Lost Relics/Season 23
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September 24, 2026 - December 03, 2026
Lost 01
Tidal Isle 01
Enemies
Umi (788,502 HP)
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.
Stage Tips
| [In Game Tips] |
|---|
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- 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
Enemies
Mocking Laugh Kuya (483,782 HP)
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.
Stage Tips
| [In Game Tips] |
|---|
|
- 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 02
Forest Rescue 01
Enemies
Potion-Induced Cloud Sheep (362,844 HP)
Team Recommendations
- Guardian with taunt
- Moderate basic attackers are helpful here since you will need to control your damage
Stage Tips
| [In Game Tips] |
|---|
|
- 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.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=ECjEQ_5fseg
Forest Rescue 02
Enemies
Nervous Hedgehog (218,652 HP)
Timid Hedgehog (223,798 HP)
Team Recommendations
- At least 3 units that can attack
- Non-attacking buffers
Stage Tips
| [In Game Tips] |
|---|
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- 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.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=4lz2aRdq5tg
Forest Rescue 03
Enemies
Sickly Baby Crystal Fawn (223,798 HP → 2,238 HP)
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...
Stage Tips
| [In Game Tips] |
|---|
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- 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!
Video Clears
- SR/R clear by La: https://www.youtube.com/shorts/CgpGR-5MicM
Lost 03
Prison Riot Investigation 01
Enemies
Troublemaking Prison Guard (468,531 HP)
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)
Stage Tips
| [In Game Tips] |
|---|
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- 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.
Video Clears
- SR Clear by La: https://www.youtube.com/watch?v=WnTvkzY5tfQ
Prison Riot Investigation 02
Enemies
Inmate Number 40 (134,486 HP)
Inmate Number 28 (133,311 HP)
Inmate Number 11 (133,924 HP)
Inmate Number 35 (132,186 HP)
Inmate Number 57 (131,624 HP)
Team Recommendations
- AoE or multi-target attackers will speed this fight up
- Units that remove guard can help but aren't required
Stage Tips
| [In Game Tips] |
|---|
|
- 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.
Video Clears
- SR Clear by La: https://www.youtube.com/watch?v=IJ4AFxqHlbo
- SR Clear by La (different units): https://www.youtube.com/watch?v=7E3rIvFwXWM
Prison Riot Investigation 03
Enemies
Lawful Execution Edmond (262,124 HP)
Harsh Punishment Quincy (259,874 HP)
Team Recommendations
- A guardian can be used to taunt away the status effects
Stage Tips
| [In Game Tips] |
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- 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%.
Video Clears
- SR+R Clear by La: https://www.youtube.com/watch?v=lDiSbvhrih4
Lost 04
Winter Freeze Crystal Expedition 01
Enemies
In-Lake Little Cutie (169,066 HP)
In-Lake Little Cutie (169,066 HP)
In-Lake Little Cutie (169,066 HP)
Team Recommendations
- Low cooldown units
- Anti-heal units are helpful but not required
Stage Tips
| [In Game Tips] |
|---|
|
- The enemies will heal themselves with their attacks, so if you are having trouble keeping up, make sure to use an anti-heal unit to prevent their healing!
- On turn 3/8/13: Guard all to avoid the next attack.
- End of turn 3/8/13: All the enemies will use strong AoE attacks, so be careful!
- On turn 5/10/15: Use an ultimate with all units.
- End of turn 5/10/15: Your party will be hit with strong turn-by-turn damage. Be careful and heal up!
Winter Freeze Crystal Expedition 02
Enemies
Ferocious Snow Monster (530,644 HP)
Team Recommendations
- A guardian with taunt in slot 1
- Basic attack or trigger units
- Support units that can attack too
Stage Tips
| [In Game Tips] |
|---|
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- You MUST have a guardian or your party will immediately be wiped.
- Attack the enemy to reduce its defense. The more attacks, the faster you can damage it!
- On turn 5/12/19: Taunt with your guardian to rescue your weakest unit.
