Demon Alliance Invasion
Demon Alliance Invasion is an event type where players work together to stack buffs and fight extremely-bulky bosses.
Contents
Getting Boss Spawns
Bosses may spawn from most quest types.
- Brands of Sin, Strange Signal and Leveling quests are the most convenient, since they are commonly farmed for other stuff, letting you make the most of your stamina.
- Hell's Park can also spawn bosses, convenient if you've not completed it yet for the month.
Bosses will NOT spawn from the following:
- Story quests that play cutscenes after the fight. Seemingly, ones that play the cutscene before the fight will spawn the bosses normally.
- Alter-World quests.
Once a boss appears, it will be available to fight for 8 hours, or until it is defeated - whichever happens first.
Up to 10 bosses discovered by the player can be stored in the battle menu at a time. Bosses discovered by other players are not subject to this limit.
Boss tiers
There are three tiers of bosses that can spawn:
- Normal Boss (tier 1)
- Superior Boss (tier 2)
- Ultimate Boss (tier 3)
When a boss spawns from completing quests, it can be any of the three tiers.
When a boss spawns from defeating another boss, it will be a Superior or Ultimate Boss (never a Normal Boss).
Higher-tier bosses have much more HP per level, and will give much more event points.
Battle Basics
These boss fights will allow you to field two parties, similarly to Leveling Quests or Aura Gate exploration parties. Important to note that the party configurations are saved independently from Dx2 selected, so you may form a party, decide that a different Dx2 would be a better match, and change them without needing to re-select your demons once again.
- Both fights have a 2-turn limit
- If your first team can't defeat the boss in time, the battle will progress to its second phase, with your second team.
- If your first team dies to the boss, the battle will simply move to the next phase.
- If the second team also can't beat the boss within the turn limit, the battle will end inconclusively, and you will request an S.O.S. from a group of random players.
- This SOS will target 10 players who have played within the last 3 days, divided into: 4 friends, 4 faction users, and 2 random players. You can also send friend requests if the player in question isn't already a friend.
- If the boss's HP reaches 0, the battle will end immediately, regardless of which team is currently fighting.
If a boss that you found dies (whether you killed it or someone else did), that boss's level will go up by +1 the next time you encounter one. (Example: You discover a level 2 Anat and it dies. The next Anat that you discover will be level 3.) At higher levels, bosses will gain higher stats and especially HP. Their skills will stay the same, though.
- However, if a boss someone else found dies, that does NOT affect your own boss levels.
- Bosses that escape due to a time-out will not count as killed, and therefore will not increase level.
- Boss level only cares about the highest-level boss you've found and been involved with killing, not the amount of bosses overall. For example, if you spawn 5 Anats at level 18, and you kill all of them before spawning another Anat, then that new Anat will be level 19, not level 23. Because of this, one strategy is to spawn a lot of bosses and then fight them all in a batch, to farm points out of them without increasing level too quickly.
All players' boss levels will reset once the second half of the event starts.
Buff Stacking
One player's buffs will carry over to other players' fights, stacking to high numbers, allowing the participants to deal increasing amounts of damage to high level bosses. This is necessary to even be able to survive high level boss attacks.
- Buffs you cast during a run will be added to your total buffs immediately.
- Buffs cast by other players will be applied to your total buffs only after the other player finishes their run.
Buffs have the following stacking caps:
Stat | Stack cap |
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+100% |
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+10,000% |
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+10,000% |
- (EV/AC's low cap is likely meant to prevent the boss from missing)
Liberator effects (such as Chalk Eater) also count for buff stacking.
The "plus" versions of buffs (example: Tarukaja+ for ATK) will be treated as normal buffs in terms of the stack. That is, they will add +20% to the stack, not +25%.
However, debuffs will NOT stack. Only buffs will stack!
- Also, Devil Connector buffs do NOT count towards the stack!
BP and Attack Modes
With this new event comes a new form of Stamina, called BP. This is used exclusively on this kind of battle, and recovers independently from normal Stamina, Duel Stamina, or Aura Gate Steps. 1 BP recovers every 10 minutes.
