Lost Relics/Season 14: Difference between revisions
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Created page with "{{LR |season = 14 |start = February 20, 2025 |end = April 17, 2025 }} ==Lost 01== ===Exploring Nefarious Beliefs 01=== {{Icon|Slime}} '''Enemies''' * {{Element|Light}} Disciple (194,076 HP) {{Icon|Allies}} '''Team Recommendations''' * Healer, Buffer, Strikers {{Icon|Deed}} '''Stage Tips''' * Every 2 turns you can guard to take 30% less turn-by-turn damage for a turn. (This begins on turn 4 for you.) * You will mostly be hit by bleed attacks, so bring a good healer...." |
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{{ | {{Event | ||
|name = Lost Relics | |||
|season = 14 | |season = 14 | ||
|start = February 20, 2025 | |start = February 20, 2025 | ||
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* The above begins to loop on turn 8. | * The above begins to loop on turn 8. | ||
=== | ===New Grand Sorcerer 04=== | ||
{{Icon|Slime}} '''Enemies''' | {{Icon|Slime}} '''Enemies''' | ||
Latest revision as of 16:55, 24 February 2026

February 20, 2025 - April 17, 2025
Lost 01
Exploring Nefarious Beliefs 01
Enemies
Disciple (194,076 HP)
Team Recommendations
- Healer, Buffer, Strikers
Stage Tips
- Every 2 turns you can guard to take 30% less turn-by-turn damage for a turn. (This begins on turn 4 for you.)
- You will mostly be hit by bleed attacks, so bring a good healer.
- At the end of turn 5, you will be hit by an aoe skill that makes you take 20% more turn-by-turn damage permanently. This increases bleed damage each turn!
- There isn't much to this fight besides staying alive through the bleed, so guard appropriately and heal as best you can.
Exploring Nefarious Beliefs 02
Enemies
Devotee of the True God (238,274 HP)
Extreme Defiance Olivine (137,598 HP)
Rage Explosion Yakumo (137,598 HP)
Team Recommendations
- Team Setup: Anything non-AoE is fine. Focus on DPS, and you may even be able to get away without a healer.
- Try to place the units you need in slots 1/3/5.
Stage Tips
- Yakumo and Olivine are your friends, so don't hit them. They take damage quickly, and if they die, the devotee will sacrifice you on the next turn, so try to be careful since he hurts them badly pretty fast.
- Slots 2 and 4 are paralyzed from the beginning, and they are freed after damaging the devotee enough.
- When the devotee reaches 50% health, Olivine will be freed from his binds, and also frees slot 2.
- When the devotee reaches 25% health, Yakumo will be freed from his binds, and also frees slot 4.
- The devotee will use an AoE on turn 4, every 3 turns. Most of his attacks don't hurt you too much, but he needs to be eliminated before he hurts Yakumo and Olivine too much. He will attack them swiftly and even cause them to bleed, so you should try to hurry.
- When the devotee reaches 10% health, he will gain a 90% damage reduction, so try to eliminate him before you reach this threshold!
Lost 02
Between Truth and Falsity 01
Enemies
Mr Frog (270,440 HP)
Team Recommendations
- Team Setup: Any DPS is fine, and a strong healer is helpful!
Stage Tips
- The frog will deal less damage to anyone in guard stance, so use this to your advantage.
- At the end of turn 1: everyone will be granted a skill that causes them to taunt when guarding. Use this if you cannot handle particular attacks!
- At the end of turn 2: the frog will use a strong ultimate on a single target, and that unit will deal -300% ATK for a turn.
- At the end of turn 4: the frog will grant a skill to a unit that will cause them to kill themselves if they guard. This will be applied to your lowest max HP unit.
- On turn 5: DO NOT GUARD the unit that was given the above skill.
- At the end of turn 6: the frog will use a strong ultimate again. This will increase your damage taken by 25%, but you will also deal 25% more damage for a turn.
- The above will begin to loop afterward (without the break on turn 3) so plan accordingly.
Between Truth and Falsity 02
Enemies
Mouse Yokai (161,253 HP)
Mouse Yokai (161,253 HP)
Mouse Yokai (161,253 HP)
Mouse Yokai (161,253 HP)
Moon Racoon (177,388 HP)
Team Recommendations
- Team Setup: AoE is extremely useful here! Bring low cooldown ultimate users if not. Healers and buffers of course are useful as well.
Stage Tips
- The raccoon will remove debuffs on the team members every turn, so you don't need to focus on these.
- This means that even though you need to stop the enemies from healing, anti-heal tactics don't work well.