- On turn 7/14/21: Remove the snow monster's shield on this turn. You want to try to attack 4 times to remove his ATK buff, too. Be careful of counterattacks!
Winter Freeze Crystal Expedition 03
Enemies
Lost Companion Garu (191,988 HP → 46,997 HP)
Elegant Voice Edmond (158,126 HP)
Moving On Quincy (158,126 HP)
Eternal Wait Spirit (372,792 HP)
Team Recommendations
- High ATK but unneeded unit in slot 3
- No AoE attackers
Stage Tips
| [In Game Tips] |
|---|
|
- Your main goal is to heal Garu, Quincy, and Edmond to 100%, and to eliminate the spirit.
- Remember to guard the middle unit first on every turn to heal the enemy properly.
- Focus on attacking the spirit unless you need to hit one of the others.
- If the spirit is gone, just hit Garu to give more stacks.
- Basic attacks eliminate 3 stacks of healing reduction on Garu, and ultimates eliminate 5 stacks. You need to remove enough to be able to fully heal Garu.
- Your units will heal the most at above 75% HP, and less at below 25% HP.
- Your attacks will attack your own party allies, as well as Garu, Quincy, and Edmond.
- Similar to the first challenge, your middle unit will be applied with a skill that heals the enemies when you guard with that unit. Unlike the first, this does not apply to your own party, so you will have to apply your own heals.
- You cannot let anyone in your party or your enemy-allies die, including Quincy and Edmond!
- On turn 4, Quincy can be hit by anything to help Garu. This includes redirected attacks, so if you have guarded your middle unit, you can keep attacking the spirit.
- On turn 5, you need to remove the spirit's shield by the end of turn 6.
- On turn 5, you can hit Edmond with ultimates to do additional damage to the spirit without worry for your party's safety.
- You can keep eliminating the shield on turn 6, but you must hit the spirit this turn and take party damage.
- On turn 7, guard to avoid a party wipe at the end of the turn.
Video Clears
- R Clear by La: https://www.youtube.com/watch?v=USlwE2aokLA
Lost 05
Warm Welcome 01
Enemies
Spicy Omurice (374,905 HP)
Sweet and Sour Omurice (368,567 HP)
Team Recommendations
- A high HP water unit or guardian
Stage Tips
| [In Game Tips] |
|---|
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- Both enemies need to reach 1% at the same time, or else they will heal themselves back to full HP.
- You must attack both during a round if possible or else they will reduce their damage taken the following turn.
- The light omurice will now deal turn-by-turn damage and debuff party attack by 3%. The fire omurice will deal follow-up attacks and cause the party to take 3% more damage.
- On turn 2/6/10: Guard your highest max HP unit (you may be able to avoid guarding if this unit's HP is high).
- End of turn 2/6/10: The fire omurice will use a strong attack on your highest max HP unit.
- On turn 4/8/12: Guard your highest max HP unit.
- End of turn 4/8/12: The light omurice will use a strong attack on your highest max HP unit.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=mY68vWZ7lMA
Warm Welcome 02
Enemies
Difficult Deer Yokai (751,549 HP)
Team Recommendations
- Basic attackers or turn-by-turn damage
Stage Tips
| [In Game Tips] |
|---|
|
- A random striker's Ultimate Skill may be reduced during battle.
- On turn 5/11/17: Guard all.
- On turn 6/12/18: Use at least 2 ultimates.
- End of turn 7/13/19: A random striker's Ultimate Skill damage will be reduced by 40% for 2 turns.
- On turn 8/14/20: Break the deer's shield by the end of the turn.
- End of turn 8/14/20: The enemy will either use a very strong ultimate, or be paralyzed if you broke the shield.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=jX-iBfauSnA
Warm Welcome 03
Enemies
Unrivaled Maid Cocoa (406,345 HP)
Team Recommendations
- Guardian in slot 1.
- Anti-heal units like SR Kuya can be useful if you can't keep up with the healing.
