High Mercury Guide: Standard & Expert

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Waters, heed my command!
Banner Top High Mercury's Trial.png

High Mercury's Trial is a challenge quest centered on a boss battle with High Mercury, unlocked upon the completion of Mercury's Trial: Master.

Stat and Equipment Requirements[edit | edit source]

HP[edit | edit source]

HP isn't too much of a concern, as all adventurers should be able to withstand the unavoidable damage High Mercury inflicts at the beginning of the fight if they have sufficiently strong equipment, and the fight has no further sources of unavoidable damage.

Weapons[edit | edit source]

Crafting Void or Chimeratech weapons, or better, can improve your adventurer's performance (especially if it's Chimeratech) in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void weapons at minimum.

  • Generally speaking, if you're able to clear Tempest Chimera Strike: Standard (and preferably, also its Expert difficulty), you should obtain materials from it to create a Chimeratech weapon, as it should be more powerful than void weapons.
  • If planning to clear Expert difficulty in auto-battle mode, weapon requirements are higher than normal due to the lower DPS efficiency. Treat all weapons as one rank lower than normal.

Weapon Table[edit | edit source]

Weapon Category Icon Weapon Sword.pngSword Icon Weapon Blade.pngBlade Icon Weapon Dagger.pngDagger Icon Weapon Axe.pngAxe Icon Weapon Lance.pngLance Icon Weapon Bow.pngBow Icon Weapon Wand.pngWand Icon Weapon Staff.pngStaff
Void
(Standard: Good, Expert: OK)
301098 01 50301.png Roaring Weald

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Sword.png Roaring Weald
HP: 196 Strength: 621

Skills Abilities
None
302089 01 50301.png Stormsquall Crash

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Blade.png Stormsquall Crash
HP: 160 Strength: 693

Skills Abilities
None
303088 01 50301.png The Gale

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Dagger.png The Gale
HP: 174 Strength: 660

Skills Abilities
None
304087 01 50301.png Jagged Bolt

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Axe.png Jagged Bolt
HP: 196 Strength: 665

Skills Abilities
None
305094 01 50301.png Windsovereign Trident

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Lance.png Windsovereign Trident
HP: 194 Strength: 646

Skills Abilities
None
306087 01 50301.png Firmament Auger

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Bow.png Firmament Auger
HP: 178 Strength: 627

Skills Abilities
None
307095 01 50301.png Typhoon's Rule

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Wand.png Typhoon's Rule
HP: 162 Strength: 693

Skills Abilities
None
308088 01 50301.png Skypainter Staff

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Staff.png Skypainter Staff
HP: 216 Strength: 590

Skills Abilities
None
Chimeratech
(Standard: Better, Expert: Good+)
301134 01 50301.png Chimeratech Cypress

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Sword.png Chimeratech Cypress
HP: 270 Strength: 972

Skills Abilities
None
302125 01 50301.png Chimeratech Benzoin

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Blade.png Chimeratech Benzoin
HP: 226 Strength: 1061

Skills Abilities
None
303124 01 50301.png Chimeratech Tea Tree

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Dagger.png Chimeratech Tea Tree
HP: 273 Strength: 953

Skills Abilities
None
304123 01 50301.png Chimeratech Palmarosa

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Axe.png Chimeratech Palmarosa
HP: 292 Strength: 990

Skills Abilities
None
305130 01 50301.png Chimeratech Caraway

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Lance.png Chimeratech Caraway
HP: 262 Strength: 1021

Skills Abilities
None
306123 01 50301.png Chimeratech Ajwain

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Bow.png Chimeratech Ajwain
HP: 278 Strength: 905

Skills Abilities
None
307131 01 50301.png Chimeratech Frankin

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Wand.png Chimeratech Frankin
HP: 241 Strength: 1031

Skills Abilities
None
308124 01 50301.png Chimeratech Marjoram

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Staff.png Chimeratech Marjoram
HP: 321 Strength: 877

Skills Abilities
None
High Dragon
(0UB - Standard: Good, Expert: OK+)
(4UB+ - Standard: Good+, Expert: Good)
(6UB - Standard: Better+, Expert: Better)
(8UB - Standard: Overkill, Expert: Second Best)
301119 01 50301.png Absolute Tempest

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Sword.png Absolute Tempest
HP: 267 Strength: 1411

Skills Abilities
None
302110 01 50301.png Endless Horizon

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Blade.png Endless Horizon
HP: 218 Strength: 1574

Skills Abilities
None
303109 01 50301.png Windruler's Maw

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Dagger.png Windruler's Maw
HP: 270 Strength: 1383

Skills Abilities
None
304108 01 50301.png Glorystorm's Guide

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Axe.png Glorystorm's Guide
HP: 267 Strength: 1512

