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Lost Relics/Season 04

From NU: Carnival Guides
Revision as of 00:31, 17 February 2026 by Ayleria (talk | contribs) (Created page with "{{LR |season = 04 |start = June 29, 2023 |end = August 24, 2023 }} ==Lost 01== ===Serpent Memories Battle 01=== {{Icon|Slime}} '''Enemies''' * {{Element|Light}} Golem (78,850 HP) * {{Element|Light}} Hexed Hare (54,837 HP) * {{Element|Light}} Hexed Hare (54,837 HP) {{Icon|Allies}} '''Team Recommendations''' * Team Setup: 1 Healer, 2~3 DPS, 1 Support, Optional Guardian ** Possible Units: R-SR Dante, R-SSR Garu, R-SR Blade, R-SR Olivine, 3 CD units {{Icon|Deed}} '''Sta...")
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Template:LR

Lost 01

Serpent Memories Battle 01

Slime Enemies

  • Light Element Golem (78,850 HP)
  • Light Element Hexed Hare (54,837 HP)
  • Light Element Hexed Hare (54,837 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support, Optional Guardian
    • Possible Units: R-SR Dante, R-SSR Garu, R-SR Blade, R-SR Olivine, 3 CD units

Deed Stage Tips

  • Golem will immediately reduce its own ultimate cooldown, apply shield and taunt on turn 1.
    • Use ultimate skills to remove golem taunts.
  • Hexed hares will do single target ultimate attacks that apply debuffs to the unit hit. This debuff gives -2.5% damage to allies and hares will gain +2.5% attack. This rotates every 2 turns starting from turn 3.
  • Using units that can guard break, AoE attackers and low cooldown ult uptime will help score the shortest turn clear.

Media Video Clears

Serpent Memories Battle 02

Slime Enemies

  • Fire Element Yakumo (157,448 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support
    • Possible Units: 3-4 CD units

Deed Stage Tips

  • Yakumo will immediately do an AoE ultimate on turn 1, guard your team.
    • He'll AoE every 3 turns, and do double basic AoE attacks
  • Continue to guard your units besides your healer until you have your ultimates active. Yakumo takes +15% more damage each time he is hit with an ultimate skill attack.

Media Video Clears

Lost 02

Shield of the Kingdom Battle 01

Slime Enemies

  • Dark Element Royal Soldier (50,536 HP)
  • Dark Element Royal Soldier (50,536 HP)
  • Dark Element Royal Soldier (50,536 HP)
  • Dark Element Royal Soldier (50,536 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support
    • Possible Units: R-SSR Garu, Core Teams

Deed Stage Tips

  • Each Soldier will get attack buffs each time they are hit, and have their ultimate cooldowns reduced by 2 when hit with ultimate skill attacks. If your team is built enough this will not be an issue regardless.
  • Using AoE units such as SR Garu and Blade will give you the fastest clear.

Media Video Clears

Shield of the Kingdom Battle 02

Slime Enemies

  • Water Element Edmond (151,378 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support
    • Possible Units: R-SR Kuya

Deed Stage Tips

  • Turn 1 Edmond will ultimate skill attack slot 1, 3 and 5. Guard those units immediately.
  • Turn 4 he will skill attack 1 slot and then basic attack another. This will happen every 3 turns.
  • Every attack Edmond does will recover his HP by +100% of his own attack, using Saboteurs for health recovery reduction and units that does attack debuffs will help counter this.

Media Video Clears

Lost 03

Altar Restoration 01

Slime Enemies

  • Wood Element Mutant Root of All Evil (185,858 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support
    • Possible Units: R-SR Dante or Quincy

Deed Stage Tips

  • The Mutant Root of All Evil will counter attack your units when hit and receive attack buffs when doing so.
  • Guard breaking will apply attack debuffs to the mutant and increase your damage, damage stacks.
  • On turn 5 it will apply a status to itself where if it attack it will receive a heal over time passive that lasts for 2 turns. This status lasts for that turn so guard to bypass it unless you have strong units to nuke it anyway.

Media Video Clears

Altar Restoration 02

Slime Enemies

  • Fire Element Gemstone Guardian (200,068 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 2~3 DPS, 1 Support
    • Possible Units: R-SR Dante or Quincy

Deed Stage Tips

  • Gemstone Guardian will apply bleed effect to any unit that attacks it dealing damage for 4 turns, this can stack and the damage gradually increases over time.
  • Use a unit that can guard break to remove the damage reduction the gemstone receives from guard status.
  • On turn 5 it will skill attack every slot except 3, applying a large bleed stack and inflicting it's self with a damage debuff. For 1 turn it will take +100% ultimate skill damage so save ultimates until this moment.

Media Video Clears

Lost 04

Poaching the Past 01

Slime Enemies

  • Fire Element Eagle (53,650 HP)
  • Fire Element Sprite (64,358 HP)
  • Fire Element Eagle (53,650 HP)
  • Fire Element Eagle (53,650 HP)
  • Fire Element Eagle (53,650 HP)

Allies Team Recommendations

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

Deed Stage Tips

  • AoE is your best friend for this stage since you have a lot of enemies to get through.
  • When an eagle is attacked it will receive a -25% attack debuff (max 3 stacks), decreasing its damage. On attack it will gain +1% attack
  • The sprite will remove all attack debuff stacks at the end of the enemy rotation, and supply heals to the enemies.

