Trial

**Trials** (試練) are special challenges that your Irises can participate in to earn Underworld Coins, EXP, as well as various rewards. They are also the main source of **SSR+ Materials** needed for upgrading SSR Weapons.

## Overview

* Each Trial consists of **100 waves**, with difficulty increasing as the waves progress.
* As of June 2020, there are currently **five trials**. The average difficulty of each trial increases from left to right (i.e. Trial 5 is the hardest).
* The objective of each trial is to clear as many waves as possible with a team of strong units, before facing off against the trial's **Boss** after completing 100 waves.
* If a trial team gets incapacitated, units will be put on **standby** for a certain period of time (more details below).
* Units on standby will be placed in the **Inn** until the standby duration has elapsed.
	+ Furthermore, they can be placed in the Inn's **Premium Room** to reduce the standby duration by **half**.
* Trials reset at the end of every **Season** (about a month's length).
* You can only challenge each trial (100 waves + boss) **once** every Season.

## Mechanics

### 100 Waves

Trial Battles differ from regular battles (e.g. in the Main Story and related quests/events) in a few ways:

 **Laura's Stealing** | Stealing does not work as enemies do not carry any items

* **Hades Skills**
	+ Can only be used **once** per battle. Reusable upon switching to another team or waiting for the same team's standby duration to finish elapsing.

### Trial Boss

Appears upon completion of a given trial's 100 waves.

The boss battle has some additional differences compared to the 100-wave trial battles:

* **Reduced healing efficacy**
	+ HP restored from healing-based effects is reduced by **50%**
* Percentage-based healing based on maximum HP is also reduced, but healing from **positive status effects** is not reduced. Healing is capped at 50000.
* If the boss is not defeated within 10 turns, its remaining HP will be carried over to the next battle until it is defeated.
* Trap damage continues to be fixed at 3000, while stealing continues to be ineffective.

## Progression

### Skipping

**Skip Passes** can be used to skip **previously-cleared trials** while gaining Underworld Coins, EXP and rewards as usual.

Specifically, clearing the last wave of every ten-wave interval unlocks the option to skip all waves up to that wave when the trial is subsequently attempted in the future. The unlock status will never reset.

Skipping can be done on a per-wave basis. The amount of Skip Passes consumed depends on the wave being skipped and the difficulty of the trial itself.

* Higher waves require **more** passes.
* Tougher trials require **more** passes.

The total number of passes required to skip all trials (500 waves) is **1648**.

### Intervals

Trials are split up into sets of 10 waves each, referred to as **Intervals**. Upon completion of the last wave of an interval, a results screen displaying the amount of Coins, EXP and drops gained will be shown, and trial clear progress up until that point will be saved.

The player is given the option of **Suspending** (中断する) the trial to perform other actions (e.g. running Sorties or using up AP at the Academy), or simply choosing to **Continue** (次へ) the next set of waves with the same team.

* If any units get incapacitated, they will be moved into the Inn for standby and will **not** follow the remaining team members into the next interval.

Additionally, some of each unit's various statuses will be reset.

 **Unchanged** | Current HPSkill CTSprout Arts GaugeHades Skills (once per battle)Current MP

### Re-Challenge

If you were interrupted while clearing a trial (usually due to loss of connection), you can choose to **re-challenge** (再挑戦) that trial again with the same team at your last interval.

* If your team gets incapacitated, or if you choose to escape during a wave, you can choose to challenge again from that wave as well.

### Seasons and Rewards

Similar to normal quests, defeating trial enemies lets you obtain EXP and various drops that will be displayed at the end of each interval. Additionally, you will earn an additional **Strategy Reward** (攻略報酬) upon completion of every interval.

Dealing damage to each **Trial Boss** will also earn you various rewards at various damage thresholds.

**Seasons** (シーズン) reflect the amount of time the player has to clear all five trials before their rewards are reset. They usually last about a month, though the number of days may vary.

You will not be able to attempt cleared Trials again until the next **Season**.

### Expedition Buffs

When an Iris returns from an **Expedition**, they gain a buff for that corresponding expedition's trial, amounting to +20% Attack, Defense, Magic Power, Agility and Luck.

The buff **wears off** at **00:00 JST daily** and the Iris must be re-sent on an expedition again to have the buff re-applied.

