Hell's Park Underside is a mode where you fight bosses that have customizable difficulty levels. It is unlocked after clearing all 100 "surface" stages of Hell's Park.
Overview
Hell's Park Underside re-uses the area names of the original Hell's Park, but it has only 1 boss fight (consisting of 4 enemies) per area. Each boss can have their difficulty level customized, starting at level 1 and going up to an unknown maximum.
Each area is weak to a specific element, and has 3 possible rulesets for which kinds of demons you can bring in. 3 areas are available each month, and the available ruleset for each area also changes each month.
Clearing a stage for the first time grants gold and silver Friendship Badges, which can be exchanged for rewards. These first-clear rewards are reset every month.
Rules
All battles in Hell's Park Underside have a general set of restrictions in place:
Additionally, each area will impose their own restrictions on the demons you can bring, depending on the difficulty level selected.
However, you are allowed to use items for reviving, healing, etc!
You are also allowed to use your Devil Connector.
Difficulty levels
Before challenging a stage, its difficulty level can be selected. Higher difficulties will increase enemy stats, add skills to the enemy, and add team-building restrictions.
- Enemies start with 3 skills. They gain their 4th at level 3, their 5th at level 6, and their 6th at level 9.
- After level 9, the only thing that changes is stats.
When a stage is cleared, the player receives the reward for that level, as well as the rewards for all levels below it. These rewards reset monthly.
Initially, only 10 difficulty levels are available for each stage. Clearing level 10 on a stage unlocks levels 11-20 for that stage, clearing level 20 unlocks levels 21-30, and so on.
- The maximum possible level isn't currently known, but rewards stop being given from level 501 onwards.
Level |
Gold |
Silver
|
1 |
50 |
50
|
2 |
50 |
50
|
3 |
50 |
200
|
4 |
20 |
200
|
5 |
20 |
200
|
6 |
10 |
300
|
7 |
10 |
300
|
8 |
10 |
300
|
9 |
5 |
400
|
10 |
5 |
400
|
After the first 10 levels, each level no longer gives gold badges. Instead, each level gives a standardized amount of silver badges, depending on the level range.
- Levels 501 onwards do not give any rewards.
Level |
Silver per level
|
11-20 |
300
|
21-100 |
50
|
101-500 |
10
|
Score and ranking
When you clear a battle in Hell's Park Underside, you'll earn a score based on your performance. Score is awarded based on several factors:
- The level of the battle cleared (the higher, the better).
- Clearing the battle in a small amount of turns.
- Having unused Press Turns remaining.
- Dealing a lot of total damage.
Your score will be assigned a letter rank, based on how high it is:
Rank |
score
|
SSS |
1,200,000+
|
SS |
600,000-1,199,999
|
S |
300,000-599,999
|
A |
125,000-299,999
|
B |
68,500-124,999
|
C |
38,500-68,499
|
D |
26,500-38,499
|
E |
17,500-26,499
|
F |
11,500-17,499
|
G |
0-11,499
|
Ranking rewards
silver badges will be rewarded each month, based on how your score ranks against other players.
- Per-area score ranking rewards
Rank |
Reward
|
1-10 |
silver badge x1,000
|
11-100 |
silver badge x500
|
101-1,000 |
silver badge x400
|
1,001-10,000 |
silver badge x300
|
10,001-30,000 |
silver badge x200
|
30,001-9,999,999 |
silver badge x100
|
- Total score ranking rewards
Rank |
Reward
|
1 |
silver badge x3,000, "Underside MVP" title
|
2 |
silver badge x3,000, "Proven Strength" title
|
3 |
silver badge x3,000, "A True Secret Trick" title
|
4-10 |
silver badge x3,000, "Famous Behind the Scenes" title
|
11-100 |
silver badge x1,500
|
101-9,999,999 |
silver badge x1,000
|
Special Skills
Some skills have special effects that only activate in Hell's Park Underside. Some of these skills are further restricted to only a specific area of HPU, and/or are exclusive to certain demons.
Rewards
Friendship Badge shop
Gold badges
Exchange Lineup |
Gold badge cost |
Cap
|
Lost Name |
600 |
1
|
Lost Name Spirit × 10 (1st set) |
100 |
10
|
Lost Name Spirit × 10 (2nd set) |
150 |
20
|
Lost Name Spirit × 10 (3rd set) |
200 |
30
|
Transcend Stone for Lost Name × 1 (1st set) |
100 |
94
|
Transcend Stone for Lost Name × 1 (2nd set) |
200 |
88
|
Notes:
- Initially only Lost Name is available, but after buying him, the spirit and transcend options are unlocked.
- Each set of spirits is unlocked after the previous set is exhausted. The same concept applies to the transcend stones.
- Panel 1 costs 1,000 badges, Panel 2 costs 3,000 badges, and Panel 3 costs 6,000 badges, totaling 10,000 badges to get all 3 panels.
Gold badge income is 690 per month (230 per area) if you clear level 10 of each area.
