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Lost Relics/Season 08

From NU: Carnival Guides
Revision as of 16:55, 24 February 2026 by Ayleria (talk | contribs)
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Lost Relics Season 08
February 29, 2024 - April 25, 2024

Lost 01

Double Eclipse 01

Slime Enemies

  • Light Element Moonlit Mutant Hare (105,133 HP)
  • Dark Element Moonlit Mutant Hare (105,133 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3 DPS, 1 Support
    • Possible Units: R-SSR Garu, R-SR Blade, Fallen Leaves Kuya

Deed Stage Tips

  • Attack both rabbits on turn 1 to remove their +50% ATK when they have 100% HP.
  • They will recover HP everytime they attack so using health reduction units can help.
  • On turn 3 both hares will skill attack slot 3 and apply -25% attack for 1 turn. This will rotate every 4 turns.
  • On turn 5 both hares will skill attack again but instead will remove taunts if there be any. This will rotate every 4 turns.
  • Killing one rabbit too early will make the other delete your whole team so kill both of them within the same turn.

Media Video Clears

Double Eclipse 02

Slime Enemies

  • Light Element Night Raid Moonlit Wolf (175,194 HP)
  • Dark Element Silent Defender Quincy (58,496 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3 DPS, 1 Support
    • Possible Units: Short CD units, heavy hitting single target units, NO AOE

Deed Stage Tips

  • Quincy is an ally not an enemy and will help you attack the wolf.
  • On turn 1 guard immediately the wolf does 100% true damage to your whole team and will wipe you out.
  • Turn 4 the wolf will start charging up a devastating attack and will attack your highest HP unit on turn 5. Use an ultimate skill on turn 4 to paralyze the wolf to prevent this attack or guard. This rotates every 6 turns.
  • Quincy will skill attack the wolf on turn 5 and gain more damage for a turn. This rotates every 4 turns.
  • When the wolf is under 50% HP it will get a +25% attack buff that lasts the remainder of the fight.
  • When the wolf comes out of paralysis it will enter a deranged will state and skill attack Quincy, who will then need to be hit with a guard break or he'll do devastating damage to your whole team.

Media Video Clears

Lost 02

Summer Fun 01

Slime Enemies

  • Water Element Berserk Seahorse (104,782 HP)
  • Light Element Tropical Jellyfish (92,727 HP)
  • Water Element Berserk Seahorse (104,782 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3 DPS, 1 Support
    • Possible Units: Good healer, heavy hitting single target units, AoE is possible but not recommended

Deed Stage Tips

  • Jellyfish has 200% resistance until the seahorses are defeated.
  • On turn 4 seahorse will hit slot 1, 2, and 3. This repeats every 3 turns.
  • On turn 5 jellyfish will use taunt and seahorse will hit slot 3, 4, and 5. Use Ultimate to break jellyfish's taunt so you can attack the seahorses. This repeats every 4 turns
  • A turn after that the seahorses will deal damage to a unit each, guard those with low HP if you can't survive especially since the above pattern will repeat after this.
  • After the seahorses are defeated, jellyfish will get -200% resistance and charge for 2 turns. After that it will do huge fixed AoE damage and stun, try to defeat the seahorses at the same turn and save your ultimates for the jellyfish, if it's not possible guard on the turn it finishes charging.

Summer Fun 02

Slime Enemies

  • Fire Element Zealous Traveler (202,842 HP)
  • Water Element Zealous Traveler (64,492 HP)
  • Wood Element Zealous Traveler (64,492 HP)
  • Light Element Zealous Traveler (64,492 HP)
  • Dark Element Zealous Traveler (64,492 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 4 DPS
    • Possible Units: Heavy hitting single target units, Good Healer, Do not use AoE

Deed Stage Tips

  • Zealous Traveler (Fire) will give the other enemies huge shield every turn and ults for even more huge shield every 2 turns starting from turn 3, focus on this unit and kill him as fast as you can and don't bother hitting the other enemies.
  • On turn 5 the other enemies will use Impassioned assault which hits quite hard, guard if your unit can’t survive.
  • After he is defeated all of the other enemy’s HP will be reduced to 15%, but you only have 2 turns to defeat them or else they will use Final Strike which will kill one of your unit (water hits slot 1&2, wood hits 3, light hits 4, dark hits 5)
  • Keep in mind if one or more of your units died you still can clear this stage without any repercussion as long as there are one ally left so just focus on killing as much enemy as you can according to the information above.