Stage Tips
| [In Game Tips] |
|---|
|
- Cocoa will not go below 50% HP during the first phase. Plan ultimates accordingly.
- When Cocoa reaches 50% HP, her attack will be much stronger.
- Start of battle: Cocoa will use an AoE that damages everyone for a large amount of HP.
- End of turn 3: Cocoa will heal herself for 10% HP.
- This repeats every 3 turns (6/9/etc).
- On turn 4: Taunt with your guardian here. Guard with slots 2-5.
- Each guard makes slot 1 take 15% less damage.
- Guard is 50% less effective for slots 2-5, so the guardian taunt is a must to survive.
- This needs to be repeated every 8 turns (12/20/etc).
- On turn 5: Slots 2-5 will die if you did not taunt. If you did, the guardian will be hit with all the damage instead, which they should survive because of the damage reduction. They will be paralyzed for the next 2 turns.
- End of turn 6: Cocoa will use a small AoE ultimate. Strikers and Saboteurs will deal 25% less ultimate damage permanently.
- This repeats every 5 turns (11/16/etc).
- On turn 7: Use 5 ultimates on Cocoa, with your strongest used last.
- Your party will deal 450% less damage, but every ultimate will make you deal 100% more damage.
- This needs to be repeated every 8 turns (15/23/etc).
- End of turn 8: If you didn't manage to damage Cocoa, your party will be wiped.
Video Clears
- R+SR clear by La: https://www.youtube.com/watch?v=GX8l9UU_e_Q
Lost 06
Evernight Dream Exploration 01
Enemies
Ghost Wandering the Corridor (916,538 HP)
Team Recommendations
- At least 3 allies with ultimate cooldowns of 4 or less
- Strong ultimate users and buffers to support them
Stage Tips
| [In Game Tips] |
|---|
|
- Using ultimates will cause -99% ATK for 3 turns, so be sure to only use them when ready!
- Using 3 ultimates together will cause the enemy to attack harshly. Try to not do this more than 3 times.
- On turn 5/9/13: Use at least 3 ultimates here.
- End of turn 5/9/13: You will be hit with a party-wide ultimate here. Remember the ones who used ultimates will have their attack reduced for the next 2 turns.
Evernight Dream Exploration 02
Enemies
Memory Manifestation Exorcist (892,139 HP)
Evernight Reincarnation Exorcist (351,701 HP)
Team Recommendations
- Anything that can deal damage quickly to reduce the enemy HP
Stage Tips
| [In Game Tips] |
|---|
|
- The water enemy needs to be brought to 1% to win. The other enemy's HP does not matter for this.
- The water enemy takes less damage above 66% and 33% HP, so you may have to reduce his HP in stages.
- The light enemy deals less damage below 66% and 33% HP, so you can reduce his HP to keep your party from being hurt during his ultimate attacks.
- On turn 5/15/25: Guard all.
- End of turn 5/15/25: Both enemies will use a strong ultimate. If you can't survive the attack, make sure you have lowered the light enemy's HP before this turn to reduce his damage.
- End of turn 6/16/26: The light enemy's HP will be restored to full.
- End of turn 9/19/29: The water enemy will attack the party down to half health, and cause the party to take more damage the following turn. Healing will also be reduced.
- On turn 10/20/30: Do your best to heal here since guarding isn't very effective.
- End of turn 10/20/30: The light enemy hits the party with a strong attack. If you are unable to survive, make sure the enemy is below 33% HP for this turn.
- End of turn 11/21/31: The light enemy's HP will be restored to full.
Evernight Dream Exploration 03
Enemies
Resisting Black Mist Yakumo (261,521 HP)
Sur (716,163 HP)
Drawing Accurately Blade (250,157 HP)
Team Recommendations
- Basic attack things again but not required
Stage Tips
| [In Game Tips] |
|---|
|
- Focus on Sur unless otherwise prompted! You do not want Blade or Yakumo to die!
- On turn 1: Guard since no one can be damaged.