Media Video Clears

Poaching the Past 02

Slime Enemies

  • Fire Element Poacher Boss (137,451 HP)
  • Fire Element Poacher Goon (134,126 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3 DPS, 1 Support
    • Possible Units: R-SR Dante or Quincy

Deed Stage Tips

  • Turn 3 Poacher Goon will apply Silence to your healer, this status lasts for 2 turns. This can occur every 4 turns.
  • Turn 4 Poacher Boss will skill attack your whole team. It's a weak amount of damage though so no need to guard. This can occur every 3 turns.
  • When Poacher Boss reaches below 50% HP he will apply guard status to both himself and the goon. He will then apply Sleep to every unit except your healer that lasts for 2 turns.
    • He will skill attack your whole team the turn after, dealing increased damage. Make sure you have max HP when this happens.
  • It's recommended that you take out the Poacher Boss first so that you don't get inflicted with sleep, using heavy hitters like Quincy can help bypass the guard damage reduction.

Media Video Clears

Lost 05

Double Eclipse 01

Slime Enemies

  • Light Element Moonlit Mutant Hare (155,330 HP)
  • Dark Element Moonlit Mutant Hare (155,330 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

  • Wood Element Moonlit Sprite (88,724 HP)
  • Water Element Moonlit Sprite (88,724 HP)
  • Fire Element Moonlit Sprite (88,724 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

  • A Sprite will apply bleed to your whole team on turn 1 that lasts for 10 turns. The other 2 will apply and attack buff and heals. This rotates every turn and the bleed damage will increase in damage.
  • On turn 4 they will apply a god awful 50 turns bleed stack, make sure you have a really strong healer to handle all this tick damage.
    • Rotates every 3 turns.
    • Using an ultimate skill on the turn they apply bleed will paralyze them, cancelling the status application.
  • Ultimate skill attacks will paralyze the sprites but also increase your ultimate cooldown by 1. Use short CD units to keep your rotation in sync with their essence charging turns.
  • Killing one sprite too early will make the others delete your whole team so kill both of them within the same turn.

Media Video Clears

Double Eclipse 03

Slime Enemies

  • Light Element Night Raid Moonlit Wolf (285,363 HP)
  • Dark Element Silent Defender Quincy (95,284 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 06

Summer Fun 01

Slime Enemies

  • Water Element Berserk Seahorse (147,439 HP)
  • Light Element Tropical Jellyfish (130,477 HP)
  • Water Element Berserk Seahorse (147,439 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 (285,419 HP)
  • Water Element Zealous Traveler (90,747 HP)
  • Wood Element Zealous Traveler (90,747 HP)
  • Light Element Zealous Traveler (90,747 HP)
  • Dark Element Zealous Traveler (90,747 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 (359,628 HP)
  • Dark Element Nightmare Phantom of the Deep (203,765 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 07

Chocolaty Goodness 01

Slime Enemies

  • Fire Element Choco-Slime (149,399 HP)
  • Dark Element Pink Choco-Stungus (186,801 HP)
  • Wood Element Choco-Slime (149,399 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 (107,203 HP)
  • Water Element Pink Choco-Slime (141,796 HP)
  • Wood Element Choco Mud Monster (107,203 HP)
  • Light Element Pink Choco-Slime (141,796 HP)
  • Dark Element Choco Mud Monster (107,203 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 (654,473 HP)
  • Light Element Sweetness Advocate Edmond (654,473 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 08

Classy Ball 01

Slime Enemies

  • Water Element Water Consul (275,187 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 (169,960 HP)
  • Light Element Noble (162,551 HP)
  • Wood Element Noble Attendant (169,960 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 (220,607 HP)
  • Wood Element Supreme Warrior Blade (220,607 HP)
  • Wood Element Pesky Viscount Barmon (693,857 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 SP

New Grand Sorcerer 01

Slime Enemies

  • Fire Element King Dante (1,287,271 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 3 DPS, 1 Guardian
    • Possible Units: Heavy hitting single target units, SR Morvay or a Guardian with at least ~25k HP
    • Support can be used if you can manage 4 single target attacks (follow-up attacks like SSR Edmond, AD Quincy, or those granted by FG Quincy are helpful)

Deed Stage Tips

  • At the end of turn 3, Dante will hit slot 1 for 25,752 HP. You cannot guard against this or use shields, so prepare any unit accordingly.
  • On turn 5, you need to hit Dante with 4 basic attacks. Follow-up attacks count!
  • On turn 7, guard your party. They must be at full HP to survive the attack, regardless of the HP number.
    • Your party will be fully healed by Dante the turn after, so do not waste your heals afterward.
  • On turn 10, you must eliminate Dante's 87,948 HP shield in a single turn.
  • On turn 12, he removes the 1% HP lock on himself, and uses a strong attack against a unit. Heal your party and prepare for a difficult sequence of attacks.

