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Sorcerer's Trials/Season 04

From NU: Carnival Guides
Sorcerer's Trials Season 04
November 03, 2022 - January 05, 2023

Trial - 05 "Holy Fanclub, Assemble!"

Allies Team Recommendations

  • Team Setup: 1-3 AoE DPS, 1 Healer, Open Slot
    • Team Used: N Olivine, N-R Garu, R Aster, R Yakumo

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 15. However the rotation is still the same.
  • Olivine is a friend not foe, and will provide support to your team
    • Heals every 2 turns starting from turn 1, Silence debuff to enemies every 4 turns
  • All enemies will get +1% ATK (max 50) each turn
  • Soldier and Gigolo will alternate taunts, and will be your main focus of damaging first. Aim to kill the soldier before turn 6 ends or guard to tank the team wide skill attack
  • Gigolo will always do team wide attacks except when taunting. Soldier taunt and Olivine silence is the noticeable patterns for when he AoEs
  • The thief and hoodlum are low priority, since they only supply shields and support
  • When an enemy dies the remaining enemies will get an atk buff

Media Video Clears

Trial - 10 "Don't Hurt My Baby!!"

Allies Team Recommendations

  • Team Setup: 1-3 DPS, 1 Healer, Open Slot
    • Team Used: N Olivine, N-R Edmond, R Aster, R Yakumo

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 20. However the rotation is still the same.
  • Mama Bear is not an option to attack until you kill all 3 baby bears
    • When a Baby Bear is killed Mama Bear will receive ATK -20% and receive 100% more damage. Stacks 3 times.
  • Baby bears each take 1/4 HP of true damage, so if you're running 4 DPS the clear will be faster and rotations won't matter too much
  • Each baby bear has their own buff that you can utilize to beat the trial.
    • Hungry Baby Bear - Deal +30% more damage (5 turns)
    • Protective Baby Bear - Receive -100% damage when in guard stance (3 turns)
    • Thieving Baby Bear - Deal +30 more Ultimate damage (5 stacks) (3 turns)
    • Kill protective baby bear last, this ones gives you a guard buff which you will need later
  • Kill Thieving baby bear first for the attack buff as it has the longest duration comparatively
  • On turn 4 Mama Bear will do a single target ult. If you removed a bear before this turn, Mama Bear will have an atk debuff so tanking it is easier
  • Kill Protective baby bear between turn 5~7 for the guard buff, Mama Bear will skill attack slot 1 and 4 on turn 7. Having DPS with high HP in these slots is recommended, especially with the guard buff active (Guard to activate shield buff)
  • Utilize your DPS ults on Mama Bear when all baby bears are removed from the trial for full advantage of damage and atk debuffs

Media Video Clears

Trial 15 - "Old Fox New Tricks"

Allies Team Recommendations

  • Team Setup: 4 DPS, 1 Healer
    • Team Used: R Yakumo, R-SR Quincy, R Aster, R Edmond

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 20. However the rotation is still the same.
  • This trial requires no deaths, only certain conditions be met
    • Get 5 stacks of "Show Complete!" on Karu to beat the trial as fast you can
  • You cannot kill Kuya or Karu or it's an automatic failure
  • A turn 3 Kuya will start interfering and work against you, applying debuffs to you and heals to the enemies
    • Every 3 turns Kuya will apply Silence to Slot 4 for 1 turn
  • On turn 4 and 8 Gatecrashing Yokai will start charging up, inability to meet the requirements on the next 2 turns will cause Karu to be paralyzed, losing a stack
    • You need to attack the yokai 4 times to stun for that turn
  • On turn 6 and 10 Looting Sparrow Yokai will start charging up, inability to meet the requirements on the next 2 turns will cause Karu to be paralyzed, losing a stack
    • You need to attack the yokai with 2 ultimate attacks to stun for that turn
  • You can Guard the entire trial and only attack during the charge stages accordingly for higher survival rate, make sure you have a healer that can take a lot of hits

Media Video Clears

Trial 20 - "A King's Challenge"

Allies Team Recommendations

  • Team Setup: 4 DPS, 1 Healer
    • Team Used: R Yakumo, R-SR Quincy, R Aster, R Edmond

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 30. However the rotation is still the same.
  • There is a lot of gimmicks to Dante's trial, which is explained in his dialogue but not always apparent
  • On turn 4 Dante will target slot 1 and ignores Guard stances so have the highest HP unit (with the HP recommended) on this slot
    • He'll inflict a Guard break on slot 1, and does true dmg ignoring all elemental res/buffs
  • Turn 7 you must hit Dante 4 times to take him out of his charge state, or it's an automatic failure no MB Kuya will not help you here
  • Turn 9 you are required to Guard stance your whole team and they must be full HP in order to survive the attack
    • Dante will heal your team back to max HP after the attack
  • Turn 12 you are required to break Dante's shield within the 2 turns given or it's an automatic failure
    • Using ultimate on these turns will help guarantee success
  • After the guard break Dante will turn his basic attacks into single target skill attacks followed up by a basic
    • He is most likely to skill attack a unit that hasn't been hit yet use this to your advantage

Media Video Clears

Trial 25 - "Show Must Go On!"