Silver badges
Exchange Lineup |
Silver badge cost |
Cap
|
Hell Genome Cube × 1 |
1,000 |
No Cap
|
 Pixie (Underside) Genome |
3,000 |
1
|
 Illuyanka (Underside) Genome |
3,000 |
1
|
 Koumokuten (Underside) Genome |
3,000 |
1
|
 Baphomet (Underside) Genome |
3,000 |
1
|
 Arianrhod (Underside) Genome |
3,000 |
1
|
 Dominion (Underside) Genome |
3,000 |
1
|
Sword of Kusanagi 5★ |
100 |
20 / Month
|
Yata Mirror 5★ |
500 |
5 / Month
|
Yasaka Magatama 5★ |
200 |
5 / Month
|
Kasane Magatama |
3,000 |
2 / Month
|
Aether Crystal |
1,500 |
1 / Month
|
Skip Ticket (Sin) x20 |
3,000 |
1 / Month
|
Essence of Sin x160 |
2,000 |
2 / Month
|
Mitama Extract St x10 |
300 |
5 / Month
|
Mitama Extract Ma x10 |
300 |
5 / Month
|
Mitama Extract Vi x10 |
300 |
5 / Month
|
Mitama Extract Ag x10 |
300 |
5 / Month
|
Mitama Extract Lu x10 |
300 |
5 / Month
|
Blank Genome |
1,500 |
2 / Month
|
6★ Brand Cube |
500 |
10 / Month
|
Silver badge income is 7,200 per month (2,400 per area) if you clear level 10 of each area.
- If you clear level 20 of each area, add 9,000 (3,000 per area) to that.
- Each set of 10 levels from level 21-100 gives 1,500 (500 per area).
- Each set of 10 levels from level 101+ gives 300 (100 per area).
- Assuming you are in the lowest ranking tier, you can expect another 1,300 per month (1,000 for total score, plus 100 per area).
Hell Genome Cube
The
Hell Genome Cube gives a random skill genome from a very large pool. A few of the skills are rare and exclusive:
Genome |
Notes
|
Fortunate park visitor |
Rare, exclusive
|
Struggle Slash (Underside) |
Rare, exclusive
|
Trisagion (Underside) |
Rare, exclusive
|
Fire Slash (Underside) |
Rare, exclusive
|
Ice Age (Underside) |
Rare, exclusive
|
Ice Slash (Underside) |
Rare, exclusive
|
Thunder Reign (Underside) |
Rare, exclusive
|
Thunder Slash (Underside) |
Rare, exclusive
|
Killing Wind (Underside) |
Rare, exclusive
|
Wind Slash (Underside) |
Rare, exclusive
|
Thunderclap (Underside) |
Rare, exclusive
|
White Slash (Underside) |
Rare, exclusive
|
Rotation history
3 areas are available per month, with the available areas and their challenge conditions rotating each month. The demon-specific Underside skill in the shop also rotates each month.
Guide
Kawara Area (weak to
Phys)
Overview
Fusibles challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be fusible*.
|
Lv 6-8 |
4 or more demons must be fusible.
|
Lv 9+ |
All 5 demons must be fusible.
|
Lv 6+ |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be Clear.
|
Notes regarding fusibles:
- Multi-fusions count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- Transfer Tetra Break to your fastest unit, and have them cast it when the fight starts, to remove the enemy's shield.
- After the shield is down, spam
Phys attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield.
- Try to bring demons that can counteract the initial Luster Candy and Debilitate. There is a decent chance your attacks will miss the boss if the enemy still has a full EVAC swing in their favor.
- If you have a
Koumokuten with the skill Koumokuten (Underside), bring him.
- Cover your
Ice weaknesses, to prevent Hresvelgr from killing anyone. If he gets a kill, he re-casts his shield and casts a North Wind AoE. This can quickly snowball into a long combo of North Winds that can wipe your team.
Team notes:
Asura: 212 strength, 30% crit rate, P1 has 20% crit rate, P3 has 30% random-target damage aura.
Ashura (50 power AoE w/ 50% crit + 250 power random w/ 80% crit). Using Ashura also removes all enemy buffs, and panel 4 removes all debuffs on your party. Needs Resist Ice.
- He's also the fastest unit in this team, so he has Tetra Break transferred.
Shiva: 229 strength, has Serial Killer, P1 has 15% damage. Has 20% crit rate, P2 has 20% crit, P4 has 50% crit. Standard attack is 0 MP
Vorpal Blade (140 power AoE). Red has
God's Hand (200 power single). Standard attack is free and God's Hand is 5 MP if P3, so he won't have MP problems and can safely run War brands.
- Shiva can also remove the enemy's Repel Physical by using
Pralaya, but that won't trigger Koumokuten's bonus effects.
Flauros: 192 strength, P3 gives 15% phys damage, Purple has Epitome of Carnage.
Iron Fist grants 
EVAC Buff ATK and EVAC buffs, complementing Koumokuten's debuffs.
Seth: 248 strength, p1 has 15% damage, p4 has 25% damage.