Skills Abilities
None
305115 01 50301.png Guiding Gale

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Lance.png Guiding Gale
HP: 252 Strength: 1515

Skills Abilities
None
306108 01 50301.png Jormungand's Fury

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Bow.png Jormungand's Fury
HP: 242 Strength: 1426

Skills Abilities
None
307116 01 50301.png Grand Tempest

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Wand.png Grand Tempest
HP: 221 Strength: 1575

Skills Abilities
None
308109 01 50301.png Stormruler

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Staff.png Stormruler
HP: 294 Strength: 1340

Skills Abilities
None
Agito Tier 1
(0UB - Standard: Better+, Expert: Better)
(4UB - Standard: Overkill, Expert: Best)

(8UB - Standard: Very Overkill, Expert: Overkill)

301140 01 60301.png Excalibur

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Sword.png Excalibur
HP: 260 Strength: 1696

Skills Abilities
302131 01 60301.png Arondight

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Blade.png Arondight
HP: 229 Strength: 1798

Skills Abilities
303130 01 60301.png Carnwennan

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Dagger.png Carnwennan
HP: 263 Strength: 1662

Skills Abilities
304129 01 60301.png Marmyadose

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Axe.png Marmyadose
HP: 268 Strength: 1781

Skills Abilities
305137 01 60301.png Rhongomyniad

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Lance.png Rhongomyniad
HP: 266 Strength: 1730

Skills Abilities
306129 01 60301.png Failnaught

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Bow.png Failnaught
HP: 255 Strength: 1629

Skills Abilities
307137 01 60301.png Camelot

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Wand.png Camelot
HP: 245 Strength: 1747

Skills Abilities
308130 01 60301.png Avalon

6 Icon Rarity 6.pngIcon Element Wind.pngIcon Weapon Staff.png Avalon
HP: 287 Strength: 1612

Skills Abilities

Dragons[edit | edit source]

Everyone should be ideally be equipped with a max-unbound 4 Icon Rarity 4.png dragon at a minimum.


Adventurers Dragons
110307 01 r05.png Victor

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Blade.png Victor
HP: 781 Strength: 494

Skills Abilities
Icon Ability 1020002.png Strength +10% (Co-ability)
Icon Ability 1020003.png (Wind) Defense +6% (Chain Co-ab)
210131 01.png Midgardsormr Zero

5 Icon Rarity 5.pngIcon Element Wind.png Midgardsormr Zero
HP: 369 Strength: 126

Skills Abilities
210098 01.png Vayu

5 Icon Rarity 5.pngIcon Element Wind.png Vayu
HP: 369 Strength: 126

Skills Abilities
210116 01.png Ariel

5 Icon Rarity 5.pngIcon Element Wind.png Ariel
HP: 369 Strength: 126

Skills Abilities
210117 01.png AC-011 Garland

5 Icon Rarity 5.pngIcon Element Wind.png AC-011 Garland
HP: 369 Strength: 126

Skills Abilities
210026 01.png Pazuzu

5 Icon Rarity 5.pngIcon Element Wind.png Pazuzu
HP: 369 Strength: 126

Skills Abilities
210018 01.png Zephyr

5 Icon Rarity 5.pngIcon Element Wind.png Zephyr
HP: 369 Strength: 126

Skills Abilities
210050 01.png Roc

4 Icon Rarity 4.pngIcon Element Wind.png Roc
HP: 296 Strength: 101

Skills Abilities
Standard DPS - Most DPS adventurers use these standard DPS dragons.
  • Hawk signficantly prefers Midgardsormr Zero or Vayu due to his exceedingly high skill damage totals, and most other adventurers prefer them anyway under most circumstances.
  • Ariel can assist with skill uptime or make certain strategies easier to execute, though otherwise she technically is a bit inferior than either Skill Damage dragon for most DPS adventurers.
  • AC-011 Garland can provide extremely high strength as long as the adventurer does not take any damage that disables the shield; as High Mercury's Trial has no unavoidable damage past the opening blast, he can work extremely well, and the divergent shield he provides can cover nearly all sources of chip damage should something happen (though you will lose the strength increase for 15 seconds).
  • Summer Konohana Sakuya initially grants only a 40% increase in strength, but as time goes in in the quest, and with each shapeshift, additional, significant buff effects (most notably a 50% increase in skill damage, but also various defensive buffs) can be obtained. An adventurer with Summer Konohana Sakuya equipped may have a slow start, but eventually will become extremely strong offensively and defensively, and is suitable for auto battling with AI.


