The Trial of Judgement is like a challenging adventure with ten different arenas. In each arena, you have to face waves of enemies until you finally battle Providence. After each stage, you get to choose some items to help you, and you have five chances to heal yourself during the whole journey.
If you want to unlock special achievements and outfits, you need to finish the trial with each of the fifteen main characters. That means you have to do it fifteen times, once for each character. The tricky part is that the trial is the same for everyone, so some characters might find it easier or harder than others.
Dus, if your favorite character is one of the tough ones, you might have a challenging time. But if you’re aiming to complete the trial with everyone, get ready for an exciting and bumpy ride!
De basis
This tough challenge throws at you four kinds of tricky enemies, and they’re the main reason it’s so hard. All these enemy types are tougher to knock off balance than regular foes:
- The green ones don’t show up a lot, but they’re annoying because they heal their buddies. Plus, they’re not easy to stagger.
- The orange enemies shoot missiles, and if you’re not quick on your feet, those missiles will get you. You can see a white circle before the missile lands, so watch out for that. Move around a lot, and try not to use attacks that make you slow.
- The red enemies leave trails of fire, which hurt if you stay too long. Hop over the fire to take less damage, or just keep your distance and attack from far away to avoid getting burned.
- The yellow enemies teleport randomly and can rush you suddenly, making things super intense. To handle them, stay away, stun them when you attack, predict their teleports, and rush them at the right times to reduce the danger.
When dealing with these special enemies, the key is understanding your character’s capabilities and going all-in on attacking when it’s safe. If it feels risky, you can chip away at enemies slowly, as there’s no rush. Knowing the enemy waves and their attack patterns is crucial for success. Jumping is a good way to dodge many attacks, but watch out for certain enemies like Parents and Sand Crabs that can hit you even in the air, especially the empowered versions.
Some enemies can be beaten by repeatedly using basic attacks to keep them staggered. Your character’s full stagger potential might not kick in until later, so pay attention to that and your attack patterns. In the Trial of Judgement, you don’t naturally heal, except when leveling up or with items like the Harvester’s Scythe and Bustling Fungus later on. You have five health replenishes, so use them wisely between stages to last through the whole challenge.
Grab every Guardian Heart you see in this challenge. The shield they give you adds a lot of survivability, absorbing damage while you unleash your abilities. If you avoid getting hit, the shield regenerates over time. Combine it with the Unstable Watch to pause time, giving you a safe window to deal damage and let your shield recover.
Keep in mind that your abilities and equipment cooldowns reset between stages, so use them freely if the end is in sight without worrying about the immediate future.
The Characters (Deel één)
When we talk about getting the Ancient Sceptre or Gigantic Amethyst, we’re referring to the second time they come up. Although you can grab them at the start, I suggest choosing the Guardian Heart instead. If your character doesn’t have a way to dodge damage, consider the Hopoo Feather for better mobility. For those struggling to consistently trigger Ifrit’s Horn, the Imp Overload’s Tentacle might be a better choice. If you’re often up close with enemies, go for the Tesla Coil instead of the Brilliant Behemoth. If the Gigantic Amethyst isn’t your favorite, the Unstable Watch might suit you better.
I’ve categorized characters from very easy to very hard based on how complex their gameplay feels and how tough it is to learn, optimize, and succeed with them.
Drifter: Very Easy
Drifter is very easy to play in this challenge. Their strong basic attack sequence is great for staggering enemies, and their fourth ability can generate temporary items. Taking both the Gigantic Amethyst and Ancient Sceptre lets them recharge their fourth ability constantly, producing tons of temporary items and making the challenge easy. Avoid the Alien Head, Backup Magazine, or Hardlight Afterburner for this character.
Ingenieur: Very Easy
Engineer also falls into the very easy category. With both the Gigantic Amethyst and Ancient Sceptre, they can release three turrets at once, rapidly recharge those turrets, and easily handle enemy groups. Standing on their turrets gives them a slight elevation advantage, helping avoid low-to-the-ground dangers. Skip the Backup Magazine and Hardlight Afterburner for this character.
Huntress: Eenvoudig
Huntress is easy to handle in this challenge. Their unhindered mobility while shooting allows for consistent damage without leaving them vulnerable. The second and fourth abilities can be empowered by taking a Backup Magazine and Ancient Sceptre, while the third ability helps avoid threats. Adding the Hardlight Afterburner allows for even more evasion to escape danger or gain distance.