Ouas (160 power single-target with 50% crit). P3 makes Ouas cost 4 MP, so he shouldn't have MP problems and can run War brands.
Koumokuten with his underside skill provides a 20% Phys damage and 50% accuracy aura to the team, and when a team member uses Tetra Break, he reacts with 
DEF and EVAC debuffs, plus a Phys hit directed at the boss.
- Koumokuten actually has Tetra Break innately, so he could theoretically trigger his own bonus effects. However, his base agi is so low that getting him to the front of the party may be difficult.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- Cheap to build by using 3★ to get skill points (4 SP for a Koumokuten dupe, or 1 SP for any other 3★). You can level his
Hades Blast by transferring it from
Ose dupes.
- He also has a 3 MP discount for Phys skills, meaning he should not have MP problems and can safely run War brands. This also means he can safely use powerful high-MP attack skills such as
God's Hand, but cheaper options such as
Oni-Kagura can also work. Giving him
Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.
Other options worth considering:
Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4.
Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self.
Hell Claw (420 power random w/ 50% crit). War Cry for 
ATK and DEF Debuffs, and Yellow has War Dance for 
ATK and DEF Buffs. Hell Claw also applies
Spirit Chains of Intimidation to help survival. Needs Resist Ice.
Gogmagog: Good damage based on PDEF, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Koumokuten Underside, though.
Titan: Good damage based on PDEF.
Odin: 176 str, P3 gives 10% phys damage, Clear has Merciless Blow.
Gungnir (145 power AoE w/ 30% crit). He's expensive to panel, however.
Wu Kong: 235 str, has Phys Boost, P3 gives 10% phys damage, P2 gives 10% crit.
Titanomachia (125 power AoE w/ 30% crit) and
Oni-Kagura (135 power single w/ 30% crit).
Girimekhala: 216 str, P3 gives 10% phys damage.
Megaton Press (105 power AoE w/ 30% crit) and
Binge Eating (140 power single). Mega Boost gives himself both
Charge and
Might.
Hanuman: 223 str, P3 gives 10% phys damage.
Vorpal Blade (140 power AoE) and
Madness Nails (130-195 power random). Can be re-used for the race challenge.
Yatagarasu: 184 str, P3 gives 10% phys damage, Clear has Phys Boost.
Hades Blast (120 power AoE). Needs Resist Ice.
Valkyrie: 196 str, has Phys Boost.
Heat Wave (85 power AoE w/ 10% crit),
Fatal Sword (100 power single).
Fomorian: 183 str, Clear has Back Attack.
Herculean Strike (100 power AoE). Can be re-used for the race challenge.
Race challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
All 5 demons must be of the races Genma, Kishin, Night, Drake, or Tyrant.
|
Lv 6-8 |
All 5 demons must be of the races Genma, Kishin, Night, or Drake.
|
Lv 9+ |
All 5 demons must be of the races Genma, Kishin, or Night.
|
General strategy:
- Transfer Tetra Break to your fastest unit, and have them cast it when the fight starts to remove the enemy's shield.
- After the shield is down, spam
Phys attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield.
- Try to bring demons that can counteract the initial Luster Candy and Debilitate. There is a decent chance your attacks will miss the boss if the enemy still has a full EVAC swing in their favor.
- If you have a
Koumokuten with the skill Koumokuten (Underside), bring him.
- Cover your
Ice weaknesses, to prevent Hresvelgr from killing anyone. If he gets a kill, he re-casts his shield and casts a North Wind AoE. This can quickly snowball into a long combo of North Winds that can wipe your team.
Team notes:
Marici: 195 str,
Daylight Blade (200 power single w/ 50% crit). P1 and P2 give accuracy and crit dmg aura. She has 2x Lead set effects to put her in the first spot (otherwise Fionn would be first), and she has Tetra Break to remove the shield ASAP.
Fionn mac Cumhaill: Very high damage, applies
Zenith with
Moon-White Blade, and casts one
ATK Buff for 1 turn at start of combat.
Futsunushi: Team-wide
Might on the first turn, then he can spam
Iai Isshin which grants him
Charge with every cast.
Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4.
Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Koumokuten with his underside skill provides a 20% Phys damage and 50% accuracy aura to the team, and when a team member uses Tetra Break, he reacts with 
DEF and EVAC debuffs, plus a Phys hit directed at the boss.
- Koumokuten actually has Tetra Break innately, so he could theoretically trigger his own bonus effects. However, his base agi is so low that getting him to the front of the party may be difficult.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- Cheap to build by using 3★ to get skill points (4 SP for a Koumokuten dupe, or 1 SP for any other 3★). You can level his
Hades Blast by transferring it from
Ose dupes.
- He also has a 3 MP discount for Phys skills, meaning he should not have MP problems and can safely run War brands. This also means he can safely use powerful high-MP attack skills such as
God's Hand, but cheaper options such as
Oni-Kagura can also work. Giving him
Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.