210131 01.png Midgardsormr Zero

5 Icon Rarity 5.pngIcon Element Wind.png Midgardsormr Zero
HP: 369 Strength: 126

Skills Abilities
210098 01.png Vayu

5 Icon Rarity 5.pngIcon Element Wind.png Vayu
HP: 369 Strength: 126

Skills Abilities
210080 01.png Long Long

5 Icon Rarity 5.pngIcon Element Wind.png Long Long
HP: 369 Strength: 126

Skills Abilities
210116 01.png Ariel

5 Icon Rarity 5.pngIcon Element Wind.png Ariel
HP: 369 Strength: 126

Skills Abilities
210117 01.png AC-011 Garland

5 Icon Rarity 5.pngIcon Element Wind.png AC-011 Garland
HP: 369 Strength: 126

Skills Abilities
210026 01.png Pazuzu

5 Icon Rarity 5.pngIcon Element Wind.png Pazuzu
HP: 369 Strength: 126

Skills Abilities
210018 01.png Zephyr

5 Icon Rarity 5.pngIcon Element Wind.png Zephyr
HP: 369 Strength: 126

Skills Abilities
210050 01.png Roc

4 Icon Rarity 4.pngIcon Element Wind.png Roc
HP: 296 Strength: 101

Skills Abilities
Big Crits Kung Fu Master - Lin You can reach a critical rate high enough for Long Long to pull ahead of most other dragons, and hence Long Long becomes a highly suitable choice for Lin You. Other DPS dragons will still function just as well as they do on other adventurers, though.


100002 06 r05.png Wedding Elisanne

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Sword.png Wedding Elisanne
HP: 795 Strength: 480

Skills Abilities
Icon Ability 1020005.png Dragon Haste +15% (Co-ability)
210116 01.png Ariel

5 Icon Rarity 5.pngIcon Element Wind.png Ariel
HP: 369 Strength: 126

Skills Abilities
210131 01.png Midgardsormr Zero

5 Icon Rarity 5.pngIcon Element Wind.png Midgardsormr Zero
HP: 369 Strength: 126

Skills Abilities
210098 01.png Vayu

5 Icon Rarity 5.pngIcon Element Wind.png Vayu
HP: 369 Strength: 126

Skills Abilities
210117 01.png AC-011 Garland

5 Icon Rarity 5.pngIcon Element Wind.png AC-011 Garland
HP: 369 Strength: 126

Skills Abilities
210026 01.png Pazuzu

5 Icon Rarity 5.pngIcon Element Wind.png Pazuzu
HP: 369 Strength: 126

Skills Abilities
210018 01.png Zephyr

5 Icon Rarity 5.pngIcon Element Wind.png Zephyr
HP: 369 Strength: 126

Skills Abilities
210125 01.png Summer Konohana Sakuya

5 Icon Rarity 5.pngIcon Element Wind.png Summer Konohana Sakuya
HP: 369 Strength: 126

Skills Abilities
210050 01.png Roc

4 Icon Rarity 4.pngIcon Element Wind.png Roc
HP: 296 Strength: 101

Skills Abilities
Hybrid DPS - These hybrid DPS adventurers want to have as much uptime on their buff/debuff/poison skills as possible, so Ariel is a perfect fit, though other DPS dragons will also work.
  • As Summer Sinoa has a sufficiently high critical rate and can become Unknown.png Inspired with ease, 210080 01.png Long Long also works well with her.
  • If Templar Hope is having trouble surviving in Expert auto compositions, even with Midgardsormr Zero or Summer Konohana Sakuya, 210084 01.png Freyja or 210036 01.png Garuda may be considered to sacrifice DPS (time) for consistency.


210116 01.png Ariel

5 Icon Rarity 5.pngIcon Element Wind.png Ariel
HP: 369 Strength: 126

Skills Abilities
210084 01.png Freyja

5 Icon Rarity 5.pngIcon Element Wind.png Freyja
HP: 375 Strength: 120

Skills Abilities
210018 01.png Zephyr

5 Icon Rarity 5.pngIcon Element Wind.png Zephyr
HP: 369 Strength: 126

Skills Abilities
210125 01.png Summer Konohana Sakuya

5 Icon Rarity 5.pngIcon Element Wind.png Summer Konohana Sakuya
HP: 369 Strength: 126

Skills Abilities
210131 01.png Midgardsormr Zero

5 Icon Rarity 5.pngIcon Element Wind.png Midgardsormr Zero
HP: 369 Strength: 126

Skills Abilities
210038 01.png High Midgardsormr

5 Icon Rarity 5.pngIcon Element Wind.png High Midgardsormr
HP: 356 Strength: 114

Skills Abilities
210111 01.png Mini Mids

5 Icon Rarity 5.pngIcon Element Wind.png Mini Mids
HP: 225 Strength: 72

Skills Abilities
210050 01.png Roc

4 Icon Rarity 4.pngIcon Element Wind.png Roc
HP: 296 Strength: 101

Skills Abilities
Support - These support adventurers have low personal DPS, so prefers having Icon Buff 2010001.png Skill Haste Up abilities.
  • Freyja grants higher amounts of skill haste, and carries a potent Icon Buff 2060001.png HP Regen skill that also instantly grants 5 stacks of Icon Buff 2050004.png Energy, instantly energizing all teammates. She is ideal for Tobias, and is required for 4DPS runs without Wedding Elisanne or healing shared skills anyway.
  • Ariel increases damage output especially when in dragon form, and is ideal for Melody, Noelle, and Dragonyule Xainfried if someone else can heal significantly.


