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Lost Relics/Season 18

From NU: Carnival Guides
Revision as of 02:29, 17 February 2026 by Ayleria (talk | contribs) (Created page with "{{LR |season = 18 |start = October 16, 2025 |end = December 18, 2025 }} ==Lost 01== ===Deep Dream 01=== {{Icon|Slime}} '''Enemies''' * {{Element|Dark}} Tapir Yokai (287,519 HP) {{Icon|Allies}} '''Team Recommendations''' * A guardian in slot 3. Characters with sleep immunity are very helpful! {{Icon|Deed}} '''Stage Tips''' {{Quote|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, t...")
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Template:LR

Lost 01

Deep Dream 01

Slime Enemies

  • Dark Element Tapir Yokai (287,519 HP)

Allies Team Recommendations

  • A guardian in slot 3. Characters with sleep immunity are very helpful!

Deed 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

Slime Enemies

  • Wood Element Distant Spectator Kuya (124,057 HP)
  • Wood Element Playing Along Rei (124,057 HP)

Allies Team Recommendations

  • 1 Healer, Quick Ultimate users

Deed 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 02

Childhood Dream 01

Slime Enemies

  • Water Element Teddy Bear (336,787 HP)

Allies Team Recommendations

  • An anti-recovery unit like SR Kuya.

Deed 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

Slime Enemies

  • Wave 1
    • Dark Element Teddy Bear (68,525 HP)
    • Dark Element Frog Toy (80,626 HP)
    • Dark Element Jellyfish Toy (60,458 HP)
    • Light Element Eiden of Yesteryear (35,282 HP)
  • Wave 2
    • Light Element Eiden (35,282 HP)

Allies Team Recommendations

  • Status effects can be useful here, so bring units with them if you have them!

Deed 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

Slime Enemies

  • Dark Element Giant Clown Toy (155,829 HP)

Allies Team Recommendations

  • A guardian in slot 3, preferably with 2 turn taunt or a shield due to the damage taken.

Deed 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 03

Midsummer Passion 01

Slime Enemies

  • Water Element Poisonous Starfish (355,564 HP)

Allies Team Recommendations

  • Good healer to deal with the turn-by-turn damage.

Deed 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

Slime Enemies

  • Fire Element Sooley (476,505 HP)

Allies Team Recommendations

  • No guardians. Otherwise, just use whatever you can kill with fast.

Deed 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

Slime Enemies

  • Wave 1
    • Fire Element Shadow Windchaser Garu (153,348 HP)
    • Light Element Tidebreaking Landfall Quincy (153,348 HP)
    • Wood Element Bold Waverider Dante (153,348 HP)
  • Wave 2
    • Light Element Live Stream Aster (92,929 HP)
    • Water Element Passion Relay Morvay (92,929 HP)

Allies 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.

Deed 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 04

Starscape Memories 01

Slime Enemies

  • Water Element Brahe's Record (441,039 HP)

Allies Team Recommendations

  • A quick ultimate user in slot 3.
  • Lots and lots of heals.

Deed 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!

Media Video Clears

Starscape Memories 02

Slime Enemies

  • Wood Element Starscape Urchin (525,347 HP)

Allies 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.

Deed 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.

Media Video Clears

Starscape Memories 03

Slime Enemies

  • Dark Element Purple Shooting Stars (621,320 HP)

Allies 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

Deed 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.

Media Video Clears

Lost 05

Accompanying Each Other 01

Slime Enemies

  • Water Element Carousel Horse (594,293 HP)

Allies Team Recommendations

  • Quick ultimate users (3 turn) or basic attack teams

Deed Stage Tips

When the carousel horse receives Erosion, it will gain a large amount of shield. You must break the shield to dispel its accumulated power, otherwise all party allies will receive heavy damage and the amount of healing received will be reduced permanently and significantly. During certain turns, the carousel horse will use Wooden Horse Concerto to attack all party allies. Therefore, failing to dispel its accumulated power 2 times will make it difficult to deal with the challenge.

  • On turn 4: Deplete the horse's shield and damage him to keep him from killing the party.
    • Failure to break the shield will result in being hit with a strong ultimate that also lowers your recovery rate by 75% permanently and makes guard ineffective for the following turn.
    • This needs to be repeated on turn 7/10/etc, every 3 turns.
  • End of turn 5: The horse hits the party with a strong ultimate.
    • This repeats on turn 8/11/etc, every 3 turns.