Other options worth considering:
Low-grade challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be grade 83 or lower.
|
Lv 6-8 |
4 or more demons must be grade 83 or lower.
|
Lv 9+ |
All 5 demons must be grade 83 or lower.
|
Lv 6-8 |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
2 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be grade 59 (3★ base) or lower.
|
General strategy:
- Transfer Tetra Break to your fastest unit, and have them cast it when the fight starts to remove the enemy's shield.
- After the shield is down, spam
Phys attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield.
- Try to bring demons that can counteract the initial Luster Candy and Debilitate. There is a decent chance your attacks will miss the boss if the enemy still has a full EVAC swing in their favor.
- If you have a
Koumokuten with the skill Koumokuten (Underside), bring him.
- Cover your
Ice weaknesses, to prevent Hresvelgr from killing anyone. If he gets a kill, he re-casts his shield and casts a North Wind AoE. This can quickly snowball into a long combo of North Winds that can wipe your team.
Team notes:
Asura: 212 strength, 30% crit rate, P1 has 20% crit rate, P3 has 30% random-target damage aura.
Ashura (50 power AoE w/ 50% crit + 250 power random w/ 80% crit). Using Ashura also removes all enemy buffs, and panel 4 removes all debuffs on your party. Needs Resist Ice.
- He's also the fastest unit in this team, so he has Tetra Break transferred.
Flauros: 192 str, P3 gives 15% phys damage, Purple has Epitome of Carnage.
Iron Fist grants 
EVAC Buff ATK and EVAC buffs, complementing Koumokuten's debuffs.
Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4.
Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self.
Hell Claw (420 power random w/ 50% crit). War Cry for 
ATK and DEF Debuffs, and Yellow has War Dance for 
ATK and DEF Buffs. Hell Claw also applies
Spirit Chains of Intimidation to help survival. Needs Resist Ice.
Koumokuten with his underside skill provides a 20% Phys damage and 50% accuracy aura to the team, and when a team member uses Tetra Break, he reacts with 
DEF and EVAC debuffs, plus a Phys hit directed at the boss.
- Koumokuten actually has Tetra Break innately, so he could theoretically trigger his own bonus effects. However, his base agi is so low that getting him to the front of the party may be difficult.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- Cheap to build by using 3★ to get skill points (4 SP for a Koumokuten dupe, or 1 SP for any other 3★). You can level his
Hades Blast by transferring it from
Ose dupes.
- He also has a 3 MP discount for Phys skills, meaning he should not have MP problems and can safely run War brands. This also means he can safely use powerful high-MP attack skills such as
God's Hand, but cheaper options such as
Oni-Kagura can also work. Giving him
Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.
Other options worth considering:
Seth: 248 strength, p1 has 15% damage, p4 has 25% damage.
Ouas (160 power single-target with 50% crit). P3 makes Ouas cost 4 MP, so he shouldn't have MP problems.
Siegfried: 201 str, has 30-40% phys damage.
Titanomachia (125 power AoE w/ 30% crit) and
Berserker God (160 power single).
Gogmagog: Good damage based on PDEF, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Koumokuten Underside, though.
Titan: Good damage based on PDEF.
Wu Kong: 235 str, has Phys Boost, P3 gives 10% phys damage, P2 gives 10% crit.
Titanomachia (125 power AoE w/ 30% crit) and
Oni-Kagura (135 power single w/ 30% crit).
Odin: 176 str, P3 gives 10% phys damage, Clear has Merciless Blow.
Gungnir (145 power AoE w/ 30% crit). He's expensive to panel, however.
Girimekhala: 216 str, P3 gives 10% phys damage.
Megaton Press (105 power AoE w/ 30% crit) and
Binge Eating (140 power single). Mega Boost gives himself both
Charge and
Might.
Hanuman: 223 str, P3 gives 10% phys damage.
Vorpal Blade (140 power AoE) and
Madness Nails (130-195 power random). Can be re-used for the race challenge.
Yatagarasu: 184 str, P3 gives 10% phys damage, Clear has Phys Boost.
Hades Blast (120 power AoE). Needs Resist Ice.
Valkyrie: 196 str, has Phys Boost.
Heat Wave (85 power AoE w/ 10% crit),
Fatal Sword (100 power single).
Fomorian: 183 str, Clear has Back Attack.
Herculean Strike (100 power AoE). Can be re-used for the race challenge.
Spike Hell Area (weak to
Fire)
Overview
Fusibles challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be fusible*.
|
Lv 6-8 |
4 or more demons must be fusible.
|
Lv 9+ |
All 5 demons must be fusible.
|
Lv 6+ |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be Clear.
|
Notes regarding fusibles:
- Multi-fusions count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- Your primary objective is to kill King Frost with
Fire attacks on the first turn. If you don't, then he will hit into your weaknesses (most fusible Fire attackers are weak to
Ice), debuff your defense, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
- MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
- If you have a
Baphomet with the skill Baphomet (Underside), bring him.
- For survival, have
Huang Long use Five Elements (
Repel Almighty Magic), which will stop Heimdall from using his unique
Almighty attack. Now, Heimdall will resort to standard attacks.
