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Sorcerer's Trials/Season 10

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Sorcerer's Trials Season 10
November 23, 2023 - January 25, 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 - "Kinder Surprise with Olivine"

Slime Enemies

  • Water Element Persistent Poacher Boss (63,622 HP)
  • Light Element Shameless Poacher Goon (65,980 HP)
  • Water Element Guardian Envoy Olivine (83,763 HP)

Allies Team Recommendations

  • 1 Healer and then anything else that damages quickly is fine

Deed Stage Tips

  • Hit only the poachers, ignore Olivine. He helps your team with shields and enemy debuffs.
  • Pay attention to the eggs they use to know what to do (check your/their statuses). You can only choose one egg or the other, so be careful!
  • End of turn 1: Lilac (boss) and Lemon (goon): Hit the boss on turn 2 first to avoid healer paralysis and an aoe the following turn.
  • End of turn 3: Indigo (boss) and Chartreuse (goon): Avoid attacking either one on turn 4 or you will be hit with strong aoe attacks the following turn that will also push back your cooldowns. Just guard.
  • End of turn 4: Boss will hit you with an aoe regardless, but the damage is minimal if you guarded. This repeats every 4 turns.
  • On turn 6: Focus on the goon and remove his shield (any sort of damage) to stun him before he uses an ultimate that will wipe the party.
  • Everyone leaves when both are at 1%. You can defeat in any order you like but both continue to attack until both are at 1%.

Trial 40 - "Sparks Flying Rei"

Slime Enemies

  • Light Element Master at Warmth Rei (212,269 HP)

Allies Team Recommendations

  • 1 Healer, 1 Guardian, and DPS or Buffers
    • Place the Guardian in any slot other than slot 3.
    • Place your highest HP unit other than your guardian in slot 3.

Deed Stage Tips

  • Every attack you hit Rei for will trigger a counterattack on slot 3. Rei grants this slot a large shield that is about 4x the HP, so do not let this shield die. You may use your guardian to offset the damage.
  • Do not ever guard more than 2 units per turn. Rei will gain extra buffs and debuff your team if this happens. Keep your guarding to your guardian and one other, typically your slot 3 unit.
  • At the end of turn 4, Rei will hit the entire team except slot 3 with a large AoE. Slot 1 will be hit particularly hard.
  • Use your guardian's taunt on turn 5. At the end of turn 5, Rei will use a strong attack that you should keep from being used on your slot 3. Make certain you have healed well!
  • On turn 7, use two ultimates to reduce Rei's attack so you don't get attacked harder the following turn.
  • All of these attacks loop and repeat, so prepare as necessary!
  • If slot 3 ever loses his shield, your party will be wiped. Do all you can to prevent this, even if you need multiple guardians or extra healers.

Trial 45 - "Disciplinarian Edmond"

Slime Enemies

  • Wood Element Strict Disciplinarian Edmond (229,367 HP)

Allies Team Recommendations

  • 1 Healer, 1 Guardian, and DPS or Buffers
    • Heal over time or quick ultimate healers are recommended since everyone must stay alive.

Deed Stage Tips

  • Your healing will be reduced from the first turn. You will also take more damage when you are above 75% HP, and deal more damage when below 25% HP. When guarding, you take 25% less damage to make up for the extra damage.
  • No units may die or your entire party will be wiped.
  • Edmond will focus on all but slot 1 for most non-special attacks.
  • At the end of turn 3, Edmond will use a stronger AoE on slots 2-5.
  • Use your guardian on turn 5. At the end of the turn, a very strong attack will be unleashed.
    • You should try to use any strong heal over time abilities here as well to prepare for the next turn.
  • Guard on turn 6. At the end of this turn, he will use an attack that may wipe the party if you have not guarded.
  • These repeat on a 4 turn loop, so be prepared accordingly.
  • Edmond is locked first at 50% HP, so plan your ultimates accordingly. He will reduce your healing more at this point.
  • He will leave when he is brought to 1%.

Trial 50 - "Rain Man Quincy"

Slime Enemies

  • Water Element Mutual Support Quincy (339,925 HP)

Allies Team Recommendations

  • 1 Healer, low cooldown units

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 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 SP1 - "Rain Man Quincy"

Slime Enemies

  • Water Element Mutual Support Quincy (699,144 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP and more damage!

Trial 55 - "Karu's Wolf Pack 2.0"

Slime Enemies

  • Wood Element Hidden Intentions Karu (202,413 HP)
  • Light Element Mischievous Wolf (153,530 HP)
  • Wood Element Curious Wolf (153,530 HP)
  • Dark Element Excited Wolf (153,530 HP)

Allies 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.

Deed 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 SP2 - "Karu's Wolf Pack 2.0"

Slime Enemies

  • Wood Element Hidden Intentions Karu (377,608 HP)
  • Light Element Mischievous Wolf (286,416 HP)
  • Wood Element Curious Wolf (286,416 HP)
  • Dark Element Excited Wolf (286,416 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP and more damage!

Trial 60 - "Familiar Balancing Act"

Slime Enemies

  • Light Element Situation Critical Aster (407,479 HP → 4,075 HP)
  • Dark Element Remorseful Morvay (407,479 HP → 4,075 HP)

Allies 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).

Deed 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!

Media Video Clears

Trial SP3 - "Familiar Balancing Act"

Slime Enemies

  • Light Element Situation Critical Aster (656,662 HP → 6,567 HP)
  • Dark Element Remorseful Morvay (656,662 HP → 6,567 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP and more damage!