Accompanying Each Other 02

Slime Enemies

  • Wood Element Snowman Toy (526,507 HP)

Allies Team Recommendations

  • Guardian in slot 3. Do not take any with taunt on basic attack or two turn taunt since you may accidentally draw important status effects away from the other party members.

Deed Stage Tips

When the snowman toy searches for Special Existence, pay attention to the party's status hints. Let the allies outside the center position guard and withdraw first before having the ally in position 3 come forward and attack.

After that, the snowman toy will use Splendid Attire, which requires all the player's party allies to attack. When allies outside the center position attack, the ally in position 3 will gain a shield, which helps to deal with the heavy damage from Parade Meeting.

However, the snowman toy will cause the ally in position 3 to permanently receive less healing, so you must quickly finish the challenge.

  • On turn 1: Guard everyone (especially slot 3) since you can't damage him.
  • On turn 2: Guard and/or heal since you can't damage him.
  • On turn 3: Guard with slots 1/2/4/5, then attack with slot 3. You can now damage the snowman after this turn.
    • Repeat this on turn 7/11/etc, every 4 turns.
  • On turn 4: Attack with everyone. Do not guard!
    • Repeat this on turn 8/12/etc, every 4 turns.
  • End of turn 4: The snowman will hit slot 3 hard. The unit's recovery rate will be permanently reduced. The snowman will no longer be able to be damaged again.
  • The above will all loop every 4 turns!

Accompanying Each Other 03

Slime Enemies

  • Wood Element Unfulfilled Wish Merry (672,744 HP)

Allies Team Recommendations

  • No guardians, but anything else goes.

Deed Stage Tips

During Parade Warm-up and Sudden Inspiration in certain turns, make sure to choose the appropriate action. When Merry begins to charge energy, the entire party must deal explosive damage to dispel her charging.

  • If anyone dies, the party will be wiped.
  • Merry will take -3% Ultimate Skill damage every turn, and every attack will cause a unit to deal -9% ATK. You will want to defeat Merry quickly.
  • Merry's HP is locked at 50% for the first phase.
  • On turn 3: Guard all or you will kill yourself!
  • End of turn 3: Merry will use a strong ultimate on the party. You will want to avoid guarding the next 2 turns.
  • On turn 4: Do not guard, just attack.
  • End of turn 4: Merry will guard break your units, which will decrease their ATK by 25% if you had guarded.
  • On turn 7: Do enough damage to break Merry's shield!
  • The above will all begin to loop on turn 9/15/etc, every 6 turns (so be sure to guard that turn).
  • At 50% HP, Merry will increase her ATK by 35%. The above continues as usual until she is brought to 1% HP.

Lost 06

Tidal Isle 01

Slime Enemies

  • Water Element Umi (1,223,225 HP)

Allies Team Recommendations

  • Guard break is needed!
  • If you are having difficulty, you can bring a guardian with shields to take some of the extra damage.

Deed Stage Tips

When Umi uses Sleek Skin, dispelling his guard can increase the damage he takes, offsetting his damage reduction effect to complete the challenge more quickly.

  • Umi will take 50% less damage except on turns when his guard can be broken.
  • Your team will take 10% of their max HP damage every turn, and bleed stacks will constantly be applied. You will need to heal a lot!
  • End of turn 2/6/10/etc: A stronger bleed damage will be applied on top of what gets applied every turn.
  • End of turn 3/7/11/etc: Everyone will now take 30% more bleed damage.
  • On turn 5/9/13/etc: Use guard break here to make him take 50% more damage for 3 turns. Be sure to follow it with your strongest attacks!
  • Everything will loop every 4 turns!

Tidal Isle 02

Slime Enemies

  • Water Element Tropical Jellyfish (106,730 HP)
  • Dark Element Tropical Jellyfish (608,155 HP)
  • Light Element Island Villager (106,730 HP)

Allies Team Recommendations

  • Guardian in slot 3
  • No AoE/multi-target attack units

Deed Stage Tips

When the HP of the two jellyfish reaches 1%, the villager will clear their Paralysis status and restore their HP. At this time, the villager will be under Body Paralysis for some time. Only during this time can you deal damage to the villager. Use this opportunity to attack.

