Lost Relics/Season 11
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August 22, 2024 - October 17, 2024
Lost 01
Classy Ball 01
Enemies
Water Consul (160,896 HP)
Team Recommendations
- Healer, Buffer, Quick Ultimate DPS users or strong Basic Attacks
- no AoE needed
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
Enemies
Methodical Edmond (116,992 HP)
Supreme Warrior Blade (116,992 HP)
Pesky Viscount Barmon (367,967 HP)
Team Recommendations
- Guardian (slot 3), Healer, Single Target DPS
- No AoE, no bleed!
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 02
Silver Miracle Battle 01
Enemies
Night Crane (177,388 HP)
Team Recommendations
- Team Setup: 1 Healer, then Buffers and at least 3 single target DPS
- Quick ultimate attackers are a must
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
Enemies
Innocent Bird (137,061 HP)
Resident Chef (143,264 HP)
Team Recommendations
- Team Setup: Healer, Buffer, DPS (the usual)
- Possible Units: A unit with guard break
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
Enemies
Max Tenderness Yakumo (137,051 HP)
Happy Helper Eiden (137,051 HP)
Team Recommendations
- Team Setup: Healer, Buffer, DPS as usual
- Set up your healer in slot 3 since it will be hit less
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 03
Holy Night Light Exploration 01
Enemies
Winter Noble (222,202 HP)
Team Recommendations
- Healer, Buffer, DPS
- Ultimates should be under 6 turns. Sorry Quincy and fancy Yakumo.
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
Enemies
Mischievous Child (302,250 HP)
Team Recommendations
- Healer, Buffer, Strikers
- Bleed probably is nice here actually
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
Enemies
Survival Tactician Dante (212,950 HP)
Quiet Observer Quincy (212.950 HP)
Snow Support Olivine (133,311 HP)
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.
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 04
Exploring Nefarious Beliefs 01
Enemies
Disciple (260,081 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
Headmaster (159,655 HP)
Professor (166,587 HP)
Team Recommendations
- Healer, Buffer, Strikers
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
Enemies
Devotee of the True God (352,040 HP)
Extreme Defiance Olivine (203,296 HP)
Rage Explosion Yakumo (203,296 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 05
Between Truth and Falsity 01
Enemies
Mr Frog (362,416 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 (216,095 HP)
Mouse Yokai (216,095 HP)
Mouse Yokai (216,095 HP)
Mouse Yokai (216,095 HP)
Moon Racoon (237,717 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 (214,406 HP)
Towing Essence Quincy (214.406 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 06
Blood Oath Exploration 01
Enemies
General (326,193 HP)
Fantasy Soldier (326,193 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 ( 170,142 HP)
Fantasy Wolf (170,142 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 (181,971 HP)
Camp Defender Quincy (152,339 HP)
Lost Vanguard Blade (179,814 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 07
Desert Showdown 01
Enemies
Desert Town Resident (471,626 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 (357,367 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 (185,330 HP)
Solar Shelter Dante (185,330 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 08
Deep Dream 01
Enemies
Tapir Yokai (491,755 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 (575,405 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 (233,929 HP)
Playing Along Rei (233,929 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 SP
New Grand Sorcerer 01
Enemies
Hardcore Training Blade (744,430 HP)
Team Recommendations
- Two guardians, strong healer, and anything else you like
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%.
New Grand Sorcerer 02
Enemies
Strict Disciplinarian Edmond (960,638 HP)
Team Recommendations
- 1 Healer, 1 Guardian, and DPS or Buffers
- Heal over time or quick ultimate healers are recommended since everyone must stay alive.
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%.
- 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.
New Grand Sorcerer 03
Enemies
Situation Critical Aster (723,970 HP → 7,240 HP)
Remorseful Morvay (723,970 HP → 7,240 HP)
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).
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!
Video Clears
- SR/R Clear: https://youtu.be/XHhg7a4C-rY
New Grand Sorcerer 04
Enemies
Mysterious Power Eiden (938,626 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.