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Flourishing ☆ Desires

From NU: Carnival Guides
Revision as of 04:46, 16 February 2026 by Ayleria (talk | contribs) (Created page with "{{Event |name = Flourishing ☆ Desires |start = September 25, 2025 |end = October 16, 2025 |garu = Hot Dance ☆ Majestic Leap |blade = Trending Dance ☆ Freestyle |icon = IP35544 |event = 044 }} ==Dance Battle 01: "[Dance] Challenge - 01"== :5nc_Slime: Enemies ★・:3nc_Wood: Decisive Victory Karu (16,079 -> 322 HP) ★・:3nc_Dark: Accept Battle Blade (16,079 -> 322 HP) :5nc_Allies: Team Recommendations ★・This is a healing fight. No anti-recovery units! ★...")
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Flourishing ☆ Desires
September 25, 2025 - October 16, 2025
Event Allies:
Hot Dance ☆ Majestic Leap Garu
Trending Dance ☆ Freestyle Blade

Dance Battle 01: "[Dance] Challenge - 01"

5nc_Slime: Enemies

★・:3nc_Wood: Decisive Victory Karu (16,079 -> 322 HP) ★・:3nc_Dark: Accept Battle Blade (16,079 -> 322 HP)

5nc_Allies: Team Recommendations

★・This is a healing fight. No anti-recovery units! ★・Bring no more than 3 of healers or supporters. ★・Quick ultimates are recommended.

5nc_Arrow: Stage Tips

Players can help Karu and Blade restore HP by attacking.

Karu and Blade must reach 25%, 50% and 75% HP at the same time, or else negative effects will occur. When allies attack, their ATK will decrease. Take a break to guard and remove ATK-reducing negative effects. When Blade uses "Interfere Movement", positions 1/2 must guard to protect Karu from receiving high damage. When Karu uses "Quicken Rhythm", his ATK will greatly increase. Make sure that Blade has enough HP, and simultaneously perform 3 strong attacks on Karu to prevent Blade from receiving high damage. When Karu uses "Restrict Space", positions 4/5 must guard to protect Blade from receiving high damage.

When Blade uses "Quicken Movement", his ATK will greatly increase. Make sure that Karu has enough HP, and simultaneously perform 3 Strong Attacks on Blade to prevent Karu from receiving high damage.

★・This is a healing fight, so just attack to heal the enemies. Thankfully, turn-by-turn damage is negated so hybrid users of this type of attack can be used. ★・Blade and Karu must reach the 25%, 50%, and 75% HP thresholds at the same time! Try to heal them together! ★・If Blade or Karu goes below 1% HP, the party will be wiped. They will attack one another each turn, so be sure to keep their HP up! ★・Every attack your unit makes will cause ATK -10% to them. Guarding will remove one of these stacks!

★・On turn 1: Be sure you attack both Blade and Karu this turn to raise their HP so you don't lose the fight immediately!

★・On turn 3/11/19: Guard slots 1 and 2 to keep Karu from taking extra damage. ★・On turn 5/13/21: Use 3 ultimates on Karu to lower Karu's ATK. Make sure Blade has enough HP this turn. ★・On turn 7/15/23: Guard slots 4 and 5 to keep Blade from taking extra damage. ★・On turn 9/17/25: Use 3 ultimates on Blade to lower Blade's ATK. Make sure Garu has enough HP this turn. ★・This loops on turn 11, every 8 turns!

5nc_Scene: Video Clears

★・R Clear by La: https://www.youtube.com/watch?v=MkrTDZsxaaE

Flourishing ☆ Desires : Dance Battle 02: "[Dance] Challenge - 02"

5nc_Slime: Enemies

★・:3nc_Fire: Resounding Radiant Bros (40,053 HP) ★・:3nc_Water: Calm Radiant Bros (40,053 HP) ★・:3nc_Wood: Composed Radiant Bros (40,053 HP) ★・:3nc_Light: Suave Radiant Bros (40,053 HP) ★・:3nc_Dark: Prideful Radiant Bros (40,053 HP)

5nc_Allies: Team Recommendations

★・Ultimates must be 4 turns or less. ★・Be careful of trigger damage here.

5nc_Arrow: Stage Tips

When the Radiant Bros teach "Tippity Tap", all party allies must perform Normal Attacks. Stepping out bravely with broken steps will greatly reduce the shield's ability to withstand their "Dance in Unison".

