battle:
- Option 1: Guard to make your ultimates trigger since guarding makes you immune this effect.
- Option 2: Bring basic attackers and ignore ultimates altogether, but you must kill him by turn 7.
- Any attacks performed will lower your attack, so waiting for ultimates is the safest option.
- On turn 2: Guard so that you will take 50% less ultimate damage for the next 3 turns.
- On turn 3: Use your basic attacks to gain a 40% max HP shield for 2 turns.
- End of turn 3: Quincy will use an ultimate here, which will kill you if you did not prepare from the previous turns.
- On turn 7: Use at least 3 ultimates to lower Quincy's attack. Do not hit him with basic attacks or he will kill you.
- End of turn 7: Quincy will use his ultimate here, which will kill you if you did not lower his attack.
- The above loop repeats on turn 10, meaning you should guard to avoid the ultimate damage on that turn and so on.
- If a single unit dies, the entire party may be wiped.
Trial 40 - "Karu's Wolf Pack 2.0"
Enemies
Hidden Intentions Karu (76,287 HP)
Mischievous Wolf (57,864 HP)
Curious Wolf (57,864 HP)
Excited Wolf (57,864 HP)
Team Recommendations
- 1 Healer, 1 Guardian with a 3 turn cooldown
- AoE is a great help for this stage as long as you don't kill Karu first.
Stage Tips
- Guardian ultimates will give them a shield equal to 200% of their max HP for 2 turns. This is important since the guard effects for your other units will be 50% less effective.
- You can kill the wolves in any order you like. Only focus on them except when Karu needs to be damaged. Karu will leave when all wolves are gone.
- The light wolf will hit slots 1 & 2, the wood wolf will hit slots 3 & 4, and the dark wolf will hit slot 5 with their normal attacks. Karu will use an AoE bleed (3 turns) on the party.
- On turn 1: Guard or prepare since no enemy can be damaged.
- On turn 4: Use your guardian's ultimate here to prepare for the next turn.
- This must be done every 3 turns, and they will announce it ahead of time so you will know when.
- End of turn 4: All wolves will use ultimates on their respective slots.
- On turn 7: Karu needs to have his shield broken and damage done to him on this turn, so focus on him if possible. You may hit the wolves with ultimates if you cannot do enough damage since they will then attack Karu.
- You will also need to use your guardian's ultimate here.
- End of turn 7: Wolves will ultimate again, and Karu may wipe the party if you did not manage to damage him the previous turn.
Trial 45 - "Familiar Balancing Act"
Enemies
Situation Critical Aster (196,004 HP → 1,961 HP)
Remorseful Morvay (196,004 HP → 1,961 HP)
Team Recommendations
- 1 Healer, 1 Support, Quick ultimate users
- No Kuya! No units that bleed or anti-heal.
- Attack power is what is considered over the actual skills when attacking so plan accordingly.
- Support units that can attack like EE Garu or SF Edmond can be more useful depending on team composition/slots (see below on slot information).
Stage Tips
- You need to heal both enemies to 100% by attacking them.
- Aster and Morvay both need stacks of healing to add up before you can damage them. Every basic attack adds 3, and ultimates add 5. You cannot damage them until a threshold of these is reached, but keep attacking!
- Try to keep them as even as possible to avoid an unbalanced situation around each 25% HP threshold. If you do not, the party will receive -12.5% damage from BOTH of them each time this is checked.
- They both must be brought to 100% on the same turn.
- When you can heal, you will only heal the two of them by using certain types of attacks depending on your positions:
- Slot 1 & 2: Basic attacks
- Slot 3: Any attack
- Slot 4 & 5: Ultimates
- Put your stronger basic attackers in the first two slots, and your ultimate attackers or healers/supports in the last two slots if you want to optimize. The third slot should be anyone that can attack the enemy (no healer/support that does not damage).
- On turn 1: Just guard or set up since you cannot heal them until the next turn.
