This is a stage guide for the Sorcerer’s Trials, “Mad Experiment Rei”.
Stage Guide
Party Formation
Taunt | No need |
Remove guard stance | No need |
Recommended CD | – |
Battle Tips
AUTO Battle | AUTO play is possible (once only the Light Slime is left). |
Skills | Ultimate skills: No need to save them if ignoring mechanics |
Defeat the Water/Dark/Wood Slimes first.
The Light Slime should be defeated last, as it only heals and does not attack.
This means 5%-15% of their current HP is reduced every turn.
- Failure conditions for mechanics:
- If the HP reduction exceeds 15%.
- If the HP reduction is less than 5%.
On failure:
- The affected slime gains a 25% permanent ATK increase per failure.
- This can stack, so two failures result in +50% ATK.
When mechanics are failed, the slime displays the message:
“(The Dream World Slime is swelling due to magical interference.)”
Examples:
- Current HP: 98%, reduced to 92% → Success (within 5%-15%).
- Current HP: 50%, reduced to 30% → Failure (exceeded 15%).
Focus on defeating the slimes during Rei’s skills that apply the 50% increased damage debuff to slimes.
Damage Buff/Debuff Effects:
Rei’s skills (Adjustment Type I
, Adjustment Type II
, Adjustment Type III
) apply varying buffs and debuffs to slimes, such as 50% damage increase or 30% damage reduction.
Defeat slimes during the +50% damage window rather than slowly reducing their HP within the 5%-15% range.
Each defeated Water/Dark/Wood Slime permanently increases the remaining slimes’ damage by 30%.
- This stacks: e.g., defeating two slimes results in +60% damage for the last slime.
Battle Guide
Battle Flow
- STEP1Carefully reduce slime HP by 5%-15% each turn while watching for damage buffs and debuffs.
- STEP29n+2T:Dark/Wood Slimes take +50% damage, while Water Slime takes -30% damage.
[2T、11T、20T、29T、38T、47T…]
From the above turn until the 9n+5T turn, the following effects will remain active:
- Wood: Damage taken +50%
- Water: Damage taken -30%
- Dark: Damage taken +50%
- STEP39n+5T:Dark Slime takes +50% damage, while Water/Wood Slimes take -30% damage.
[5T、14T、23T、32T、41T、50T…]
From the above turn until the 9n+8T turn, the following effects will remain active:
- Wood: Damage taken -30%
- Water: Damage taken +50%
- Dark: Damage taken -30%
- STEP49n+8T:Water/Dark Slimes take +50% damage, while Wood Slime takes -30% damage.
[8T、17T、26T、35T、44T…]
From the above turn until the 9n+2T turn, the following effects will remain active:
- Wood: Damage taken +50%
- Water: Damage taken +50%
- Dark: Damage taken -30%
- STEP5Once 3 slimes are defeated, eliminate the Light Slime last.
AUTO mode works fine here.
Alternate Strategy: Ignore Mechanics & Use Burst Damage
If you have a strong team, you can ignore the 5%-15% damage mechanic and focus on taking advantage of the +50% damage window for quick kills.
- STEP1Defeat the Wood Slime before Turn 4.
Attack the Dark Slime next.
- Between Turn 2 and Turn 4: (2T, 11T, 20T, 29T, 38T, 47T…)
- Wood: Damage taken +50%
- Water: Damage taken -30%
- Dark: Damage taken +50%
- STEP2Defeat the Dark Slime by Turn 7.
Attack the Water Slime next.
- Between Turn 5 and Turn 7: (5T、14T、23T、32T、41T、50T…)
- Wood: Damage taken -30%
- Water: Damage taken +50%
- Dark: Damage taken -30%
- STEP3Defeat the Water Slime by Turn 10.
It’s easier if you can defeat it by the 10th turn (as the slime’s +50% damage taken effect disappears on the 11th turn).
- Between Turn 8 and Turn 10: (8T、17T、26T、35T、44T…)
- Wood: Damage taken +50%
- Water: Damage taken +50%
- Dark: Damage taken -30%
↑ On the 11th turn, the damage taken percentages will follow the “Adjustment Type I” skill. This pattern repeats.
- STEP4Defeat the Light Slime last.
The Light Slime can be defeated even with AUTO mode.
Comment