BP has its own refill drinks as well, called Rader Pepper and
Time-Limited Rader Pepper.
When selecting a fight, three options are available, each with a different cost and different boost to the team's damage output:
Option | Cost | ATK boost |
---|---|---|
Attack | 1 BP | 1x |
Strong Attack | 2 BP | 3x |
Full Power | 3 BP | 5x |
The boost will multiply the PATK and MATK of your demons. For demons that use HP, PDEF, or MDEF to attack, their damage output is still increased, but their actual HP/PDEF/MDEF are not increased.
- Since MATK is boosted, and healing is partially based on it, this means healers will heal much more HP when under a boost.
Additionally, the boost will multiply the amount of buffs received per cast.
- For example: Casting a
DEF Buff normally adds +20% to your buff totals. During a Full Power run (x5 multiplier), casting a
DEF Buff will add +100% to your buff total instead.
When responding to another player's SOS call, your first run against that boss will have all BP options discounted by 1 BP.
Point Calculation
After each run, you are awarded points depending on your performance. There are two types of scores awarded:
- If you did not kill the boss, and nobody killed the boss while you were running your attempt, you will just get points based on your current run.
- Else if the boss did die, you will also get an additional set of points for your total performance in that boss fight.
The general formula for score calculation is the following:
BATTLE POINTS * DISCOVERY BONUS * LAST ATTACK BONUS * BUFF BONUS * DAMAGE BONUS DISCOVERY BONUS = 1.2 if boss is discovered by you, 1 otherwise LAST ATTACK BONUS = 1.5 if boss is killed during run, 1 otherwise BUFF BONUS = 1 + (0.30 * A) + (0.20 * B) + (0.10 * C), where A is buffs 1 to 10, B is buffs 11 to 20, and C is buffs 21 to 30 (at 30 buffs, you hit the max bonus of 7) DAMAGE BONUS = (max value of 6 if you dealt 100% of the boss's health in damage. exact scaling needs testing)
Further explanations:
- Battle Points varies depending on the boss. In general, the rarer and higher-level the boss, the higher the Battle Points you receive. Increases with Bonus SP demons.
- Buff Bonus - This counts up the amount of times you cast a buff, maxing out at a count of 30. The amount of bonus you get works on a tiered system: buffs 1 to 10 increase bonus by +0.30 each, buffs 11-20 apply +0.20 each, and buffs 21-30 apply +0.10 each.
- The count increases once per skill effect, not once per individual buff. For example: if Barong Dance is cast then that increases count by just 1, even though it buffed ATK, DEF, and EV/AC all at once. This means you want as many different chain effects/separate skills that apply buffs as possible.
- If you spend 2 BP to 3x your buffs, then each skill effect increases the count by +3 instead of +1. Similarly, if you spend 3 BP to 5x your buffs, then each buff increases the count by +5 instead of +1. This means it is much easier to max the buff bonus on high-BP runs. On a 3BP run (5x buffs), you only need 6 casts (effectively 30 count) to get the max bonus.
- Devil Connector buffs do not increment the count.
- Total Score when the boss is killed is calculated using the same formula, but the Damage Bonus uses your total damage across all runs of that boss, and the Buff Bonus uses your total buff casts across all runs of that boss.
General Pointers
When looking at the formula, the following guidelines appear for maximizing your own points:
- Having a team that can apply buffs while also still dealing damage is ideal. This saves BP, and also lets you still benefit from the buff bonus multiplier on a boss-kill run.
- A common strategy is building team 1 to be a buff-generating engine, while team 2 focuses more on damage. Having both teams as buff/damage hybrids is still good, though.
- The buff bonus caps out once you've used 30 buffing effects (decreases to 10 on 2 BP runs, or 6 on 3 BP runs), meaning that at some point you will get no more score increases from buffs during your run. It's still worth increasing buffs anyway though, as higher attack translates into more damage and therefore more points.
- You want to deal most of the damage in the same run that you finish off the boss, to combine the final blow multiplier with the damage multiplier. Finishing off a boss with just a sliver of health will generally give very little points.