When the jellyfish use Nettle Spurt, the villager will use Harpoon Throw, causing the ally with the lowest current HP to receive significantly less healing and take heavy damage. According to the party's HP, you can have a <Guardian> use guard after Barbed Net to protect the other party allies. You can also use the Paralysis mechanism to control the turns of the paralyzed jellyfish and villager to avoid having to bear heavy damage.

Pay attention to the timing of Taunt! If you take Acid Mucus from two jellyfish at the same time, you may not be able to bear the heavy damage that follows.

  • Slot 3 will be hit by everyone the most. Your guardian should be here!
  • Attack the jellyfish until they both reach 1%, then attack the villager. The villager can only be damaged during this time for 2 turns, and he must reach 1% to end the battle.
  • Note that at any time if a jellyfish is brought to 1%, it will be paralyzed and not attack that turn. Use this to your advantage, particularly on turn 4/8/etc.
  • There aren't specific turns that you MUST taunt with your guardian, but depending on how good your guardian is, you can taunt on the turn before or after the move on turn 4/8/etc, or around turn 6/10 to help the unit with low HP. Just do it when you need it!
  • End of turn 1/5/9/etc: The villager will use an ultimate on the whole party.
  • End of turn 2/6/10/etc: The jellyfish will both apply -30% recovery rate to your lowest HP unit.
    • At the end of turn 6/10/etc the villager will also throw a harpoon here at the unit, so you may need to guard it or taunt to protect it if it isn't fully healed.
  • End of turn 4/8/12/etc: The water jellyfish will hit slots 1/5, and the dark jellyfish will hit slots 2/4 with a strong attack. The villager will follow this by hitting your lowest HP unit with a strong attack. All of these hit will have their guard reduced the following turn.
  • Everything will loop every 4 turns!

Media Video Clears

Tidal Isle 03

Slime Enemies

  • Dark Element Mocking Laugh Kuya (827,432 HP)

Allies Team Recommendations

  • No guardians or things that automatically guard.
  • A strong healer will help a lot! You may even need two!
  • You can bring paralysis immune people if you need to guard more than necessary.
  • Avoid light units if possible due to the amount of damage taken.

Deed Stage Tips

When Kuya uses Malicious Smile, the damage he takes is reduced significantly, while the damage he deals is increased significantly; have the party guard to avoid heavy damage.

Next, after Kuya uses Infrequent Praise, you can't guard, otherwise subsequent actions will be restricted.

After Kuya uses Foxfire's Fury, all party allies must guard, otherwise they may not be able to respond to Kuya's Sneer on time and take serious damage.

  • On turn 1: Don't guard!
  • End of turn 1: Kuya will hit the party with an AoE that will cause more damage if your guard is broken.
  • On turn 4/10/16: Guard everyone.
  • End of turn 4/10/16: You will be hit by an AoE that will do extra damage if you didn't guard. Shields will become ineffective, and if your guard is broken in the next 6 turns, you may be paralyzed.
  • On turn 5/11/17: Don't guard!
  • End of turn 5/11/17: Kuya will use an AoE here that will also cause bleed damage.
  • On turn 6/12/18: Guard everyone.
  • End of turn 6/12/18: Kuya will use a very strong AoE that will most likely kill you if you didn't guard.
  • On turn 7/13/19: Don't guard!
  • End of turn 7/13/19: Kuya will use an AoE here with guard break, paralyzing you if you guarded.
  • The above begins repeating on turn 10, looping every 6 turns.

Lost 07

Forest Rescue 01

Slime Enemies

  • Wood Element Potion-Induced Cloud Sheep (536,085 HP)

Allies Team Recommendations

  • Guardian with taunt
  • Moderate basic attackers are helpful here since you will need to control your damage

Deed Stage Tips

When the Cloud Sheep is Anxious Fidgeting, don't act rashly. Attacking carelessly will result in counterattacks from the Cloud Sheep.

When prompted that the Cloud Sheep wants to shake off foreign objects, all party allies must guard to successfully withstand the Cloud Sheep's Careless Collision.

When the shearing tools are about to be entangled, have the <Guardian> use Taunt in response, preventing others from being Wrapped in Wool and unable to move.