210084 01.png Freyja

5 Icon Rarity 5.pngIcon Element Wind.png Freyja
HP: 375 Strength: 120

Skills Abilities
210036 01.png Garuda

5 Icon Rarity 5.pngIcon Element Wind.png Garuda
HP: 383 Strength: 114

Skills Abilities
210116 01.png Ariel

5 Icon Rarity 5.pngIcon Element Wind.png Ariel
HP: 369 Strength: 126

Skills Abilities
210131 01.png Midgardsormr Zero

5 Icon Rarity 5.pngIcon Element Wind.png Midgardsormr Zero
HP: 369 Strength: 126

Skills Abilities
210038 01.png High Midgardsormr

5 Icon Rarity 5.pngIcon Element Wind.png High Midgardsormr
HP: 356 Strength: 114

Skills Abilities
210111 01.png Mini Mids

5 Icon Rarity 5.pngIcon Element Wind.png Mini Mids
HP: 225 Strength: 72

Skills Abilities
210018 01.png Zephyr

5 Icon Rarity 5.pngIcon Element Wind.png Zephyr
HP: 369 Strength: 126

Skills Abilities
210050 01.png Roc

4 Icon Rarity 4.pngIcon Element Wind.png Roc
HP: 296 Strength: 101

Skills Abilities
210125 01.png Summer Konohana Sakuya

5 Icon Rarity 5.pngIcon Element Wind.png Summer Konohana Sakuya
HP: 369 Strength: 126

Skills Abilities
210094 01.png Pop-Star Siren

5 Icon Rarity 5.pngIcon Element Light.png Pop-Star Siren
HP: 371 Strength: 124

Skills Abilities
Healers - If an healer is to be used, healers will prefer to increase their healing output and buff uptime under most circumstances.
  • Freyja provides the highest amount of Icon Buff 2010001.png Skill Haste Up, a Icon Buff 1020001.png HP Up ability, and carries a strong regen heal with her dragon skill, and is usually the best pick for healers.
  • Garuda provides a higher amount of HP boost compared to Freyja, but provides no skill haste. She is ideal if you need a big heal over faster heals.
  • Ariel provides slightly less skill haste, but grants Icon Buff 1020002.png Strength Up instead of HP Up. She may be used in place of Freyja if you prefer having slightly more DPS without going off-element, or are playing in public co-op and need to meet might requirements, though your healing output burst/ticks will be lower than Freyja or Garuda. Also has a pretty good dragon form damage should you opt to use it.
    • Due to Akasha's elevated personal damage output with Icon Skill 044.png Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]

      Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP]
      , as well as its SP gain effect, Ariel is a perfect fit for her.
  • Pop-Star Siren's Icon Buff 1020002.png Strength Up and Icon Buff 2050004.png Energy buffs can be extremely strong if timed correctly, though your healing will also be at the weakest.


Wyrmprints[edit | edit source]

All adventurers should equip their standard wyrmprints in normal compositions.

In an auto battle composition, adventurers may see benefit from running Strength Doublebuff wyrmprints such as 400402 01.png Brothers in Arms or 400049 01.png Sisters of the Anvil for offense, and Healing Doublebuff wyrmprints such as 400245 01.png The Dragon Smiths or 400385 01.png Odd Sparrows for survivability, due to the very high frequency of defense buffs.

Party Roles[edit | edit source]

DPS/Hybrid DPS[edit | edit source]

These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.

Adventurer Notes
Extremely high constant damage output, Affliction poison large icon.png Poison, minor Icon Buff 2020002.png Strength Down and Icon Buff 2020003.png Defense Down.
100002 06 r05.png Wedding Elisanne

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Sword.png Wedding Elisanne
HP: 795 Strength: 480

Skills Abilities
Icon Ability 1020005.png Dragon Haste +15% (Co-ability)
Shreds the mode gauge while High Mercury is in overdrive state, provides Icon Buff 2060001.png HP Regen buff and Icon Buff 2020003.png Defense Down debuff zones, and Icon Ability 1020002.png Strength Doublebuff +13%Increases strength by 13% for 15 seconds each time a defense up buff is received. receptive to Icon Buff 1020003.png Defense Up buffs.
110307 01 r05.png Victor

