Miyurin / Global / General Guidelines
TL;DR: The content in general for the first month is a hyper specific roster/unit check. Nightmare is easier by comparison but still really difficult if you don't have said units. Below that, there's no element lock so it should be relatively easier by comparison. Also only attempt to do this during a Free Gear Removal buff and prepare to lose some hair.
General Guidelines:
- The tutorial is vague, not really helpful due to the mode still being in beta. Hence I'll TL;DR what you need to do before actually attempting to clear.
- Always fill in your 4 Constellations' Blessing of the Stars, they are constellation slots with either a class or element lock (the 2x slots will demand both which narrows down your options even more but you should not need it until later months).
- You can swap the units here at any time, with no cost. Putting a unit in here will disable their usage in the actual Trials themselves so only put in units you know won't use.
- The unit being lvl 60, fully awakened with any +15 i85/i90 gears and an artifact can easily make 800+ points.
- Unlocking slots requires points that you get from clearing the trials themselves and you should be mindful of which slot you open as resetting the slot unlocks cost a whooping 1000 skystones and have a one week cooldown.
- The first level of every elemental blessing for their specific trial all have this clause "Effectiveness of *elemental advantage* heroes cannot exceed 100%" which is horribly translated and localized but the actual effect of it is "Disabling the absolute 15% Effect Resistance calculation should your units have effectiveness equal or greater then the enemy's ER.
- The constellation gauge or the moon gauge as it is symbolized by a new moon at 0% and a full moon at 100%. Every boss has their own mechanics of increasing and decreasing it. Depleting it makes your life easier (to a certain extent), it reaching 100% are somewhat detrimental but at times are tolerable and won't immediately brick your run.
Part 1: Fire Trial (Magnar)
- TL;DR: The go-to answer for the majority of the player base is a Fenne solo. If you have her (from last Rift cycle), I recommend following Moriyaism guide as he tried to lower the requirement to the best of his ability. Link to his guide video here: https://www.youtube.com/watch?v=xROAUBbPHQQ
Now onto the actual mechanics,
- Magnar always take a turn every 7 of your units' turns. Defense down debuff decrease the boss Constellation Energy. The boss ignore all defenses and do fixed damage so stack HP and drop all speed in favor of more damage/bulk. The boss is immune to just about all effective debuffs and immune to skill cooldown increase until after 40% HP.
- The front row unit will take a lot of damage, potentially being oneshotted if the boss have a barrier.
- The first lamp that activate after the boss go below 70% HP will burn you every time the boss attack. It ignores ER.
- The second lamp will activate after the boss go below 40% HP, give the boss a one turn immunity buff and fully remove your units' resources (Focus, Fighting Spirit) but it will only gain 50% CR every skill the boss does (which includes the 40% HP entry skill that activate it).
- There are realistically no way to solve this boss other than Fenne at lvl 1 blessing. So if you don't have Fenne, you are SOL (Sh*t outta luck).
- What I can improve upon is if you have Tywin as well as Fenne, you can gear your Tywin similar to mine and the run will be just as if not more consistent than just soloing with Fenne. I ran this 5 times after the fact and it always clears.
Part 2: Ice Trial (Aquina)
- TL;DR: Charles, Violet, Roana + Laika/Yenya. Moriya guide has the Yenya version here: ( https://www.youtube.com/watch?v=080L0a-u-r0 ) while Envy guide has the Laika version here: ( https://www.youtube.com/watch?v=upwGLTGRLJY )
Now onto the actual mechanics,
- The boss is crazy fast, will fully injures you, always crit and AoE with every attack, ignore all ER, dual with her smaller version after 70% hp and constantly reduces your CR. She also removes 20 souls every phase change.
- If any unit is at 10% or less CR at the end of the boss' or the miniboss' turn, they will be fully stripped and unbuffable for 2t (it does not stun unlike what the tooltip said). So do not allow that ever, Charles with his S1 S2 combo is gonna save you here as well as idol's Cheer.
- The boss was basically designed for counterattacking units so for Nightmare and Perdition, it's Charles, Violet, Ervalen, Senya are your major options.