Summer Fun 03

Slime Enemies

  • Dark Element Summer Madness Olivine (231,819 HP)
  • Dark Element Nightmare Phantom of the Deep (131,349 HP)

Allies Team Recommendations

  • Team Setup: 4 DPS, 1 Support
    • Possible Units: Heavy hitting single target units, Do not use AoE

Deed Stage Tips

  • Olivine will help heal the party, do not hit him unless you’re prompted to
  • Knock down their shields when they’re up to stun them
  • You need to kill the octopus twice, first time you can only hit until its HP goes to 1% then it will revive with full HP and then you can kill him for good
  • When the octopus is revived it will either do normal attack, left side sweep that will do heavy attack on slot 1 & 2, winding tentacle on slot 3, or right side sweep on slot 4 & 5. Currently the pattern seems to be random so keep note on your actions for each turn and try again if it killed your party member or raise your units so you can bruteforce it
  • After it is defeated Olivine will leave the stage

Lost 03

Chocolaty Goodness 01

Slime Enemies

  • Fire Element Choco-Slime (111,484 HP)
  • Dark Element Pink Choco-Stungus (139,393 HP)
  • Wood Element Choco-Slime (111,484 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 1 Buffer, 3 DPS
    • Possible Units: Quick ultimate cooldown DPS

Deed Stage Tips

  • Slimes deal less damage to enemies in guard stance
  • Basic Attacks will reduce your recovery rate by 15%
  • Ultimates will reduce the above reduction by 2
  • Stungus will apply bleed on slots 1/3/5 on turn 3 and every 2 turns
  • Slimes will hit slots 2 and 4 (separately) on turn 6 with a strong attack that will need guard to survive. This repeats every 5 turns.
  • Your goal is to use units with quick ultimates to take down the enemies one-by-one. Remove Stungus first to stop his bleed, then deal with the slimes individually since they only attack every 5 turns.

Chocolaty Goodness 02

Slime Enemies

  • Fire Element Choco Mud Monster (79,996 HP)
  • Water Element Pink Choco-Slime (105,810 HP)
  • Wood Element Choco Mud Monster (79,996 HP)
  • Light Element Pink Choco-Slime (105,810 HP)
  • Dark Element Choco Mud Monster (79,996 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 1 Buffer, 3 DPS
    • Possible Units: Heavy hitting single target units, Good Healer

Deed Stage Tips

  • Mud Monsters counter ultimates and give an extra cooldown of 3t
  • Choco Slimes counter basics and give an extra cooldown of 2t
  • AoE isn't too good since your cooldown will constantly increase (you can if you want but be prepared to heal a lot)
  • Hit mud monsters with basics to avoid counters and to prevent your cooldown from going down
  • Use ultimates on the slimes
  • On turn 6 they use a skill to flip the above, so reverse your tactics (hit slimes, ultimate mud monsters)
  • It's ok to take these down individually, just remove them as you can so you have less counter attacks to deal with.

Chocolaty Goodness 03

Slime Enemies

  • Dark Element Flavor Advocate Yakumo (442,973 HP → 217,057 HP)
  • Light Element Sweetness Advocate Edmond (442,973 HP → 217,057 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3-4 DPS
    • Possible Units: Low cooldown ultimates, Good Healer

Deed Stage Tips

  • Guard turn 1 and 2 since you can't damage them; they will take off half of their own HP during these turns.
  • Yakumo will AoE on turn 2, 7, 11, and every other third turn
  • Yakumo will need to be hit with an ultimate twice on turn 6 to lessen his ultimate damage
  • Edmond will need to be hit with an ultimate twice on turn 8 to lessen his ultimate damage
  • The above two skills repeat every 2 turns. If possible, hit at least one time and guard if you cannot handle the damage.
  • They will leave when both are at 1%
  • If you have 4 DPS, you can ration your ultimates to hit each character as necessary and avoid needing to guard.
  • If you do not, it's ok to hit just one time with an ultimate to lessen the damage. You can potentially avoid hitting one entirely if your team is well-built and able to guard. Just keep yourself well healed!