5 Icon Rarity 5.pngIcon Element Wind.pngIcon Weapon Blade.png Victor
HP: 781 Strength: 494

Skills Abilities
Icon Ability 1020002.png Strength +10% (Co-ability)
Icon Ability 1020003.png (Wind) Defense +6% (Chain Co-ab)
Very high constant damage output with strong Icon Buff 2020008.png Bleeding, provides mild defensive support with Unknown.png Water Res, Icon Buff 1020020.png Shield, and Icon Buff 2010003.png Knockback Immunity.
Very high constant damage output with strong Icon Buff 2020008.png Bleeding, though more awkward to play than Victor. Does not have Affliction bog large icon.png Bog res.
High damage output, Affliction poison large icon.png Poison.
High damage output, Affliction poison large icon.png Poison, provides a small Icon Buff 1020031.png Life Shield, can provide Icon Buff 1020003.png Defense Up.
Very high constant damage output, very high critical rates, self-sustain.
Very high constant damage output, Affliction poison large icon.png Poison, large (in both magnitude and area) Icon Buff 2020003.png Defense Down zone.
Very high damage output if paired with a Affliction poison large icon.png Poisoner.
High damage output, Affliction poison large icon.png Poison, Icon Buff 2020002.png Strength Down, significant buff effects especially with guaranteed Icon Buff 2010001.png Skill Haste Up, occasional total affliction relief. Does not have Affliction bog large icon.png Bog res.
Extremely high burst damage output, Affliction poison large icon.png Poison. Does not have Affliction bog large icon.png Bog res.
Very high burst damage output, Affliction poison large icon.png Poison, signficantly buffs teamwide critical rates and damage, as well as providing Icon Buff 2010009.png Inspiration stacks. Does not have Affliction bog large icon.png Bog res.
Very high constant damage output, Affliction poison large icon.png Poison, Icon Ability 1020002.png Strength Doublebuff +15%Increases strength by 15% for 15 seconds each time a defense up buff is received. receptive to Icon Buff 1020003.png Defense Up buffs.
Very high damage output, minor Icon Buff 2020003.png Defense Down.

Support[edit | edit source]

These units spend most of the time buffing other adventurers.

  • Don't bring more than two pure support adventurers in the whole composition.
Adventurer Notes
Icon Buff 1020002.png Strength Up buffer with relatively high personal DPS compared to other options. Also provides access to Affliction poison large icon.png Poison. Does not have Affliction bog large icon.png Bog res.
Ranged Icon Buff 1020002.png Strength Up buffer. Easier to use than all other choices here, especially to bait ranged attacks.
Icon Buff 1020005.png Critical Rate Up buffer. Works best when paired with a Strength buffer. Shapeshifts more frequently than other options, and can take advantage of it with a DPS dragon if desired.
Icon Buff 1020002.png Strength Up buffer with access to Affliction poison large icon.png Poison. More awkward to use than all other choices if wishing to use his poisoning skill, but technically buffs the strongest standalone.
Icon Buff 1020002.png Strength Up and Icon Buff 1020003.png Defense Up buffer, and deals a good amount of damage on his damaging skill. Valuable for making auto compositions safer due to his high survivability allowing him to survive and tolerate mistakes the AI makes.

Healer[edit | edit source]

If desired, the healer keeps the team alive and provides support.

Adventurer Notes
Lowen has low personal DPS, but has high healing output, provides Affliction bog large icon.png Bog relief, and grants some defensive support with both Icon Buff 1020003.png Defense Up and Icon Buff 1020001.png HP Up buffs - these buffs will significantly improve safety by making it harder for High Mercury's attack to take down teammates, especially in auto runs.
Grace provides a very large Icon Buff 1020031.png Life Shield which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her Icon Buff 1020003.png Defense Up buff is much higher, at 100%, but also lasts significantly shorter than Lowen's, making it more suitable for mitigating severe damage.
If Lowen is a defensive support healer, then Akasha is an offensive support healer. Although she is not a fully offensive healer in the sense of 110280 01 r05.png Heinwald that is a disguised DPS, she instead has access to Icon Skill 044.png Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]

Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP]
, which can deal some damage, heal the entire team, as well as significantly speed up skill cooldowns on other teammates when used strategically. She will appreciate having access to high amounts of Icon Buff 2010001.png Skill Haste Up, and pairs especially well with 110318 01 r05.png Sylas for even more effective SP gain.

General Party Setup[edit | edit source]

There are two general variations of compositions in High Mercury's Trial - 4DPS and 3DPS. There are also two specialty compositions involving Templar Hope that have unusual requirements and not compatible with normal co-op.

