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Sorcerer's Trials/Season 22

From NU: Carnival Guides
Sorcerer's Trials Season 22
November 20, 2025 - January 22, 2026

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 - "A Date with Yakumo"

Slime Enemies

  • Light Element Afternoon Excitement Yakumo (330,779 HP)
  • Light Element Aromatic Coffee Grinder (87,803 HP)

Allies Team Recommendations

  • A guardian that can taunt in slot 1, 3, or 5
  • Low cooldown units in 2/4

Deed Stage Tips

When Yakumo has "Uneasy Feelings", please comfort him by having allies in positions 1/3/5 guard and allies in positions 2/4 use Ultimate Skills. Pay attention! Comforting the coffee grinder will not reassure Yakumo.

When Yakumo asks Eiden to pour a cup of coffee together, have a <Guardian> use Taunt in time to guide Yakumo's pouring technique.

When Yakumo brings out "Heartfelt Cookies", have all allies attack with full force to eat the cookies, making Yakumo "Relaxed and Satisfied", which will remove increased damage effects on him. If all allies guard and don't eat the cookies, all allies will receive an increase damage effect. If only some allies attack, Yakumo will receive an increase damage dealt effect, increasing the difficulty of subsequent challenges.

  • Yakumo must reach 1% to win the fight! However, you want to damage the coffee machine first.
    • Damage reduction on Yakumo and the turn-by-turn damage the coffee maker do can be reduced by getting the coffee maker's HP below 66% or 33% thresholds.
  • The coffee machine will apply turn-by-turn damage each turn that increases as time goes on, so be careful!
  • On turn 4/12: Make sure Yakumo is your target! Guard slots 1/3/5 and use ultimates from slots 2/4.
  • End of turn 4/8/12: Yakumo will attack the party with an ultimate.
  • On turn 5/9/13: Taunt with your guardian.
  • End of turn 5/9/13: Yakumo will attack with very strong attack to your guardian (or kill someone if you did not taunt).
  • On turn 7/15: Attack Yakumo with all allies (no guarding).
  • Everything immediately loops after, every 4 turns.

Trial 40 - "Beast Tamer Dante"

Slime Enemies

  • Water Element Visualization Practice Dante (360,990 -> 7,220 HP)

Allies Team Recommendations

  • No guardian!
  • No bleed or anti-heal (this is a healing stage).
  • Buffers and healers are good, but there is a penalty for more than 3.
  • Trigger and high attack units are best here.
  • Your healer should go in slot 3.

Deed Stage Tips

Only normal attacks can help Dante recover HP.

Using strong attacks more than 2 times will cause all allies to receive up to 40% max HP damage (stackable), so a maximum of 3 Ultimate Skills can be used within 1 turn. When Dante reminds you to use "Self Defense", positions 1/2 must guard to protect themselves. When Dante uses "Firm Command", all allies must guard to give commands to Dante. When Dante uses "Time for Reward", players must use 3 strong attacks to give rewards, clear the increased damage received 80% effect on Dante, helping him to recover a large amount of HP. But be careful not to give excessive rewards, or counterattacks will cause allies to fall.

When Dante demands "Preemptive Prevention", positions 4/5 must guard to protect themselves.

  • Use only one ultimate at a time unless needed or else the party will take 40% Max HP damage per extra ultimate.
  • Only basic attack damage will heal Dante.
  • On turn 2: Dante will take less damage this turn and the next, but you can still attack.
  • On turn 3/8/13: Guard slot 1/2.
  • End of turn 3/8/13: Dante will attack slots 1/2 and paralyze them if they did not guard.
  • On turn 4/9/14: Guard everyone.
  • On turn 5/10/15: Use 2-3 ultimates to remove attack stacks on Dante. Try to heal at the end so you don't die!
    • If you can't manage 3 and keep dying, 2 is okay!
  • On turn 6/11/16: Guard 4/5 and be sure to heal everyone.
  • End of turn 6/11/16: Dante will attack slots 4/5.
  • The above loops every 5 turns!