- Multiple people can get the kill bonus - all that matters is whether you killed the boss on your run.
- If someone else kills the boss during your run, their buffs will then be added to yours, making it easier for you to get the kill bonus too. Stalling until you get this is a viable strategy, if the boss has enough time left on their escape timer.
- Use
Bonus SP demons whenever possible. However, you're unlikely to have a full set of 8 that are actually functional. Aim for a balance between bonus demons, and demons that are good at buffing/attacking by their own merits.
Icon | Bonus |
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Buff engine
A "buff engine" is a team built around stacking as many buffs as possible (generally ATK Buffs), without worrying too much about their damage output. This is generally achieved through activating lots of chain effects that grant buffs, ideally in sequence across the team.
Below is an example:
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This team can activate a whopping 40 attack buffs across the 2 turns they are allotted. This mainly uses a loop, where the demons' chain effects activate into each other:
- Vivian heals the team whenever she receives
Zenith.
- Ame no Uzume gives the team an
ATK Buff when any healing effect is cast.
- Ardha casts a
Phys attack when any healing effect is cast.
- Hachiman casts a
Phys attack and
Zenith when any physical attack is cast.
The game has a hard limit of 2 activations for the same chain effect per turn, and resets every time a demon takes an action - that is, whenever you press a skill button (or when auto-battle presses one). This is to prevent chain effects from chaining infinitely, and effectively means we can do a full loop of chains up to 2 times per demon action. Each demon's turn progresses as follows:
- Vivian turn: Cast Teardrop -> vivian buffs atk and gets zenith -> vivian heals -> uzume buffs -> ardha attacks -> hachiman gives zenith -> vivian heals -> uzume buffs -> ardha attacks -> hachiman gives zenith -> stop due to limit (total: 3 atk buffs)
- Ame no Uzume turn: Cast Binge Eating or Eat Whole -> uzume heals -> uzume buffs -> ardha attacks -> hachiman gives zenith -> vivian heals -> uzume buffs -> ardha attacks -> hachiman gives zenith -> vivian heals -> stop due to limit (total: 2 atk buffs)
- Ardha turn: Cast Ruin and Grace -> ardha heals -> ardha attacks -> uzume buffs -> hachiman gives zenith -> vivian heals -> ardha attacks -> uzume buffs -> hachiman gives zenith -> vivian heals -> stop due to limit (total: 2 atk buffs)
- Hachiman turn: Cast Berserker God or Vorpal Blade -> hachiman gives zenith -> vivian heals -> uzume buffs -> ardha attacks -> hachiman gives zenith -> vivian heals -> uzume buffs -> ardha attacks -> stop due to limit (total: 2 atk buffs)
For each player turn, each demon gets to act twice assuming they can consistently hit a weakness, land a critical hit, or use a skill with Remnants. Adding up the breakdowns above, we can expect 18 buffs per player turn ((3 * 2) + (2 * 2) + (2 * 2) + (2 * 2)). Across 2 turns, this sums to 36. Additionally, on the first turn Hachiman and Vivian cast an ATK buff each, as well as triggering 2 loops, adding 4 buffs. This gives us our final total of 40 buffs.
Some additional notes:
- We want Uzume to cast Binge Eating or Eat Whole, which are
Phys attacks, but she is a MATK-based unit. To try and influence her AI to cast it, give her brands with high PATK% and a Phys damage booster, such as Phys Boost. Hachiman also has an aura that increases the team's physical damage while under
Zenith, to push this further.
- The archetype colors are not really important.
Rewards
The primary rewards from Invasion events are Demon Subjugation Medals.