The three real requirements for general compositions are as follows:

  • One of the adventurers in the composition must be able to heal the entire team if desired (to reactivate any HP-based abilities), and to mitigate chip damage. Shared skills and dragon skills are also acceptable.
  • One of the adventurers should behave as the close range baiter. Usually, this job falls to the weakest DPS melee role.
  • One of the adventurers should behave as the long range baiter. Usually, this job falls to the healer or buffer role.
General Composition
Example 1: most 4DPS compositions are acceptable nowadays with the introduction of shared skills, though someone should try to bait away High Mercury's ranged attacks. This job usually falls to the buffer (in this example, Tobias) in a 4DPS composition.
Example 2: most 3DPS compositions are also acceptable nowadays due to the much higher DPS teams generally have nowadays, and 3DPS compositions also provides a much faster ramp to full HP for abilities requiring it, as well as making the majority of High Mercury's attacks more easily survivable. The healer should try to bait away High Mercury's ranged attacks in a 3DPS composition.
Specialty Composition
Defense doublebuff spam composition.
Templar Hope isn't a strict requirement for auto-battling High Mercury's Trial: Expert, but he can improve safety and consistency, especially if your equipment is on the weaker side.
  • Templar Hope must be the leader, if using him. He takes the brunt of the damage in an auto run.
  • Ranzal and Gala Leif are example DPS adventurers that may be replaced with any two Icon Ability 1030009.png Bog Res +100% adventurers, as well as 110318 01 r05.png Sylas.
  • Ideally, additional shared skills that provides healing and/or increase defense should be unlocked, such as 110257 02 r04.png Halloween Lowen's Icon Skill 029.png You won't trick me!Lv. 1: Restores HP to all allies with 31% Recovery Potency and continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]

    Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]

    Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
    and/or 110335 01 r04.png Patia's Icon Skill 031.png Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]

    Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]

    Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]

    Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP]
    , to improve defense buff uptime and healing output - the auto battle composition hinges on him surviving.
  • A Strength Doublebuff wymrprint such as 400402 01.png Brothers in Arms or 400049 01.png Sisters of the Anvil can improve DPS from Templar Hope and the DPS adventurers due to the high amount of defense buffs from Templar Hope, Lowen, and possibly additional adventurers that can buff defenses.
  • 110059 01 r05.png Grace may replace Lowen.
  • 210125 01.png Summer Konohana Sakuya may potentially increase AI teammates' survivability as the fight goes on compared to standard DPS dragons.

Attacks and Patterns[edit | edit source]

Tidal Explosion[edit | edit source]

This is the fight's initial "HP check" blast.

  • Any adventurer with Icon Ability 1010007.png Skill Prep +100%Fills 100% of skill gauges at the start of quests., such as 110257 01 r04.png Lowen, should use defensive skills such as Icon Skill 031.png Winds, Protect Us!Lv. 1: Increases the entire team's defense by 15% for 15 seconds, and increases each adventurer's max HP by 5% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]

    Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and increases each adventurer's max HP by 10% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]

    Lv. 3: Increases the entire team's defense by 25% for 15 seconds, gradually recovers their HP for 15 seconds with 17% Recovery Potency every 2.9 seconds, and increases each adventurer's max HP by 15% for the remainder of the quest. Once HP buffs reach the limit, an HP recovery effect is granted instead. [11449 SP]
    to reduce the damage taken, though it is entirely optional.
    • Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Winds, Protect Us! at level 3 will provide Icon Buff 2060001.png HP Regen healing, but one may opt to run other skills to make it go a bit faster.
  • You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
    • Sword-wielding adventurers that aren't 100018 02 r05.png Gala Leif can also attempt this sequence of actions: dodge roll towards High Mercury, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
    • Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
    • Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
  • Melee DPS adventurers should stand to the upper-left of High Mercury in preparation of the next attack.

"Stomp + Dash + Tail Swipe"[edit | edit source]

High Mercury will target the closest player to her and do this 3-attack combo. Once she has stomped, the direction of her dash is locked in. After the dash, she will do a wide tail swipe behind her.

  • Melee DPS adventurers should stand to the upper-left to bait the stomp, then skill, dodge, or move to High Mercury's side and continue to DPS as she dashes. After the dash is complete, adventurers that aren't baiting distant attacks should move to High Mercury's front, against the wall. This positioning of High Mercury is important, as the top corner is a safe spot that applies to all 3 variations of the "Whirlpool" attack.

"Water Shotguns x2"[edit | edit source]

High Mercury will target the farthest player and fire 2 "Water Shotgun" blasts of several balls of water. The ranged baiter should skill, dodge, or move out of the way.

"Whirlpools"[edit | edit source]

High Mercury will summon whirlpools in one of 3 possible patterns, decided at random. A consistent safe spot is in the upper-left of the map, which is why it was important for the melee DPS adventurers to bait High Mercury there earlier.

