Sorcerer's Trials/Season 23
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January 22, 2026 - March 26, 2026
Trial 05 - "Berserker Yakumo"
Enemies
Berserker Yakumo (10,344 HP)
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
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"
Enemies
Beast King Karu (4,437 HP)
Momo (3,939 HP)
Pipi (3,939 HP)
Bobo (3,939 HP)
Team Recommendations
- AoE DPS, 1 ST DPS, 1 Healer, Open Slot
- Strong AoE unit is preferred
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"
Enemies
LovedByAll Olivine (7,914 HP)
Showboating Soldier (5,939 HP)
Dispirited Gigolo (5,939 HP)
Inspired Hoodlum (5,939 HP)
Reformed Thief (5,939 HP)
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
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/Z_dkpRgFFxQ
Trial 20 - "Powerhouse Quincy & Foxy Kuya"
Enemies
Foxy Mist Kuya (16,210 HP)
Powerhouse Quincy (18,526 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
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
Video Clears
- 3☆ Clear / No SSR: https://youtu.be/r5rZBZ8QRRs
Trial 25 - "Glacial Edmond"
Enemies
Glacial Edmond (66,567 HP)
Team Recommendations
- Morvay, 2-3 DPS, 1 Healer, Open Slot
- If you have MB Kuya he's the hard counter for this stage
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
Video Clears
3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0
Trial 30 - "Rin's Entourage"
Enemies
Explosive Infernox (12,913 HP)
Brutal Hellhound (12,913 HP)
Beast Tamer Rin (36,936 HP)
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.
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 - "Story Time with Kuya"
Enemies
Illusion Story Kuya (427,606 HP)
Team Recommendations
- Anti-recovery units like SR Kuya.
- Turn-by-turn healers, but any healer should be fine!
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 40 - "Quincy's Assessment"
Enemies
Peregrine Instructor Quincy (369,674 HP)
Jealous Rejected Candidate (160,151 -> 1,602 HP)
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.
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 45 - "Garu's Sandcastle Battle"
Enemies
Commando Garu (730,195 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
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 50 - "Waiting in the Rain"
Enemies
Attentive Attendant (1,370,983 HP)
Bottled-Up Student (1,498,821 HP)
Team Recommendations
- Guardian with a 3 or 4 turn cooldown. You don't have to worry about what the skill actually does.
- Basic attack focused OR ultimate attack focused teams--this gives you a choice!
Stage Tips
<Attentive Attendant>
When the attendant is "At Wits' End", have a <Guardian> use Strong Attack to halt his impulsive emotions to resist the next turn's "Regret Losing Composure". The attendant will have "Restless Anxiety" because of not finding an umbrella. Keep search progress above 8% for the next 2 turns to avoid "Earnest Persistence", which makes searching harder. When the search progress hits 15% remaining, the attendant pins "Last Hope" on the final cabinet. Search it fully within 2 turns, or "Mission Failed" from no umbrella. It is recommended for explosive teams to save Ultimate Skills for around 15% to clear smoothly during "Last Hope".
<Bottled-Up Student> When the female student feels "Aching Longing", have all allies enter guard stance to ease her emotions. When her "Overflowing Affection" nears eruption, have <Guardian> strong attack first, then others follow to endure the upcoming "Softly Stirred Memories". When her emotional surge has 5% left, she'll be "Seeking Comfort". Drop her HP to 1% next turn to avoid "Embarrass Oneself" failure.
For non-explosive teams, save Ultimate Skills for under 5% to clear smoothly during "Seeking Comfort".
- Choose one student or the other by attacking them. The enemy you defeat is based on this choice, and only that one needs to get to 1% to win the fight!
- The attendant is defeated more easily with basic attacks.
- The student is defeated more easily with ultimate skills.
- Attendant Battle:
- Use basic attacks as much as possible. Ultimates will cause the enemy to take less damage and for you to deal less damage.
- End of turn 3/9/15: A strong AoE will be used.
- On turn 5/11/17: Use your guardian's ultimate skill.
- End of turn 5/11/17: Your guardian will take great turn-by-turn damage, so be sure to keep him healed!
- On turn 7/13/19: Deal at least 8% damage by the end of the next 2 turns.
- At 15% HP: Deal the final 15% damage before the end of the next 2 turns.
- Student Battle:
- Use ultimates as much as possible. Basic attacks cause the enemy to take less damage and for you to deal less, so you can guard if you can't use your ultimates.
- On turn 4/8/12/16/20: Guard all.
- End of turn 4: You will be hit with a strong AoE.
- On turn 6/14/22: Use your guardian's ultimate skill. Use ultimates with your other units after to reduce her damage.
- At 5% HP: Deal the final 5% damage by the end of the turn.
Trial SP1 - "Waiting in the Rain"
Enemies
Attentive Attendant (2,993,336 HP)
Bottled-Up Student (3,272,451 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
Trial 55 - "Olivine's Bathing Ritual"
Enemies
Bathing Bliss Olivine (1,535,544 HP)
Team Recommendations
- Fewer units that attack the enemy directly to avoid hurting yourself.
- Elemental attributes don't matter here.
Stage Tips
When Olivine has an "Unbearable Mood", all healing received by allies will be greatly reduced. All allies must use Basic Attacks to help Olivine relax. It is recommended to have the <Healer> act last to safeguard the team's HP.
When Olivine desires "Careful Washing", the three central allies should prioritize entering guard stance to avoid overstimulating Olivine. Then, follow Olivine's instructions: have the ally in position 1 perform a Basic Attack first, after which the ally in position 5 can gain damage reduction through their Basic Attack. This helps resist the stimulation from "Close Distance".
Next, when Olivine needs to start "Resting", the allies on both sides should enter guard stance to gain damage reduction. Then, the central allies should peform Basic Attacks to significantly reduce Olivine's ATK, mitigating the impact of "Arching Waist".
- Basic attacks will attack your other allies, so unless you need them, employ guarding until you can use your ultimates.
- Make sure to heal last unless needed to restore any health you lost.
- On turn 2/10/18: Use all basic attacks, with the healer acting last.
- End of turn 2: The enemy will use a small ultimate on the party.
- On turn 5/13/21: Guard slots 2/3/4. Basic attack with slot 1, then slot 5.
- End of turn 5: Another party ultimate will be used.
- On turn 7/15/23: Guard slots 1/5. Basic attack with slots 2/3/4.
- End of turn 7: Olivine will use a strong AoE ultimate.
- The above loops every 8 turns!
Trial SP2 - "Olivine's Bathing Ritual"
Enemies
Bathing Bliss Olivine (3,192,982 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
- Any attacks done will reduce subsequent damage, so try to take as few attackers as possible.
Trial 60 - "Ribbons for Rei"
Enemies
Riverside Performance Rei (1,587,930 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.
Trial SP3 - "Ribbons for Rei"
Enemies
Riverside Performance Rei (3,144,678 HP)
Stage Tips
- This fight is similar to the above, but more HP and ATK!
- Rei will start with higher damage reduction.