[NUCarnival] Wilting Flowers Burning Dreams “Embers-03” Battle Guide

[NUCarnival] Wilting Flowers Burning Dreams "Embers" Battle Guide High Difficulty Stages

This is the battle strategy page for NU:Carnival “Wilting Flowers Burning Dreams” high-difficulty event stage “Embers 03”.

Stage Strategy

NU:Carnival 'Wilting Flowers Burning Dreams' Embers 03 - High-Difficulty Event Battle Strategy

Party Composition

TauntRecommended
Defense BreakNot needed
Recommended CD
Recommended: Guardian

There is a mechanic that requires taunt, so including a Guardian is recommended.
Alternatively, a “high HP character (excluding attackers/debuffers)” may also work.

>List of Characters with “Taunt” Skill

If not using a Guardian…

Even without a Guardian, this stage has a mechanic where using an ultimate skill puts the character in taunt status.
Therefore, if you don’t include a Guardian, it’s recommended to use characters that are non-Water attribute, high HP, and not attackers/debuffers.

Strategy Points

AUTO Clear
Ultimate SavingSaving recommended
Forced defeat if any character is incapacitated
Clear stage when thief’s HP reaches 1%
Enemy: Reduces damage received from basic attack/ultimate/turn-by-turn damage each turn (max 30 stacks)

As a result, the longer the battle, the harder it is to reduce the enemy’s HP.

The following stacks increase each turn (up to 30 stacks):

  • Damage from “basic attacks” is reduced by 3% per stack (90% at 30 stacks)
  • Damage from “ultimate skills” is reduced by 4% per stack (120% at 30 stacks)
  • Damage from “turn-by-turn damage” is reduced by 6% per stack (180% at 30 stacks)

Battle Strategy

Battle Flow

Outside of Mechanics
  • Ultimate: Save it (due to 6n+5T timing)
  • Battle begins from WAVE2 (cannot deal damage in WAVE1)
  • STEP1
    Turns 1–2: Everyone Defend
    • No damage can be dealt, so defending is fine for everyone
  • STEP2
    6n+3T: Everyone Defend (including healers)

    [Turns 3, 9, 15, 21, 27, 33, 39, 45…]

  • STEP3
    6n+5T: Everyone Ultimate (until the enemy is stunned)

    [Turns 5, 11, 17, 23, 29, 35, 41, 47…]

    • Cannot deal damage with basic attacks
    • Healers can also deal damage with their ultimate skill.
      So if the enemy’s charge hasn’t been broken, healers should also use their ultimate
    • This mechanic requires breaking the shield to damage the enemy
    • If the enemy’s charge isn’t canceled: forced defeat
  • STEP4
    6n+7T: Taunt; Others use Basic Attack or Defend

    [Turns 7, 13, 19, 25, 31, 37, 43…]

    • Characters who used an ultimate skill will enter Taunt status
    • Attackers/debuffers: Do NOT use ultimate
    • If a non-Guardian uses an ultimate skill: that character will enter “Taunt” status
    • If an attacker/debuffer uses ultimate: their damage taken increases by 30% (for 50 turns)
  • STEP5
    6n+8T: CD3 characters may use ultimate

    [Turns 8, 14, 20, 26, 32, 38, 44, 50]

    • CD3 characters may use ultimate here (they’ll be ready again by the next ultimate-required turn)
    • CD4 or higher: Save ultimate skill

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