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Sorcerer's Trials/Season 13

From NU: Carnival Guides
Sorcerer's Trials Season 13
May 23, 2024 - July 25, 2024

Trial 05 - "Berserker Yakumo"

Slime Enemies

  • Fire Element Berserker Yakumo (10,344 HP)

Allies Team Recommendations

  • 1-2 Healer, 1 Support, 2-3 DPS
    • Use more healer if needed
    • AoE is not recommended since there is only one boss

Deed Stage Tips

  • The only enemy to be had here is Yakumo, who will start his turn with inflicting Bleed to the whole party
  • He will do AoE attacks twice as his normal attack rotation be mindful of that
  • At turn 4 he will do a special skill depending on his HP threshold ― if his HP is below 50% he will apply buffs to himself and not attack, otherwise he will do an AoE skill attack. If HP threshold is not met by this turn guard your team

He'll do another team skill attack after Entanglement skills, so guard again

  • At the end of every 5th turn Yakumo will apply a shield buff to your team to protect you from the next attack, guard your team on the next turn

Trial 10 - "Beast King Karu"

Slime Enemies

  • Dark Element Beast King Karu (4,437 HP)
  • Dark Element Momo (3,939 HP)
  • Dark Element Pipi (3,939 HP)
  • Dark Element Bobo (3,939 HP)

Allies Team Recommendations

  • AoE DPS, 1 ST DPS, 1 Healer, Open Slot
    • Strong AoE unit is preferred

Deed Stage Tips

  • The jungle book is back with Karu and the yappers of hell, pay attention to Karu's dialogue cause he has a targeting system that'll go in a 2→4→1→3→5 repeat pattern. Guard the units that are in said slots on the turn he'll target them
  • Do not kill Karu first! As tempting as it is because his attacks will inflict reduced recovery, the wolves will get a 500% atk boost if Karu dies, so leave him for last
  • If you're willing to do multiple runs of this you can use Morvay to override Karu's target locks using his taunt, but make sure your incubus has a lot of health to deal with those reduced recovery stacks!
  • It's best you balance the wolves' HP thresholds evenly when you're chipping them down so you can wipe them out in a single turn to prevent them taking advantage of attack buffs when one dies

Trial 15 - "Olivine Titty Committee"

Slime Enemies

  • Light Element LovedByAll Olivine (7,914 HP)
  • Light Element Showboating Soldier (5,939 HP)
  • Light Element Dispirited Gigolo (5,939 HP)
  • Light Element Inspired Hoodlum (5,939 HP)
  • Light Element Reformed Thief (5,939 HP)

Allies Team Recommendations

  • 3~4 DPS, Open Slot (Healer/Support)
    • If you're aiming for 11 turns or less, using team strikers (ie. SR Blade, SR/SSR Garu) would be recommended for a faster clear

2 AoE + 2 Open Slot DPS for the fastest run, use a healer if you're struggling to stay alive

Deed Stage Tips

  • Olivine is a friend not foe, and will provide support to your team

Heals every 2 turns starting from turn 1, Silence debuff 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 20 - "Powerhouse Quincy & Foxy Kuya"

Slime Enemies

  • Dark Element Foxy Mist Kuya (16,210 HP)
  • Wood Element Powerhouse Quincy (18,526 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot

Deed Stage Tips

  • Make sure you have your highest HP units in slot 2 and 4, Quincy and Kuya will always target those slots on their skill activation
  • If using the Morvay tactic, specifically have Morvay in slot 1, 3 or 5 and use his ult specifically for Kuya's paralysis, your other units will guard against Quincy's ult. This is so that you're not restricted to 2 units paralyzed and instead only 1
  • Kuya will always do his ult on every 5th turn, and Quincy will follow up on the next turn after that again targeting slot 2 and 4
  • This is another stage where if you kill one, the other will get stronger so whittle them down evenly and nuke them side-by-side so they don't get to use their atk boost to their advantage

Media Video Clears

Trial 25 - "Glacial Edmond"

Slime Enemies

  • Water Element Glacial Edmond (66,567 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot
    • If you have MB Kuya he's the hard counter for this stage

Deed Stage Tips

  • Make sure your Morvay has enough HP to take a lot of damage
  • At the end of Turn 4, Edmond will do a Single-Target ult so use your Morvay on this turn to take the hit. note: Edmond will follow up this ult with 2 double-up attacks. This buff lasts for 3 turns
  • When Edmond is <50% HP he will apply self buffs rather than attacking. When these buffs are active he will immediately counter-attack units that has attacked him. Either guard until the buffs expire or tank the hits
  • When Edmond is <25% HP he will apply self buffs again but this time he will counter-attack the entire team. Either guard until the buffs expire, or guard your whole team besides 1 DPS and tank the hits

Media Video Clears 3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0

Trial 30 - "Rin's Entourage"

Slime Enemies

  • Wood Element Explosive Infernox (12,913 HP)
  • Wood Element Brutal Hellhound (12,913 HP)
  • Dark Element Beast Tamer Rin (36,936 HP)

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

  • This stage runs the same as the last season except the level cap has been reduced to 25. However the rotation is still the same.
  • 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 (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!