  • Try to maintain an amount of damage between 5% and 20% of the sheep's HP.
    • Under 5%: healing received will slightly increase.
    • Over 20%: heals 15% of max HP.
    • Over 40%: instant loss.
  • On turn 3/9/15: The sheep will counterattack anything you do here, so only attack if you can survive it.
  • On turn 4/10/16: Guard all.
  • End of turn 4/10/16: The sheep will attack the party with a strong ultimate.
  • On turn 6/12/18: Taunt with your guardian here.
  • End of turn 6/12/18: Your guardian will be hit and paralyzed for a turn.
  • The above loops every 6 turns.

Media Video Clears

Forest Rescue 02

Slime Enemies

  • Fire Element Nervous Hedgehog (323,048 HP)
  • Water Element Timid Hedgehog (330,652 HP)

Allies Team Recommendations

  • At least 3 units that can attack
  • Non-attacking buffers

Deed Stage Tips

After certain turns, hedgehogs will Refuse to Cooperate due to impatience, reducing the damage they receive.

When hedgehogs begin to charge energy, each must receive 3 attacks respectively to dispel their accumulated energy.

When the Nervous Hedgehog trembles due to extreme nervousness, enter Guard Stance to withstand its Uncontrolled Explosion.

  • Try to bring both hedgehogs down to 1% around the same time or you will receive extra damage from the remaining one.
  • After your first attack on a hedgehog, it will counterattack all remaining attacks that turn and reduce the attacker's recovery.
    • Heal before attacking, and alternate which attacker hits first to make sure everyone can be healed properly.
  • End of turn 1/6/11: Both hedgehogs will use ultimates on the party.
  • End of turn 2/7/12: The water hedgehog will cause turn-by-turn damage to the party for 5 turns.
  • On turn 3/8/13: Attack the fire hedgehog with at least 3 attacks.
  • On turn 4/9/14: Attack the water hedgehog with at least 3 attacks.
  • End of turn 4/9/14: The fire hedgehog will take 10% less damage from now on.
  • On turn 5/10/15: Guard your party if you can't survive the damage the following turn.
  • End of turn 5/10/15: The fire hedgehog will use a very strong ultimate, and the water hedgehog will take 10% less damage from now on.
  • The above loops every 5 turns.

Media Video Clears

Forest Rescue 03

Slime Enemies

  • Wood Element Sickly Baby Crystal Fawn (364,554 HP -> 3,646 HP)

Allies Team Recommendations

  • No bleed, no trigger, etc that will attack the enemy instead of healing it.
  • High attack is all that matters for units besides the above.
  • A guardian in slot 3 or a good healer to maintain their health.
  • 4 turn or less ultimates, sorry Quincy...

Deed Stage Tips

While healing, the ally in position 3 will receive damage due to the crystal fawn's Fierce Struggle.

When the crystal fawn uses Gasp For Breath, allies other than the ally in position 3 must perform strong attacks to accumulate energy. During Buy Time, the ally in position 3 must use strong attacks to transfer essence to the crystal fawn.

After every 8 turns, the crystal fawn's condition will become unstable. The party must enter Guard Stance to protect itself or consequences will be bad.

  • This is a healing fight. You want to attack to heal the enemy.
    • Basic attacks heal by 80% ATK.
    • Ultimates heal by 140% ATK.
  • Slot 3 will be hit with every attack you do, so be sure to keep them healed and guarded.
  • If slot 3 dies, your party will be wiped.
  • There is a 21 turn limit for the fight.
  • On turn 1: Guard, you can't do anything.
  • On turn 2: You can begin to attack the fawn now to heal it. GUARD SLOT 3 first, then hit. Continue like this for normal turns.
  • End of turn 5/9/13: The fawn will use a stronger AoE on the party.
  • On turn 6/10/14: Guard with slot 3, then use an ultimate with slots 1/2/4/5.
  • On turn 7/11/15: Use an ultimate with slot 3 (hopefully it guards with it, too). This will silence the fawn.
  • End of turn 7/11/15: If you don't silence him, you will be killed this turn.
  • On turn 8/12/16: Guard all. There is no warning for this so be careful!
    • Note that this will thankfully not occur every other loop, so it will only do this on 8 and 16.
  • End of turn 8/12/16: If you didn't guard, you will probably die here.
  • The above all repeats in a loop after this, so prepare for the AoE again at the end of turn 9! This is a very tight HP fight!