New Grand Sorcerer 02

Slime Enemies

  • Wood Element Guardsman Quincy (1,074,716 HP)
  • Fire Element Wolf (682,964 HP → 34,149 HP)
  • Water Element Hare (682,964 HP → 34,149 HP)
  • Light Element Tiger (682,964 HP → 34,149 HP)
  • Dark Element Bear (682,964 HP → 34,149 HP)

Allies Team Recommendations

  • Team Setup: 1 Healer, 1 Support, 2-3 DPS
    • Heavy hitting single target units should be used. AoE cannot be taken on this stage.
    • Guardians can be used to taunt targeted attacks, but are not required.
    • Make certain your healer is strong. SR Yakumo is recommended for the HP boost too.
    • Extremely high health is recommended for this level if you cannot move fast enough.

Deed Stage Tips

  • Like the ST stage, do not hit any of the animals. Quincy is your only focus.
  • He will gain a high ATK boost each turn, so his damage ramps up very quickly. This battle should be done with speedy units if possible.
  • On turn 2, you will need to guard the entire party.
  • On turn 3, he will hit the lowest max HP unit.
    • This repeats every 6 turns.
    • Be careful about taunting to avoid this since it is sometimes followed by another strong attack!
  • On turn 4, the unit with the lowest cooldown will be hit. This will increase your cooldown by 2 and paralyze the unit.
    • This repeats every 3 turns.
  • On turn 13, you should guard since one of the animals will have taunted the previous turn.
    • This repeats every 6 turns, though a different animal will taunt each time.
  • Some of the above may be skipped if a threshold is met.
  • Your attacks will be stifled at the 50% threshold. When it is met, Quincy will give himself 50% more defense, so your attacks will only do half the damage.
    • After this, Quincy will begin to use vines that will paralyze you if you guard. You want to avoid guarding unless necessary!
  • Your attacks will be stifled again at the 5% threshold. At this point, you must defeat Quincy the next turn or else he will wipe your party.
  • On turn 13, he guards with a 'strange stance," guarding against your attacks. Attack during this turn, but save your ultimates for the next.
    • Turn 14: Your party's health will be reduced to 50% regardless of what you do, so just attack. Make certain your party is healed to full before this turn's end.
    • Turn 15: Your party for 5x 10% your max HP. You must guard to avoid death. You cannot heal during this turn!
    • Turn 16: Heal your party. He will do 3x attacks on 1-3 characters.
    • Turn 17: Slot 2 will be hit with a strong attack, so guard if you cannot survive it. This unit will take 500% damage on the next turn. He may also hit another unit randomly on this turn.
    • Turn 18: Use taunt here with your guardian to prevent slot 2's death.
    • Turn 19: Heal and prepare for this to repeat again. He will again hit 3x randomly.
  • The above will repeat in sequence, so turn 20 and 27 will start the 'strange stance' again.
  • Please note that if at any time a single character dies, your party will be wiped, so you must prioritize survival. He does attack at random at times, so you may have to replay several times to avoid bad RNG.

New Grand Sorcerer 03

Slime Enemies

  • Dark Element Facing Yesteryear Kuya (693,788 HP → 173,447 HP)
  • Dark Element Intrigued Past Kuya (333,051 HP)

Allies Team Recommendations

  • Anything that doesn't do bleed

Deed Stage Tips

  • On turn 1 hit the SR one since you aren't able to heal the other.
  • On turn 2 on try to heal AD and continue until he is healed. He needs to be healed by turn 13 or you will lose.
  • Once AD is gone, you have several thresholds to meet.
  • When SR is brought to 50% HP, he will heal himself back to full HP.
  • When SR is brought to 25% HP, he will heal himself back to 50% HP.
    • At this point, guarding will cause taunt, and if he removes guard stance you get paralyzed (2t) and get 300% less heals.
  • SR Kuya will begin to use different moves after AD is killed, so these are the things to look out for. Timing is difficult since it changes depending on when the phases begin, but watch out for the bolded mostly unless you are taking a while.
    • SR Kuya will mostly use AoE damage on you.
    • Sudden Illusion: This is the main thing to watch out for. It will do 50% max HP damage and remove your defenses. This happens about every 2 turns, so be careful.
    • Pleasing Ordeal: Usually happens with the above, and is also a problem. This will pick a random unit or the taunted unit and damage it plus reduce its healing received by 50% permanently.
    • Essence Barrage: 102% damage (instant death) to slots 4/5 if you do not guard. He also paralyzes them for 2 turns.
    • Bizarre Illusion: Huge damage to slots 2/3, decreasing their healing by 100% (1 turn) and silencing them for 2 turns.
    • Dream Giver: AoE damage, not too bad.
  • Your strategy here should be to quickly heal AD Kuya, but save your ultimates for the turn after he leaves. SR Kuya's HP is low, so you can potentially lower his health to 50% with one unit like SR Quincy, then lower his health to 25% the next turn with your others. Otherwise, us quick ultimates to finish him off. Speed is the best thing for this round.