- The enemies will constantly heal themselves quite a bit. Use ultimates on the racoon whenever possible to lower this recovery.
- Focus on the raccoon first. The enemies will constantly use AoE attacks and heal themselves, so removing the raccoon's extra heal is useful.
- There's nothing much to this fight besides being tedious, so just take your time!
Between Truth and Falsity 03
Enemies
Meticulous Investigation Rei (145,119 HP)
Towing Essence Quincy (145,119 HP)
Team Recommendations
- Team Setup: Something with guard break and then the usual stuff.
- For DPS, you should either focus on quick ultimates or basic attackers if possible.
- Put your DPS in slots 1/3/5 and Healers and Buffers in 2/4.
Stage Tips
- You must kill both at once or you will lose automatically.
- Try to keep them within the same HP thresholds (75%/50%/25%) to avoid upsetting the balance. This may cause them to wipe the party.
- Quincy will constantly increase your ultimate cooldowns, but you can stop it by guarding. This effect lasts 2 turns. Ideally if you intend to use this, you will guard until your ultimate is ready.
- At the end of turn 4: Rei will raise his attack by 300%, and Quincy will guard.
- Slots 1/3/5 will be granted a skill to let them reduce Rei's attack with their ultimates.
- This repeats every 4 turns (8/12/etc).
- On turn 5: Use guard break on Quincy. Use ultimates with slots 1/3/5 on Rei if they are available, otherwise guard.
- Guard breaking Quincy will reset the timer on Rei's ultimate that would kill your party, so this is important!
- End of turn 5: Rei will use a strong AoE ultimate. Quincy will cause bleed on slots 2/4 (2 turns), and reduce their ultimate cooldowns.
- This repeats every 4 turns (9/13/etc).
- End of turn 6: Quincy will reduce turn-by-turn healing on slots 2/4 for 2 turns, and cause them to bleed again (2 turns).
- This repeats every 4 turns (10/14/etc).
Lost 03
Blood Oath Exploration 01
Enemies
General (255,581 HP)
Fantasy Soldier (255,581 HP)
Team Recommendations
- Team Setup: stuff that heals and hits...
Stage Tips
- Hit the soldier first since the General cannot be damaged immediately. You may attack him after the soldier dies.
- On turn 5: Hit the soldier with an Ultimate to remove taunt, then hit the General with an Ultimate to silence him.
- End of turn 5: The soldier will use a minor AoE attack on the party. If you did not silence the General, you may die this turn.
- End of turn 6: The General will raise the soldier's ATK by 25% for a turn. The soldier will cause one of your party members to take 20% more damage for the next 2 turns.
- End of turn 7: The soldier will attack the same unit again, so if it cannot take the attack, make sure you have guarded.
- The above pattern loops every 4 turns, with the taunt turn beginning on turn 9.
- The following will take over once the soldier dies, regardless of what turn he dies.
- End of turn 10/13/16/19 (every 3 turns): The General will silence your healer.
- End of turn 11/14/17/20 (every 3 turns): The General will use a strong AoE attack.
- End of turn 11/16/21/26 (every 5 turns): The General will increase his attack by 25%.
Blood Oath Exploration 02
Enemies
Fantasy Wolf (133,311 HP)
Fantasy Wolf (133,311 HP)
Team Recommendations
- AoE is useful here, otherwise anything is fine.
- Put your highest HP or tank unit in slot 3 since it will take the most damage.
Stage Tips
- Be certain to keep the wolves under 100% HP to avoid an extra ATK +50%. They will heal after dealing damage!
- The wolves need to be killed around the same time!
- The wood wolf will hit slots 1/2/3, and the water wolf will hit slots 3/4/5.
- End of turn 3: Both will use a strong AoE attack. They will recover more HP than usual for this turn and the next.
- End of turn 5: Both will use a strong Ultimate attack on their respective 3 targets.
- The above loops every 4 turns.
Blood Oath Exploration 03
Enemies
Mighty Protector Garu (129,324 HP)
Camp Defender Quincy (108,264 HP)
Lost Vanguard Blade (127,790 HP)
Team Recommendations
- Team Setup: 1 healer, 3 strikers, open slot
- Make certain you bring a until with a 3T cooldown, or an AoE unit to get around taunt
Stage Tips
- Blade can't be hit at the start, so you need to prioritize Garu and Quincy.
- Quincy will need to be damaged on turn 4 to prevent a strong ultimate. Garu taunts this turn, so be prepared with either an ultimate skill or aoe to be able to damage Quincy.