Allies Team Recommendations

  • Team Setup: Any Class (*Except Healer)
    • Team Used: N Dante, N Edmond, N Aster, N Kuya, N Blade

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 35. However the rotation is still the same.
  • Levels and stats are completely irrelevant to this trial, but it is recommended you use units with low cooldowns (4 CD and lower) to their ultimate attacks to prepare for the randomized commands given to each of your party members. Sorry Quincy.
  • This is a game of Simon Says, you have to pay full attention to the commands given to you for there is no room for mistakes.
  • The commands are randomized, but the prompt meanings are the same. You can also determine what you need to do based on the buffs on your characters (don't be mislead by units that inherent buffs however) or by interacting with the Status Menu by holding down the enemy health bar or by the small icon at the bottom right of the screen.
  • The commands and what they mean are as follows:
    • Clap = Attack
    • Dance = Guard
    • Leap = Ultimate Attack

Media Video Clears

Trial 30 - "Insatiable Sweetness"

Allies Team Recommendations

  • Team Setup: 3-4 DPS, Healer, Optional Buffer
    • Team Used: SR Olivine, R-SR Quincy, R Aster, R Yakumo

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 40. However the rotation is still the same.
  • You cannot attack Edmond for the first 3 turns, so take this time to stack any buffs that your units required (if they have it) or guard until turn 4.
  • On turn 4 Edmond will do a team wide skill attack called Resistance (visual cue is when he shouts get away from me) and will rotate this attack every 3 turns. You can guard on this turn but for the sake of a 13 turn clear you're recommended to have enough HP to tank the hits and use your healer to regain your health after.
  • At certain HP thresholds Edmond will do a Slime Shower that buffs his next turn's attack called Flushed Fury which will hit your team extremely hard so you must guard against this attack. This will happen when his HP is at 75% (48,474) and 50% (32,316)
  • You must not let his HP fall below 25% (16,158) when your turn has ended or he'll immediately wipe out your team. When he is close to this HP threshold you need to kill him immediately before your turn ends.

Media Video Clears

Trial 35 - "Voices of the Past"

Allies Team Recommendations

  • Team Setup: 3-4 DPS (*2 AOE), Healer, Optional Buffer
    • Team Used: R Olivine, R-SR Garu, R Quincy, R Yakumo

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 45. However the rotation is still the same.
  • On this stage you are required to kill both illusion fish before Edmond and Dante are killed (do not accidently kill them yourselves).
    • Both Dante and Edmond will help do damage to the illusion fish when they are not lost in thought.
  • You cannot attack anyone for the first 2 turns, so take this time to stack any buffs that your units required (if they have it) or guard until turn 3.
  • On turn 3 Edmond and Dante will enter a self-interrogation state where you are required to hit both of them twice, using AoE units such as SR Garu or Blade will benefit greatly here.
  • Turn 4 both Lucien and Dante's Mother illusion fish each will do a single target skill attack, one giving +15% received basic attack damage (3 turns) and one giving +15% received ultimate skill damage (1 turn).
  • Turn 5 the Lucien illusion fish will start charging a powerful attack, it will do a team wide skill attack on turn 6.
    • Hit it with basic attacks to dampen the damage for a maximum of -450% damage (-150% each, max 3 stacks)
    • Same applies to Dante's Mother illusion fish on turn 7 to 8 respectively.
    • Guard the none attacking units if they do not have enough HP to survive the skill attack.
  • When a fish reaches roughly 10% HP (below 14k) it will enter a "Do or Die" state, where it will receive a +50% attack buff and deal 50% more damage for the remainder of the battle. It's recommended to kill it quickly when it enters this state to avoid being wiped out.