Lost 04

Classy Ball 01

Slime Enemies

  • Water Element Water Consul (215,616 HP)

Allies Team Recommendations

  • Healer, Buffer, Quick Ultimate DPS users or strong Basic Attacks
    • no AoE needed

Deed Stage Tips

  • She will mostly use AoE attacks, so be prepared to heal everyone.
  • On turn 3, the Consul will do an AoE that forces you to deal 75% less ultimate damage for 3 turns.
    • Simultaneously, she will be granted a skill on this turn to make her take 25% more basic attack damage for 4 turns.
    • These skills repeat every 3 turns (6/9/etc).
  • On turn 4, the Consul will use an AoE that silences the party for 2 turns.
    • This repeats every 3 turns (7/10/etc).
  • Your goal is to use the ultimates despite doing less damage so that you can deal more basic attack damage and kill her, OR rely on basic attackers.

Classy Ball 02

Slime Enemies

  • Dark Element Noble Attendant (133,168 HP)
  • Light Element Noble (127,363 HP)
  • Wood Element Noble Attendant (133,168 HP)

Allies Team Recommendations

  • Healer, AoE DPS Users, Guardian if you like
    • AoE is great! Guardians and Guard Break are also potentially useful as well.

Deed Stage Tips

  • You will be mostly hit by AoE attacks, so again, you will need a strong healer to keep you alive.
  • On turn 4 both Attendants will use their ultimate skills, which are strong AoEs. Each ultimate you are hit with will lower your attack by 10%.
    • This repeats every 4 turns (8, 12, etc).
  • On turn 5, the Noble will use a strong ultimate on a single target.
    • The wood Attendant will use a skill on this turn as well, requiring you to remove his guard stance to paralyze him on the following turn.
  • On turn 6, the dark Attendant will use a skill on the Noble, granting him a follow up attack for 2 turns.
  • On turn 7, both Attendants will use taunt and guard stance to save their master.
  • On turn 8, the Noble will use a very strong AoE. Guard here if you can, since the Attendants might also use their skills if you have not killed them.
  • Absolutely nothing seems to happen if you kill anyone out of order or if you miss any special attacks like it did in CA, so just do whatever you feel like in terms of defeating the enemies. Focus on the Attendants since they hurt the most, but using your own AoE to take down all 3 will be the easiest solution.

Classy Ball 03

Slime Enemies

  • Dark Element Methodical Edmond (172,851 HP)
  • Wood Element Supreme Warrior Blade (172,851 HP)
  • Wood Element Pesky Viscount Barmon (543,655 HP)

Allies Team Recommendations

  • Guardian (slot 3), Healer, Single Target DPS
    • No AoE, no bleed!

Deed Stage Tips

  • Edmond and Blade should be ignored. Focus on the Viscount, and he will leave once he reaches 1% HP.
  • Most attacks are again AoE skills, so be prepared with a very strong healer, especially since you will have to deal with bleed.
    • You cannot go below 25% HP or you will be unable to heal. Be extremely careful! If you ever go below this point, you will be killed the following turn.
  • On turn 1, the Viscount will use an AoE bleed effect (3t) and make you take 5% more turn-by-turn damage.
    • This repeats approximately every 2 turns, though the repairs may shift them a turn every so often.
  • On turn 4, the Viscount will target one unit with an extremely strong attack (they will be indicated by the taunt symbol, most likely slot 3 as well). This will most likely put you below the 25% mark if you do not use a guardian/shield or guard properly.
    • This repeats every 3 turns (turn 7/10/13/etc).
  • If either Blade or Edmond get low on HP, they will request help. Your attacks will only heal at this point, so go heal Edmond/Blade and do not target the Viscount on these turns.