Spheres of Salvation + Stomp + Dash + Tail Swipe + Water Shotguns[edit | edit source]

Using a sticker to assign bubbles

High Mercury will summon 4 Spheres of Salvations (henceforth referred to as bubbles) that can be entered as safe zones. Standing inside a bubble will make the player invincible to all of High Mercury's attacks. However, if multiple adventurers try to enter the same bubble, then it will be destroyed. Each player should make sure to indicate which bubble "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.

  • Generally, the ranged baiter will take up the third bubble from the left immediately once they spawn.

While the bubbles are up. High Mercury will perform her Stomp + Dash + Tail Swipe combo again, followed by another two set of Water Shotguns. All players should be ready to enter the bubbles before High Mercury's map-wide "Waterfall" move, which follows shortly afterwards.

  • Generally, at this point, the ranged adventurers will take the rightmost two bubbles
    • Usually, a ranged DPS such as 110032 01 r05.png Maribelle, 110256 01 r05.png Louise, and 110267 01 r05.png Hawk will take the third bubble from the left.
    • Usually, a healer or buffer such as 110257 01 r04.png Lowen or 110340 01 r04.png Noelle will take the rightmost bubble.
    • If playing in a public game, it might be wise to watch the minimap for adventurers' positions and only move when you are sure you will not accidentally enter someone else's bubble.

Should a bubble be accidentally popped, priority should be given to damaged or Affliction bog large icon.png Bogged adventurers on remaining bubbles, so that they don't get killed by the next attack.

"Waterfall"[edit | edit source]

High Mercury will summon a waterfall that hits the entire map. This cannot be avoided with skill iframes, and causes severe damage. There are three methods of mitigating it:

  • All adventurers enter the safe bubbles that were summoned previously, which blocks all damage from it.
    • If some bubbles were popped, prioritize damaged or Affliction bog large icon.png Bogged adventurers entering them. Healthy adventurers should have no need for these bubbles.
    • Do note that Icon Buff 2010003.png Knockback Immunity may cause adventurers to take more damage than intended; this may become an issue in teams with 110307 01 r05.png Victor.
  • Dragon tank it with a dragon skill, if shapeshift is available.
    • Generally, it will be safe to tap the dragon's skill button once High Mercury finishes twirling after the "Waters, heed my command!" callout. Tapping this button too early may cause issues with certain dragons with faster animations, such as 210098 01.png Vayu.
  • To maximize the odds of surviving this attack, Icon Buff 1020001.png HP Up buffs, damage reduction (from Icon Buff 2020002.png Strength Down debuffs, Icon Buff 1020003.png Defense Up buffs, and 400108 01.png Queen of the Blue Seas's abilities), and/or a Icon Buff 1020031.png Life Shield can help.

Aqueous Prison[edit | edit source]

Shortly after the Waterfall, High Mercury will target the farthest player and put them into an Aqueous Prison. The other adventurers will then need to break the prison to free the trapped player, or they will take severe damage, and it likely will be fatal if they were already damaged and did not receive healing in time.

While the ranged baiter has been farthest from High Mercury up to now, they should instead roll toward High Mercury, while the weakest DPS moves farther away to bait the prison. Once the purple attack marker appears below that player, they should roll back to the main party to be freed. The ranged baiter should return to a far distance for the next attack.

Homing Bubble[edit | edit source]

High Mercury will target the farthest player and set a Homing Bubble to follow them. The ranged baiter needs to direct this bubble away from the rest of the party - it will deal severe damage to anyone it touches and also any nearby adventurers caught in the explosion, and it cannot be avoided with skill invincibility frames. Get away from it, baiting it away from the DPS group, until it explodes on its own, or dragon tank it.

  • Note that the reason a different adventurer took the prison earlier is so that the ranged baiter doesn't have to take both prison and homing bubble - which would absolutely end very poorly for them without some serious regen healing and defensive buffs.

"Stomp + Dash + Tail Swipe" + Water Shotguns + Whirlpools[edit | edit source]

High Mercury will do her stomp + dash + tail swipe combo again, with the Homing Bubble from earlier exploding around the time of the Tail Swipe. She will follow up with another set of Water Shotguns and Whirlpools.

  • The ranged baiter needs to be prepared to dodge the shotgun after the homing bubble ends, while also moving up towards the top-left of the map to dodge the Whirlpools.

Bursting Bubbles + Water Shotguns x3 + Whirlpools[edit | edit source]

High Mercury will walk to the center of the map and summon a circle Bursting Bubbles around her. When hit, these bubbles will split into 4 smaller bubbles with the momentum of whatever attack hit them. Shortly after Bursting Bubbles, High Mercury will fire Water Shotguns again, but this time she shoots 3 rounds instead of 2. Then she'll cast Whirlpools again.