Trial 35 - "Christmas Preparations"

Slime Enemies

  • Light Element Restored Ark Quincy (98,564 HP)

Allies Team Recommendations

  • Use a healer with turn-by-turn healing if you're able, otherwise anything is fine

Deed Stage Tips

  • At the end of turn 2: Every turn from now on, you will deal 5% less damage, so try to complete this fight quickly!
  • On turn 4: Guard slots 1/3/5. They will also gain turn-by-turn healing for 3 turns.
  • End of turn 4: Slots 1/3/5 will be hit hard, possibly killing you if you did not guard. Slot 1 will be unable to heal for 2 turns (but the previous turn-by-turn healing will remain in effect).
  • End of turn 5: Slots 2/4 will be hit hard.
  • On turn 7: Use Ultimates to reduce damage reduction stacks.
  • This pattern all begins to loop on turn 9.

Trial 40 - "Chaotic Kuya"

Slime Enemies

  • Dark Element Provoked Chaos Kuya (185,645 HP)

Allies Team Recommendations

  • Units with quicker Ultimates are recommended (no 6 turn users).

Deed Stage Tips

  • You must complete this level by the end of turn 20 or you will lose the fight.
  • Your attacks will deal turn-by-turn damage based on your Max HP to the unit that uses them every time you hit for both Basic and Ultimate attacks (this includes healing/buffs/etc, too).
    • This damage will be increased every turn beginning at the end of turn 2.
    • Kuya's normal attacks will also deal turn-by-turn damage.
  • End of turn 4: Kuya will use an ultimate attack that deals both normal and deal turn-by-turn damage.
  • On turn 6: Use Ultimates to prevent turn-by-turn stacks for 2 turns.
    • This repeats on turns 10, 14, and 18.
  • End of turn 6: If you did not use Ultimates, you will be hit with heavy turn-by-turn damage.
  • End of turn 7: Kuya will use an ultimate attack here similar to turn 4.
  • On turn 8: Guard everyone. Kuya will counterattack anyone that hits him and will heal by whatever damage he inflicts.
    • This repeats on turn 12 and 16 (and technically 20, but you will lose if he is not dead by that turn so just go for it).
  • The pattern (from turn 6 onward) all begins to loop on turn 9.

Trial 45 - "Karu's Singing Practice"

Slime Enemies

  • Water Element Helping Practice Karu (220,519 HP)

Allies Team Recommendations

  • You need at least one saboteur for the star requirements.
    • SR Kuya is a great choice to keep Karu from healing himself in the final phase.

Deed Stage Tips

  • Karu's HP will be locked in 25% intervals (75% / 50% / 25%), and he will perform a specific move at each interval so plan accordingly.
    • At 75% HP: The unit with the highest Max HP will hurt your party if it attacks, so guard for the next 2 turns.
    • At 50% HP: The unit with the second highest Max HP will hurt your party if it attacks, so guard for the next 2 turns.
    • At 25% HP: Karu will heal himself back to 50% HP and begin healing himself 5% of his HP every round.
  • Note that Karu's normal pattern skills will be skipped in favor of the above if a threshold is hit. You can use this to your advantage to skip annoying turns if you need to.
  • On turn 3: Do not guard.
    • Repeat this action on turn 9/15/21/etc.
    • Note if you reached a threshold, it's ok to guard the unit that received the passive.
  • End of turn 3: Karu will guard break all units. If they guarded, they will be paralyzed for 2 turns.
    • This repeats on turns 9/15/21/etc.
  • On turn 5 and 6: Do not use Ultimates or else you will decrease the party's damage by 25% for a turn.
    • This repeats on turns 11-12/17-18/23-24/etc.
  • On turn 7: Guard the entire party. You will have a warning before this with his dialogue about singing!
    • Repeat this action on turns 13/19/25/etc.
    • Note if you didn't get the dialogue because of a threshold, you can skip this action and he won't use the following turn's move.
  • End of turn 7: Karu will use an ultimate that will deal 100% damage if you haven't guarded.
    • This repeats on turns 13/19/25/etc.
  • The pattern loops beginning on turn 9.

Trial 50 - "New Great Serpent"

Slime Enemies

  • Wood Element Chaotic Will Yakumo (375,451 HP)

Allies Team Recommendations

  • You need at least one guardian for the star requirements.
  • Only 3 DPS will be needed; any more may not do any damage due to the mechanics. Avoid buffers that cause damage for this fight.