Media Video Clears

Lost 08

Prison Riot Investigation 01

Slime Enemies

  • Dark Element Troublemaking Prison Guard (883,485 HP)

Allies Team Recommendations

  • Guardian with taunt in slot 2, 3, or 4
  • Unit that can remove guard
  • At least 3 units that can attack besides your guardian (unless he has paralysis immunity)

Deed Stage Tips

When the guard uses "Ready to Search", allies in positions 1/5 must defend to avoid taking high damage and being inflicted with Silence.

When the guard draws his baton, a <Guardian> must use Taunt to draw attention and prevent all allies from taking high damage and being inflicted by Paralysis from "Baton Swing". When the guard is overcome by "Fit of Rage", allies must break through the guard's defence and remove his damage reduction effects, so as not to affect allies' follow-up actions.

When the guard uses "Grip Tightly", and begins to charge power, deal damage to the guard 3 times, preventing the battle from coming to an early end.

  • On turn 3/9/15: Guard slots 1 and 5 to avoid silence next turn.
  • End of turn 3/9/15: Slots 1 and 5 will be hit by an ultimate and unable to heal themselves for 2 turns.
  • On turn 5/11/17: Taunt with your guardian.
  • End of turn 5/11/17: The guardian will be hit by multiple attacks and paralyzed for 3 turns.
  • On turn 6/12/18: Use guard break or else the enemy can't be damaged for 2 turns.
  • On turn 7/13/19: Use 3 attacks that deal damage on the guard (note if you didn't guard break, this means you will fail).
  • The above loops on turn 9, every 6 turns.

Media Video Clears

Prison Riot Investigation 02

Slime Enemies

  • Fire Element Inmate Number 40 (253,594 HP)
  • Water Element Inmate Number 28 (251,377 HP)
  • Wood Element Inmate Number 11 (252,534 HP)
  • Light Element Inmate Number 35 (249,257 HP)
  • Dark Element Inmate Number 57 (248,197 HP)

Allies Team Recommendations

  • AoE or multi-target attackers will speed this fight up
  • Units that remove guard can help but aren't required

Deed Stage Tips

If all 5 inmates are returned to their cells simultaneously, you can prevent the inmates from gaining enhanced abilities.

When one inmate is lost, the remaining inmates harbor regret for the "Loss of a Companion", causing attacks to deal additional turn-by-turn damage. They will also "Attempt Breakthrough" on certain turns, dealing additional damage to a single target. When 2 inmates are lost, the remaining inmates will activate "Chaos of Three", increasing all allies' Ultimate Skill CD. On certain turns, they will use "Spreading Haze", increasing Ultimate Skill CD for <Strikers>, <Saboteurs> and <Supporters>. When 3 inmates are lost, they will activate "Dual Resistance", mounting a stronger resistance and gaining an additional Basic Attack. They will also cause "Infected Wound", reducing healing received by all allies.

When only 1 inmate remains, this will unleash "Final Awakening", increasing damage dealt to all allies, gaining an additional Basic Attack count and activating guard.

  • If you defeat an inmate, they will strengthen the others, so try to finish all enemies around the same time. Each time one is killed, the enemies will gain a shield, in addition to effects based on how many are gone:
    • If one is defeated, the enemies will increase turn-by-turn damage, and they will deal additional turn-by-turn damage each turn.
    • If two are defeated, your party will have their ultimate skill cooldowns reset.
    • If three are defeated, the enemies will gain a 20% defense boost, deal 2% true damage on each attack, and reduce your healing.
    • If four are defeated, the remaining inmate will make your party take +5% damage on attack and now have permanent guard.
  • The enemies don't do anything in particular on any turns unless you kill one of them, so just watch your health!
  • Each one will use a party-wide attack, so make sure you stay healed! Note they will also hit their own party, so be wary if this causes an enemy to die earlier than expected.

