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Sorcerer's Trials/Season 12: Difference between revisions

From NU: Carnival Guides
Created page with "{{ST |season = 12 |start = March 28, 2024 |end = May 23, 2024 }} {{ST/1-30}} ==Trial 35 - "Blade's Mission"== {{Icon|Slime}} '''Enemies''' * {{Element|Dark}} Executing Mission Blade (98,564 HP) {{Icon|Allies}} '''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 vi..."
 
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{{ST
{{Event
|name = Sorcerer's Trials
|season = 12
|season = 12
|start = March 28, 2024
|start = March 28, 2024

Latest revision as of 16:48, 24 February 2026

Sorcerer's Trials Season 12
March 28, 2024 - May 23, 2024

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 - "Blade's Mission"

Slime Enemies

  • Dark Element Executing Mission Blade (98,564 HP)

Allies 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.

Deed 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 40 - "Desert Duo"

Slime Enemies

  • Light Element Lifting Veil Kuya (114,736 HP)
  • Fire Element Unstable Essence Dante (116,071 HP)

Allies Team Recommendations

  • The usual things, preferably with quick ultimate users

Deed 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 45 - "Dance with the Demon King"

Slime Enemies

  • Dark Element Mysterious Power Eiden (184,395 HP)

Allies 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

Deed 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 50 - "Christmas Preparations"

Slime Enemies

  • Light Element Restored Ark Quincy (333,775 HP)

Allies Team Recommendations

  • Use a healer with turn-by-turn healing if you're able, otherwise anything is fine

Deed Stage Tips

  • At the end of turn 2: Every turn from now on, you will deal 5% less damage, so try to complete this fight quickly!
  • On turn 4: Guard slots 1/3/5. They will also gain turn-by-turn healing for 3 turns.
  • End of turn 4: Slots 1/3/5 will be hit hard, possibly killing you if you did not guard. Slot 1 will be unable to heal for 2 turns (but the previous turn-by-turn healing will remain in effect).
  • End of turn 5: Slots 2/4 will be hit hard.
  • On turn 7: Use Ultimates to reduce damage reduction stacks.
  • This pattern all begins to loop on turn 9.

Trial SP1 - "Christmas Preparations"

Slime Enemies

  • Light Element Restored Ark Quincy (686,494 HP)

Deed Stage Tips

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

Trial 55 - "Chaotic Kuya"

Slime Enemies

  • Dark Element Provoked Chaos Kuya (492,572 HP)

Allies Team Recommendations

  • Units with quicker Ultimates are recommended (no 6 turn users).

Deed Stage Tips

  • You must complete this level by the end of turn 20 or you will lose the fight.
  • Your attacks will deal turn-by-turn damage based on your Max HP to the unit that uses them every time you hit for both Basic and Ultimate attacks (this includes healing/buffs/etc, too).
    • This damage will be increased every turn beginning at the end of turn 2.
    • Kuya's normal attacks will also deal turn-by-turn damage.
  • End of turn 4: Kuya will use an ultimate attack that deals both normal and deal turn-by-turn damage.
  • On turn 6: Use Ultimates to prevent turn-by-turn stacks for 2 turns.
    • This repeats on turns 10, 14, and 18.
  • End of turn 6: If you did not use Ultimates, you will be hit with heavy turn-by-turn damage.
  • End of turn 7: Kuya will use an ultimate attack here similar to turn 4.
  • On turn 8: Guard everyone. Kuya will counterattack anyone that hits him and will heal by whatever damage he inflicts.
    • This repeats on turn 12 and 16 (and technically 20, but you will lose if he is not dead by that turn so just go for it).
  • The pattern (from turn 6 onward) all begins to loop on turn 9.

Trial SP2 - "Chaotic Kuya"

Slime Enemies

  • Dark Element Provoked Chaos Kuya (918,912 HP)

Deed Stage Tips

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

Trial 60 - "Karu's Singing Practice"

Slime Enemies

  • Water Element Helping Practice Karu (458,444 HP)

Allies Team Recommendations

  • You need at least one saboteur for the star requirements.
    • SR Kuya is a great choice to keep Karu from healing himself in the final phase.

Deed Stage Tips

  • Karu's HP will be locked in 25% intervals (75% / 50% / 25%), and he will perform a specific move at each interval so plan accordingly.
    • At 75% HP: The unit with the highest Max HP will hurt your party if it attacks, so guard for the next 2 turns.
    • At 50% HP: The unit with the second highest Max HP will hurt your party if it attacks, so guard for the next 2 turns.
    • At 25% HP: Karu will heal himself back to 50% HP and begin healing himself 5% of his HP every round.
  • Note that Karu's normal pattern skills will be skipped in favor of the above if a threshold is hit. You can use this to your advantage to skip annoying turns if you need to.
  • On turn 3: Do not guard.
    • Repeat this action on turn 9/15/21/etc.
    • Note if you reached a threshold, it's ok to guard the unit that received the passive.
  • End of turn 3: Karu will guard break all units. If they guarded, they will be paralyzed for 2 turns.
    • This repeats on turns 9/15/21/etc.
  • On turn 5 and 6: Do not use Ultimates or else you will decrease the party's damage by 25% for a turn.
    • This repeats on turns 11-12/17-18/23-24/etc.
  • On turn 7: Guard the entire party. You will have a warning before this with his dialogue about singing!
    • Repeat this action on turns 13/19/25/etc.
    • Note if you didn't get the dialogue because of a threshold, you can skip this action and he won't use the following turn's move.
  • End of turn 7: Karu will use an ultimate that will deal 100% damage if you haven't guarded.
    • This repeats on turns 13/19/25/etc.
  • The pattern loops beginning on turn 9.

Trial SP3 - "Karu's Singing Practice"

Slime Enemies

  • Water Element Helping Practice Karu (738,792 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!
  • Karu will also now use a follow-up attack on his basic attacks.
  • Ultimates used on Karu will make him take 20% less damage and deal 10% more damage for a turn.