- End of turn 1: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 2: Guard since no one can be damaged.
- End of turn 2: Your party will be given a shield by Yakumo, and Sur will attack everyone.
- On turn 3: Guard since no one can be damaged.
- End of turn 3: Your party will be given a shield by Yakumo, and Sur will attack everyone. Blade will grant everyone their ultimates this turn.
- On turn 4: Use everyone's ultimates on Sur to make her capable of taking damage. Don't worry about order.
- End of turn 4: Sur will hit everyone with an ultimate. Sur's shield will disappear, and she will be capable of being hurt now.
- Blade and Yakumo can also be healed for a turn.
- On turn 5: Guard with your highest max HP unit. Attack Blade once and Yakumo twice to fully heal them if possible.
- Each hit is 30% more HP for them. The number needed to heal them may change in subsequent loops, so watch carefully.
- End of turn 5: Your unit with the highest max HP will be hit by a powerful attack from Sur.
- On turn 7: Guard with your healer and your strongest attacker (check status if you are unsure who it is) or everyone will die.
- The above begins to loop on turn 8, so start again using your ultimates. This all repeats every 4 turns.
Lost 07
Sailtide Town Exploration 01
Enemies
Confident Townsperson (283,387 HP)
Friendly Townsperson (283,387 HP)
Lively Townsperson (283,387 HP)
Team Recommendations
- Allies that attack multiple targets
Stage Tips
| [In Game Tips] |
|---|
|
- All three enemies must be brought to 1% at the same time or else they will heal themselves.
- You must complete the battle in 15 turns.
- Enemies must all be hit each turn or else they will gain damage reduction and increase their own damage.
- End of turn 1/5/9: The red townsperson will grant himself follow-up attack on your party for 3 turns.
- End of turn 2/6/10: The blue townsperson will grant himself turn-by-turn damage on your party for 3 turns.
- End of turn 3/7/11: The green townsperson will grant make the lowest HP member of his party take 20% less damage for 3 turns.
- End of turn 4/8/12: Each townsperson will attack a single target with a strong attack this turn.
Sailtide Town Exploration 02
Enemies
Naive Thief (721,037 HP)
Irritable Thief (293,936 HP)
Team Recommendations
- A healer to keep yourself alive
Stage Tips
| [In Game Tips] |
|---|
|
- You must defeat the Naive thief before you can go after the Irritable one.
- No one can die or your party will be killed.
- End of turn 1/5/9: The Irritable thief will lower your party's ATK by 5% permanently.
- End of turn 2/6/10: The Naive thief will gain a large shield and take 30% less damage.
- When the Naive thief leaves:
- Make sure you guard at least one ally on the same turn you kill the Naive thief! Every turn from now on, be sure to guard at least 1 ally. That guarded ally will be targeted with a strong attack (if you do not guard, it will kill the ally that is targeted instead).
- At 1% HP: The thief will recover to 51% HP. You must then defeat him in 2 turns or else you will be killed.
Sailtide Town Exploration 03
Enemies
Self-Assured Bandit (539,377 HP)
Kasumi (137,298 HP)
Dante (137,298 HP)
Rei (137,298 HP)
Kuya (137,298 HP)
(Note there are three waves but only wave 2 is important)
Team Recommendations
- A guardian that taunts
- Trigger things are nice again
Stage Tips
| [In Game Tips] |
|---|
|
- Focus entirely on the Bandit in wave 2.
- The bandit will take less damage the longer your battle takes for the following:
- -3% Basic attack damage
- -4% Ultimate skill damage
- -6% Turn-by-turn damage
- Note trigger damage is unaffected!
- On wave 1/turn 1: Just guard; this is a story section.
- On wave 2/turn 2: Guard again.
- End of turn 2/8/14: The bandit will replenish your party's ultimates and take 90% less damage for 2 turns.. The other enemies will leave. Large turn-by-turn damage will be applied for the following turn.
- Only the turn-by-turn damage is applied in subsequent repeats of this turn.
