Valentine's 2026 - Challenge Guide
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Enemy Layout
Requirements: Clear Final Singularity: Solomon, Unlocks Day 8 after clearing Epilogue.
Boss Statistics
Overview
- Join Andromeda in a teaching session with various divine Servants! Andromeda herself is a break bar Rider (302k, 350k, 500k HP), while each of the teachers have a single HP bar: Rider (251k), Ruler (253k), and Archer (306k HP).
- Andromeda starts with an unremovable, infinite Break Bar Guts effect and NP Seal, and is essentially unkillable until the rest of the Servants are first dealt with.
- The remaining Servants, or "Teachers", will appear one at a time on field. If the teacher is killed, they will only provide buffs to Andromeda. If the teacher is allowed to stay until their "Class is in Session" buff expires, they will leave on their own and give buffs to both Andromeda and the Master's party.
- Europa: Provides primarily defensive buffs. She will finish her lesson in 3 turns and leave the battlefield.
- On entry: Buffs own ATK, NP Gauge by 3, and gives DEF +10% to all enemies and allies.
- Lesson completion: DEF +30%, HP Regen +10,000 for Andromeda, and DEF +20%, HP Regen +1,000 for party.
- On death: DEF +30%, HP Regen +10,000 for Andromeda only.
- Astraea: Provides ATK and Crit related buffs, and finishes her lesson in 3 turns before leaving the battlefield.
- On entry: Buffs own ATK, Crit Rate, NP Gauge by 2, and gives ATK +10% to all enemies and allies.
- Lesson completion: ATK +30%, Crit Rate +30% for Andromeda, and ATK +30%, Star Drop Rate +50% for party.
- On death: ATK +30%, Crit Rate +30% for Andromeda only.
- Chiron: His buffs will depend on whether he arrives on the field before or after Turn 4. If Masters speed run the encounter and he enters the battlefield on Turn 4 or earlier, he has a slew of extra buffs and effects that he otherwise would not have. He completes his lesson in 5 turns before leaving the battlefield.
- On entry (<= turn 4): Buffs own ATK, DEF, Crit Strength, gets +1 NP per turn, and has unremovable 2-time Guts. Also gives Crit Strength +10% for all enemies and allies.
- On entry (>= turn 5): Buffs own ATK and Crit Strength. Also gives Crit Strength +10% for all enemies and allies.
- Lesson completion (<= turn 4): Crit Strength +40%, NP +1 per turn, NP Damage Res +50% (2 times) for Andromeda, and Crit Strength +30%, NP Gauge +50%, NP Damage Res +50% (2 times) for party.
- Lesson completion (>= turn 5): Star Drop Rate Res +50% (3 times), NP +1 per turn, NP Damage Res +50% (1 time) for Andromeda, and Crit Rate Res +50% (3 times), NP Gauge +50%, NP Damage Res +50% (1 time) for party.
- On death: Star Drop Rate Res +50% (3 times), NP +1 per turn, and NP Damage Res +50% (1 time) for Andromeda only.
- Once all "Teachers" have completed their lessons or have otherwise left the field, Andromeda will change to her 3rd Ascension form, and removes her unlimited Break Bar Guts and NP Seal effects, and she can now be defeated.
- Andromeda's first break effect gives her Invincibility for 3 hits, and Ignore Invincibility for 5 hits, along with a full debuff cleanse for herself.
- Andromeda's 2nd break fills her NP Gauge to MAX, and she will gain an unremovable 1-time Guts that revives her with 50% HP. Be wary of her AoE NP that can also inflict Skill Seal on the party!
Team Recommendations
- Masters have two options for approaching this encounter, where they can either choose to stall and allow each "Teacher" to finish their lesson to gain the full beneficial effects, or they can choose to try to burst all the enemies down as quickly as possible. The latter method is substantially difficult, however, and in most cases it is safer to do this encounter the slow way.
- Due to the infinite break bar Guts effect on Andromeda until all "Teachers" are defeated, the practical minimum number of turns to clear is 5 turns.
- When using the stall approach, at least 11 turns will pass for each lesson to complete before Andromeda can be fought in earnest.
- Assassin or Trait Bonus ST Damage Dealers are good options for this battle. If stalling, Masters will only need to deal with Andromeda (Rider) since all other enemies will leave on their own. It may be helpful to keep the damage dealer in the backline and have the front line filled with the stall Servants, since Andromeda will only be vulnerable after all lessons complete or all additional Servants are killed.
- Taunt Support is helpful, as the bulk of the stalling phase involves enemy Servants attacking, often with potentially damaging Crits. Having a Taunter will help mitigate the possibility of an important Servant falling too early.
- Evade or Invincibility Support is also very helpful since the "Teacher" Servants will usually unleash their NP on their final turn while on-field, so Masters will want to make sure Servants are able to survive an AoE -> ST -> ST NP in series.
- NP Gauge and Damage Support is useful as always for the damage dealer's favored Card color. The usual supports like Castoria, Lady Avalon, Skadi/Skadi Ruler, Merlin, Koyanskaya, Oberon, Waver, or Reines all work well.
- Since there is no Event Damage CE, CE selection is a bit more flexible. If a Taunt / Target Focus CE is available, it is helpful to equip one on an expendable Servant to help the stalling process.
Video Links
- Note that these videos are not affiliated with GamePress, but showcase some lineups that are effective in clearing the final challenge. These can serve as a good reference for how to rotate skills during this quest or simply to have a look at the encounter before diving in.
- High end clear: Bazett NP5 Lv120, Altria Caster Berserker NP3, 2x Castoria, Chloe Avenger, Mephistopheles (5 turns)
- Draco NP3 w/ Honey Lake CE, Castoria, Lady Avalon; no backline (14 turns)
- Mash w/ 2x Himiko, Avicebron, Kriemhild (15 turns)
- F2P setup ft. Ryougi Assassin, Support Castoria, Georgios, Leonidas, Mash, Xu Fu (19 turns)
- Morgan NP1 with 2x Castoria, Merlin, Leonidas (22 turns)