- After this turn, Garu will hit hard and Blade will also do an aoe attack.
- Quincy and Garu will take 50% more ultimate damage on turn 6 and 7. Quincy will taunt at this point for one turn, but do not kill him during this phase or you will lose the battle. You should guard during his taunt instead.
- At the end of turn 7 Blade will hit slot 2 and 4 hard, be sure to guard these two slots and have them healed properly.
- The above sequence will continue to repeat until Quincy and Garu are both defeated, so keep your ultimates ready for Garu's taunt.
- Blade can be brought to 1% after both are down at 1%.
- Quincy taunts the turn after, then they start attacking each other. Make sure you guard the team whenever Quincy taunts to avoid the next skill (you can't damage Quincy anyway).
- You get hit with aoe bleed, so be careful!
- Please note Blade has a special ultimate that he will use if you use ultimates of strikers, saboteurs, and/or guardians 7 times. This means you need to plan your ultimate use carefully! Healers and buffers do not count toward this switch.
Lost 04
Desert Showdown 01
Enemies
Desert Town Resident (388,008 HP)
Team Recommendations
- Good healer!
- If you are having trouble, use non-striker classes (saboteurs or more buffers for damage) since strikers take more damage.
Stage Tips
- Guarding and using Ultimates will reduce the turn-by-turn damage you receive, so do these often if needed.
- Your rightmost striker will take a strong turn-by-turn attack each turn.
- On turn 7: Use at least one Ultimate on the enemy to make him take 25% more damage. This is required or else the next attack will kill you. If possible, use as many as you can to make the damage even smaller.
- End of turn 7: The entire party will be inflicted with turn-by-turn damage.
- On turn 8: Guard if you don't want to die from the turn-by-turn damage inflicted.
Desert Showdown 02
Enemies
Lone Wolf (294,007 HP)
Team Recommendations
- Quick ultimate users
- SSR or SR Kuya for reducing enemy healing can be used but is not required.
Stage Tips
- Basic attacks will increase the enemy damage, and ultimates will decrease it.
- Guarding will reduce your attack, so use it sparingly.
- End of turn 4: For the next two turns, the enemy will recover himself with the damage he deals.
- End of turn 5: A strong AoE ultimate will be used on the party.
- End of turn 7: Another strong AoE ultimate will be used on the party.
- This will all loop at the end of turn 8 onward!
Desert Showdown 03
Enemies
Gathering Strength Garu (152,472 HP)
Solar Shelter Dante (152,472 HP)
Team Recommendations
- Healer and at least 4 units that can damage the enemy.
- Have at least 1 quick ultimate user, or at least rotate your ultimates to be able to remove Dante's taunt when needed.
- If the enemy healing is a problem for you, you can use units with recovery down like SR Kuya to help.
Stage Tips
- Garu and Dante will counter-attack any attacks on them. Dante will also heal the party if you attack him.
- Kill Garu first, then Dante to make things easier on yourself. You do not have to kill them at the same time.
- End of turn 4: Garu and Dante will use skills to strengthen their counter-attacks (and Dante's healing ability).
- On turn 5: If you can't handle the counter-attacks, just guard this turn.
- At the very least, don't hit Dante this turn to avoid his excessive healing.
- On turn 6: Hit Dante with an ultimate to remove his taunt, then attack Garu with a basic attack three times.
- Three basic attacks are needed because he has a 300% damage debuff, and each hit takes off 150% (and you need to do damage to stop his assault with the third).
- The above loops on at the end of turn 7, so these assaults are every 3 turns.
Lost 05
Deep Dream 01
Enemies
Tapir Yokai (424,797 HP)
Team Recommendations
- A guardian in slot 3. Characters with sleep immunity are very helpful!
Stage Tips
After certain turns, the Tapir Yokai will cause the positions on two sides of the center to fall into a deep sleep. After certain turns, the Tapir Yokai will attack Healers. Guardians should make a stand to avoid irrecoverable damage.
- Ultimates will deal 500% less damage at the start. Use basic attacks to reduce this by 25% until he begins to take damage.
- He will focus his attention on the healer of the party.
- On turn 4: Taunt with your guardian.
- End of turn 4: Your guardian (originally the healer) will be hit with an attack and granted both sleep and taunt for 2 turns.
- End of turn 5: The taunted unit will be hit with another attack, and they will be unable to recover HP for a turn.
- On turn 7: Taunt with your guardian again.
- End of turn 7: Your guardian (originally slots 1/2/4/5) will be hit with sleep for 2 turns. Note that if 1/2/4/5 falls asleep, you will lose.