Lost 05

Silver Miracle Battle 01

Slime Enemies

  • Dark Element Night Crane (237,717 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, then Buffers and at least 3 single target DPS
    • Quick ultimate attackers are a must

Deed Stage Tips

  • The crane will take less damage with a shield in place. You need to hit him with 3 ultimates to reduce this damage reduction.
    • Every turn he will apply a shield, so you will need to constantly be attacking him.
  • Most of the crane's attacks are AoE so be sure to stay healed up.
  • At the end of turn 4, the crane will apply a large shield and begin to charge. You must break this shield and damage him before the end of turn 5 to stun him or else you will be killed.
    • This means turn 5 is the time to launch your ultimates!
    • This will repeat every 4 turns, so low cooldown ultimates (not Quincy) are needed.

Silver Miracle Battle 02

Slime Enemies

  • Light Element Innocent Bird (183,662 HP)
  • Dark Element Resident Chef (191,988 HP)

Allies Team Recommendations

  • Team Setup: Healer, Buffer, DPS (the usual)
    • Possible Units: A unit with guard break

Deed Stage Tips

  • The chef will apply turn-by-turn healing each round. Ultimates will reduce the healing by 50% for both enemies for 2 turns.
  • Focus on the chef first. If you kill the bird first, you will be unable to remove the chef's damage reduction and will be killed by his charge attack. There is no detriment to killing the chef first.
  • At the end of turn 4, the bird will use a guard stance. The chef will begin to charge and gain damage reduction.
    • Thus, on turn 5, you need to guard break the bird, then attack the chef to stun him or else you will be killed.
    • This repeats every 4 turns.
  • Also at the end of turn 4, the bird will hit one slot hard, but this repeats every 3 turns.
  • At the end of turn 6, the chef will hit one slot hard, which repeats every 3 turns.

Silver Miracle Battle 03

Slime Enemies

  • Fire Element Max Tenderness Yakumo (202,487 HP)
  • Fire Element Happy Helper Eiden (202,487 HP)

Allies Team Recommendations

  • Team Setup: Healer, Buffer, DPS as usual
    • Set up your healer in slot 3 since it will be hit less

Deed Stage Tips

  • Yakumo will attack slots 4/5, and Eiden will attack slots 1/2. You may need to guard at times so put your fragile units or the one you need to use often in slot 3.
  • At the beginning, Eiden will cast -10% ATK and make you take 5% more damage permanently.
  • These attacks are sort of on rotation, but may be inconsistent depending on HP thresholds, so just watch the attack names:
    • Situation Management: Party-wide -10% ATK, take 5% more damage (permanent). Start of Battle, every ? turns.
    • Evenly Stirred: Skill attack to slot 1 and 2, applies bleed for 2 turns. End of turn 3, every ? turns.
    • Venison Strips: Multiple attacks to slot 4 and 5. End of turn 4, every ? turns.
    • Hot Pot Happiness: +50% attack buff to Yakumo and Eiden for 2 turns. End of turn 4, every 2 turns.
    • Defensive Measures: Shield to both Yakumo and Eiden. End of turn 5, every ? turns.
    • A Dash of Seasoning: Skill attack to slot 4 and 5. End of turn 6, every ? turns.
  • If one is killed before the other, you will die the following turn.
  • If either is brought down to 10% or lower, they will prepare for a final attack. They will take 50% more damage of a particular type for the next turn, but if you do not kill them, they will kill you.
    • Yakumo: +50% Ultimate damage received for 1 turn.
    • Eiden: +100% Basic damage received for 1 turn.

Lost 06

Holy Night Light Exploration 01

Slime Enemies

  • Dark Element Winter Noble (283,592 HP)

Allies Team Recommendations

  • Healer, Buffer, DPS
    • Ultimates should be under 6 turns. Sorry Quincy and fancy Yakumo.

Deed Stage Tips

  • At the end of turn 2: The noble will now take 75% less damage, but also deal less damage to units in guard stance.
    • On turn 3: Guard, since you can hardly do damage this turn.
  • At the end of turn 3: The noble will use an AoE ultimate.
    • You can guard the next turn, but it's not necessary. You just will do very little damage.
  • At the end of turn 5: The noble will cast two status effects. If your guard stance is removed, you will take more damage, and all basic attacks will lower your party attack by 25% for 3 turns.
    • On turn 6: DO NOT GUARD. Preferably do not do basic attacks either, so save your ultimates for this turn.