50 medals can be exchanged for one demon of choice from this list:
Demon | Race | Grade | Rarity | Awaken Skill | Notes |
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Tenma | 95 | 5★ | ![]() |
- |
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Tenma | 92 | 5★ | ![]() |
Armaments are available. |
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Herald | 88 | 5★ | ![]() |
- |
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Tenma | 88 | 5★ | ![]() |
Armaments are available. |
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Herald | 87 | 5★ | Mediarama | - |
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Herald | 86 | 5★ | ![]() |
- |
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Herald | 85 | 5★ | ![]() |
- |
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Femme | 84 | 5★ | ![]() |
- |
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Fiend | 84 | 5★ | ![]() |
Available in the general summon pool. |
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Tenma | 84 | 5★ | ![]() |
- |
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Femme | 82 | 5★ | ![]() |
- |
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Fiend | 82 | 5★ | ![]() |
Available in the general summon pool. |
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Femme | 80 | 5★ | ![]() |
- |
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Fiend | 80 | 5★ | ![]() |
Available in the general summon pool. |
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Tenma | 80 | 5★ | ![]() |
Armaments are available. |
Notes:
Clear is not the best archetype for any of the demons here. However, it's okay to pick a demon as a placeholder until you have a colored version - just try not to invest too heavily into the Clear one (so avoid paneling, using red magatamas, etc. Leveling and Awakening is fine. Evolving is iffy.)
- Spiritizing Clears to help panel your colored copy is also a good strategy - but try to hold off until you can claim enough spirits to complete a panel.
- If the armaments interest you, this is the best way to obtain them, as
Clear demons would normally spiritize to only 60 spirits. You can then spiritize colored copies from the gacha for 100 spirits to panel the armaments.
- Among the options, you will probably want to pick a Tenma or an Archangel.
- Demons NOT worth picking: Riders (they're in the general summoning pool, so they're easy to get), Sisters (irrelevant in PvE and PvP currently).
Recommended demons:
- High priority:
Raphael - Acts as a good Cleric for Brands of Sin: Sloth. Also performs well in
Force boss for Democalypse, and to a lesser extent
Light boss. Replace with a
Purple one later.
Uriel - Provides an
ATK Buff when in a team of 3 angels, and performs well in
Fire and
Light Democalypse prelim. Replace with a
Purple one later.
- Medium priority:
Indrajit - Strong
Elec mage. Can also counter
Almighty users, especially
The 10th Angel in PvP. Replace with a
Purple one later.
Asura Lord -
ATK Buff and
DEF Debuff for
Phys Democalypse prelim, and is helpful for
Almighty damage in Hell's Park 100. Replace with a
Red or
Purple one when you can.
Mahakala - Strong
Fire mage, especially for Democalypse boss since he also applies
DEF Debuff. Replace with a
Purple one later.
Asura - Helpful in Brands of Sin: Deceit 10, but stages 11-13 may need his panel 2 (and you should NOT panel the Clear one). In Deceit 14, he strongly prefers
Teal to deal with the first wave.
Gabriel - Deals a lot of
Light AoE damage when in a team of 3 angels, performing especially well in
Light Democalypse prelim. Also performs well in
Elec boss. Replace with a
Purple or
Red one later.
- Low priority:
Yama -
Evade Mortal for the team, as well as
ATK Buff and
DEF Debuff. Works as a generalist for magic-based Democalypse prelims, especially
Dark, but he can work in any of them. Replace with a
Purple one later.
Aniel - Team-wide damage boost and damage reduction for angels, as well as team-wide MP recovery and
Repel Almighty Magic. Replace with a
Purple one later.
Recommended armaments:
Asura sword or shield - hard-counters physical AoE users, unless they frequently rely on
Might. Get the shield first, then the sword.
Indrajit shield - counters
Almighty, especially
The 10th Angel in Battle Tower.
Tips
BP management:
- Once you start fighting higher-level bosses, the damage you can deal during your first battle will be very low compared to their scaling HP stat. It's best to do one or two battles using the standard 1 BP attack option to build your buff stock, then use the 3 BP option to attack for massive damage.
- Normal-tier bosses have very low drops, so they're only worth fighting to spawn a Superior or Ultimate boss, if your SOS list has none at the moment. They also tend to be so frail that they go down in 1 BP, maybe 2. Be careful not to spend too much BP on Normal bosses.
- As boss levels increase, farming the event becomes more difficult. The discovery bonus multiplier also isn't very high. Therefore, you should prioritize fighting SOS bosses over your own bosses, especially Ultimate (tier 3) bosses for points.