Deed Stage Tips

  • Yakumo will take 33% less damage each time he is attacked, so try to attack with your strongest units first. This means only 3 units will be able to do damage.
  • You will take 10% more turn-by-turn damage each turn, so try to finish the fight quickly!
  • If any unit dies, your entire party will be wiped, so be prepared.
  • On turn 0: Yakumo will inflict permanent bleed damage on the party.
  • End of turn 5: Yakumo will use an AoE ultimate.
  • On turn 6: Taunt with your guardian here!
  • End of turn 6: Your healer (or guardian, preferably) is silenced (4t) and healing is reduced by 25% permanently.
  • On turn 8: Yakumo needs to be hit 3 times to avoid his ultimate.
    • This will damage your party by 40% of Yakumo's max HP so be sure to be healed up!
  • End of turn 8: Yakumo will kill the party if the ultimate wasn't interrupted.
  • End of turn 9: Yakumo will use another AoE ultimate.
  • This all repeats at the end of turn 10 in the above order (every 5 turns).

Trial SP1 - "New Great Serpent"

Slime Enemies

  • Wood Element Chaotic Will Yakumo (772,210 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!

Trial 55 - "Olivine's Target Practice"

Slime Enemies

  • Fire Element Adverse Existence Olivine (545,604 HP)

Allies Team Recommendations

  • No guardians, and make sure to have a good healer!
  • Quick ultimate users are very recommended.
  • 4 DPS will reduce Olivine's attack fully, but may not be required if you can manage healing.

Deed Stage Tips

  • Olivine will rotate a stance every 4 turns. This is random so try to pay attention to which one!
  • At the beginning of the fight, certain types of attacks will harm you in the following ways:
    • Basic Attacks: damage self 4% HP, reduce healing by 8%.
    • Guarding: damage self 5% HP, reduce healing by 8%.
    • Ultimates: reduce healing reduction stacks by 2.
  • On turn 0: Olivine starts with Quick Attack on turn 1 even though this isn't written, but he will follow that same pattern. It will be random afterward.
  • Quick Attack Stance
    • End of turn 1: Slots 1,2,3, and 4 will be hit 3x each with a small attack.
    • End of turn 2: Slots 1,2,3, and 4 will be hit 3x each with a small attack. The unit with the highest attack will also be taunted (2t).
    • End of turn 3: The taunted unit will be hit with a strong ultimate and dela 50% less damage for 2 turns.
  • Focused Stance
    • End of turn 1: Olivine raises his own attack by 100%. Every ult used on him will reduce his damage by 25%.
    • On turn 2: Use 4 ultimates if possible!
    • End of turn 2: The unit with the lowest max HP will be hit with an ultimate. They will also take 20% more damage and 15% less healing.
    • End of turn 3: Olivine uses another ultimate here.
  • Scatter Stance
    • End of turn 1: The healer will be hit with an ultimate.
    • End of turn 2: Olivine will take 100% more damage, but his ultimates will deal 100% more damage!
    • End of turn 3: Olivine will use an AoE ultimate here.

Trial SP2 - "Olivine's Target Practice"

Slime Enemies

  • Fire Element Adverse Existence Olivine (1,017,846 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!

Trial 60 - "Topper is Life"

Slime Enemies

  • Light Element Forest Protector Topper (479,181 HP)

Allies Team Recommendations

  • Be sure to have an extremely good healer!

Deed Stage Tips

  • Topper has thresholds of 50% and 25%. Each time he will gain an additional 25% shield, so be prepared. He will continue with his other attacks as normal, so be especially careful of his charging attack on turn 7/13/19/etc!
  • Topper begins with 25% max HP shield. You want to try to remove this to do damage.
  • End of turn 2: Topper will damage the party for 90% max HP damage.
  • End turn 3: Topper will provide a special service here:
    • A taunted unit: A unit will be taunted, and that unit will take 75% less damage for a turn and deal 25% more damage for 4 turns if they attack. Their guarding will be rendered useless for 2 turns if they guard as well.
    • All other units: Every attack will cause the party to do 25% less damage which will be permanent until Topper removes it himself.
  • On turn 4: Because of the above, guard with non-taunted units, and attack with the taunted one!
  • End of turn 4: The taunted unit will be hit 10x with an ultimate. All units will be inflicted with a status that will paralyze them if their guard is removed.
  • On turn 5: DO NOT GUARD. Just attack!
  • End of turn 5: Everyone will be hit with an ultimate.
  • On turn 6: DO NOT GUARD again. Attack.
  • On turn 7: Use your ultimates or strongest attacks here to remove Topper's shield.
  • End of turn 7: If Topper still has a shield here, your party will die. Otherwise, Topper will be stunned.
  • The above begins to loop on turn 8.

Trial SP3 - "Topper is Life"

Slime Enemies

  • Light Element Forest Protector Topper (772,210 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP!
  • Topper will now take 2.5% less damage each turn as well.