Holy Night Light Exploration 02

Slime Enemies

  • Water Element Mischievous Child (385,756 HP)

Allies Team Recommendations

  • Healer, Buffer, Strikers
    • Bleed probably is nice here actually

Deed Stage Tips

  • He will counterattack your attacks so stay healed.
  • At the end of turn 4: He will barrage slots 1/3/5 with an ultimate.
    • This repeats every 3 turns (end of 7, 10, etc).
  • At the end of turn 5: A taunt will be placed on a unit (most likely your healer).
  • On turn 6: DO NOT ATTACK THIS TURN. If you attack, the taunted unit will receive an even greater counterattack than usual. Just guard or buff/heal only.
  • At the end of turn 6: The taunted unit will be attacked hard by an ultimate.

Holy Night Light Exploration 03

Slime Enemies

  • Light Element Survival Tactician Dante (299,642 HP)
  • Light Element Quiet Observer Quincy (299,642 HP)
  • Wood Element Snow Support Olivine (187,582 HP)

Allies Team Recommendations

  • Healer, Buffer, Strikers
    • Guard break is required. N/R/SR Quincy's guard break will not charge in time so use anyone else.

Deed Stage Tips

  • Focus only on Dante and Quincy. Try to kill them together or one will get a 50% ATK boost, but it is not required to do so. They will only leave the field when both are at 1%, though.
    • Do not get Quincy down to 1% first of the two since you must be able to damage him to remove his charge.
    • Olivine is less dangerous, but he does do AoE damage every now and then. He leaves at 25% HP.
  • At the beginning of turn 1 (before you attack): Dante will hit slot 1 hard, and Quincy will hit slot 2 hard.
  • On turn 5: Dante needs to be hit with guard break so your party can do damage. Quincy must be damaged twice to stop his charge, meaning you have to break Dante's guard or else.
    • If you have a lot of HP and do not want to guard break, you can guard this turn to ignore the guard break requirement. The following turn, both men will hit very hard if you choose this route, and you will not be able to damage them that turn either.
    • This repeats every 3 turns.

Lost 07

Exploring Nefarious Beliefs 01

Slime Enemies

  • Light Element Disciple (316,130 HP)

Allies Team Recommendations

  • Healer, Buffer, Strikers

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.
  • 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

Slime Enemies

  • Light Element Headmaster (194,062 HP)
  • Fire Element Professor (202,487 HP)

Allies Team Recommendations

  • Healer, Buffer, Strikers

Deed Stage Tips

  • At the end of turn 5, the Professor will grant himself a shield and taunt the following turn.
    • Strikers will also be given an detrimental passive that makes all party allies except the user deal 30% less damage on an ultimate skill, or 40% less damage on a basic attack. Thus, for this turn, use your two or three strongest ultimates in order and disregard the rest.
    • If you fail to remove the shield, the Headmaster will use a strong AoE that may kill you if you have not guarded or don't have enough HP.
  • At the end of turn 6, both will use ultimates on the team, with the Professor hitting a single unit hard and the Headmaster hitting everyone.
  • These things will loop every 4 turns, but there's nothing too much here to worry over.

Exploring Nefarious Beliefs 03

Slime Enemies

  • Dark Element Devotee of the True God (427,907 HP)
  • Dark Element Extreme Defiance Olivine (247,107 HP)
  • Wood Element Rage Explosion Yakumo (247,107 HP)

Allies 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.

Deed 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 08

Between Truth and Falsity 01

Slime Enemies

  • Wood Element Mr Frog (419,542 HP)

Allies Team Recommendations

  • Team Setup: Any DPS is fine, and a strong healer is helpful!

Deed 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

Slime Enemies

  • Fire Element Mouse Yokai (250,157 HP)
  • Fire Element Mouse Yokai (250,157 HP)
  • Fire Element Mouse Yokai (250,157 HP)
  • Fire Element Mouse Yokai (250,157 HP)
  • Fire Element Moon Racoon (275,187 HP)

Allies 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.