Media Video Clears

Trial 40 - "Lorax But Spicier"

Allies Team Recommendations

  • Team Setup: Guardian, Healer, 2~3 DPS (NO AOE), Optional Buffer (Recommended)
    • Team Used: R Olivine, R Morvay, R Quincy, R Aster, R Yakumo

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 50. However the rotation is still the same.
  • You must not attack the animals at all on this stage, although they will taunt you throughout the fight you must Guard on those turns to avoid killing them or it's game over.
    • Taunt starts on enemy's turn 4, rotates every 4 turns approximately.
  • Turn 2 Quincy will do a massive team-wide skill attack that will auto-kill you if you do not guard.
  • Turn 6 Quincy will inflict "All Tied Up" which gives certain debuffs:
    • Paralyze (1 turn)
    • +2 turns to your Ult CD
    • -50% attack (4 turns)
    • This attack rotates every 4 turns
  • Turn 7 Quincy will skill attack your lowest max HP unit, and rotates this attack every 3 turns. You need a lot of HP to survive this attack without guard, so it's better to simply taunt with a guardian to tank the assault.
    • This skill is indicated by its title "Going for the Jugular"
  • At 50% HP (82,905) Quincy will enter his second phase where takes -50% damage for the rest of the fight. Plan your attacks accordingly to work around this but make sure you don't overshoot your damage or you'll go past the next HP threshold and forfeit your fight.
  • When Quincy hits 10% HP (16,581) you have exactly 1 turn to kill him before he annihilates your entire team. Remember that you are dealing with -50% damage so be sure to have ults and buffs prepared before you go under this threshold.

Media Video Clears

Trial 45 - "Old Man Dante"

Allies Team Recommendations

  • Team Setup: No healer/guardian required for this, so just take attackers/buffers.
    • SSR/SR Kuya may be useful to prevent Dante from healing himself each turn
    • Avoid strong ultimates (SSR/SR Quincy) or buffs/debuffs that ramp up damage since you need to control your damage output extremely well.

Deed Stage Tips

  • You must deal damage between: 10,733 (5%) and 32,198 (15%)
    • Bleed damage (such as MB Kuya) does not affect the between 5-15% damage but WILL deplete the HP bar. You may use this to speed up the battle if you desire.
  • You get 1 "mistake" before Dante will punish you (destroy your team)
  • If he says he is stiff, you do 33% less damage, so you need to hit harder
  • If he says slow down, you do 100% more damage, so be careful to stay in the thresholds
  • Your goal is to stay between the damage thresholds above and get him down to 2,146 HP (1%)
    • Dante will heal himself 2.5% HP each turn as well to hinder your progress.
    • At 1% he will hit you hard, but you do not need to heal. Just finish off the rest of his health after this turn to win.

Media Video Clears

Trial 50 - "Darling! Blade"

Allies Team Recommendations

  • Team Setup: No guardian for the requirements. DPS with low ultimate cooldowns are useful here, as well as a strong healer to combat bleed damage.
    • At least 3 of your attacking characters must be able to use their ultimates within 4 turns.
    • Note that because most of the damage you are doing here is to a shield, any skills with life-stealing will net 0 healing.

Deed Stage Tips

  • 100% shield at the beginning (302,087 HP)
    • Use ultimates to reduce the shield effectiveness (-5% absorption for each ultimate)
  • He uses a single target ultimate on turn 3 which is not very powerful. This happens on turn 7, 11, and every other 4 turns after.
    • After, he will apply another smaller shield that lasts for 9 turns.
  • On turn 5, Blocked by a Darling skill activates, gives +450% ATK (2T) but 25% more damage (1T)
    • Hit him 3 times with an ultimate to reduce this extra ATK
    • This repeats every 5 turns, so save your ultimates to use on turn multiples of 5!
  • At the end of turn 5 he uses an AOE that isn't too bad if you reduced the damage as above properly, but it also causes bleed (~1,450 HP)
    • This happens again on turn 10 and every 5 turns after
    • The bleed does not disappear and will stack if you trigger this turn several times!
  • On turn 6 he applies a shield buff of 15%, potentially negating your previous use of ultimates. This repeats on turn 12 and other multiples of 6 and will stack indefinitely each time it is used.
  • When you remove the shield, he takes 100% less damage for a turn, so ignore hitting him for this turn.
    • He will take more damage if you hit him from now on (5% for each basic, 20% for each ultimate) for a maximum of 100% more damage together.

Media Video Clearss

Trial 55 - "Rin's Entourage"

Allies Team Recommendations

  • Team Setup: A good healer in slot 3, and a guardian for the requirements! Take as much damage as possible for your other slots.
    • SR Morvay is the recommended guardian, and if he is strong enough to tank the paralysis move, you can place him in slot 3 instead to avoid the mob damage the turns after he is paralyzed.