- End of turn 4: Morvay will ultimate slots 2 & 4 (this repeats on turns 8, 11, 15, 17). Aster will use a skill that increases your damage and makes your attacks damage your own party members as follows for 2 turns (your turns 5 and 6):
- Slot 1: Basic attacks damage slots 2 & 5
- Slot 2: Basic attacks damage slots 1 & 3
- Slot 3: All attacks damage slots 2 & 4
- Slot 4: Ultimates damage slots 3 & 5
- Slot 5: Ultimates damage slots 1 & 4
- Note that with the 500% damage increase, you may need to guard instead of attack for the opposite skills since you could end up damaging them and losing progress!
- This repeats at the end of turn 10, so every 6 turns.
- End of turn 5: Aster will ultimate slots 1, 3, & 5 (this repeats on turns 9, 12, 15, and 18).
- On turn 8: Aster must be hit with 3 basic attacks this turn to avoid a party wipe (this repeats ON turn 13, so every 5 turns).
- On turn 9: Do not hit Morvay or he will counterattack you.
- Note that Unbalanced Essence may move some of these turns or skip them entirely, so please keep it in mind!
Video Clears
Trial 50 - "Blade's Mission"
Enemies
Executing Mission Blade (333,775 HP)
Team Recommendations
- No guardian, and your strongest unit or highest HP unit in slot 3
- Healers are a bit useless for this fight too, so you can stack buffs and strong attacks.
- Taunt is completely ignored so a guardian is useless, along with the victory conditions.
Stage Tips
- There are two phases, one above 75% HP and one below. For the sake of this guide, once the 75% is mentioned, assume everything is second phase.
- If slot 3 dies, you will lose, so keep them alive at all costs!
- All units except your third slot will begin with all disabling status effects (sleep/silence/paralysis).
- The third slot will be able to heal itself by 90% of his own attack, and his Ultimates grant an 8% shield. Use this to take care of yourself as you whittle down Blade's HP.
- End of turn 4: Blade will use an ultimate skill on your slot 3.
- This repeats on turn 8, 12, and every 4 turns onward in phase 1.
- On turn 7: Use an ultimate here if you can. You should avoid guarding or attacking or you will damage yourself, and you are unable to heal anyway.
- This repeats on turn 11 and 15, and every 4 turns onward in phase 1.
- When Blade hits 75% HP: You will no longer be able to heal or guard slot 3. All of the other party members' status effects will be removed, so they will now be able to assist in killing Blade.
- Slots 1/2/4/5 will be able to grant slot 3 an 8% shield when guarding, so use this to help keep that unit from dying. You will fail if it happens. He will always target slot 3 unless otherwise noted.
- Note that if this happens on turn 7/11/15, his above skill will take priority.
- The first turn after 75% HP: Slot 3 will be hit with a strong attack. Be sure to guard all slots other than 3 for the following turn.
- The second turn after 75% HP: Slots 1/2/4/5 will be hit with a killing blow if you have not guarded.
- The above skills take priority, so the below skill set may be skipped depending on what turn you hit 75% HP!
- End of turn 10: Blade will use an ultimate skill on slot 3.
- This is similar to the first phase, only the turns have shifted to begin on turn 10. It repeats on turn 14, 18, and every 4 turns.
- On turn 11: Be sure to guard slots 1/2/4/5!
- End of turn 11: Slots 1/2/4/5 will be hit with a killing blow if you do not guard. Slot 3 will be hit with a separate strong ultimate as well.
- This repeats every 6 turns.
- End of turn 13: Slot 3 will be hit by a strong ultimate.
- This repeats every 6 turns.
Trial SP1 - "Blade's Mission"
Enemies
Executing Mission Blade (686,494 HP)
Stage Tips
- This is the same fight as above, only with more HP and more damage!
Trial 55 - "Desert Duo"
Enemies
Lifting Veil Kuya (304,429 HP)
Unstable Essence Dante (307,971 HP)
Team Recommendations
- The usual things, preferably with quick ultimate users
Stage Tips
- Dante needs to be hit with an ultimate to stop him from gaining +12% ATK every turn. Only one stack can be decreased per turn, so you only need to use one ultimate at a time on him.
- Note that if he gains 8 stacks of this that you will fail the stage! The attack comes from Kuya, so if he instantly kills your party, this is why.