- On turn 3/9/15: Guard to lower the turn-by-turn damage.
- End of turn 3/9/15: The bandit uses an ultimate on the party.
- On turn 5/11/17: Use your ultimates here with all except your guardian to remove the bandit's shield.
- The damage is based on trigger damage/ATK only.
- End of turn 6/12/18: The enemy will target your healer and attack them.
- On turn 7/13/19: Taunt with your guardian here to protect your healer. Be careful about using ultimates with other units.
- End of turn 7/13/19: Your taunted unit will be hit with a strong attack.
- On turn 8/14/20: Attacking will recover your HP this turn.
- The above begins to loop at the end of turn 8, every 6 turns. Guard again on turn 9!
- Once the bandit reaches 1%, he will leave. Another wave for story will appear, but just guard until it finishes.
Video Clears
- SR Clear by La: https://www.youtube.com/watch?v=YfMBLJy85QE
Lost 08
Veiled Pavilion 01
Enemies
Trickster Acrobat (398,753 HP)
Vain Magician (398,753 HP)
Stubborn Puppeteer (398,753 HP)
Volatile Tamer (398,753 HP)
Team Recommendations
- A healer is required.
- Guard break unit NOT in slot 3, with an ultimate cooldown of 4 or less.
- Turn-by-turn damage is useful here.
- Be careful of any allies that add shields since it could cause you damage.
Stage Tips
| [In Game Tips] |
|---|
|
- The whole party must survive.
- Each enemy will cast a skill when they reach 1% that causes trigger damage on Basic Attacks, so you want to try to kill them as close together as possible to minimize damage.
- On turn 2/10/18: Guard with the Healer, which will unsilence a specific Striker. Then, use an ultimate with that Striker to remove taunt off of your Healer.
- The striker will now have taunt for the following turn, but will take 75% less damage.
- End of turn 2/10/18: The taunted Striker will be hit with an ultimate.
- On turn 4/12/20: Guard all.
- End of turn 4/12/20: The party will be hit with an ultimate.
- On turn 6/14/22: Guard with slot 3. Target the Puppeteer and basic attack him with the three other allies that are NOT the guard break ally to make him able to be silenced. Finally, use guard break on the Puppeteer to silence him.
- On turn 8/16/24: Use 3 ultimates to clear your shields. Be careful not to use more than 3 on him so you don't kill yourself!
- End of turn 8/16/24: The party will be hit with an ultimate, which should do 0 damage if you cleared the entire shield.
- The above will loop every 8 turns.
Veiled Pavilion 02
Enemies
Frightened Beast (415,428 HP)
Ferocious Beast (498,514 HP)
Team Recommendations
- A Guardian in slot 1, 2, or 3.
- Turn-by-turn damage is helpful here.
Stage Tips
| [In Game Tips] |
|---|
|
- No one in your party can die, and both enemies must be brought to 1% to win.
- On turn 2/8/14: Attack with slots 1/2/3, and guard with 4/5.
- On turn 3/9/15: Taunt with your guardian, and attack with whoever is left of slots 1/2/3. Guard with 4/5.
- On turn 4/10/16: Use all basic attacks on the Frightened Beast.
- On turn 5/11/17: Use all basic attacks on the Ferocious Beast.
- On turn 6/12/18: Break the shield on the Frightened Beast to avoid heavy damage. Be careful of using all your ultimates since you'll need some for the following turn, too.
- On turn 7/13/19: Break the shield on the Ferocious Beast to avoid heavy damage. Now you can use all your ultimates, except your taunt.
- The above will immediately loop, every 6 turns.
Veiled Pavilion 03
Enemies
Pursuing Perfection Bruin (908,369 HP)
Team Recommendations
- A guardian with taunt at least every 4 turns.
- A healer that can quickly heal the party early on (burst heals rather than heal over time).
Stage Tips
| [In Game Tips] |
|---|
|
- The whole party must survive this fight.
- If your HP is below 65%, your attack will be halved. Try to stay healed!
