Demon Alliance Invasion
Due to the ongoing nature of this event, information posted on this page will be expanded and updated as learn more. In addition, due to this being a beta version we can expect significant changes to the functioning of the event. Feel free to discuss strategies and information on discord or reddit.
Getting Boss Spawns
Bosses may spawn from most mission 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.
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 3-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 prioritize friends and fellow Faction members, and also let you 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.
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.
There doesnt seem to be a cap to attack and defense buffs, however the Sukukaja buffs cap out at +100%, likely to avoid instances where the boss is completely unable to hit any player demon and maintain a certain level of difficulty.
Liberator effects (such as Chalk Eater) also count for this.
However, debuffs will NOT stack. Only buffs will stack!
BP and Attack Modes
With this new event comes a new form of Stamina, called BP. These are 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 ATK:
- Note: this only affects PAtk and MAtk. Due to this, skills that use other stats such as PDef (example: Earthquake) will NOT have their damage boosted.
|Strong Attack||2 BP||3x|
|Full Power||3 BP||5x|
- 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.
- You may be able to kill the first or second 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.
- Do not neglect Sukukaja buffs. They may not increase your damage but a lucky dodge may well save your team from death to let them fight another turn.
- 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.
- 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.
- Kangaroo Boxer boosts your physical attacks (+7 STR, +7 AGI), and casts Sukukaja and Sukunda to help with accuracy.
- Vince boosts physical attacks as well (+12 STR), while also boosting critical hits. If you have demons that can cast Rebellion automatically through passives, Vince also provides buff support through Sukukaja, Rakunda, and Sukunda.
- Templar Dragon will boost Charge and Concentrate 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.
- Meat Balloon fits more defensive parties (+12 VIT), and will cast Rakukaja when hit by magic or Tarunda 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 Rakukaja when Nulling, Tarukaja when Repelling, or Sukukaja 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.
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 Tarunda at the start of the enemy's turn (plus Rakukaja 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 other party member receives an attack. My Harvest! additionally grants MP to party members, helping them to keep casting skills.
- 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.
- Orcus reduces damage taken from AoE attacks for the party. If panel 2, he will also cast Tarukaja 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.
- Elohim follows up every Solar Flare with an automatic Offensive Cry to stack up the attack 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 Tarukaja after any skill heals the party - this includes not just heal skills, but also life-steal effects such as Ouas, and chain effects such as Blossoming Cyclone or Supreme Creator (but it does NOT count Lydia or Dx2 skills). If panel 2, she also casts Rakukaja.
"Revival of the Mantra's Leader" event
First and easiest battle you will encounter.
This enemy, just like regular Oni is weak to Elec attacks.
- Phys Anti-Pierce is possible, but since Oni has single target attacks and, on the second fight, a fractional move, he will likely not attack into repel/drain reliably.
- Very easy, very simple fight. No gimmicks, no insane HP, just hit him a few times and he should be dead.
The second boss. Considerably more dangerous, this is where you need to start understanding the event mechanics.
- Phase 1 has both Drain Elec and Drain Pierce. This means he's completely immune to Elec attacks (unless you use Zeus to change his resistances). In addition, he takes -50% damage from all non-Elec skills and attacks.
- Thor will counter any non-Elec skills you throw at him. The damage from these counters is not big, but it will add up, especially if you're abusing his Force weakness. You can use these counters to trigger skills on your own demons, for example Demeter, Demiurge, or Orcus.
- However, he's still weak to Force attacks, and thus will take more damage from them, which should offset the damage reduction.
- Phase 2 will no longer Drain Pierce, but will take -90% damage from non-Elec attacks. This makes anything other than Elec simply not worth using.
- Regarding Chalk Eater:
- If you have Zeus, then use him with Chalk Eater in phase 2 (Zeus makes the boss weak to Elec).
- If no Zeus, use Chalk Eater with Force casters in phase 1.
- Phase 1 (gist: Force spam and/or crits. Need something like reduction, bulwarks, and/or healing to weather the boss's Elec counter attacks.)
- Susano-o: Kusanagi is a very strong Force attack that also casts Tarukaja, to increase your attack % on subsequent fights. If Teal, he also has Drain Elec to synergize with Demiurge.
- Mahamayuri: solid Force attacker which will also heal your party when used. However, be careful of his Elec weakness.
- Sabaoth: careful turn order management might be necessary, but Sanction provides a bonus press turn every turn on top of hitting Thor's weak spot.
- Ame no Uzume: casts Tarukaja when a skill with a healing effect is used. Has good synergy with Force users that heal by attacking or automatically, such as Seth and Mahamayuri.
- Good Drain Elec partners for Demiurge include:
- Phase 2 (gist: Elec spam)
- Thor: Mjolnir deals solid damage across multiple hits. If Zeus enables Elec weakness, then each of Mjolnir's separate hits has its own chance of triggering Chalk Eater's passives for buffs, more press turns, etc.
- Izanami: Team-wide Elec damage aura, and Bolt Storm synergizes with Zeus and Chalk Eater in the same way Thor's Mjolnir does. If panel 1, Bolt Storm costs only 4 MP, so Divines allow her to always cast it - if panel 4, it only costs 3 MP, allowing for Spell Brands instead. Panel 4 can also ease MP management on the party with -1 MP cost.