- If possible, have Huang Long at panel 4 for his magic damage aura (+20% magic dealt and -20% magic received for the party while under Repel Magic). In this case, cast Five Elements ASAP to help push damage against King Frost.
- Consider bringing demons with innate Null/Repel/Drain Phys, or a Null Phys genome transferred. Heimdall doesn't have Phys Pierce, so as long as
Repel Almighty Magic is active, he will be unable to attack anyone that blocks Phys. This applies to both his standard attacks and his enrage AoE, which are both Phys.
- If you cast Tetrakarn or use a
Phys Reflector (for
Repel Physical) just before Heimdall's enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off. However, you cannot have both Repel Physical and Repel Magic active at the same time, so only take this chance if you are sure the reflect will kill Heimdall. If Heimdall survives, then he will be free to use his Almighty attack, and might kill you.
Team notes:
- Everyone should have Divine brands, due to the tightness of MP in this fight.
Huang Long for
Repel Almighty Magic and his panel 4 magic damage aura. Yellow can also buff with Luster Candy to push more damage. He should go first in the party, so he can activate his magic damage aura ASAP.
Cybele satisfies the
Clear requirement, offers a team Fire damage aura (10% at base, 20% at p3), and has good innate Fire skills.
Metatron for his panel 3's 20% magic damage aura. He also has
Maragidyne so he can contribute his own damage.
Surt pushes damage against King Frost.
Baphomet with his underside skill gives a 20% Fire damage and 20% accuracy aura, and whenever a teammate hits an enemy's weakness, everyone on your team recovers 2 MP (up to 3 times per turn). This helps counteract the enemy's MP drains.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- He also has a 3 MP discount for Fire skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Trisagion, but cheaper options such as
Agidyne can also work. Giving him
Trisagion (Underside) would be ideal, should you pull one from the random cubes.
- Remember to use Tetrakarn or use a
Phys Reflector just before Heimdall does his Phys enrage!
Other options worth considering:
Cerberus: 170 str and 150 mag, P3 gives a 20% phys/fire damage aura, 20% all-damage to Beast race, and 50% crit to self.
Agidyne. War Cry for 
ATK and DEF Debuffs, and Yellow has War Dance for 
ATK and DEF Buffs.
Hell Claw also applies
Spirit Chains of Intimidation to help survival.
Prometheus: 226 magic, has Fire Boost, p3 has 10% fire damage.
Agidyne and discounted
Maragidyne.
Purple is also an option, swapping out the Maragidyne for Infinite Chakra.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Agidyne + Fire Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Agidyne + Fire Boost.
Efreet: 208 magic, has Fire Boost, Purple has Back Attack.
Maragi and
Agilao. Alternatively, can use
Clear for discounted
Agidyne.
Race challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
All 5 demons must be of the races Beast, Vile, Femme, Tyrant, or Godly.
|
Lv 6-8 |
All 5 demons must be of the races Beast, Vile, Femme, or Godly.
|
Lv 9+ |
All 5 demons must be of the races Beast, Vile, or Tyrant.
|
General strategy:
- Your primary objective is to kill King Frost with
Fire attacks on the first turn. If you don't, then he will hit into your weaknesses, debuff your defense, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
- MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
- If you have a
Baphomet with the skill Baphomet (Underside), bring him.
- The featured races do not have access to
Repel Almighty Magic, so you'll need to use a different method to survive Heimdall's Almighty attack spam. For example:
Spirit Chains of Intimidation.
- If you cast Tetrakarn or use a
Phys Reflector (for
Repel Physical) just before Heimdall's Phys enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off.
- However, if you plan to do this, make sure Heimdall doesn't have any stacks of
Intimidation, as those will reduce the power of the reflected damage.
Team notes:
Lost Name is easily accessible, does good damage based on HP, and applies
Spirit Chains of Intimidation to help the team survive. His panel 1 helps significantly, dropping the cost of
Fatal Burn to just 4 MP at max skill level.
Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage.
Eruption (120 power AoE + ramping 100-175 power random). Applies
DEF Debuff when Eruption is used. Panel 2 can also change his Standard Attack into
magic, allowing him to attack without needing MP.
Baphomet with his underside skill gives a 20% Fire damage and 20% accuracy aura, and whenever a teammate hits an enemy's weakness, everyone on your team recovers 2 MP (up to 3 times per turn). This helps counteract the enemy's MP drains.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- He also has a 3 MP discount for Fire skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Trisagion, but cheaper options such as
Agidyne can also work. Giving him
Trisagion (Underside) would be ideal, should you pull one from the random cubes.
- The remaining members are just whatever Fire users are available.
- Remember to use Tetrakarn or use a
Phys Reflector just before Heimdall does his Phys enrage!
Other options worth considering:
Low-grade challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be grade 83 or lower.
|
Lv 6-8 |
4 or more demons must be grade 83 or lower.
|
Lv 9+ |
All 5 demons must be grade 83 or lower.
|
Lv 6-8 |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
2 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be grade 59 (3★ base) or lower.
|
General strategy:
- Your primary objective is to kill King Frost with
Fire attacks on the first turn. If you don't, then he will hit into your weaknesses, debuff your defense, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
- MP management can be very tight in this fight, consider running Divine brands on as many demons as possible.