Deed 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

Slime Enemies

  • Light Element Meticulous Investigation Rei (248,202 HP)
  • Water Element Towing Essence Quincy (248,202 HP)

Allies 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.

Deed 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 SP

New Grand Sorcerer 01

Slime Enemies

  • Round 1
    • Fire Element Yakumo (245,660 HP → 61,415 HP)
    • Light Element Garu (275,458 HP → 68,865 HP)
    • Dark Element Vlad (275,358 HP → 68,865 HP)
  • Round 2
    • Dark Element Wicked Sorcerer (249,684 HP)
    • Wood Element Coat Rack (206,871 HP)
    • Water Element Bedsheet Ghost (205,501 HP)
    • Fire Element Will-O-Wispy (199,764 HP)

Allies Team Recommendations

  • Anything that doesn't do bleed. Multiple buffers or healers are recommended.

Deed Stage Tips

  • Please note this trial is a huge mess and this guide will be very general. If you have gotten this far then you shouldn't need step-by-step instructions.

ROUND 1

  • You won't be able to do anything the first two turns. Afterward, your goal is to heal everyone. Target Garu or Vlad first, then Yakumo (he will only take damage after the other two are defeated).
    • Follow up attacks do not count for healing, but healing and buffing do. Bleed will be a detriment.
  • Vlad can inflict -300% ATK on slots 1/3/5 for a turn.
    • If Vlad is brought above 75% but not to 100% he will inflict a permanent 30% ATK debuff so try to finish him off above this threshold all at once.
  • Garu can hit slots 2/4 with paralysis for 2 turns.
    • Garu may go into a defensive stance and will counter by killing your party, so do not attack this turn.
    • If Garu is brought above 75% but not to 100% he will inflict a permanent debuff to make you take 33% more damage.
  • Yakumo just hits everyone.
  • Once everyone is defeated, debuffs will be cleared and you will be granted a few nice passives for the next turn. You gain a follow up attack and a shield when guarding, so use accordingly.

ROUND 2

  • For the first turn you can do nothing, so just guard.
  • All mini-bosses must be beaten before the clown. The best order is the bedsheet ghost, wisp, then coat rack. If you are being hit too hard, you can try to defeat the coat rack first, but the other two have skills that may get in the way of his death.
    • Every defeated enemy gives the rest of the party an attack boost, so plan accordingly.
  • The coat rack hits the hardest with various AoE attacks.
    • When he is brought to 1%, he will clear the 1% HP lock. He must be killed the following turn or he will wipe your party.
  • The bedsheet ghost will generally attack one slot hard, but also has an AoE.
    • When the ghost taunts for a turn, guard rather than stopping the taunt. He will use a powerful AoE the following turn.
    • It is okay to kill him this turn if possible, in which case guarding is not necessary.
  • The wisp generally heals the enemy party.
    • It will inflict a skill that lowers your recovery rate to 0 for a turn, so do not waste healing ultimates then.
    • When it charges, it will need to be hit 3 times with normal attacks or it will heal the enemy party for a great deal of HP.
  • The clown does not die when the others do like the ST stage.
    • The turn after the wisp recovery down, he will paralyze your healer for 2 turns. Be sure you have healed up before this since you will be bombarded with attacks.
    • If he uses Dark Control once he's alone, guard the units he inflicted it on to avoid a party wipe.
    • If he threatens to make you pay the ultimate price, guard the entire party because he's about to use a very strong AoE for true damage.

New Grand Sorcerer 02

Slime Enemies

  • Fire Element Ultimate Agility Eiden (913,154 HP)

Allies Team Recommendations

  • The usual stuff, preferably DPS with good ultimates
    • Taunt is useless and so are guardians
    • Elements do not matter on this stage
    • Basic attacks are detrimental so focus on either quick ultimates or heavy hitting ultimates