- Either Phase
- Barong: Panel 3 will make your whole party take -20% Elec damage, and another -70% for himself. In addition, Barong Dance is not only a good healing move, it will also cast and recast Luster Candy which will stack your buff % for future fights. Can be used on either team.
- Zeus: will of course lower Thor's Elec resistance and keep it down through multiple uses of Keraunos. This lets you bypass the Elec immunity on phase 1 and do big damage to him, ignoring the damage reduction to other elements. He also has high value for phase 2, where you're essentially forced to use Elec.
- Orcus: when your team uses a non-Elec attack, Thor will counter with an Elec AoE. This will hit Orcus, who's weak to Elec himself, triggering his passives, most notably his Panel 2 which casts a free Tarukaja when a weakness is exploited. He will also prevent bonus turns when Thor uses his regular AoE attack.
The Main Man. Featured demon, rarest and toughest boss.
- Do NOT try to revive spam with this guy.
- If you bring an Intimidating-Stance-like effect to remove enemy press turns, then Restrain and Release causes the boss to lose 3 more press turns and Debilitate himself. If you bring Gozu-Tennoh, then you can trigger this on all 3 turns, completely cancelling the Boss's ability to attack you, while also debuffing him for free.
- Due to how low the boss's AGI is, it's not really feasible to set up normal Intimidating Stance effects - you can't out-slow him. But even if you did, most IS effects only activate on the first turn, while Gozu's activates on all 3 turns.
- No weaknesses on either phase, so you will need pure, raw damage. Unless you have Zeus and you can abuse that Elec weakness.
- Phase 1 will reduce magic damage by 90%, in addition to punishing you with a 200 BP attack every time you attack him with magic. Do not bring magic units in phase 1.
- Your best bet here is to bring a physical team and spam crits for extra turns. Carbon Black is helpful for extra damage.
- Phase 2 does not take reduced damage from physical attacks, but it does counter them with an AoE Phys. Note that while the skills say Phys, they in fact mean Physical, so any skill that can crit or miss will trigger a counter move.
- Due to having no weaknesses and heavily punishing physical moves (and thus crits), bonus turns are hard to come by. Skills like Solar Flare or Sword of Izumo can help provide extra turns through their Remnants attribute. Turn generators like Vishnu A can also help.
- Shionyan is a good default choice for phase 2, due to her +12 MAG.
- The boss will crit. A lot. The damage he does will add up quickly, so you want a healer on phase 2.
- Phase 1 (gist: physical attacks, crit spam)
- Gozu-Tennoh completely cancels the boss's first turn, while also casting Debilitate the boss for 3 turns, due to Restrain and Release. Gozu will also remove one press turn from each of boss turns 2 and 3. However, since Mantra and Crushing Force are HP-based, this means spending 2 or 3 BP will not increase their damage, as those only boost PAtk and MAtk. It may be better to have him use standard attacks instead.
- Panel 3 Zaou-Gongen provides infinite Might to ensure you get crits. Panel 4 is ideal for the discounted God's Hand.
- Panel 3 Mara has infinite Charge when spamming Hell Thrust, providing great damage output. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed.
- Futsunushi will counter every attack the boss does, making the damage add up. Also sets up Might to get Panel 3 Zaou-Gongen started without need of Auto-Rebellion.
- Chi You will also deal big damage when the boss's turn ends, entering Charge for more damage on the next hit.
- Odin A grants all your allies +40% Phys/Elec damage when under Zenith.
- Asura Lord will boost your allies' crit damage.
- Gogmagog can help allies weather the boss's Phys attacks with panel 2, and reduce the chance of boss crits with panel 3. His usual issue of missing shouldn't apply, since the boss's AGI is effectively nothing. Note that he won't have natural Phys Pierce unless panel 4 though, so consider running him alongside Zaou-Gongen. Spending 2 or 3 BP will also not increase the damage of Earthquake or Muscle Punch, as those are PDef-based, but BP boosts only PAtk and MAtk. As a result, his standard attack would be his strongest attack.
- Phase 2 (gist: magic attacks, Remnants if possible)
- Elohim is a peak choice for phase 2 thanks to Remnants and Offensive Cry when casting Solar Flare, as well as the large damage numbers.
- Panel 3 Mahakala can keep offensive buffs up, and gets auto Concentrate at the start of the second turn for increased damage.
- Vishnu A and Sabaoth can generate extra press turns, to help alleviate the lack of bonus turns from crits. Vishnu also provides attack buffs.
- Demeter is helpful for buffs and Bulwarks as usual. In phase 1 she won't be able to cast My Harvest! without triggering a retaliation, but in phase 2 she can cast it no problem.
|Permanent Content||Story • Dx2 Quests • Alter-World • Aura Gate (1, 2, SP)|
|Farming Quests||Strange Signal • Brands of Sin • Wanted|
|Recurring Events||Eclipse • Hell's Park • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion|
|Competitive||Democalypse • D2 Duel • Battle Tower|