Media Video Clears

Prison Riot Investigation 03

Slime Enemies

  • Fire Element Lawful Execution Edmond (544,936 HP)
  • Fire Element Harsh Punishment Quincy (540,260 HP)

Allies Team Recommendations

  • A guardian can be used to taunt away the status effects

Deed Stage Tips

At the start of battle, both sides will "Await Chance". When the number of stacks falls to 0, they will be on the alert and their normal attack damage will increase significantly.

You must use the opportunity when the duo is suffering "Momentary Weakness"; use strong attacks to increase the number of waiting stacks. While they are weak, they use "Nip in the Bud"; you can have a <Guardian> use Taunt in advance to draw their attention and prevent allies from being sealed when their Ultimate Skill cooldown ends.

If they are already on the alert, when both sides prepare to execute judgement, have low HP allies defend in time to withstand subsequent attacks in the next turn.

  • Both have a 4 turn countdown before using extremely strong ultimates.
  • Until noted, both will use AoE attacks each turn.
  • On turn 4/8/12: Use your guardian taunt here!
  • End of turn 4/8/12: Both will use Ultimate skills on a single target that inflict Silence (2 turns), Cooldown Count -2 turns, and the target will deal 75% less damage for 3 turns.
  • End of turn 5/9/13: Both will use a weak Ultimate that resets their special Ultimate cooldowns.
  • End of turn 7/11/15: Both will use their normal AoE attack x4, so guard if you cannot handle the damage.
  • This cycle loops every 4 turns, beginning at the end of turn 8!
  • You can kill them in any order, but neither will leave until both are at 1%.

Media Video Clears

Lost SP

New Grand Sorcerer 01

Slime Enemies

  • Light Element Competitive Zeal Quincy (1,703,336 HP)

Allies Team Recommendations

  • Ultimate users with low cooldowns are best here.

Deed Stage Tips

When Quincy breaks the Thick Magic Bubble, preserve your essence first; during Attack Preparation, all party allies should use strong attacks to deal with Huge Magic Bubble.

When Quincy uses Replenish Stamina, all party allies should guard so that Magic Potion can function normally, otherwise the challenge will become more difficult due to high turn-by-turn damage.

When Quincy's HP reaches 25%, he will become competitive and the damage he receives will decrease with every turn. If the match isn't won before Desire to Win reaches its peak, the game will be lost.

  • Basic attacks will make Quincy counterattack the whole party, as well as add 1.5% ATK to his attack per hit.
  • Ultimates will make Quincy's ATK increase stacks reduced by 2.
  • Guarding will cause ATK -1% to anyone who uses it.
  • On turn 4/13: Guard if you cannot fully heal this turn.
  • End of turn 4/13: Quincy will use a strong AoE here. For the next 3 turns, you will take 60% more damage.
  • On turn 6/15: Use ultimates with everyone to reduce damage taken at the end of the turn.
  • End of turn 6/15: Quincy will use a strong AoE on everyone that causes bleed damage (4t).
  • On turn 10/19: Guard everyone to heal yourself if you need it.
  • End of turn 10/19: Quincy will heal your guarded allies and himself.
  • The above will loop until turn 21, at which point Quincy decides you lose.
  • At 25% HP: Quincy will begin a new phase that mostly repeats the above. However, he'll reduce damage taken by 6.5% and continue to do so quickly, so try to finish him off.

New Grand Sorcerer 02

Slime Enemies

  • Wood Element Starscape Exploration Edmond (1,307,782 HP)

Allies Team Recommendations

  • 1 Support (buffer) at least for the requirement.
  • Set up your team to be used in backward order because of the fight mechanics.
    • Paralysis immunity is great! If someone has it, you can start with the slot to the left of it first.
  • This fight needs to go fast, so strong attackers are required.
  • Recovery rate reduction units like SR Kuya are helpful.

Deed Stage Tips

The party's battlefront is targeted. Allies' actions will lead to the ally on their right to be sealed. Pay attention to the action order and position.

The battle will be lost when any ally is beaten. During certain turns, Edmond will try to break through the right side. Protect the ally on the right side in advance during Showdown Proclamation so you don't miss the subsequent chance to perform a strong attack.

After the right side has been broken through, Edmond will perform Frontal Raid to seal the strong attacks of the allies in positions 2/3 while greatly lowering their ability to heal others. After they have been sealed, the other allies must use strong attacks to instead control Edmond's actions to avoid bad consequences.