Commando: Medium
Commando falls into the medium difficulty category. Reliable ranged damage from their abilities, along with evasion from the third ability, gives them decent tools to deal with threats. The Backup Magazine, Ancient Sceptre, and Hardlight Afterburner enhance their base kit well. The Gigantic Amethyst can be used to chain successive attacks. The Alien Head, reducing ability cooldowns, is effective due to all three abilities being useful.
Loader: Medium
Loader is also in the medium difficulty category. Their basic attack sequence provides good stagger, and combined with the second ability, they can strike enemies while invulnerable. Backup Magazines help store and chain successive uses of the second ability for longer invulnerability. The third ability stuns individual enemies, and the fourth generates additional damage while repositioning.
For Acrid, I’d advise against using the Alien Head, Ancient Sceptre, Amethyst Crystal, or Hardlight Afterburner.
HAN-D: Medium
HAN-D falls into the medium difficulty category. Their first and fourth abilities are good for dealing with crowds, and the attack speed boost from the third ability reduces the chance of enemies retaliating. The Ancient Sceptre can enhance the fourth ability. This character can heal themselves with the second ability, providing some slack against damage. Note that charges stored in the second ability are lost between stages, and the final fight may limit ways to charge it, reducing its effectiveness at times. Skip the Alien Head, Backup Magazine, or Amethyst Crystal for this character.
Pilot: Medium
Pilot is also in the medium difficulty category. With a decent ranged attack as the primary ability and the ability to evade using the fourth ability, they can launch themselves in the air with the third ability to avoid danger. Playing it safe on the ground until going airborne allows for survival between aerial assaults. Pay attention to the arena’s ceiling height, as it affects the effectiveness of flying around. The Backup Magazine, Gigantic Amethyst, and Alien Head can help store and regain abilities faster, allowing for more time airborne. With enough cooldown reduction, this character might stay in the air perpetually during the final fight.
The Characters (Part Two)
Sluipschutter: Moeilijk
Sniper is considered a hard character. Their first, seconde, and fourth abilities deal massive ranged damage. Echter, their vulnerability increases when they stop to reload and anchor themselves while charging the second ability. Setting up safe attacks and jumping while charging can reduce the danger. The Hardlight Afterburner might help chain backflips for more distance or consistent evasion. Backup Magazines and the Alien Head can enhance combat options. The Unstable Watch is particularly beneficial for powerful charged attacks. The Amethyst Crystal is not recommended for this character.
Miner: Moeilijk
Miner is another hard character. After the first arena, their main attack gains stagger, becoming stronger with a filled Scorching meter. The primary attack’s range is larger than it seems, and enemies can be juggled once the character is strong enough. The second and third abilities can be used for evasion or crowd control, and the fourth ability chips away at crowds while hopping over them. The Ancient Sceptre can make the fourth ability even more powerful. The Unstable Watch is useful for freezing time and generating Scorching progress safely. The Hardlight Afterburner is not recommended for this character.
Chef: Moeilijk
Chef is a hard character as well. They can strike crowds at a decent range, repositioning with the third ability and pushing enemies back with the second. Against large enemies, the fourth ability empowers the first, unleashing a spread of projectiles inside the foe. Without explicit damage avoidance, Chef relies on distance to stay safe. Backup Magazines and the Alien Head can help push enemies back more often. The Ancient Sceptre doubles the effect of the fourth ability. The Amethyst Crystal and Hardlight Afterburner are not recommended.
Acrid: Moeilijk
Acrid is considered a hard character too. The simplicity of the basic attack allows them to hop around while whittling enemies down. Damage and stuns can be applied with the second ability, using the third to reposition and spread damage across crowds. The fourth ability may also be used from a distance. With Backup Magazines, Acrid can repeatedly spit to safely damage stunned enemies. Decreasing cooldowns with the Alien Head helps. The Ancient Sceptre is not recommended.
Artificer: Moeilijk
Artificer is a hard character due to the reliance on charging the second ability and channeling the fourth, limiting mobility and rendering them vulnerable. Using the third ability to block and distract enemies is useful, but danger remains. The fourth ability is safer when triggered in the air, hovering above many enemies’ reach. Careful consideration is needed for spacing and timing attacks. The Backup Magazine, Alien Head, and Amethyst Crystal empower this character well. The Unstable Watch is useful for setting up powerful charged or channeled attacks. The Ancient Sceptre and Hardlight Afterburner are not recommended.
Mercenary: Moeilijk
Mercenary is considered a hard character. After the first arena, their main attack chain gains stagger, and they can chip away at crowds with the third and fourth abilities. The fourth ability leaves them vulnerable upon exit, so activating it from a distance and jumping before it ends may help avoid hits. With the Ancient Sceptre, the fourth ability becomes stronger, allowing for safer damage while retreating. Backup Magazines let them chain the second attack multiple times to glide through the air while still dealing damage. The Hardlight Afterburner is not recommended.