- Your healer's attack will be reduced every turn.
- Bruin will also target your current lowest and highest HP units each turn.
- At the beginning of the battle: Your HP will be dropped to 25%.
- On turn 1: Try to heal as quickly as possible!
- On turn 5/13/21: Taunt with your guardian to protect your healer, who will take 300% more damage if you do not.
- End of turn 5: Your guardian should be hit with a strong attack here.
- On turn 8/16/24: Guard your party!
- End of turn 8: Your party will be hit to 25% again (50% for anything that guarded).
- On turn 9/17/25: Use all your ultimate skills this turn, in order of lowest to highest strength, to break the shield. Every subsequent unit will do 100% more damage, so the final ultimate should be your strongest!
- If your HP is below 50%, get yourself healed first to be able to do more damage.
- The above begins to loop on turn 13, so every 8 turns.
Lost SP
New Grand Sorcerer 01
Enemies
- Wave 1
Huey's Consciousness (631,917 HP)
- Wave 2
Aster (326,491 HP)
Morvay (486,440 HP)
Team Recommendations
- Guardian with taunt that preferably shields the party
- No damage-over-time units
- At least 3 units that can attack
- Cooldown reduction units do not work here
Stage Tips
| [In Game Tips] |
|---|
|
- Cooldown units (Space Blade, Demon King Eiden) will have no effect here. Additionally, any unit that reduces its own cooldown will not be able to do so.
- Every turn unless otherwise noted will require you to damage Huey twice before he will take any damage! Use an attacking buffer or your guardian first before your higher attack units.
- End of turn 1: Huey will use a small ultimate on the party.
- End of turn 2: Huey will use a small ultimate on the party, and grant himself a shield.
- On turn 3/9/15: Guard all.
- End of turn 3: Huey will use a very strong ultimate on the party.
- On turn 4/10/16: Do not use any ultimates with strikers or saboteurs this turn.
- End of turn 4: Huey hits everyone again twice.
- On turn 5/11/17: Guard your guardian and healer.
- On turn 6/12/18: Use at two ultimates here, including a taunt from your guardian (and probably your healer). Guard the others.
- Attacking outside of these two ultimates will make your party take more damage and heal less!
- End of turn 6: Huey will ultimate the guardian and the rest of the party.
- On turn 7/13/19: Any attacks that do damage here will heal you so do your best!
- End of turn 7: Huey attacks everyone again. They will now deal 15% less damage.
- The above loops beginning on turn 8, so every 6 turns. (Guard on turn 9!)
- Once Huey reaches 5% HP: Attack to bring him down to 1% HP.
- The next turn, he will restore his HP to full and you will have to beat him again.
- You will now take 10% more damage, but you no longer have to hit him twice to start damaging him.
- Guard everyone when he uses Chaotic/Pure Essence.
New Grand Sorcerer 02
Enemies
Love and Justice Blade (1,155,107 HP)
Team Recommendations
- Two guardians that can taunt! Put the highest HP in slot 3.
- Damage reduction units are helpful if the guardians cannot survive.
Stage Tips
| [In Game Tips] |
|---|
|
- All attacks will be countered, so remember to guard if you cannot survive them.
- On turn 2/8/14: Attack with your guardians first and any subsequent allies from highest HP to lowest to reduce Blade's counterattack damage.
- End of turn 2/8/14: Blade will attack slots 1/2/4/5 this turn.
- On turn 3/9/15: Make sure to attack with your highest HP unit (which should be a guardian that defends after attacking). Be sure to heal last.
- End of turn 3/9/15: Blade will attack the highest HP unit with a very strong attack.
- On turn 4/10/16: Attack with the guardian that was just hit. THEN Taunt with your second guardian to keep Blade from targeting the healer.
- Be careful of the order since the last guardian to attack will remove other taunts.
- End of turn 4/10/16: Blade will attack the taunted unit, making them unable to heal.