- If you have a
Baphomet with the skill Baphomet (Underside), bring him.
- Compared to the other rulesets for this area, we don't have defensive utilities like
Repel Almighty Magic or
Spirit Chains of Intimidation - but we do have a lot more offensive power to work with. So the strategy here is to simply win by brute force!
- If you cast Tetrakarn or use a
Phys Reflector (for
Repel Physical) just before Heimdall's Phys enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off.
Team notes:
Baphomet with his underside skill gives a 20% Fire damage and 20% accuracy aura, and whenever a teammate hits an enemy's weakness, everyone on your team recovers 2 MP (up to 3 times per turn). This helps counteract the enemy's MP drains.
- His colors don't offer very much, so we opt to run him in
Clear to fit multiple rulesets.
- He also has a 3 MP discount for Fire skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Trisagion, but cheaper options such as
Agidyne can also work. Giving him
Trisagion (Underside) would be ideal, should you pull one from the random cubes.
Prometheus: 226 magic, has Fire Boost, p3 has 10% fire damage.
Agidyne and discounted
Maragidyne. Satisfies the 4★ requirement.
Purple is also an option, swapping out the Maragidyne for Infinite Chakra.
Queen Mab: 223 magic, has Merciless Blow and 15% damage, P1 gives 20% damage, P3 gives 30% damage. Also has 25% Fire damage aura for the team.
Cuailnge (180 power AoE w/
Concentrate). Sets up a 1-turn
ATK Buff at start of combat.
Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
Quetzalcoatl A: 190 magic, has Fire Amp, P3 gives 25% damage.
Aztec Pulse (ramping 120-160 power AoE). Applies 
ATK and DEF debuffs after every cast of his unique. Also, if he dies, then he will revive himself on your turn, cleansing off his own
Spirit Chains of Suppression (since that disappears upon death), and casts a 1-turn Luster Candy. If he dies a second time, he will repeat this, on top of granting bulwarks and healing to the team.
Other options worth considering:
Cerberus: 170 str and 150 mag, P3 gives a 20% phys/fire damage aura, 20% all-damage to Beast race, and 50% crit to self.
Agidyne. War Cry for 
ATK and DEF Debuffs, and Yellow has War Dance for 
ATK and DEF Buffs.
Hell Claw also applies
Spirit Chains of Intimidation to help survival.
Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage.
Eruption (120 power AoE + ramping 100-175 power random). Applies
DEF Debuff when Eruption is used. Panel 2 can also change his Standard Attack into
magic, allowing him to attack without needing MP.
Agni: 207 magic, has Fire Boost, P1 has 5% damage.
Maragion.
Purple applies
DEF Debuff at start of combat.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Agidyne + Fire Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Agidyne + Fire Boost.
Efreet: 208 magic, has Fire Boost and Purple has Back Attack.
Maragi and
Agilao. Alternatively, can use
Clear for discounted
Agidyne.
Grave Area (weak to
Ice)
Overview
Low-grade challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be grade 83 or lower.
|
Lv 6-8 |
4 or more demons must be grade 83 or lower.
|
Lv 9+ |
All 5 demons must be grade 83 or lower.
|
Lv 6-8 |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
2 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be grade 59 (3★ base) or lower.
|
General strategy:
- Bring as many
Ice attackers as possible, and kill the adds first so they can't heal Mithras.
- If you have an
Illuyanka with the skill Illuyanka (Underside), bring that, as it trivializes this fight.
Team notes:
Illuyanka's contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain.
- He also has a 3 MP discount for Ice skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Ice Age or
Ice Age (Underside).
- We're using
Clear so Illuyanka can be used in multiple rule sets. This happens to give him
Bufudyne, meaning the other transfer slot should be a damage booster.
- A small optimization is to build a
Purple Illuyanka for the +10 magic from Magic Amp II. His transfer should be
Ice Age.
- If you happen to pull
Ice Age (Underside) from the random cubes, use that regardless of color (with
Purple performing slightly better than
Clear).
- Cheap to build by using 3★ to get skill points (4 SP for an Illuyanka dupe, or 1 SP for any other 3★). You can level his
Ice Breath by transferring it from
Mermaid or Illuyanka dupes, and can level his
Bufudyne by transferring it from
Orochi dupes.
King Frost provides
DEF Debuff via his skill
Cold World, to help push the damage. We also give him Auto-Taruka for
ATK Buff, ensuring we have a full offensive buff swing.
Teal covers his weakness.
- The rest of the team are just Ice attackers that don't have open weaknesses to
Fire or
Light, to ensure Mithras can't get extra turns off them. Resist Fire or Resist Light can be transferred to patch weaknesses, if needed.