Next, when guiding "Intimate Dance", all party allies must gain shields through Strong Attacks to protect each other from "Quickstep Pirouette".

When the Radiant Bros propose "Group Crisscross", positions 2/4 must use Ultimate Skills first, then have positions 1/3/5 perform Normal Attacks to reduce shielding and resist the Radiant Bros' elegant dancing.

★・Try to defeat the enemies together. When one reaches 1% HP, their attack will increase. ★・Any basic attacks will attack the allies on either side of the unit. Ultimates will grant a shield. ㅤ✧・Slot 1: Affects slots 5/2 ㅤ✧・Slot 2: Affects slots 1/3 ㅤ✧・Slot 3: Affects slots 2/4 ㅤ✧・Slot 4: Affects slots 3/5 ㅤ✧・Slot 5: Affects slots 4/1

★・On turn 2/11/20: Use a basic attack with everyone. Watch your HP! ★・End of turn 2/11/20: Everyone will be hit once by the enemy in their corresponding slot. ★・On turn 5/14/23: Use an ultimate with everyone to gain a shield. ★・End of turn 5/14/23: Everyone will be hit with an ultimate from each enemy, but the shield should save your party. ★・On turn 7/16/25: Use a basic attack with everyone. Watch your HP! ★・End of turn 7/16/25: Everyone will be hit once by the enemy in their corresponding slot. ★・On turn 9/18/27: Use ultimate attacks with slots 2/4, then basic attacks with 1/3/5. ★・End of turn 9/18/27: Everyone will be hit once this turn as well. ★・The above loops every 9 turns!

5nc_Scene: Video Clears

★・SR/R Clear by La: https://www.youtube.com/watch?v=TqxIHlPhiY4

Flourishing ☆ Desires : Dance Battle 03: "[Dance] Challenge - 03"

5nc_Slime: Enemies

★・:3nc_Wood: Rediscovering Purpose Hoss (564,845 HP)

5nc_Allies: Team Recommendations

★・Units with sleep immunity are helpful!

5nc_Arrow: Stage Tips

At the start of battle, all allies must guard to reduce the turn-by-turn damage received. After <Healers> slightly restore HP, other allies must continue to defend until "Rhythm Training".

Within 2 turns after "Rhythm Training" begins, all allies perform Normal Attacks to gain Hoss's approval, avoid performing incorrect actions, or the battle will be lost. Hoss's proposed "Dance Sequence" will cause any ally action to put the ally on the right to sleep, so the attack order during "Solo Dance Time" is very important.

After entering "Solo Dance Time", prioritize using Ultimate Skills or other high damage methods to reach the 10% HP clearance line. If failed, the difficulty will increase and training time will be extended.

★・Every 5 turns, support units will have their cooldown delayed unless the new Garu is present. You can guard to avoid this. ★・HP above 65% makes your party take more turn-by-turn damage, but this is difficult to manage so just get used to it. ★・Basic attacks lower your HP, and guarding makes you take 75% turn-by-turn damage.

★・At the start of the fight: Hoss will reduce your HP and make healing impossible. ★・On turn 1: Guard to reduce turn-by-turn damage.

★・End of turn 1/9: Hoss will apply more turn-by-turn damage. ★・On turn 2/10: Guard to reduce turn-by-turn damage. Heal if needed! ★・End of turn 2/10: Hoss will apply more turn-by-turn damage. ★・On turn 3/11: Guard to reduce turn-by-turn damage. Heal if needed! ★・On turn 4/12: Use basic attacks with everyone. DO NOT GUARD. Hoss should be put to sleep. ★・On turn 5/13: DO NOT GUARD. You can do anything else. ★・End of turn 5/13: Hoss will apply more turn-by-turn damage. ★・On turn 6/14: Guard to reduce turn-by-turn damage. Heal if needed! ★・On turn 7/15: Use basic attacks with everyone. DO NOT GUARD. Hoss should be put to sleep. ★・On turn 8/16: DO NOT GUARD. You can do anything else, so try to set up for the following turn! ★・On turn 9/17: Any action will cause the unit on the right to fall asleep. Prioritize starting with the unit to the right of someone with sleep immunity, or a unit you do not need. You must do at least 10% damage to Hoss on this turn, so use ultimates if you like. ㅤ✧・If you fail here, you will permanently take 33% more turn-by-turn damage. ★・The above loops every 8 turns immediately, so keep in mind there are no breaks!