- On turn 5/11/17: Now taunt with the first guardian this turn. Guard the others.
- End of turn 5/11/17: Blade will attack the taunted unit.
- End of turn 6/12/18: Blade will attack multiple times.
- The above repeats on turn 8, every 6 turns.
New Grand Sorcerer 03
Enemies
Commando Garu (2,523,712 HP)
Team Recommendations
- Healer in slot 3 with high HP if possible.
- Trigger, turn-by-turn, or basic attack damage is more helpful but not required.
- No guardians are allowed or the fight will be ended immediately.
- No units that damage themselves/the party.
- No units that generate shields.
Stage Tips
| [In Game Tips] |
|---|
|
- Slot 3 cannot be defeated or the battle ends.
- They will be unable to heal by normal means.
- They gain a shield based on whether your units use basic or ultimate skills. They take damage based on this shield, so you DO NOT WANT IT. Guard at the end of the turn to lessen the shield, potentially with 2 units.
- Try to not defend the entire party unless noted or Garu will increase his damage.
- Garu gains damage reduction effects based on slot 3's HP that decrease his damage at 90% HP, 50% HP, and 30% HP!
- On turn 3/11/19 (every 8 turns): Guard with 3 units that are not slot 3 to reduce Garu's damage the next turn.
- On turn 5/13/21 (every 8 turns): You can safely attack however here without damaging slot 3 so you don't have to guard.
- On turn 6/14/22 (every 8 turns): Garu will take more turn-by-turn damage this turn. Use an ultimate with your slot 3, then attack with everyone else if possible to break the shield.
- If you fail to break the shield, your party's attack will be reduced by 50%.
- On turn 7/15/23 (every 8 turns): Guard with everyone other than your slot 3 to reduce the shield on that unit.
- When Garu reaches 1% HP you must heal slot 3 to at least 50% HP to win, which is easily doable now that healing works!
New Grand Sorcerer 04
Enemies
Riverside Performance Rei (3,144,678 HP)
Team Recommendations
- Healer in slot 3.
- Ultimate users with a cooldown less than 6.
- Turn-by-turn damage may be useful here.
- Support units that can attack.
- Elemental attributes don't matter here.
- Do not bring damage reduction units or those that generate shields!
Stage Tips
Each turn, all allies take turn-by-turn damage from "Damaged Strings".
Allies in position 1/2/4/5 have reduced ATK when attacking due to Damaged Strings.
When Rei is in "Check Status", grant allies a shield. Have allied <Healer> position 3 enter guard stance first, then perform Basic Attack on Rei with allies in other positions to trigger Rei's counterattack and remove the shield, and survive the upcoming "Sound Check".
When Rei attempts to "Draw the Crowd", allies in position 1/2/4/5 must perform Strong Attack on Rei 4 times to help draw the crowd. The <Healer> in position 3 must not perform Strong Attack to avoid scaring people away.
When Rei needs "Tuning", allies in position 1/2/4/5 enter guard stance to clear some ATK reduction stacks. Recommended <Healer> in position 3 to perform Strong Attack here to prepare for the next "Check Status" and "Sound Check".
- All members must survive, and the battle must be won by the end of turn 20.
- Every attack by all but the healer will make your party deal less damage, so guard when you don't need to hit the enemy.
- Rei's damage reduction stacks quickly, so try to eliminate him early on in the battle with strong ultimates.
- On turn 3/8/13: Guard slot 3 (the healer), then use basic attacks with the other units.
- End of turn 3/8/13: Rei will use a strong ultimate here which has damage dependent on how much of the shield you removed.
- You must have at least 3 units that attack to not die here, but 4 is recommended.
- On turn 5/10/15: Use ultimates with slots 1/2/4/5. Do NOT use an ultimate with slot 3!
- On turn 7/12/17: Guard slots 1/2/4/5. Use an ultimate with slot 3 if you have it available.
- This will remove up to 40% damage reduction from your units, meaning you can safely make 4 attacks per loop.
- The above loops every 5 turns.