- On turn 8: Guard slots 1/2/4/5.
- End of turn 8: Slots 1/2/4/5 will be hit with 99% damage. You must have guarded to avoid dying.
- The above loops back at turn 11, 18, and every future 7 turns.
Deep Dream 02
Enemies
Huge Tapir Yokai (497,056 HP)
Team Recommendations
- A guardian in slot 3 and a strong healer.
- Alternatively, you can try putting your healer in slot 3 so it does not need to guard as much if you are having trouble keeping your HP up!
Stage Tips
After certain turns, the Huge Tapir Yokai will quickly increase its damage. Cancel this effect with strong attacks to avoid irrecoverable damage. Aside from dealing high turn-by-turn damage after certain turns, the huge tapir yokai will also launch consecutive attacks on Healers. Be sure to avoid this!
- Attacks will be countered with turn-by-turn damage.
- Guard to remove these stacks! Be sure to do it regularly!"
- 3/5/7, 12/14/16, 19/21/23, etc are good turns to guard if you are unsure.
- Please note that for guardians, you have to actively choose guard for this to work.
- Ultimates will make the Yokai take less Ultimate skill damage, so only use one at a time unless needed.
- End of turn 4: The Tapir will increase his ATK by 300% and decrease damage taken by 33% for 2 turns. Ultimates will reduce this attack.
- On turn 5: Either use Ultimates here to reduce the enemy's attack, or guard your party.
- End of turn 5: The Tapir will use an AoE attack, and clear any helpful damage status effects from your party.
- End of turn 6: The Tapir will use an AoE turn-by-turn damage attack on all, causing a huge amount of damage for the next 4 turns.
- Remember to use Guard when you cannot handle these effects!
- On turn 7: If you have a Guardian, taunt here, and guard with the rest of the party.
- End of turn 7: Your Healer (or Guardian if you taunted) will be hit x10, and their attack will be reduced by 250% for a turn. Additionally, slots 1/2/4/5 will be attacked as well.
- The above loops back at turn 11, 18, and every future 7 turns.
Deep Dream 03
Enemies
Distant Spectator Kuya (202,076 HP)
Playing Along Rei (202,076 HP)
Team Recommendations
- 1 Healer, Quick Ultimate users
Stage Tips
Kuya and Rei will reduce damage dealt by basic attacks; attack them at specific times to reduce the effect.
After certain turns, Kuya and Rei will create a disturbance; high damage has no effect on them at this time! Kuya and Rei's damage will increase as their patience runs out; they will leave once they completely run out.
Deal with them quickly to avoid this.
- You will mostly want to guard until your ultimates are available, then just attack away.
- If you do not finish by turn 20, you will be killed.
- Both have HP locks at 50% and 25%, so be careful about ultimate timing.
- On turn 1: Guard all (enemies cannot be damaged).
- End of turn 1: Your party will be hit by an AoE that will kill you if you did not guard.
- On turn 2: Either heal or guard all since the enemies still cannot be damaged.
- On turn 3 and onward: any basic attacks on either enemy will cause you to deal 17% less basic attack damage.
- Please note normal heals count as basic attacks, so your heals will slowly become less effective.
- End of turn 3: Rei will use a single target ultimate.
- End of turn 4: Kuya will use a single target ultimate.
- On turn 5: Ultimates on Rei will do no damage, so only attack Kuya with them.
- On turn 6: Ultimates on Kuya will do no damage, so only attack Rei with them. You may also hit Rei here with an Ultimate to reduce the debuff stacks.
- On turn 7: You may hit Kuya with an Ultimate to reduce the debuff stacks.
Lost 06
Childhood Dream 01
Enemies
Teddy Bear (473,893 HP)
Team Recommendations
- An anti-recovery unit like SR Kuya.
Stage Tips
When Teddy Bear is attacked, it will heal itself, and strong attacks increase the amount healed. In addition, normal attacks against it will lower its ATK. Defend more to slow down negative effects and the increase in healing speed.
Pay attention that when Teddy Bear mentions Desire for Company, you cannot evade.
During Vexatious Dreamland, resisting with full force can alleviate negative effects on the party. Use this opportunity.
- Attacks will heal the bear by his own attack power. Basic attacks will lower your attack, and ultimates will cause him to take more healing.
- Avoid basic attacks as often as possible if you want to be able to attack properly. This means you will be guarding a lot except on specified turns unless you can finish the fight quickly.
- On turn 3: Do not guard.
- This repeats on turn 8 and every 5 turns.
