Trial 01 - Burning Desire

The gods thus granted a spirit with burning desire to triumph in battle, the strongest of its kind.

Battles: 3

Energy: 25

2,000 Exp

Reward - 100,000 Zel, 25,000 Karma, 1 Burst Frog, 1 Gem

Battle 1 - Zegar

1. Starts with a very large defense buff. Can only be damaged by BB/SBB until it wears off. Seems to last until he first begins to BB

2. Blazon Discord - AoE attack with 50% chance of paralysis

3. Shred - Single target attack with 100% chance of poison

4. Frenzied Fortitude - 10 - 18k heal to self

5. Sharpen Claws - Crit buff for 3 turns



Notes - He isn't too bad except for Blazon Discord, which can hurt if caught off guard. A status immunity LS is recommended personally. I picked Darvanshel to lead for status immunity and damage mitigation. For me, he began BBing on turn 4, starting with Blazon Discord. Shred next turn, Frenzied Fortitude turn after, then Blazon, then Sharpen Claws. HP was ~70% when he did all this so I don't think any of them have HP triggers

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Battle 2 - Moody Gloomy

1. Very little HP, but IMMENSE defense. Can only take 1 damage

2. Grim Heart - AoE attack that drains the entire teams' BB gauges

3. Glum Strike - AoE attack

4. Moody Finale - Massive AoE attack on Turn 5 . If you haven't killed him by now, guard all units and use Tesla/Oulu or Darvanshel's BB, and you'll only take ~2.5-3k damage on each of your units

5. Able to inflict Curse, Weakness, Sickness on all attacks



Notes - Highly recommended to bring ignore defense for this. You will one shot him. Another way is to bring a damage reflect sphere. He doesn't have much HP, so reflecting back ~100 HP is a huge chunk however small that may sound. If you have neither then you'll need to deal with Moody Finale. Guard everyone and use Tesla/Oulu or Darvanshel BB to survive ​



Battle 3 - Mad King Burny, Mender Squirty, Brute Mossy

Brute Mossy



1. Can inflict Paralysis on all attacks

2. Aggression - AoE attack, restore HP to full, and Taunt. Your units can only target him

3. High defense. Can only take damage after ignore defense buff. BB/SBB will not work

4. Low HP. Similar to Gloomy, you will one shot him if you have ignore defense buff ​ Mender Squirty



1. Mending Aura - 15,000 HP heal to all allies. Can begin doing this on Turn 1

2. Mend - 250 HP heal to allies ​ Mad King Burny



1. Vulnerable to Poison (30,000 HP/turn). Very high status resistance however

2. Scorching Flame - AoE attack with 25% chance of sickness

3. Lethal Blaze - Single target attack with 70% chance of Injury on the entire team (Only one unit takes damage but entire team takes Injury)

4. Cursed Flame - AoE attack with 100% chance of Curse

5. ATK, DEF, CRIT buff when <50% HP ​ Notes - This fight doesn't seem too hard as long as you can prevent the status inflictions. Mossy's defense is so high that even with Lilith SBB you do 1 damage. Have to proc ignore defense to one shot or slowly wittle him down. Be careful after you drop Burny to <50%, as he does good damage with his BBs at that point; until then nothing is a threat except for the status inflictions. Try and keep units >5k HP, preferably >6k or more just to eliminate chances of being one shot.





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Trial 02 - Destructive Force

An ancient destructive force reanimated and energized to its very limit.

Battles: 3

Energy: 25

2000 Exp

Reward - 100,000 Zel, 25,000 Karma, 1 Gem, 1 Burst Frog

Battle 1 - Fallen General Weiss

1. All attacks can inflict Injury and Poison

2. Has damage reflect the entire battle. Be wary of BBing him; the more damage you do the more damage you will take. This CAN NOT kill you

3. Toxic Reverie - AoE attack every 3 turns with 100% chance of poison. Guard and heal next turn. If possible BB the turn after then heal to ensure damage output and survivability



Notes - I suggest only using normal attacks for most of the battle. If you BB, you can take 2-3.5k self damage from the reflect, leaving you weak and vulnerable to his following attack. The only time I suggest BBing is when you have a heal ready. BB with everyone, wait for them to take the reflect damage, then pop your heal and fill everyone back up. Also, you won't take reflect damage if you kill him, so on your final turn you can BB everyone and if you burst him to death BEFORE any of your units finish their attack animations, you can avoid the reflect damage



Protip - Toxic Reverie is used every 3 turns. The best way to get good damage while not needing emergency heals is to BB and heal after every Toxic Reverie rotation. This way, you won't BB/heal too soon, get hit by the AoE, then be forced to Fujin and heal again. ​



Battle 2 - Holy Empress Luna, Ryujin Mifune

Ryujin Mifune



1. Immense defense, low HP. Will only take 1 damage, but if you have ignore defense will be one shot

2. Can reflect a large percentage of damage dealt

3. Dark Desolation - Massive AoE attack ​ Holy Empress Luna



1. Chant of La Veda - ~15-18k heal to all allies every ~2 turns

2. Buffs self with ATK and DEF at ~55% HP ​ Notes - Mifune can't be hurt even with BB/SBB so you have to proc ignore defense somehow. I suggest taking him out quickly as he'll stay alive and do fairly substantial damage the entire fight. Luna on the other hand can be scary once she buffs herself. Her normal attacks will do ~5-6k damage on non-dark units. She doesn't have much HP but the constant heals and the DEF buff makes her last longer than you'd expect ​