- For SOS Ultimate bosses, spam 3 BP runs to grind out as many points as possible. Getting a kill is great for the multiplier, but don't expect it to happen. Use
Rader Peppers if you have any, as spending 3 BP on Ultimate boss runs in this way is the most-efficient use of BP.
- For SOS Ultimate bosses, spam 3 BP runs to grind out as many points as possible. Getting a kill is great for the multiplier, but don't expect it to happen. Use
Team/in-battle:
- You may be able to kill your first few levels of a boss quickly enough to not worry about their damage, but in time you will have to bring healer/tank units to keep your team alive.
- Remember that each team only gets to fight for 2 turns. Whether your team has the speed to go first or second, affects how much survivability you need to have:
- If you go first, then you need to tank 1 turn of the boss's attacks - if the boss kills someone on its second turn, it won't matter, as you'll automatically switch to the next team or finish the run anyway.
- If you go second, then you need to tank 2 turns of the boss's attacks.
- Try to avoid using demons that attack your own party, such as
Narcissus. The event's stacked buffs can get very high, so you would risk killing your own party members.
Useful Liberators
Utility
Chalk Eater is the man to use if you find yourself fighting a boss with an exploitable weakness. He will repeatedly provide you with buffs of all 3 types, MP recovery, and occasionally extra press turns. If no weaknesses are present, he can still give your demons +7 MAG. Chalk Eater is especially effective when using attacks that hit multiple times, such as
Michael's
Soul Judgement - since each hit has a chance to roll for his effects.
Eileen will make
Random Targets attacks have higher minimum hits, and will occasionally not use up any press turns when Passing. This is especially helpful as the fight drags on, as your demons might eventually not have enough MP to attack, making you Pass their turns. Getting that Pass for free could let you squeeze in a couple more skill uses.
Offensive
Kangaroo Boxer boosts your physical attacks (+7 STR, +7 AGI), and casts an
EVAC Buff and an
EVAC Debuff to help with accuracy.
Vince boosts physical attacks as well (+12 STR), while also boosting critical hit damage and casting an
EVAC Buff and an
EVAC Debuff when you land them. If you have demons that can cast
Rebellion automatically through passives, Vince can also cast a
DEF Debuff.
Templar Dragon will boost
Concentrate and
Charge effects, like those provided by
Mahakala or Panel 2
Cu Chulainn A. She also gives +5 STR/MAG, and improves healing.
Shionyan grants +12 MAG to the party, improving magic damage. Good choice if you can't meet the conditions of other Liberators. If paired with
Idun, you can try for extra MP regen, since Poison/Charm/Mute each have a 7% chance to give 1 MP to the party.
Defensive
Meat Balloon fits more defensive parties (+12 VIT), and will cast a
DEF Buff when hit by magic or an
ATK Debuff when hit by a critical attack. Counter effects will have a higher chance to activate, and will deal more damage.
Megakin supports NDR tanking by having a chance to cast a
DEF Buff when Nulling, an
ATK Buff when Repelling, or an
EVAC Buff when Draining a boss's attack. Repels will deal more damage, while Drains will heal more. He also provides +5 VIT/AGI/LUK to slightly improve bulk and accuracy/evasion.
Useful Demons
These demons should work well against almost any boss, whereas other demons might be punished by the current boss's gimmick (for example, heavily reduced damage from certain elements)
Erlkonig will consistently heal your party every turn, and cast an
ATK Debuff at the start of the enemy's turn (plus a
DEF Buff if panel 3) to lessen the boss's onslaught.
Barong can cast
Luster Candy in addition to healing, increasing your offensive power. If he's panel 4, he can also generate Bulwarks.
Demeter can keep your party's Bulwarks topped off consistently, trivializing damage taken, as well as casting
Luster Candy whenever any party member (other than herself) receives an attack.
My Harvest! additionally recovers 2 MP to party members, helping them to keep casting skills.