Other options worth considering:
Blood Pond Area (weak to
Elec)
Overview
Jatayu
|
Fafnir
|
Orochi
|
Jatayu
|
|
|
|
|
Resistances
|
|
|
|
|
|
|
|
Jatayu
|
-
|
Rs
|
-
|
Wk
|
Dr
|
Nu
|
Wk
|
Fafnir
|
Dr
|
-
|
Wk
|
Wk
|
-
|
-
|
-
|
Orochi
|
-
|
Nu
|
Nu
|
Wk
|
-
|
-
|
-
|
Jatayu
|
-
|
Rs
|
-
|
Wk
|
Dr
|
Nu
|
Wk
|
Battle Speed
|
10,000
|
Skills on multiple demons:
Skills on left
Jatayu only:
Skills on
Fafnir only:
Skills on
Orochi only:
Skills on right
Jatayu only:
Explanation
- Hellbound: Phys will apply 5 stacks of
Spirit Chains of Suppression to you.
- Fafnir starts the battle by casting a 1-turn
DEF Buff and
EV/AC Buff.
- The enemy starts each turn with various effects in this order:
Curse from the left Jatayu,
Weak from the right Jatayu, Barrier Break from Orochi, and finally
Poison from Orochi.
- Due to this order, the Jatayus' ailments can be blocked by
Barrier (such as from
Ward brands), but Orochi's ailment cannot be blocked.
- The ailments have +350% inflict chance, meaning they are effectively guaranteed to land if not blocked by
Barrier or an immunity.
- Fafnir's passive makes you take +1500% damage per tick of
Poison (effectively 16x, or 80% of your max health), and applies 150% reverse damage boost per ailment that is on you.
- If Orochi is hit by physical, magic, or fractional damage, then he will
Poison the demon that attacked him (up to twice per turn).
- Fafnir's Blight+ will inflict
Poison to your team whenever he casts it.
- If the adds are not dead at the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Fafnir will do one too, if he isn't dead by his third turn.
Fusibles challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be fusible*.
|
Lv 6-8 |
4 or more demons must be fusible.
|
Lv 9+ |
All 5 demons must be fusible.
|
Lv 6+ |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be Clear.
|
Notes regarding fusibles:
- Multi-fusions count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an
Amrita Shower.
Dominion with the skill Dominion (Underside) will automatically cleanse all ailments.
- If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive
Poison damage (80% of max HP).
- Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
- Up to 2 times per turn, Orochi deals a revenge
Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
- Option 1: Bring
Dominion with the skill Dominion (Underside), as he automatically gives
Barriers to all team members, blocking the Poison.
- Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one
Amrita Shower to cleanse both attackers, then two
Beads to heal the HP.
- Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
- Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.
Team notes:
- This team uses an
Amrita Shower to cleanse the initial ailments.
- After the ailments are dealt with, we just spam as much Elec damage as possible, with single-target damage directed toward Fafnir.
Indrajit provides
ATK Buff and single-target Elec damage.
Anat provides
ATK Debuff and
DEF Debuff, as well as an Elec damage aura and a 1 MP discount for for the team's Elec skills. She also gets a free
Concentrate on every second cast of
Thunderstorm
Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
Dominion with his underside skill provides a 30% Elec damage and accuracy aura to the team, and when the first team member is about to act, he cures everyone's ailments and gives them
Barrier. This saves you a press turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Dominion himself is also immune to Curse, Poison, and Weak, meaning he won't get ailmented at all in this fight.
- We opt to run him in
Clear to fit multiple rule sets. Alternatively,
Red comes with
Ziodyne.
- He also has a 3 MP discount for Elec skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Thunder Reign, but cheaper options such as
Ziodyne can also work. Giving him
Thunder Reign (Underside) would be ideal, should you pull one from the random cubes.
Other options worth considering:
Race challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
All 5 demons must be of the races Megami, Night, Divine, Deity, or Lady.
|
Lv 6-8 |
All 5 demons must be of the races Megami, Night, Divine, or Deity.
|
Lv 9+ |
All 5 demons must be of the races Megami, Night, or Divine.
|
General strategy:
- You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an
Amrita Shower.
Dominion with the skill Dominion (Underside) will automatically cleanse all ailments.
- If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive
Poison damage (80% of max HP).
- Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
- Up to 2 times per turn, Orochi deals a revenge
Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
- Option 1: Bring
Dominion with the skill Dominion (Underside), as he automatically gives
Barriers to all team members, blocking the Poison.
- Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one
Amrita Shower to cleanse both attackers, then two
Beads to heal the HP.
- Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
- Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.
Team notes:
Anat provides
ATK Debuff and
DEF Debuff, as well as an Elec damage aura and a 1 MP discount for for the team's Elec skills. She also gets a free
Concentrate on every second cast of
Thunderstorm
Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
Lilith: 190 magic.
Maziodyne.
Dominion with his underside skill provides a 30% Elec damage and accuracy aura to the team, and when the first team member is about to act, he cures everyone's ailments and gives them
Barrier. This saves you a press turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Dominion himself is also immune to Curse, Poison, and Weak, meaning he won't get ailmented at all in this fight.