- End of turn 3: You will be hit with an ultimate that will remove your guard stance if you did guard. If it is removed, you will deal -20% damage permanently.
- End of turn 4: A unit will be hit with a strong ultimate.
- This repeats at the end of turn 7 and every 3 turns.
- On turn 7: Do not guard. Use an ultimate if possible to reduce your ATK reductions.
- This repeats on turn 13 and every 6 turns.
- End of turn 7: If you guarded, your guard stance will be removed and you will be paralyzed for 3 turns. Your healing will also be reduced by 25% for 3 turns.
Childhood Dream 02
Enemies
- Wave 1
Teddy Bear (96,422 HP)
Frog Toy (113,450 HP)
Jellyfish Toy (85,071 HP)
Eiden of Yesteryear (49,646 HP)
- Wave 2
Eiden (49,646 HP)
Team Recommendations
- Status effects can be useful here, so bring units with them if you have them!
Stage Tips
The battle is lost when Eiden succumbs to fear and is driven away by the nightmare.
The Toys raise their resistance after they are attacked. Spread your damage to avoid ineffective attacks. Quickly defeat each of the Toys to avoid an untenable situation. The Toys' strong attacks will have additional status effects. Use different types of attacks in advance to increase the chance of inflicting the Toys with status effects and use relevant techniques to control the Toys' actions.
When darkness wells up inside, protect yourself according to the situation to reduce damage.
- Each attack on the bear increases his chance of being silenced (3t) by 33%.
- An ultimate increases the frog's chance of being paralyzed (1t) by 100%.
- A basic attack will increase the jellyfish's chance of being put to sleep (2t) by 50%.
- Hitting any of the three toys will make them take 60% less damage.
- This means you want to hit each one once per turn essentially and spread the damage out.
- Do not waste time hitting Eiden. You want to finish the battle before he dies.
- Eiden will randomly damage himself every few turns.
- On turn 3: Guard or inflict any status effects you can on the enemies.
- This should be repeated on turn 8 and every 5 turns.
- End of turn 3: All three toys will use strong ultimates on the party.
- End of turn 4: The jellyfish will put a unit to sleep for 3 turns.
- This repeats at the end of turn 7, so every 3 turns.
- On turn 6: You may want to guard or use a guardian here but it isn't required.
- End of turn 6: The bear will cast silence on a unit for 2 turns. The frog will attack the whole party and paralyze a unit for a turn.
- This repeats at the end of turn 11, so every 5 turns.
- When all three are defeated, Eiden will disappear. For the second round, you don't have to do anything but wait for Eiden to quit talking.
Childhood Dream 03
Enemies
Giant Clown Toy (241,742 HP)
Team Recommendations
- A guardian in slot 3, preferably with 2 turn taunt or a shield due to the damage taken.
Stage Tips
No one can leave before the game ends.
After the game begins, use different types of attacks to break the Clown Toy's invincibility. When playing What's the Time, Mr Wolf?, you can't act rashly. Attacking randomly will result in a hefty price to pay. Also, the weakest ally will be confined the next turn, so a Guardian must come forward to bear the damage. The Clown Toy will then attack the two sides next to the center to test the allies' ability to defend themselves.
If you want to win, you must pay attention to the positioning of allies and opportunities to perform strong attacks.
- The clown will take 200% less damage at the beginning. Basic attacks will make him take +5% more damage, and ultimates will make him take +25% more damage. You should try to accumulate this as soon as possible to do actual damage to him.
- On turn 5: Guard, do not attack. If you have a guardian, you should taunt to avoid the next debuff.
- If your guardian was a 2 turn guardian, do this on turn 4 instead to be able to guard this turn.
- End of turn 5: A unit will be hit with a permanent -33% ATK debuff, as well as paralysis for 2 turns.
- On turn 6: Any attacks will be met with a counterattack on the whole party. If any units did not guard on turn 5 or if you cannot withstand the damage, do not attack at all.
- End of turn 6: Slots 1, 2, 4 and 5 will be hit with an ultimate. The clown will receive a +15% damage buff as well.
- This pattern repeats starting on on turn 11, so every 6 turns.
- If anyone dies then the party will be wiped.
Lost 07
Midsummer Passion 01
Enemies
Poisonous Starfish (476,490 HP)
Team Recommendations
- Good healer to deal with the turn-by-turn damage.
Stage Tips
Use attacks to slow down gradual increase of the poisonous starfish's turn-by-turn damage. During Thick Poison and Curl Up in certain turns, have all party allies guard to avoid receiving the heavy damage that follows.
- Any hits will make the starfish do -5% turn-by-turn damage, so try to use as many basic attacks as you can.