Idun increases team bulk with
Fortify and
ATK Debuffs on the boss, automatically revives one demon per turn if they die (including herself), and also increases team MP regen by 2 to allow firing off expensive skills. Her skill
Goddess's Prank also deals a variety of ailments at once - even though the boss will recover from these when their turn starts, during your turn you can exploit this with Shionyan for chances at MP recovery.
Demiurge, if paired with "Drain <element> " party members corresponding to the boss, can both automatically heal and generate MP for the party - on top of making the boss lose turns, of course.
Kalki casts
Luster Candy and a team heal when using
Ratnamaru, which itself uses only half a press turn due to Remnants. This skill can also revive a fallen ally, and give them a Bulwark. To top it all off, Kalki also grants +1 natural MP recovery to the team, and Repel Pierce + Drain Pierce.
Michael casts
Luster Candy, Bulwarks, and 3 levels of attribute affinity down for
Light every turn, ensuring the enemy is weak to Light. This plus his multi-hitting
Soul Judgement (and the extra hits from panel 4) can combo very well with Chalk Eater's upon-hitting-weakness effects. If panel 2, he can also generate extra Press Turns. He especially synergizes with other Herald/Divine demons, as they tend to use Light, Michael's panel 4 boosts their damage by 15%, and certain angels (such as Uriel, Gabriel, and Raphael) have extra effects if 3 angels are on the team.
Orcus reduces damage taken from AoE attacks for the party. If panel 2, he will also cast an
ATK Buff when a party member's weakness is exploited. This can let you stack attack buffs quickly.
Ananta will cast
Luster Candy automatically every player and enemy turn (effectively twice per turn), making him a good budget option for stacking buffs. If panel 4, he will also cast
Debilitate at the start of the boss's turn, or whenever you use a skill or chain effect that heals (but it does NOT count
Lydia, Dx2 skills, or Devil Connector).
Elohim follows up every
Solar Flare with an automatic Offensive Cry to stack up the
ATK Buffs, in addition to his massive damage.
Uriel,
Gabriel, &
Raphael will cast each of the three buffs as part of their beginning-of-turn chain when 3 or more Divine/Herald demons are in the party.
Ame no Uzume will cast an
ATK Buff after any skill heals the party - this includes not just healing skills, but also steal HP effects such as
Ouas,
Eat Whole, or
Deathtouch, and chain effects such as
Blossoming Cyclone or Supreme Creator (but it does NOT count
Lydia, Dx2 skills, or Devil Connector). If panel 2, she also casts a
DEF Buff.
"Śarv That Heralds the End" event
Normal: Naga 
Battle 1
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Naga | - | Wk | Rs | Rs | Rs | - | Wk |
Battle 2
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Naga | - | Wk | Rs | Rs | Rs | - | Wk |
Notes
- Trivial fight, just bring your SP units to squeeze as many points from it as possible.
- The boss is weak to
Fire and
Dark in both phases, so try to bring Fire/Dark users.
- The boss does not have pierce.
Superior: Hanuman 
Battle 1
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Hanuman | - | - | - | Rs | Nu | - | - |
Battle 2
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Hanuman | - | - | - | Rs | Nu | - | - |
Notes
- The main concern is 80% damage reduction if you use certain elements, depending on the phase:
- Phase 1 penalizes
Fire,
Ice, or
Force damage.
- Phase 2 penalizes
Elec,
Light, or
Dark damage.
Phys is not reduced in either phase.
- The Bulwark is actually a non-issue, as 1,000 HP is practically nothing for the boss in this mode. As long as your main damage dealers aren't getting 80% reduced, you should be able to punch through the Bulwarks no problem.
- Phase 1 penalizes
- This boss has no weaknesses, unless you open one up with attribute affinity down.
- For the most part, you only need 1 stack to make Hanuman weak (though
Elec needs 2 stacks, and
Force needs 3).
- For the most part, you only need 1 stack to make Hanuman weak (though
- You're intended to use
Almighty, as the boss has a whopping 45% reverse damage reduction to it.
- However, as Almighty cannot hit weaknesses, it may be less-press-turn-efficient than reducing affinity - unless your Almighty users have Remnants or can crit-spam, in which case go for it.