  • Basic attacks will make Edmond take -2% damage (up to 50%), and Ultimates will make him take -5% (up to 50%). This means at some point, he will be taking no damage, so you have to be careful.
  • Edmond will heal with every attack.
  • Any action will paralyze the unit to the right.

Note the first turn stars after he declares a showdown, making said note because these turns were shifted upward compared to the ST stage.

  • On turn 3/7/11: Guard slots 4 and 5.
  • End of turn 3: Slots 4 and 5 will be hit. If they did not guard, they will have their cooldowns reset by 6 turns!
  • On turn 4/8/12: Guard slots 2 and 3.
  • End of turn 4 Slots 2 and 3 will be hit with a strong attack. They will also be silenced for 1 turn, and their recovery will be reduced by 60% for 4 turns.
  • On turn 5/9/13: Use an ultimate on Edmond to inflict paralysis.
  • End of turn 5: The loop starts over the turn after paralysis is inflicted!

New Grand Sorcerer 03

Slime Enemies

  • Water Element Sincere Heart Yakumo (2,117,020 HP)

Allies Team Recommendations

  • No guardians or anyone that can taunt.
  • Put your healer in slot 3 since they won't need to guard as much.
  • Short ultimate cooldown users are best.

Deed Stage Tips

If Yakumo's Essence Wall breaks during the battle, the huge wave will quickly increase the difficulty of the challenge and make the situation extremely dangerous.

When Yakumo uses Preventive Measure, allies in positions 1/5 must guard to avoid heavy damage and having their subsequent actions interfered with.

When Yakumo uses Prepare Restoration, allies in positions 2/4 must guard to block the cracks and avoid subsequent restoration actions from being affected.

  • Ultimates are needed to add stacks to Yakumo's essence wall. If all 6 are depleted, your party will take heavy damage!
  • Any subsequent attacks will be reduced by 40% each turn, meaning you want to attack with your strongest first. It may be best to take mostly buffers to avoid this problem.
  • On turn 4: Guard slots 1/5.
  • End of turn 4: Slots 1/5 will be hit with an ultimate, and their cooldowns will be shifted if they did not guard.
  • On turn 6: Guard slots 2/4. This will remove their cooldown pause as well.
  • End of turn 6: Slots 2/4 will be hit with attacks.
  • These loop every 6 turns, so just keep going.

New Grand Sorcerer 04

Slime Enemies

  • Light Element Livestream Test Eiden (1,040,304 HP → 10,040 HP)
  • Fire Element Time Traveling Crystal (1,704,300 HP)

Allies Team Recommendations

  • At least 3 allies that can attack.
  • No AoE that might hit Eiden in any way.
  • Take whatever quick (3t) ultimates you can!

Deed Stage Tips

When the crystal ball uses Early Preparations, all party allies must guard to avoid Eiden from leaving the battlefield early due to Focused Excitement.

When Eiden uses Seductive Invitation, all party allies must guard to prevent Essence Cycle from causing the crystal ball to quickly restore its HP and letting the reduced healing Eiden receives drag out the battle.

When Eiden uses Professional Guidance and the crystal ball uses Surging Essence, first use one strong attack on Eiden to dispel Taunt, then choose to use normal attacks on the crystal ball according to Eiden and the party's current HP to prevent it from quickly recovering its HP, or use strong attacks on the crystal ball to heal Eiden's HP.

  • Hit the crystal ball to heal Eiden. Ultimates will heal 4% of his max HP, and basic attacks will heal 3%. This means the fight will be long.
    • At every 25% HP threshold, the crystal ball will do more healing, so you want to keep it low if possible!
  • On turn 2/10/18/etc: Guard all to grant Eiden a shield.
  • End of turn 2: Eiden will damage himself this turn. The shield should keep him safe.
  • On turn 5/13/21/etc: Guard all to keep the crystal ball from healing itself.
  • End of turn 5: The crystal ball will use an ultimate here.
  • End of turn 6: The crystal ball will again use an ultimate.
  • On turn 8/16/24/etc: Use an ultimate on Eiden to remove his taunt, then basic attacks on the crystal ball.
  • End of turn 8: The crystal ball will use a strong ultimate.
  • The above loops every 8 turns, so start guarding again on turn 1.