- On turn 3 (and onward): Dante needs to be hit with an ultimate to lose his +12% ATK status. You should only use one ultimate at a turn to keep these readily available when you can.
- End of turn 4: Dante will use an ultimate here on slots 1/3/5, which hits hard if you haven't been keeping up with your ultimates.
- This repeats on turn 7, 10, and so on (every 3 turns).
- On turn 5: Dante will be taunted, so you can just hit him. He will take 30% more damage from ultimates, but make sure you have at least 2 available for the following turn.
- This repeats on turn 15.
- On turn 6: Kuya must be hit with 2 ultimates in the next 2 turns to drop his ATK power from +400% or else his skill will kill you.
- This needs to be done again on turn 16!
- End of turn 6: Kuya uses a strong AoE ultimate.
- End of turn 7: Kuya will cast bleed on a unit that lasts 5 turns.
- This repeats on turn 12.
- On turn 9: Guard your party. Make certain you are healed over at least 50% before this turn to avoid a party wipe the next turn.
- End of turn 9: Dante will use a strong AoE that will kill you if you didn't guard properly. This will also increase your ultimate cooldowns by 2.
- Note that the order doesn't matter to bring their HP down, but neither one will leave until both are at 1%.
Trial SP2 - "Desert Duo"
Enemies
Lifting Veil Kuya (567,924 HP)
Unstable Essence Dante (567,532 HP)
Stage Tips
- This is the same fight as above, only with more HP and more damage!
Trial 60 - "Dance with the Demon King"
Enemies
Mysterious Power Eiden (383,345 HP)
Team Recommendations
- A guardian for the condition, placed in slot 3
- If you have any guardian with paralysis or silence immunity, it may help, or bring someone with taunt on a basic attack
- You can also choose to have 2 guardians to deal with the 75% threshold abilities
- A healer with high HP, preferably with heal-over-time skills
- If you have any healer with silence immunity, choose it
Stage Tips
- Please note the conditions allow for 1 death, so if you can't guard properly on one of these turns, it's okay!
- Also be aware that when these threshold conditions are met, they will be acted on immediately. If you attack too quickly, you may trigger multiple conditions one after another, making healing or guarding difficult. Consider not using strong attacks or skipping attacking all together on some turns if you need time to recover between phases.
- At the start: Every attack from now on will make you do -1% ATK. This can add up if you take a while.
- On turn 3: Slot 3 will be hit with a strong ultimate.
- This repeats every 2 turns (5/7/etc) and can potentially overlap threshold conditions, so be careful.
- When Eiden reaches 75% HP: Guard your healer! If for whatever reason you didn't bring a healer, he'll go after your support.
- End of that turn: Your healer will be targeted, and if you haven't guarded properly, he will die.
- The hit unit will be unable to be healed for 1 turn, take 300% more damage for 2 turns, and be permanently silenced.
- On your turn after: Taunt with your guardian here, and guard the healer (the one that takes 300% more damage).
- End of that turn : Because of the above status effect, if you have not guarded with a guardian on this turn, the hit unit above will die.
- Your guardian will be permanently paralyzed and silenced after this.
- You may choose to defend/guard in the opposite order if your healer has paralysis immunity, otherwise this order is necessary to avoid incapacitating your healer permanently.
- When Eiden reaches 50% HP: You will be hit by a strong AoE, and your party recovery rate will be reduced, so you can't heal this turn.
- On the turn after that: A stronge AoE bleed attack will be used on the party, which lasts for 3 turns.
- When Eiden reaches 25% HP: Any attack done will now make the following attack do 20% less damage. This means you should always attack with your strongest unit first to do the most damage.
- On the turn after that: Eiden will begin healing himself by 2% every round. For a turn, he will take 25% more Ultimate damage, so make this count! Any attack he does this round will also recover his health.
Trial SP3 - "Dance with the Demon King"
Enemies
Mysterious Power Eiden (617,768 HP)
Stage Tips
- This fight is similar to the above, but for SP, Eiden will take 25% less ultimate skill damage.