## Inn

The **Inn** (宿) is where units are sent to upon incapacitation or completion of a Trial. All units recuperate in the **Economy Room** (エコノミー) by default, and will remain there until their **standby duration** (待機時間) elapses.

Each unit's standby duration depends on the Rarity of the Dress used in the trial. A higher rarity used corresponds to a longer waiting time.

Units can also be moved to the **Premium Room** (貴賓室) to reduce their standby durations by **half**. The player starts off with 2 unlocked Premium slots by default and can choose to unlock more slots by spending **300 / 600 / 900 Azure Dust** for the **3rd / 4th / 5th** slots respectively.

Listed below are the various standby durations depending on rarity used:

 **SR/SR+** | 18 hours
 **R** | 15 hours
 **N** | 12 hours

## Tips

### 100 Waves

* All buffs from various sources (Skills/Abilities etc.) **stack additively** and can be used to the player's advantage to deal high amounts of damage and wipe enemies out quickly.
	+ However, be warned that they **do not** carry over between intervals and must be re-applied.
* Since surviving all 100 waves is more of a battle of endurance than defeating all enemies quickly, it is wise to have at least one form of support healing in every trial team to ensure that units do not perish halfway.
	+ An effective strategy of clearing every trial with one team is to have a tanky or dodge-oriented unit in the Vanguard, while all other team members are in the Rearguard dealing damage. The support unit will heal the sole Vanguard unit who will be virtually invincible.
	+ However, for Trials 1, 4 and 5, **phoenix and demon enemies** have a chance to **Assassinate** your units if their Assassination Resistance is low, so this strategy might fall apart if luck is unfavourable.
	+ Random assassinations can be prevented by the  **Divine Protection** buff provided by Anastigal and Asagiri Mai.
	+ You can also cheat the system by **force-closing** the game and re-opening it again, as your units will simply restart at the last interval with no penalties whatsoever. The only disadvantage of this method is that it might be time-consuming to re-clear waves again, especially on the later trials.

### Trial Bosses

* Since you only have 10 turns, the main objective is to **deal as much damage as you can** before your units are incapacitated.
* It is wise to read up on what each boss's mechanics are before creating a team to challenge them, this will potentially allow you to deal a lot more damage than blindly creating a team with 5 of the same attribute.
	+ For instance, Trial 1's boss regularly inflicts the  **Sleep** debuff. You will want to level **Sleep Resistance Potentials** for the units you assign to challenge this boss in order to reduce the chances of them falling asleep, as that can severely hurt your overall damage output.
	+ Trial 2's boss inflicts the  **Stun** debuff, which is not as bad as Sleep since it only prevents your units from acting for 1 turn. You can consider bringing units with **Stun Resistance Abilities** instead.
	+ Trial 3's boss regularly buffs itself with  **Flight**, which severely reduces the likelihood of melee physical attacks hitting it (Ranged attacks and magic attacks are unaffected). You will likely rely on units that specialize in **ranged attacks** (like Beatrice, Irina or Tise) or **magic attacks** (like Ladis, Naja and Cecile) to deal most of the damage for you.
	+ If you insist on using melee physical attacks, you will want a unit who has a skill that **removes enemy buffs**. Beatrice, Porin and Chris have examples of such skills.
	+ Trial 4's boss inflicts  **Curse** on your units in addition to buffing itself with **Flight**. Curse prevents your units from recovering HP at all, which can prove to be lethal without the appropriate countermeasures.
	+ Since the boss has Flight, you will likely want to rely on the same damage sources as Trial 3, as well as having units with skills that **remove ally debuffs** so that you can freely heal again. One of Hades's skills also removes ally debuffs.
	+ Trial 5's boss inflicts  **Amnesia**, which prevents your units from using Skills and Sprout Arts. This can hurt damage potential somewhat if it is inflicted on a main damage dealer, so you will want supporting units who **remove ally debuffs** if you can.
	+ Additionally, this boss inflicts a high amount of damage on the Vanguard, so opting for the 1 Vanguard - 4 Rearguard strategy might be necessary to ensure unit survival.
* You can either choose to create 5 teams to challenge all 5 trial bosses simultaneously, or focus all your teams on one boss and defeat them in order. The latter might be preferred if you do not have enough damage to meet the daily requirements for each boss, but the lack of compatible Dress Attributes for each boss might reduce damage potential somewhat. Exercise your judgment accordingly.