- End of turn 1: Guarding will reduce your turn-by-turn damage by 80% the following turn.
- On turn 2: Guard all or you may die from the turn-by-turn damage.
- On turn 5: Guard to avoid the upcoming damage.
- End of turn 5: The party will be hit with a strong attack that may kill you if you didn't guard.
- The above begins over again at the end of turn 7 (repeat it all every 6 turns!).
Midsummer Passion 02
Enemies
Sooley (638,562 HP)
Team Recommendations
- No guardians. Otherwise, just use whatever you can kill with fast.
Stage Tips
As Sooley performs various Prepare actions in order, allies in designated positions must guard to block damage. When Sooley's HP reaches the threshold early, a shield will be received early, but you must still pay attention the shield is enough to deal with the Paddling Dash's heavy attack.
- Every turn you will do -6% healing, so you must work fast. Guardians have no effect.
- There is a strict time limit of reaching each 25% threshold in 6 turns or your party will be wiped.
- If you reach a threshold early, you will be granted a large shield in return. This may reduce the need to guard, so use your own judgment!
- End of turn 1: Sooley will grant himself a large shield that must be removed (along with 25% of HP) in 6 turns. Slots 1/2 will take 100% more damage for the next 2 turns.
- On turn 2: Guard slots 1/2 if needed.
- End of turn 2: Slots 1/2 will be hit with an attack that may kill them because of the extra damage. Slot 3 will now take 100% damage the next 2 turns.
- On turn 3: Guard slot 3 if needed.
- End of turn 3: Slot 3 will be hit with an attack that may kill them because of the extra damage. Slots 4/5 will now take 100% damage the next 2 turns.
- On turn 4: Guard slot 4/5 if needed.
- End of turn 4: Slots 4/5 will be hit with an attack that may kill them because of the extra damage.
- End of turn 5: Damage blocked while in guard stance will be reduced for 2 turns.
- End of turn 6: Sooley will use a party-wide attack. You hopefully have a shield by this turn to mitigate the damage.
- All of the above will repeat at the end of turn 8 and so on, every 7 turns.
Midsummer Passion 03
Enemies
- Wave 1
Shadow Windchaser Garu (226,565 HP)
Tidebreaking Landfall Quincy (226,565 HP)
Bold Waverider Dante (226,565 HP)
- Wave 2
Live Stream Aster (137,298 HP)
Passion Relay Morvay (137,298 HP)
Team Recommendations
- A strong ultimate user in slot 3, and at least 3 damaging ultimate users overall. You will need a strong healer too!
- Place units with the most HP in slots 2/4 or those you don't mind guarding since they will take more damage.
Stage Tips
Pay attention to the full-range, multi-hit attack of the three clan members.
When Garu uses Precise Smell, allies outside the center position must guard immediately. When Quincy uses Seeking Chance, the party can't use strong attacks, otherwise subsequent actions will be restricted.
When Quincy uses Dazzling Move and Dante uses Conquest Declaration, perform the designated actions to resolve the crisis of damage that follows.
- You will take less damage in guard stance so use it to your advantage!
- The enemies will be locked at 1% HP, but they will vanish the turn after. You can kill in any order, but getting rid of Dante and Quincy should take priority. Garu will often help you!
- There is a second wave, but don't fret. It's just for fun!
- End of turn 1: Quincy will use an AoE ultimate. [This repeats every 10 turns]
- End of turn 2: Garu will damage slots 1/5, Quincy will damage slots 2/4 and make them take 10% more damage for 3 turns, and Dante will damage slot 3.
- End of turn 3: Dante attacks slot 3.
- On turn 4: If you don't have high HP, guard this turn. [This repeats every 10 turns]
- End of turn 4: Dante will use a strong AoE ultimate. [This repeats every 10 turns]
- End of turn 5: Garu will make slots 1/2/4/5 grant themselves a shield, make slot 3 do more ult damage, and make their target take 125% more damage for a turn. [This repeats every 10 turns]
- On turn 6: Guard slots 1/2/4/5. Then use an ultimate with slot 3 on Garu since he is taunted. [This repeats every 10 turns]
- End of turn 6: Garu will hit slots 1/2/4/5, which should be safe after doing the above. [This repeats every 10 turns]
- On turn 7: Do NOT use any ultimates or you will be inflicted with silence for 3 turns. Do NOT hit Dante this turn. [This repeats every 10 turns]
- End of turn 7: Garu will hit both your slots 1/5 and the others in his party.