- The boss does not have pierce.
Recommended demons:
In addition to the units detailed in the Useful Demons section of this guide:
Support:
Demeter:
My Harvest! is Almighty with Remnants to conserve turns, provides MP to the team, and defends the team with Bulwarks. Demeter also casts several buffs during the boss's attack phase.
Ishtar:
Mesopotamian Star casts a
Luster Candy and
Debilitate on top of its Almighty damage, and has Remnants to conserve turns. Panel 3 provides a 20% Almighty damage aura for the team, and panel 4 casts a free Mesopotamian Star + gives
Concentrate for Ishtar when an ally uses Almighty, once per turn.
Michael: Applies attribute affinity down to make the enemy weak to
Light (handy for phase 1), casts a free
Luster Candy once per turn, as well as heals and Bulwarks the team. Soul Judgement also deals heavy damage to a single target. At panel 2, he generates an extra press turn, and panel 4's extra hits can fish for Chalk Eater weakness procs. Synergizes well with other Heralds, all of whom are bonus units for this event.
- The frequent healing can also combo with
Ame no Uzume for additional
ATK Buffs (and if she's panel 2,
DEF Buffs).
- The frequent healing can also combo with
Skull Knight: Almighty MP cost -1 for the team, and panel 2 also offers a 15% Almighty damage aura.
Damage:
Metatron M: Chains extra
Light attacks whenever an ally uses
Light/
Dark, and his attack Light of Ruin both has Remnants and makes Hanuman weak to
Dark. Also is a Herald, to synergize with angel teams.
Camael: Free
ATK Buff every turn, generates a Press Turn, and deals good
damage with a high chance to crit. Also is a Herald, to synergize with angel teams.
Mithras: Chains extra attacks when an ally uses
Fire/
Light, to fish for Chalk Eater procs. This chain effect also heals Mithras, which can then trigger
Ame no Uzume for
ATK/DEF buffs.
Tokisada:
Amakusa Uprising casts
ATK and EV/AC buffs with every cast. he also provides a 10-20% Light damage aura for the party.
Morrighan:
ForceRuthless Death Gale makes the enemy weak to Force, and includes a
Luster Candy with every use.
Metatron:
Fire of Sinai is strong against a single target, and his panel 3 provides a 20% magic damage aura for the team. He's also a Herald, so can fit into archangel teams.
Asura Lord:
Slaughter All deals good damage, and has a high chance to crit.
Gabriel: In a 3-angel team, casts a free
EVAC Buff and
Light attack at start of turn. Also does good
Elec/
Light damage.
Uriel: In a 3-angel team, casts a free
ATK Buff and
Fire/
Light attack at start of turn. Also does good
Fire/
Light damage.
Mastema: Herald with decent
Light damage.
Ultimate: Shiva M 
Battle 1
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Shiva M | Rs | Dr | Rs | Dr | - | - | - |
Battle 2
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Shiva M | Rs | Dr | Rs | Dr | - | - | - |
Notes:
- If you hit into Shiva's drains (
Fire or
Elec) with a non-piercing attack, Shiva will retaliate and most likely KO your party. Just make sure your demons either don't use Fire/Elec, or if they do use them, make sure they have Fire/Elec pierce. Check your chain effects, too!
- In phase 1, if Shiva kills anyone, then he will follow up with a Bulwark-piercing Almighty physical AoE.
- His main attack is
Almighty, so you can block one cast of it with
Repel Almighty Magic.
- This boss has no weaknesses, unless you open one up with attribute affinity down.
- It's easiest to do this with
Force,
Light, or
Dark, as each only needs 1 stack to make Shiva weak. (
Phys and
Ice need 2 stacks, while
Fire and
Elec need 3 stacks.)
- It's easiest to do this with
- You're intended to use
Almighty, as the boss has a whopping 45% reverse damage reduction to it.
- However, as Almighty cannot hit weaknesses, it may be less-press-turn-efficient than reducing affinity - unless your Almighty users have Remnants or can crit-spam, in which case go for it.