Media Video Clears

Trial 45 - "Magical Envoy Blade"

Slime Enemies

  • Fire Element Love and Justice Blade (470,269 HP)

Allies Team Recommendations

  • Two guardians that can taunt! Put the highest HP in slot 3.
  • Damage reduction units are helpful if the guardians cannot survive.

Deed Stage Tips

When Blade uses "Remove Left and Right Fragments", his Trigger Skill damage will increase significantly, but attacking him at this time can reduce this increase damage effect. Have 2 <Guardians> damage him first, prioritizing the <Guardian> with most HP to attack first, then have remaining allies attack to better withstand subsequent high damage.

When Blade uses "Prepare for Vigorous Removal", the ally with the highest max HP must attack to avoid the heavy blow of "Vigorous Removal!" or the battle will be lost. Note that the other <Guardian> must not take damage at this time. When Blade uses "Target Locked", you must have a <Guardian> use Taunt to attract his attention. Pay attention! At this time, <Guardian> attacks will remove Taunt effects from everyone except self! Therefore, you can have the other <Guardian> ally attack first or guard to avoid removing Taunt effects from the <Guardian>.

When Blade uses "Recovery Preparation", you need a <Guardian> ally to use Taunt to concentrate the fragments. Meanwhile, other allies must guard or it will be difficult to withstand subsequent heavy damage.

  • 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.

Trial 50 - "Story Time with Kuya"

Slime Enemies

  • Wood Element Illusion Story Kuya (1,551,455 HP)

Allies Team Recommendations

  • Anti-recovery units like SR Kuya.
  • Turn-by-turn healers, but any healer should be fine!

Deed Stage Tips

Kuya HP 100%~66%:

When Kuya uses "Unbelievable", <Healers> must make use of the hints provided by "A Touch of Affection" to guard and remove the reduced healing effect from all allies. Kuya HP 66%~33%: Kuya will gain blood-sucking effect and increase his own healing amount. When Kuya uses "Occasional Intervention", all allies must guard to mitigate the high turn-by-turn damage from "Reward Received" in the next turn. Kuya HP 33%~1%: Kuya will increase his own turn-by-turn damage through "Meandering Moonlight" and will inflict fixed turn-by-turn damage to players every turn.

When Kuya uses "Indulge Him", all allies must guard to resist the high damage and high turn-by-turn damage from "Punishment for Prying" in the next turn.

  • Every attack will make Kuya do -20% damage, so you want to use your highest damage units first.
  • Ultimate cooldowns will be paused every 4 turns, so be careful!
  • Kuya gains additional attacks as his HP decreases, so watch his HP!
    • Note these are also HP thresholds, so time ultimates accordingly.
    • If you hit a threshold on an attack's turn, it may be skipped.
  • From 100% to 66% HP:
  • On turn 4/9/14 (every 5 turns): Guard with your healer or else you won't be able to heal again.
  • End of turn 4/9/14 (every 5 turns): The party will be hit with an ultimate.
  • From 66% HP to 33% HP:
    • Kuya will now gain a bloodsucking ability.
  • On turn 5/10/15/20 (every 5 turns): Guard all to reduce turn-by-turn damage next turn.
  • End of turn 5/10/15/20 (every 5 turns): The party will be hit with an ultimate that also causes high turn-by-turn damage.
  • On turn 6/11/16/21 (every 5 turns): Watch your health because of the high turn-by-turn damage!
  • From 33% HP to 1% HP:
    • Kuya will cast turn-by-turn damage every turn.
  • On turn 10/15/20 (every 5 turns): Guard all to reduce turn-by-turn damage next turn. (This replaces the above)
  • End of turn 10/15/20 (every 5 turns): The party will be hit with an ultimate that also causes high turn-by-turn damage.
  • On turn 11/16/21 (every 5 turns): Watch your health because of the high turn-by-turn damage!