Deed Stage Tips

  • Rin kills the first two random mobs on turn 1
    • This causes him to take no damage and also do 50% more damage
    • He will gradually gain a buff to his bleed damage, so beware
  • Getting the mobs to 1% HP causes each one to full heals itself the first time, then dies the second
    • Each dead mob will reduce Rin's attack by 25% and remove 50% of his damage reduction
  • Rin special at end of Turn 4 (1,183 bleed AOE, 3T), which repeats every 3 turns and increases in power each time.
  • Turn 5 Rin attacks slots 1,2,4,5 for 7% Max HP damage x6 to each slot and paralyzes (2T) them
    • Even most guardians will die here so just guard and take it unless your guardian after 84% damage can also tank the mob attacks as well (once they are gone, Rin is less of an issue)
    • SR Morvay may be able to tank it thanks to his shield and elemental advantage against the mobs.
    • This also hits on turn 9, 13, 17, etc.
  • Mobs use their AOE on turn 6 (every 5 turns)
    • These will target the first two slots or the last two slots depending on which mob is alive.
  • The ideal strategy for this one is to place a healer in the middle slot because it does not get paralyzed or take much damage. You may use SR Morvay in this slot alternatively to tank the paralysis.
    • Try to kill one of the mobs ASAP to reduce the damage taken by Rin and avoid an ultimate from the mob.
    • When the mobs are both gone, his attack will be more manageable. You may even be able to use a guardian to tank the paralysis depending on your unit. Be careful of bleed damage!

Media Video Clears

Trial 60 - "Kuya Hates Himself"

Allies Team Recommendations

  • Team Setup: NO DEBUFFS or Saboteurs. A strong healer is recommended, and no guardian for the requirements.
    • Debuffs will cause you to heal AD Kuya slower and for SR Kuya to hurt him more, so just avoid them.
    • On the other hand, healers and buffers will heal AD Kuya as well, so taking multiple strong buffers is a good thing!

Deed Stage Tips

  • AD Kuya hurts himself at the start
    • Hit the SR Kuya only for this turn
  • Turn 2, SR Kuya gives a status effect to heal 150% ATK with basic attacks, 350% with ultimates
    • After this only hit AD Kuya to heal him
    • SR Kuya will hurt him to hinder your progress
    • You will not take damage except on the ultimate turns
    • Healers and support also heal with their basic hits and ultimates
    • If you do not fully heal him by the end of turn 13, AD Kuya will destroy himself, and SR Kuya will kill your entire party after
  • Both Ultimate at the end of turn 4, and every 3 turns after
    • The ultimate will hit slots 2 and 3 for 175% ATK damage, so be prepared to tank it
    • The recovery rate is reduced by 100% for 1 turn on slots 2 and 3 so avoid healing yourself the turn after
    • This also hinders your healing of AD Kuya, so ideally keep your lowest ATK units in these slots
  • AD Kuya disappears when he's fully healed
    • Immediately after, SR Kuya does more damage and needs to be hit with ultimates to reduce it so have as many prepared as possible
  • SR Kuya will attack based on the turn number with several different attacks, some bearing the same name. He ONLY begins this pattern when he is by himself!
    • He will regularly use an AOE for 75% damage
    • Turn 10 onward and every 3 turns (13, 16, 19, etc): Slots 2&3 have a reduced recovery rate and take 175% ATK damage
    • Turn 12 onward and every 6 turns (18, 24, etc) : Slots 4&5 are hit with 102% true damage and will be paralyzed (2T) so you MUST have these units at full health on these turns and guard these two units to survive.
    • If AD Kuya leaves before turn 7, this attack will begin on turn 7 and hit every 6 turns (13, 19, etc), shifting the slot 2&3 damage one turn as well.
  • Despite the mechanics, this stage is straightforward
    • Hit SR Kuya turn 1
    • Hit AD Kuya after to heal him to full so he will leave
    • Save your ultimates for when AD Kuya leaves, then immediately unleash on SR Kuya to both reduce his attack and health
    • If you are killed by SR Kuya, retry again and his moveset may shift in a helpful manner.
  • The SP stage is similar to this with higher HP, so you need to move quickly.
    • Ideally you will use multiple buffers and SR/SSR Quincy for this since your buffers count toward AD's healing.
    • If you take any units with debuffs you will most likely fail the SP version since you cannot afford the debuff on healing. You must be done by the end of turn 13 or you will die.

Media Video Clears