This is the 10th and last of the Trials in the 4th Cycle!
NOTE: The Trials officially start at 7:00:00 AM (07:00 GMT). This post is scheduled to go live 30 minutes earlier at 6:30:00 AM (06:30 GMT).
If you do not see the Class Trial in Quests as of 7:00:00 AM (07:00 GMT), force quitting and reopening the app or restarting your device will usually work.
Overview
Classes
Bosses
Monsters
Paladins & Monks
Richard, Friar Tuck, Joon, Justice
Red/Fire & Purple/Dark
Final Boss HP
Version 20: Each Boss in Stage 3 has 4051 HP
History: Increased Difficulty of the Final Stage
Click for Archive of Version 19 vs. Version 20 Final Stage Difficulty
According to the Version 20 Release Notes, the Final Stage of Class Trials was made harder:
We’ve now been through a full cycle of the Trials since then, so we’ve seen those changes in action, particularly in Final Boss HP, where it’s most directly observable.
It’s also possible, however, that other adjustments were made to Defense or Attack, or to the monsters prior to the bosses.
Trials
v19 HP
v20 HP
Increase
Strength
3907
4080
173
Fortitude
4195
4195
0
Mysticism
4051
4396
345
Serenity
3907
3907
0
Survival
3619
3907
288
Piety
4195
4195
0
Decimation
4051
4339
288
Nature
3763
4051
288
Shadows
3763
3907
144
Justice
3763
4051
288
Carpet Bombing/Item Nuking
For many players who can get through the monsters to the Final Bosses, but struggle to beat the Final Bosses, carpet bombing/item nuking the Bosses is a viable strategy.
Click for Guide to Carpet Bombing/Item Nuking for Trials of Justice
If you plan on carpet bombing/item nuking, focus on surviving until the Bosses, and don’t worry too much about counteracting them, particularly if you’re going for a full nuke them from orbit approach.
Use your item slots for your attack items, and any remaining slots for health.
Battle Item Damage Reference
Battle Item
Forge Level
Direct Damage
Max DoT
Max Total
Dragon Attack
16
400
132 (requires playing 6 turns between each attack)
532
Bomb
12
300
0
300
Axe
8
200
0
200
Arrow
4
100
0
100
Carpet Bombing/Item Nuking Strategies
Strategy
Direct Damage
Additional Damage Required for Stage 3 Bosses
5x + 5x + 3x
4100
0
5x + 5x + 5x
4000
51
5x + 5x
3500
551
5x + 5x
3000
1051
5x +
2500
1551
5x
2000
2051
5x + 5x + 5x
3000
1051
5x + 5x
2500
1551
5x + 5x
2000
2051
5x
1500
2551
5x + 5x
1500
2551
5x
1000
3051
5x
500
3551
Recommended Items for Trials of Justice
Click for Recommended Items for Trials of Justice
Stage(s)
Item
Explanation
All
Antidotes
Richard in Stages 1 and 3 casts an attack debuff, Joon in Stages 2 and 3 casts Blind, and Justice in Stage 3 casts Blind — all of which can make Antidotes useful, particularly if you don’t have Monk Aeron to remove or prevent them.
All
Health Pots
The Monk and Paladin Classes are relatively light on traditional healers, which can make healing pots particularly smart to bring along.
All
Time Stops
Time Stops can be an effective, albeit resource-expensive, way of preventing Bosses from firing, and providing you more opportunities to manage the board to charge specials and do damage.
Be mindful that Dragon Bone can be difficult to come by to make this a sustainable approach.
All
Banners
Banners are always a good option for increasing defense and/or attack.
All
Revive or Miracle Scrolls
Revive or Miracle Scrolls can be an effective option if your team is on the weaker side, and the little extra boost will get your through.
Be mindful that Midnight Root, Orichalcum Nugget, and Meteor Fragments can be difficult to come by to make this a sustainable approach.
I hate all of the Trials, give me my Emblems and let me get back to farming
0voters
Share Your Team & Results!
Post your team in a comment down below, and how you did!
Special Questions for Trials of Justice
Monks and Paladins have some healer options…but only amongst HOTM and Season 2 Legendary heroes (other than Friar Tuck). Do you have any of those ultra-rare heroes for Trials of Justice? If not, did you find these Trials harder without healer options?
Monk Wilbur can really shine on Quests and Class Trials, where his combination of buffing and debuffing can help both survival and damage output. Do you have Wilbur, and if so, are you bringing him along?
Monk Wu Kong can turn even non-hitters into serious killers with heavy tile damage. Do you have Wu Kong, and if so, are you bringing him along?
Paladin Cyprian’s Perfect Riposte can be an effective strategy to killing multi-hitter and AoE Bosses like Richard and Justice. Do you have Cyprian, and if so, are you bringing him along?
Standard Questions for All Trials
Did your team change notably since last time?