- On turn 8: Quincy will be taunted. Hit him with an ultimate once to remove it, then hit Dante with 2 ultimates. Do NOT hit Dante with any basic attacks. [This repeats every 10 turns]
- End of turn 8: Dante will use a strong AoE ultimate. [This repeats every 10 turns]
- Note this is a mess if you don't take out the enemies quickly, so try to get rid of them one by one! Any order you like is fine!
Lost 08
Starscape Memories 01
Enemies
Brahe's Record (754,326 HP)
Team Recommendations
- A quick ultimate user in slot 3.
- Lots and lots of heals.
Stage Tips
During Essence Osmosis, positions 1/2/4/5 must pay attention to their HP and guard at the right moment to avoid receiving damage.
During turns of Unstable Atmosphere, make sure to act according to the instructions. Confirm the status hints of the positions of all party allies and have each perform the correct attack to build up the effects related to <Silence>. If the order of actions is incorrect, Excessive Essence will deal unavoidable damage in the next turn.
The final strong attack dealt by the ally in the center position is the key to winning.
- All attacks will be countered, so be prepared!
- End of turn 4/7/11: An ultimate will be used on the entire party.
- On turn 6/10/14: Use a basic attack with slots 1/2/4/5, and then an ultimate with slot 3 to silence Brahe.
- End of turn 6: If you didn't do the above you'll probably die.
- These loop every 4 turns after!
Starscape Memories 02
Enemies
Starscape Urchin (898,521 HP)
Team Recommendations
- A guardian in slot 2 or 4, preferably one that can taunt regularly. The other unit should have high HP.
- A strong healer.
- Quick ultimate users.
Stage Tips
During Craving Stories, positions 1/3/5 must pay attention to their own HP and guard at the right moment to avoid receiving heavy damage. During Distant Imagination, a <Guardian> must use Taunt to draw attention to prevent to ally with the lowest HP from being inflicted with a status that greatly reduces their ability to bear damage and receiving heavy damage during Boundless Vastness in the next turn.
- Any attacks you do will harm slots 2/4. You may want to guard until ultimates are ready to avoid too much damage.
- On turn 4: Guard slots 1/3/5.
- End of turn 4: Slots 1/3/5 will be hit with heavy damage.
- End of turn 5: Taunt with your guardian here, or your lowest HP ally will be taunted for 2 turns. They will take more damage and guard stance will be ineffective.
- On turn 6: Be wary of the counterattack! Make sure your taunted unit is fully healed, and guard the other units to avoid lowering the taunted unit's HP.
- End of turn 6: The taunted ally will be hit with a strong attack this turn.
- The above loops at the end of turn 7, every 3 turns.
Starscape Memories 03
Enemies
Purple Shooting Stars (1,062,668 HP)
Team Recommendations
- Healer and the usual
- A guardian (or two) in slots 2 and/or 4
- Units that lower the enemy's attack may be helpful as well
Stage Tips
At the start of battle, the entire party receives heavy damage once.
During Circling Fireworks, the guard of allies in positions 1/3/5 loses its defensive function. At the same time, <Guardians> must use Taunt to draw the heavy damage of Random Burst that follows.
During Gather Essence, allies in positions 1/3/5 must cast Ultimate Skills while allies in positions 2/4 guard to block Dispersing Heat Wave.
- Every 2 turns slots 1/3/5 will receive 7% less healing, so it is advised to finish quickly.
- Ultimates will reduce the enemy's attack by 2.2%. You can use these frequently as long as you have them available every 6 turns.
- If anyone dies you will fail the level.
- At the beginning: Your team will be hit for 75% damage.
- End of turn 3: A small ultimate will be used on a single unit.
- End of turn 4: Your slots 1/3/5 will take 60% more damage and lose half of their guard effectiveness for the following 2 turns. Any previous taunts will also be cleared.
- On turn 5: Taunt with your guardian here, and use any damage debuff skills you can.
- End of turn 5: Slots 1/3/5 will be hit with a strong attack that will most likely kill them. Your guardian should survive if it is in slot 2/4 because they don't have the debuff.
- On turn 8: Use at least 3 Ultimates to make the enemy deal 20% less Ultimate damage each.
- End of turn 8: Slots 2/4 will be hit with an Ultimate. Your healer will also do 35% less healing and 25% less turn-by-turn healing for 3 turns.
- This all begins to loop at the end of turn 10, 16, etc.
Lost SP
New Grand Sorcerer 01
Enemies
Mysterious Power Eiden (700,418 HP)
Team Recommendations
- A guardian 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
- Thresholds are locked at 75%, 50%, and 25%, unlike the ST stage.
