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Latest revision as of 07:56, 16 February 2026

March 14, 2024 - April 04, 2024
Event Allies:
✦ Stampeding Adventurer Garu
✦ Faithful Challenger Dante
Decisive Battle - 01 "Desert Duel"
Enemies
Chilly Resolve Lone Wolf (19,800 HP)
Team Recommendations
- Healer in slot 3, then DPS in the other slots.
- Quick ultimate users are recommended for slots 1/2, and strong basic attackers should go in slots 4/5.
- Elemental damage is disabled here so bring what you like.
Stage Tips
- On turn 2: Guarding with slots 1/2/4/5 will grant slot 3 a shield, and slot 3 will be able to block more damage. You need to guard everyone to avoid the following attack.
- End of turn 2: Slot 3 will be hit with a strong attack.
- On turn 5: Ultimates from slots 1 and 2 will make the enemy take 75% more ultimate damage for 2 turns, so use your ultimates for these two slots on this turn first, then your other ultimates.
- The enemy will take no damage from basic attacks this turn or the next. You must use the ultimates above to do damage with ultimates.
- End of turn 7: A strong ultimate will be used on slot 3.
- On turn 9: Basic attacks from slots 4 and 5 will make the enemy take 75% more basic attack damage for 2 turns, so use them on this turn from these slots first, then the other basic attacks.
- The enemy will take no damage from ultimates this turn or the next. You must use the basic attacks above to do damage with basic attacks.
- The above will loop beginning on turn 10.
- Note that if one character dies, your party will be wiped.
Decisive Battle - 02 "Desert Battle"
Enemies
Traitor Night Rat (51,412 HP)
Team Recommendations
- Healer in slot 3, then DPS in the other slots.
- Elemental damage is disabled here so bring what you like.
Stage Tips
- Phase one of this fight is just guarding for the most part, but here's a detailed list. Just guard/heal until he hits 66% HP.
- On turn 1, 2, and 3: Guard at least slots 1/2/4/5. The enemy cannot be damaged.
- On turn 4: Guard 1/2/4/5 again. This time you will get a shield, make the enemy take more damage, and counter the enemy with slots 1/2/4/5.
- If you have a DPS in slot 3 you can use it AFTER the other four have guarded.
- End of turn 4: Slots 1/2/4/5 will be hit hard, but if you guarded they should counterattack the enemy.
- On turn 5 and 6: Guard 1/2/4/5 again.
- On turn 7: Guard 1/2/4/5 again for the shield/damage/counter.
- If you have a DPS in slot 3 you can use it AFTER the other four have guarded.
- By now you should have hit 66% HP. If you didn't, then just keep guarding until you reach this phase. You can now damage the enemy, so you no longer have to guard, and his HP lock is removed.
- He will use a strong ultimate the turn after.
- The following turn, he will target a specific slot. This unit will not be able to heal, and it will have a forced taunt.
- That slot will be hit with the same ultimate as above on the following turn, so guard if you cannot handle it.
- This behavior will loop until he dies.
Decisive Battle - 03 "Desert Counterattack"
Enemies
Gathering Strength Garu (64,668 HP)
Solar Shelter Dante (64,668 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.
- 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.