Deed Stage Tips

  • There is a strict turn limit of 21 turns, and you will be wiped at the end of this turn if Eiden is not defeated.
  • Eiden will use a skill that will make your attacks damage your own party members. Similar to the previous fight, you will need to ration who hits or guards to avoid killing yourselves. This is made more difficult since one attack will hit two allies. Buffs and heals will also damage your party members!
    • slot 1 hits slot 2/5
    • slot 2 hits slot 1/3
    • slot 3 hits slot 2/4
    • slot 4 hits slot 3/5
    • slot 5 hits slot 4/1
  • At the end of turn 1: slots 1/3/5 will be hit and take 30% more damage for 1 turn.
  • At the end of turn 3: slots 2/4 will be hit and take 30% more damage for 1 turn.
  • At the end of turn 4: he will use an AoE attack that causes bleed (2t) and heal himself slightly (10%).
  • On turn 6: Eiden will counter if you attack him. Guard to avoid big damage.
  • At the end of turn 6: he will use another strong AoE attack.
  • Beginning at the end of turn 7: he will repeat the above in sequence.
  • He has threshold attacks at 50% and 25% HP.
    • Wallowing in Delight (50%): The bleed and healing move is forced again regardless of the turn.
    • Clever Lead (25%): Strikers, Saboteurs, and Guardians do no damage for a turn!

New Grand Sorcerer 03

Slime Enemies

  • Dark Element Potion Master Rei (709,608 HP)

Allies Team Recommendations

  • 1 Guardian in either slot 1/3/5, 1 Healer, any single target DPS

Deed Stage Tips

  • On turn 1, Rei uses a potion to take 50% less damage.
    • He will gradually reduce this based on your moves: -1 stack for a basic attack, -2 stacks for guarding.
    • Do not guard the whole party or this will reset entirely.
  • Rei will hit all party members with his normal attacks, and counter all attacks done to him.
  • At the end of turn 4, Rei will increase his ultimate ATK by 15%, and attack a single unit hard.
  • At 75% HP, Rei will grant himself a 600% ATK boost with Ultra Strength Potion.
    • Use 3 ultimates on the turn after to remove this extra damage.
    • He will inflict silence on 1/3/5 for 15 rounds, so taunt with your guardian to take the silence effect. Note this silence is permanent and ignores silence immunity!
    • He will take 75% more damage on this turn, so make it count!
  • He'll then use Weak Point Assault to hit a specific unit for heavy damage.
  • At 50% HP, Rei uses Toxic Vapor.
    • This removes all taunts and clears his damage reduction.
    • Slots 2/4 will have their guard effect nullified (you take full damage).
    • Slots 1/3/5 will increase their guard effect by 25%.
  • He follows this with Explosive shot.
    • This hits 1/3/5 in particular very hard, so be sure to guard them!
  • At 20% HP, Rei will put up an 8% HP shield, and you will need to remove it that turn to stop his next killer attack.
  • At 10% HP, Rei will reduce your healer's healing by 300%.
  • If anyone dies he'll kill the whole party.

New Grand Sorcerer 04

Slime Enemies

  • Fire Element Hardcore Training Blade (904,858 HP)

Allies Team Recommendations

  • Two guardians, strong healer, and anything else you like

Deed Stage Tips

  • Please note you can only use up to 2 ultimates per turn or else you will be killed.
  • Also, don't let your HP fall to red (25% or less) or you will be killed.
  • You must beat this by the end of turn 21 or you will lose automatically.
  • At the end of turn 3: Blade will signal he's about to do things, so use this as your marker.
  • At the end of turn 4: Silver Blade attacks your healer.
    • Taunt with a guardian on turn 5 to avoid the next attack!
  • At the end of turn 5: Blade uses a heavy ultimate, which gives the unit all of the following effects: Take 300% more damage, ATK -30% (10t), Paralysis (2t), and Recovery Rate -150%. You cannot avoid the paralysis.
    • This will hit the healer if you didn't taunt.
    • Taunt with a second guardian on turn 6 to avoid the next attack!
  • At the end of turn 6: Blade uses another heavy ultimate, which gives the unit all of the following effects: Take 300% more damage (2t), Hit self for 70% max HP if you attack, and Recovery Rate -150%.
    • This will hit the healer if you didn't taunt.
    • Please guard the unit that was hit by this the following turn so it does not kill itself.
  • At the end of turn 7: Blade will attack one of your strikers with heavy damage, so guard them this turn.
  • This loops so just watch for the signals to start preparations for the above attacks.