  • The safest approach to this is to follow High Mercury to the center and hug her side, then use a skill to both pop the bubbles and iframe them.
  • Anyone who ends up outside the circle will need to iframe the bubbles when they expand outward with skills or dodge rolls. They also should not hit the bubbles, as doing so will launch the smaller bubbles into the circle and likely harm the players inside if they're caught unaware.
  • The ranged baiter needs to retreat ASAP once the Bursting Bubbles are dealt with, so they can bait away the shotguns. Remember that 3 rounds need to be dodged this time, not the usual 2. High Mercury will go back to using 2 shotguns for any future uses of the move.
    • During the 3 shotgun phase, the ranged baiter also needs to make their way around to the top-left in order to dodge Whirlpools again.

Spheres of Salvation + Summon Help + "Stomp + Dash + Tail Swipe" + Water Shotguns x2 + "Waterfall"[edit | edit source]

High Mercury will summon Spheres of Salvation again, but this time she will also summon rats that will try to destroy the bubbles.

  • Attacking the rats alone is a DPS loss - continue to fight High Mercury instead, however all players should have a dragon ready in case a bubble gets destroyed.
    • Wide AoE attack skills can help immensely with this, as they can deal damage to both High Mercury and the rats at the same time.
  • Adventurers should now consider shapeshifting now to "dragon tank" - that is, transform into their dragon and time their dragon skill such that they are mid-skill when the Waterfall hits. The dragon's timer will become depleted by the hit, but they will continue their skill animation and not revert until that animation is over. Simply being in dragon form without using a skill is not enough, as the Waterfall is a multi-hit move that will revert the dragon and likely harm (and possibly kill, if the player was at low health) the player if the dragon isn't animation-locked in a skill.
    • The timing for transforming is right after the Tail Swipe, during Water Shotguns. Then, the timing for using the dragon skill is when High Mercury spins around, shortly after she calls out "Waters, Heed my command!".
      • Generally, it will be safe to tap the dragon's skill button once High Mercury finishes twirling. Tapping this button too early may cause issues with certain dragons with faster animations, such as 210098 01.png Vayu.

Loop A[edit | edit source]

If High Mercury is broken during any of the moves above, she will enter this loop of attacks until she is broken once more.

Bursting Bubbles + Homing Bubble + Water Shotguns[edit | edit source]

High Mercury will go to the center for Bursting Bubbles again, but will then cast Homing Bubble shortly afterwards, followed by a set of Water Shotguns.

  • The DPS group should approach Bursting Bubbles the same as before: hug High Mercury's side and pop the bubbles with a skill.
  • The ranged baiter actually should not approach High Mercury for this phase, but instead be prepared to iframe with skills or dodge rolls. Once the bubbles are popped, they need to skill or dodge the incoming Bubbles, then be prepared to bait the Homing Bubble and Shotguns away from the party.

Stomp + Dash + Tail Swipe + Water Shotguns + Whirlpools[edit | edit source]

High Mercury will do her usual Stomp + Dash + Tail Swipe combo towards the closest players, followed by Shotguns toward the farthest and another round of Whirlpools.

  • This is the same drill as before. DPS adventurers need to bait the 3-hit combo to top-left, while the ranged bait needs to dodge shotguns and approach the top-left to dodge whirlpools.

Loop B[edit | edit source]

If High Mercury is broken during Loop A, she will enter Loop B. Once Loop B finishes, she will move back to doing Loop A.

Spheres of Salvation + Summon Help + Aqueous Prison + Stomp + Dash + Tail Swipe + Waterfall[edit | edit source]

High Mercury will do a similar set of moves to the Summon Help section before, but this time she throws in an Aqueous Prison.

  • The ranged baiter should actually take the prison this time, and other DPS adventurers need to be ready to free them ASAP. One of the adventurers should instead bait High Mercury away from the prison and other adventurers - going for top-left this time actually doesn't matter.
  • The team should be ready to dragon tank the Waterfall again, transforming during either the Dash or Tail Swipe, should at least one of the bubbles not survive the rats' attacks. See the previous instance for timing information.

Bursting Bubbles + Whirlpools + Aqueous Prison[edit | edit source]

High Mercury will walk to the center of the map, followed by Whirlpools, followed by Aqueous Prison.

  • Since High Mercury does Whirlpools right after Bubbles this time, there's no opportunity to bait her to the top-left. Due to this, it is not safe to continue attacking HMC until the Whirlpools are done. The team should retreat according to the Whirlpool pattern, then needs to regroup to deal with the Prison quickly.
  • High Mercury will then resume Loop A, which starts with Bursting Bubbles again. The DPS adventurers need to hug High Mercury's side after the prison is broken, while the ranged baiter should keep some distance and be prepared to iframe the bubbles with a skill or dodging.