- Liberators:
Chalk Eater - Grants buffs or more press turns when hitting weaknesses. Should be paired with an attribute affinity down provider, and a team to hit that weakness as much as possible.
Shionyan - Grants +12 Mag for magic teams.
Carbon Black - Crit damage and +12 Str for physical teams.
Templar Dragon - Boost damage of demons that use
Charge or
Concentrate.
Recommended demons:
In addition to the units detailed in the Useful Demons section of this guide:
Support:
Demeter:
My Harvest! is Almighty with Remnants to conserve turns, provides MP to the team, and defends the team with Bulwarks. Demeter also casts
Luster Candy several times during the boss's attack phase.
Ishtar:
Mesopotamian Star casts a
Luster Candy and
Debilitate on top of its Almighty damage, and has Remnants to conserve turns. Panel 3 provides a 20% Almighty damage aura for the team, and panel 4 casts a free Mesopotamian Star + gives
Concentrate for Ishtar when an ally uses Almighty, once per turn.
Michael: Applies attribute affinity down to make the enemy weak to
Light (handy for phase 1), casts a free
Luster Candy once per turn, as well as heals and Bulwarks the team. Soul Judgement also deals heavy damage to a single target. At panel 2, he generates an extra press turn, and panel 4's extra hits can fish for Chalk Eater weakness procs. Synergizes well with other Heralds, all of whom are bonus units for this event.
- The frequent healing can also combo with
Ame no Uzume for additional
ATK Buffs (and if she's panel 2,
DEF Buffs).
- The frequent healing can also combo with
Raphael: In a 3-angel team, casts a free
DEF Buff and heal at start of turn. If panel 2, he can make Shiva weak to
Force, which improves Raphael's own damage and that of his allies (such as
Susano-o). Questionable value if force affinity down is not present, though - his Light attack
Thunderclap is MP-expensive, and not nearly as good as his Force attack
Tailwind.
Skull Knight: Almighty MP cost -1 for the team, and panel 2 also offers a 15% Almighty damage aura. Also casts a free
DEF buff and EV/AC buff every enemy turn.
Damage:
Metatron M: Chains extra
Light attacks whenever an ally uses
Light/
Dark, and his attack Light of Ruin both has Remnants and makes Shiva weak to
Dark. Also is a Herald, to synergize with angel teams.
Camael: Free
ATK Buff every turn, generates a Press Turn, and deals good
damage with a high chance to crit. Also is a Herald, to synergize with angel teams.
Mithras: Chains extra attacks when an ally uses
Fire/
Light, to fish for Chalk Eater procs. This chain effect also heals Mithras, which can then trigger
Ame no Uzume for
ATK/DEF buffs.
Morrighan:
Ruthless Death Gale makes the enemy weak to Force, and includes a
Luster Candy with every cast.
Susano-o:
Kusanagi casts an
ATK Buff with every use. He pairs well with Force affinity down (such as from
Morrighan, or from panel 2
Raphael in a 3-angel team).
Tokisada:
Amakusa Uprising casts
ATK and EV/AC buffs with every cast. he also provides a 10-20% Light damage aura for the party.
Metatron:
Fire of Sinai is strong against a single target, and his panel 3 provides a 20% magic damage aura for the team. He's also a Herald, so can fit into archangel teams.
Asura Lord:
Slaughter All deals good damage, and has a high chance to crit.
Gabriel: In a 3-angel team, casts a free
EVAC Buff and
Light attack at start of turn. Also does good
Elec/
Light damage.
Uriel: In a 3-angel team, casts a free
ATK Buff and
Fire/
Light attack at start of turn. Also does good
Fire/
Light damage.
Mastema: Herald with decent
Light damage.
Archive
- For older events, see Demon Alliance Invasion/History
Quest Areas | |
---|---|
Permanent Content | Story • Dx2 Quests • Alter-World • Aura Gate (1, 2, SP) |
Farming Quests | Strange Signal • Brands of Sin • Wanted |
Recurring Events | Hell's Park (Underside) • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion |
Competitive | Democalypse • D2 Duel • Battle Tower |
Retired Events | Eclipse |