Did changes to your team make the Trials any easier or harder?
What items did you use, if any?
What are you doing with your shiny new Emblems?
If you beat Stage 3, who’s eating the 3* Trainer Hero?
Anything else interesting to share?
You may also be interested in these older threads from previous times Trials of Justice occurred:
Last time Leo was 4/38
Wilbur had 4 tokens
Swaped Valeria for Frida, and obviously Frida got the scopes over Aegir, but just need 2 more and then its him or Thorne
Last time the team was Wilbur 4/70, Joon 2/60, Aegir 2/60, Cyprian 3/60 and Sonya 4/70. Richard was their nemesis as I had to save my nukes and didn’t complete the 3rd stage.
This time only two things changed Joon 3/70 and Frida +3. Swapped Cyprian for Frida, and that was a gamble 3.1.1 formation, paid for it at the last stage as the board was all crappy. The first two stages were walk throughs, but the 3rd stage, I had to nuke when the board turned south.
The trainer hero is reserved for Joon, and the monk emblems too, the paladin emblems will go to G.falcon, its on its way to full max. Now that Frida is done, Aegir needs full attention to beef up my team, hopefully by next Trial, he will play stronger.
I switched out Li Xiu (maxed in the meantime) for Justice 3/something, in the thought that the better damage and blind was more useful than the very small mana cut.
Of course, then Justice died early in the third stage, followed by Leonidas (3/70), followed by Wu Kong (4/70). Which meant that I had to pull out the dragon attacks to have Wilbur (+10) and Sonya (+9) finish them off.
Justice took the trainer. Wu and Sonya are in line for the emblems.
I do some of these trials only for inertia, some of them are nice some are just a pain and getting kinda old. They should at least try to switch some of the bosses, or replace them with others.
My team this time. Strangely enough, I am currently leveling 3 paladins, as I started work again on Cyprian (4.45, credited with killing Joon on my 6th war flag) and just started on Arthur. I decided to roll with Queen, and that turned out to be a good decision.
I rolled in to the final fight with most everyone ready (cascade finished the prior board too soon), a couple minor mana to the reds and I was good to go.
Queen plus Wilbur is just ridiculous. She took special after special without issue.
Got a really lucky board on all stage so i could have Wilbur always active to protect Wu and Tyrum.
Everyone stayed alive. I thought it would be harder but with the board and Wu, everything went really smoothly. Got a 13 combo against the bosses with Wu active
Used all potions, 3 arrows/axes/bombs.
Sonya got the paladin emblems
Wu and Wilbur will split the monk emblems once both max (at least get them to +4 and then decide)
Wu kong will eat the trainer once on his last tier.
One thing I’m kind of annoyed about and keep forgetting to change is that I’ve got some 4* troops and don’t change them until it’s all said and done. I mean, I still finish the trials, so who cares, but it’s a bit of a sore spot for me personally.
Other than Ares hitting not only 4/80 but a stunning +5 as well, I mostly rearranged the chairs and moved Richard and WuKong around. A few troop levels and deciding to drop the arrows for another healing slot since I did well the last time and didn’t need them.
All I’m going to say is an Ares, Wilbur, WuKong cascade squad, when it works, is an awesome sight to behold, and I didn’t see a true cascade either. I think this final screen cap should explain enough.
Poor Cyprian didn’t do much this time around since between his big brothers laying down the hurt, and Wilbur making riposte kind of ineffective, he was just there. Still got Joon to shoot himself in the face after buffs wore off, which was always appreciated.
The biggest change was the fulfillment of this from last time:
The Battle
I knew going into this one from my notes from last time that it would be a bit hard with the lack of healers, so I had a good strategy in place that I followed again.
Click for Battle Notes from last time
Click for VICTORY!
-I don’t have any of the monk/paladin healers other than Friar Tuck who was too weak to bring along.
-I did bring Wilbur, but had to be careful when using him with Cyprian. Their skills don’t mesh well.
-I have Wu Kong maxed but chose not to bring him.
-I have Cyprian and I did bring him, but I was careful to keep him and Wilbur separate.
-My team didn’t change much other than leveling up Wilbur.
-I didn’t notice much of a change in difficulty of the trials since Wilbur wasn’t a lot higher in level
-Used a few heals, nothing major.
-Emblems for Frida and probably wu kong
-Guardian Jackal ate the trainer hero.
I usually don’t need any battle items for the first and second round. This trials I wasn’t concerned when I was fighting the final bosses and a couple of my heroes were weakend… until I finally clued in that I was in the 3rd round…
Got really bad boards in the third round so had to use more healing pots than I had hoped before I reached the bosses. Then for the bosses it was 5 axes, 1 arrow and 1 bomb… Joon was annoying by resisting def down all the time, but it was just a matter of patience once it was 5 to 1!