- Be aware that when these threshold conditions are met, they will be acted on immediately. 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 strong 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.
New Grand Sorcerer 02
Enemies
Helping Practice Karu (709,637 HP)
Team Recommendations
- SR Kuya is a great choice to keep Karu from healing himself in the final phase.
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 kill your party if it attacks, so guard for the next 2 turns.
- At 50% HP: The unit with the highest current ATK will kill 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.
- Please note Karu will no longer skip turns below, meaning you can have these actions + the numbered turn patterns at the same time. Beware!
- 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 at the end of turn 9/15/21/etc.
- On turn 5: Guard all.
- This repeats on turns 11/17/23/etc.
- End of turn 5: Karu will use an ult that might kill you if you didn't guard.
- This repeats at the end of turn 11/17/23/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.
- 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.
New Grand Sorcerer 03
Enemies
Forest Protector Topper (903,306 HP)
Team Recommendations
- Be sure to have an extremely good healer!
Stage Tips
- Topper has thresholds of 50% and 25%. Each time he will gain an additional 25% shield, so be prepared. He will continue with his other attacks as normal, so be especially careful of his charging attack on turn 7/13/19/etc!
- Topper begins with 25% max HP shield. You want to try to remove this to do damage.
- End of turn 2: Topper will damage the party for 90% max HP damage.
- End turn 3: Topper will provide a special service here:
- A taunted unit: A unit will be taunted, and that unit will take 75% less damage for a turn and deal 25% more damage for 4 turns if they attack. Their guarding will be rendered useless for 2 turns if they guard as well.
- All other units: Every attack will cause the party to do 25% less damage which will be permanent until Topper removes it himself.
- On turn 4: Because of the above, guard with non-taunted units, and attack with the taunted one!
- End of turn 4: The taunted unit will be hit 10x with an ultimate. All units will be inflicted with a status that will paralyze them if their guard is removed.
- On turn 5: DO NOT GUARD. Just attack!
- End of turn 5: Everyone will be hit with an ultimate.
- On turn 6: DO NOT GUARD again. Attack.
- On turn 7: Use your ultimates or strongest attacks here to remove Topper's shield.
- End of turn 7: If Topper still has a shield here, your party will die. Otherwise, Topper will be stunned.
- The above begins to loop on turn 8.
New Grand Sorcerer 04
Enemies
Upholding Justice Dante (1,999,777 HP)
Brutal Power Duke (1,831,100 HP)
Team Recommendations
- Put your highest attack power unit in slot 3, or your buffer.
- Units that can attack are better here, so you might even forgo a buffer if it does not attack. You need AT LEAST 3 DPS!
- Anti-heal units will make this much easier.
- AoE (ultimate) units are good too if used correctly.
Stage Tips
When Duke uses One Way Out, he will force attacks to target Dante, while Dante will use Effortless Response to reduce the damage he receives from normal attacks. Finally, the center ally must perform the final attack. When Duke demands Resolute Choice, aside from giving Duke shield, the player must also pay attention to the party's own excessive shield, otherwise they will receive heavy damage from Dante's Barrier Reflect.
- You want to mostly focus on Duke, only hitting Dante when forced. You do not want to kill Dante!
- Hitting Duke will cause counterattacks on the entire party. Additional damage from Basic attacks on Duke will counterattack on slots 2/4, and Ultimates will counterattack on slots 1/5.
- Note that you can do this fight without doing much damage, so bring survivability! Dante will damage Duke mostly by himself if you can survive long enough.
- On turn 2: DO NOT GUARD or your party will be wiped. Dante will have taunted, so you must attack him this turn.
- Try to hit with your weakest units first to avoid doing much damage. Your slot 3 will do the most damage, so use it last.
- At the end of the turn: Dante will use a small AoE and attack Duke.
- On turn 5: The above repeats.
- On turn 6: Hit Dante at least once with an ultimate, and then unleash the rest of the ultimate attacks on Duke. You will also want to full heal if possible. If you have AoE, just focus on Duke.
- At the end of turn 6: Dante will use a strong AoE on the party.
- If Dante has any shield you will be wiped this turn, or if your shield is too large.
- Dante will heal, and Duke will reduce your party's healing and recovery rate for 3 turns. Be careful of Duke's counterattacks during this period if your healer isn't up to the job!
- At the end of turn 7: Dante will use a small AoE and attack Duke.
- The above all loops once this turn is completed.
- When Duke is defeated, Dante will leave. If Dante is defeated, you will lose the fight, so be careful!