Trial SP1 - "Story Time with Kuya"

Slime Enemies

  • Wood Element Illusion Story Kuya (3,387,370 HP)

Deed Stage Tips

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

Trial 55 - "Quincy's Assessment"

Slime Enemies

  • Light Element Peregrine Instructor Quincy (1,000,872 HP)
  • Water Element Jealous Rejected Candidate (433,602 > 4,337 HP)

Allies Team Recommendations

  • A guardian that can taunt within 4 turns.
  • Quick ultimate users to keep your party's damage higher.
  • Turn-by-turn damage is helpful but not required.

Deed Stage Tips

When Quincy uses "Presence Concealed", have 4 party members attack Quincy, and have the fifth member who can deal damage attack Quincy to avoid "Declining Performance". When the rejected candidate interferes with "Set Trap", instead have <Support> and <Healer> guard against Quincy, have another 2 allies attack Quincy, and finally have a fifth ally who can deal damage attack Quincy. Pay attention to Quincy's prompts. When Quincy simulates disruption and asks players to protect their most vulnerable parts, use the <Guardian>'s Taunt ability to protect other allies. When the rejected candidate interferes by "Deliberate Disruption", he will switch out equipment, causing others to take more severe damage. At this time, have everyone guard, then similarly have the <Guardian> use Taunt ability to block the high damage of the next turn.

  • Quincy's attacks will reduce your damage dealt very quickly, but ultimates can clear the reduction stacks.
  • The difficulty increases once Quincy reaches 65% HP. He will deal more basic attack damage and the candidate will try to lower your damage dealt. Bring him to 60% HP to stop this.
  • From 100% to 65% HP:
    • Quincy will taunt here so just focus on him.
  • On turn 3/9 (every 6 turns): Attack (it doesn't have to do damage) with your units, making sure to use your highest damaging unit last!
  • On turn 5/11/17 (every 6 turns): Guard all.
  • From 65% HP to 1% HP:
    • Quincy's taunt will be removed, and the candidate will begin to attack now.
    • Any damage over 2% of Quincy's max HP will be negated until the candidate no longer interferes at 60% HP. Focus on him until you reach this point at least!
    • Ultimates will now also cause you to take 10% more damage.
  • On turn 5/11/17 (every 6 turns): Taunt with your guardian, then guard everyone else.
  • On turn 9/15/21 (every 6 turns): Guard your support and healers. Attack with your other units in order of weakest to strongest. Be sure you are targeting Quincy!
  • The battle ends when Quincy reaches 1% HP. You don't have to defeat the candidate unless he's annoying you.

Trial SP2 - "Quincy's Assessment"

Slime Enemies

  • Light Element Peregrine Instructor Quincy (2,081,194 HP)
  • Water Element Jealous Rejected Candidate (901,622 -> 9,017 HP)

Deed Stage Tips

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

Trial 60 - "Garu's Sandcastle Battle"

Slime Enemies

  • Fire Element Commando Garu (1,404,991 HP)

Allies 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.

Deed Stage Tips

When allies other than the sandcastle attack, the sandcastle gains a shield. When allies other than the sandcastle guard, it may reduce the sandcastle's current shield by half. Garu will deal corresponding damage to the sandcastle based on the sandcastle's final shield amount.

When Garu uses "Enhanced Power!", please have allies other than the sandcastle guard against Garu 3 times to avoid being unable to withstand subsequent attacks. During specific turns, Garu is affected by the ocean breeze and will make a "Strategic Retreat" and stop attacking the sandcastle. At this time, Garu takes increased turn-by-turn damage and gains shield and counter-damage effects. At this time, the sandcastle needs to perform Strong Attack to command the offense, then have other allies break the shield and deal effective damage to Garu, otherwise it will increase the challenge's difficulty.

When Garu's HP reaches 1%, he will launch a "Last Stand" against the sandcastle. At this time, please restore the sandcastle to 50% HP or above, otherwise Garu will break through the sandcastle and bring the battle to an end.

  • 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!

Trial SP3 - "Garu's Sandcastle Battle"

Slime Enemies

  • Fire Element Commando Garu (2,782,391 HP)

Deed Stage Tips

  • This fight is similar to the above, but more HP and ATK!
  • Trigger damage is increased, and ultimate skill damage is decreased.