Battle 3 - Juggernaut



2. Vulnerable to Curse. Useful to prevent heals

3. Buffs self with ATK and DEF whenever he falls under 50%. This includes healing and going back down to 50%

4. Malefic Relapse - Single target attack every 3 turns that removes 80% of a single unit's BB gauge. Will not use if Cursed Conviction is used on the same turn

5. Cursed Conviction - Random attack with 100% chance of curse every 4 turns . Hits 2-3 units usually

6. Unyielding Stance - Will use this to prepare for Resolute Surge, which he will use next turn

7. Resolute Surge - Massive ATK buff for 4 turns. Will one shot with normal attacks (learned the hard way). Once he uses this, guard for 3 turns until this is over (the turn he buffs counts as turn #1). Use damage mitigation/heal when possible

8. Torrid Intervention - 70% chance of 225k heal every 10 turns. He has 2-3 actions per turn so there's a 70% chance for each action to cause a heal, meaning he can heal 0-3 times every 10 turns



Notes - Only real problem is Resolute Surge and his healing. I suggest guarding for three turns after you see him use Resolute Surge. The turn he buffs will count as #1, then for 3 following turns he really hurts.

Overall he doesn't do much damage if he's >50% HP; when he's under 50% and is buffed he'll hurt a bit more but nothing crazy.

He heals every 10 turns, so you need to have enough DPS to gun him down in 10 turns, or you'll be stuck in the loop



Turn Table for 40 Turns (Move your mouse to the spoiler area to reveal the content) 1. Crit resistant2. Vulnerable to Curse. Useful to prevent heals3. Buffs self with ATK and DEF whenever he falls under 50%. This includes healing and going back down to 50%4. Malefic Relapse - Single target attack everythat removes 80% of a single unit's BB gauge. Will not use if Cursed Conviction is used on the same turn5. Cursed Conviction - Random attack with 100% chance of curse every. Hits 2-3 units usually6. Unyielding Stance - Will use this to prepare for Resolute Surge, which he will use next turn7. Resolute Surge - Massive ATK buff for 4 turns. Will one shot with normal attacks (learned the hard way). Once he uses this, guard for 3 turns until this is over (the turn he buffs counts as turn #1). Use damage mitigation/heal when possible8. Torrid Intervention - 70% chance of 225k heal every 10 turns. He has 2-3 actions per turn so there's a 70% chance for each action to cause a heal, meaning he can heal 0-3 times every 10 turns





Trial 03 - Ultimate Defense

The gods gave the demon the spirit of ultimate defense, strengthened its power, sharpened its claws.

Battles: 3

Energy: 25

2000 Exp

Rewards - 100,000 Zel, 25,000 Karma, 1 Providence Ring, 1 Gem, 1 Burst Frog

Battle 1 - Death Magress, God Atro

Death Magress



1. Vulnerable to Poison (15,000 HP per turn)

2. Vermillion Tower - AoE attack with 30% chance of Curse ​ God Atro



1. Vulnerable to Sickness, Poison (15,000 HP/turn), vulnerable to Weakness

2. Messiah Hazard X - AoE attack with 30% chance of Paralysis

3. ATK, DEF, CRIT buff at <25% HP ​ Notes - Main problem will be the Curse and Paralysis. They don't do crazy damage or anything, but you will need some form of status prevention here. I used Altri and it worked just fine. ​



Battle 2 - Psycho Mage Claris

1. Immense defense buff for 4 turns; you do 1 damage until turn #5. Will be one shot with ignore defense

2. Time Distortion - AoE attack that drains BB gauges of everyone entirely

3. Chrono Force - AoE attack

4. Age to Death - Massive AoE attack, ~14-15k damage



Notes - Either bring ignore defense or hold out for 4 turns then kill her right away. Waiting extra turns runs you the risk of being hit with Age to Death. You can guard through it, but the risk isn't worth it and you don't know when it happens ​



Battle 3 - Demon Abaddon

1. Vulnerable to Injury (tickles), Poison (37,000 HP/turn), Weakness, Curse, Paralysis

2. Immense defense buff for ~5 turns. Will take 1 damage unless you BB. Ignore defense will also work

3. Buffs ATK and DEF at I think <25% HP

4. Fatal Strike - Single target attack with 90% chance of Injury and 35% chance of Poison

5. Grudge - AoE attack with a chance of partially draining BB gauge

6. Soul Corruption - AoE attack with 30% chance of inflicting Curse, Sickness, Poison, and Paralysis

7. Black Hole - Massive AoE attack



Notes - Overall not too difficult. You have to manage status as usual, but chances are if you've managed to get this far you know how to deal with those already. Only thing that really hurts is Black Hole, which can one shot Light units and deal very heavy damage to the others. A Grah friend could be nice. However because you can inflict Injury/Poison/Weakness, a Nalmika lead works great. His damage is easily dealt with if he's Injured, and Poison will do 37k damage per turn ​



New Sphere - Providence Ring