Bandiet: Moeilijk
Bandit is another hard character. They have access to decent damage, stuns, and stagger through abilities but are somewhat less mobile. The third ability makes them invulnerable, allowing quick repositioning to a safer place before unloading damage again. The Hardlight Afterburner helps store multiple third ability activations for easier repositioning when in danger, using Backup Magazines to chain successive explosions that stun and damage foes repeatedly. Constant mindfulness of the situation and spacing is needed. The Ancient Sceptre is not recommended.
Enforcer: Very Hard
Enforcer is very hard to play. This character relies on the third ability to increase the damage rate of their primary attack and protect against harm. The second and fourth abilities delay enemy encroachment, but the shield has limitations. Some enemies bypass the shield, and missiles or fire trails also go through. When using the shield, constant backpedaling and repositioning are needed to prevent enemies from overtaking the guard, introducing significant awkwardness to combat. The Ancient Sceptre applies Fear to enemies with the fourth ability, delaying their approach. Backup Magazines can store multiple activations of the second ability for knocking enemies away. The Hardlight Afterburner is not recommended.
The Final Fight
Handling crowds, focusing on more dangerous foes, anticipating threats, and understanding each character’s strengths can make much of this challenge routine. Echter, the final showdown with Providence is a defining moment. Most characters won’t be strong enough to completely defeat Providence, and the lack of consistent healing makes this battle more challenging than its regular game counterpart.
Bovendien, many characters lack any form of invulnerability. This can lead to situations where area effects and summoned enemies drive the player into a corner, making it crucial to keep track of their position and have an escape route in mind when pressure builds.
Nogmaals, the Unstable Watch becomes crucial for any character not using the Gigantic Amethyst, as it can pause time until Guardian Heart shields regenerate if the player is severely damaged. Taking Rapid Mitosis decreases the cooldown on the Unstable Watch, allowing it to be used more times during the fight.
In the final battle with Providence, the encounter is the same as in the regular game mode, but the arena is smaller, making Providence’s area effects more challenging in later phases. Alongside the regular enemies Providence summons, four new enemies may periodically appear:
- A blue enemy resembling the Bandit. This enemy attacks by charging up a simple whip strike.
- A green enemy resembling HAN-D. This enemy attacks by charging up a simple punch and leaves behind proximity mines. Gelukkig, these mines no longer function once the enemy is defeated.
- An orange enemy resembling the Sniper and Engineer. This enemy attacks by either charging a powerful shot or unleashing a homing missile barrage.
- A red enemy resembling the Miner and Enforcer. This enemy attacks by either charging up a close-range blast or performing a shield rush that stuns the player.
The blue and green enemies aren’t a big deal, but they can be annoying in a fight. It’s the orange and red ones that cause trouble. The orange enemy’s strong shot can hurt a lot, and it’s easy to miss in the chaos. The red one can stun you with a shield rush, leaving you vulnerable to other hits. It’s important to take out these enemies quickly, as well as the regular ones that Providence summons.
Providence has some attacks you can dodge by jumping or moving to the side. Watch out for floating projectiles and beams that make it harder to position yourself. Providence might teleport to you suddenly, even from a distance, so stay cautious. If you deal enough damage, Providence gets a temporary defense boost, so attacking recklessly can backfire.
In later phases, the arena will be threatened by beams, circular explosions, and smaller explosions Providence sends after you. These moments are crucial for avoiding hits. Be careful not to get trapped, especially if your character can’t become invulnerable.
Knowing when to attack, deal with summoned enemies, or just steer clear of Providence is important. If you just mash buttons hoping to defeat Providence quickly, you might end up in trouble if too many attacks hit you at once.
Conclusie
Even though it can be frustrating, this combat challenge is one of the most honest and well-planned ones in the game. The waves of enemies are carefully designed to be a tough and calculated threat, unlike the more random and chaotic swarms in the regular mode. Echter, the challenge is a bit imbalanced because some characters do better than others in this setup.
As you play more, you’ll learn the spawn patterns of each stage, making the gauntlet potentially easier. It’s a good idea to start with the easier characters to gather this information more smoothly.
In eerste instantie, I couldn’t imagine completing this mode with certain characters—they seemed too limited. But as I understood how the challenge works and got to know each character’s strengths within its strict rules, I found ways to succeed.
Dat is alles wat we vandaag hiervoor delen Risico op terugkeer van regen gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door noe. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.