- Not much I can realistically improve upon since it's hyper specific with Roana as your main healer and 2 dps from the above and +1 support.
- As it's repeatedly mentioned elsewhere by now, Lvl 2 Blessing allows Ervalen in the front slot to basically trivializes the fight.
- Below Nightmare, you are not element locked to Green and since the boss will always crit, MAKen and Seline are viable alternatives you can opt for a clear.
Part 3: Earth Trial (Herais)
- TL;DR: Survive. One unit dies and you are wiped. The boss does damage scaling with its own HP so you want to lower it as much as you can every turn. It is NOT immune to DDJ so the only way so far the community have found to solve this boss is Schuri Tieria Beehoo HYufine with a minimum of Lvl 2 blessing. Credit to Lanif from the JP server for pioneering this: ( https://youtu.be/6a4zz2ZoCb0 ) and here's the more gear friendly guide courtesy of Moriyaism ( https://youtu.be/C4E3mJ0KlXM )
Now onto the actual mechanics, (all numbers are specific to Perdition Difficulty only)
- The boss hurts A LOT, every turn, he does a nuke that full strip, ignores all form of mitigation, reduction and limit but does not ignore defense and most importantly, scaling with his CURRENT HP and is NOT immune to max HP damage but is immune to poison and unhealable. His add summon attack however is relatively trivial and is more annoying due to the CR decrease than anything. He has about 5m HP in p1 and 10m hp in p2 and 50m hp in p3.
- He'll summon adds (up to 3) every 9th hit he takes and push back your team by 30% CR (HYufine alleviates this). He will fully heal every turn before phase 3 (at the 4 turn counter is his final full heal upon entering phase 3) and the boss cannot die, period. His phase transition will also put unbuffable and stigma for 9 turns on your team on top of summoning ads.
- The adds take massively increased damage from burns and always target front row. And from phase 2 onwards, they are quite tanky (200k hp), heal the boss for 5% HP every attack and inflict a +20% damage taken on the boss for one turn upon death. Note that they increase the gauge by 10% every turn they take if they don't immediately die to burn.
- The gauge mechanics is most important in phase 1 and 2 where it actually does provide a massive fixed damage proc when depleted to 0, 50% HP at phase 1 and 25% HP at phase 2 (2.5m damage to be exact) which will massively help you surviving these phases.
- The gauge increases by 5% every turn taken by EVERYONE which includes the ads, the boss itself and your team and an additional 5% for every attack the boss or the ads use (so anything but the phase transition skill).
- The gauge decreases by 15% every burn the boss receive and if it reaches 100%, the boss immediately get an extra turn which usually will wipe you because he wouldn't be at a low enough HP that you can survive his attack.
- Phase 1, the boss summon the mini ads that isn't particularly impactful, mainly to give more RNG to your run, semi-squishy and dies to a couple of burns. Burn him, kill adds, repeat.
- Phase 2, the boss summon bigger ads which now heal the boss for 500k (5%) hp every s1 and its s3 can silence you which gives you more RNG in phase 3 and on death inflict a +20% damage taken debuff on the boss for one turn. Nothing changes from phase 1 except for him having more HP which means he can does more damage just in general, at half hp he already does like ~6-7k damage.
- Phae 3 is where most run dies due to the boss ramping speed pushing it past the adds he summons upon phase transition. Hence, it is ideal to leave some of the adds alive but damaged to have a better tuning. The boss will be stunned for 2 turns but everytime he takes a turn, he decreases debuff durations on every adds and himself by 2 turns effectively cleansing the adds off burns.
- During phase 3, the boss does not heal itself anymore and your goal is to reduce its HP to 0 or as close as you can before the boss takes the final turn and use his nuke one last time. If you live, you automatically won. This final verdict hit also does quite a bit more damage so I'd say if he has anymore than 5% HP, he's gonna wipe you.
- TL;DR: Phase 1+2, hit boss, kill adds, make use of burns to deplete the gauge. Phase 3, boss no heal, hit boss and kill adds, if boss not below 5-10% HP on his final turn, you will die.



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