- We opt to run him in
Clear to fit multiple rule sets. Alternatively,
Red comes with
Ziodyne.
- He also has a 3 MP discount for Elec skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Thunder Reign, but cheaper options such as
Ziodyne can also work. Giving him
Thunder Reign (Underside) would be ideal, should you pull one from the random cubes.
Other options worth considering:
Low-grade challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be grade 83 or lower.
|
Lv 6-8 |
4 or more demons must be grade 83 or lower.
|
Lv 9+ |
All 5 demons must be grade 83 or lower.
|
Lv 6-8 |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
2 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be grade 59 (3★ base) or lower.
|
General strategy:
- You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an
Amrita Shower.
Dominion with the skill Dominion (Underside) will automatically cleanse all ailments.
- If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive
Poison damage (80% of max HP).
- Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
- Up to 2 times per turn, Orochi deals a revenge
Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
- Option 1: Bring
Dominion with the skill Dominion (Underside), as he automatically gives
Barriers to all team members, blocking the Poison.
- Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one
Amrita Shower to cleanse both attackers, then two
Beads to heal the HP.
- Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
- Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.
Team notes:
- This team uses an
Amrita Shower to cleanse the initial ailments.
- After the ailments are dealt with, we just spam as much Elec damage as possible, with single-target damage directed toward Fafnir.
Titania: 235 magic, has Elec Boost, Purple has Back Attack, P3 has 10% Elec damage.
Ziodyne and Merciless Blow transfers.
Anubis: 217 magic, Purple has Merciless Blow.
Ziodyne and Elec Boost transfers.
Dominion with his underside skill provides a 30% Elec damage and accuracy aura to the team, and when the first team member is about to act, he cures everyone's ailments and gives them
Barrier. This saves you a press turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Dominion himself is also immune to Curse, Poison, and Weak, meaning he won't get ailmented at all in this fight.
- We opt to run him in
Clear to fit multiple rule sets. Alternatively,
Red comes with
Ziodyne.
- He also has a 3 MP discount for Elec skills, meaning he should not have MP problems and can safely run Spell brands. This also means he can safely use powerful high-MP attack skills such as
Thunder Reign, but cheaper options such as
Ziodyne can also work. Giving him
Thunder Reign (Underside) would be ideal, should you pull one from the random cubes.
Other options worth considering:
Hell Cafe (weak to
Force)
Overview
Berserker
|
Black Maria
|
Odin
|
Berserker
|
|
|
|
|
Skills on multiple demons:
Skills on
Black Maria only:
Skills on
Odin only:
Skills on right
Berserker only:
Explanation
- At the start of the player turn, Black Maria applies a 5% Bulwark to herself, and Odin applies an 8% Bulwark to the entire enemy team.
- If Black Maria still has a Bulwark when your turn ends, she will hit your party with 50% Fractional Damage based on current HP. After that, she will remove
Revive Ban from her entire team and revive them at full health.
- For every turn she is alive, the fractional damage will ramp up to use max HP instead, increase from 50% to 75%, and increase its damage cap to 5,000 and then 10,000 HP.
- Black Maria's attacks are
Almighty-based. Deathtouch heals her, while Sea of Chaos applies a 3-turn
DEF Debuff to your party.
- The left Berserker can sometimes apply
Mute with
Dark Sword.
- Hellbound: Almighty will apply 5 stacks of
Spirit Chains of Suppression to you.
- If you fail to kill the adds by the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Black Maria will do one too, if she isn't dead by her third turn.
Fusibles challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be fusible*.
|
Lv 6-8 |
4 or more demons must be fusible.
|
Lv 9+ |
All 5 demons must be fusible.
|
Lv 6+ |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be Clear.
|
Notes regarding fusibles:
- Multi-fusions count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- You must break or remove Black Maria's Bulwark each turn, to avoid her revenge fractional hit and revives. The Bulwark is 13% of her max HP, 5% from herself and 8% from Odin.
- If you intend to break the Bulwark, then you must use attacks that do NOT pierce Bulwarks. Demons with Bulwark-piercing innate skills can consider transferring attacks that don't pierce, such as
Zandyne or
Wind Slash.
- Once the Bulwark is down, kill Maria ASAP. The other enemies are not very threatening, so once Maria is down, the fight becomes trivial.
Team notes:
Baal: 204 magic, has Force Amp, Purple has Merciless Blow, p1 has 20% damage. 50% team damage aura (20% at p0, 30% at p3, 50% at p4). 140 power single-target normal attack, and
Tempest is a 140 power AoE that applies
ATK Buff and
DEF Debuff.
Susano-o: 235 strength, has Assassin, Purple has Merciless Blow, p1 has 15% damage, p3 has 25% damage, p4 has 25% damage. Kusanagi is 200 power single-target, and applies
ATK Buff.
Seth: 248 strength, Purple has Force Amp, p1 has 15% damage, p4 has 25% damage.
Ouas (160 power single-target with 50% crit).
Oberon: 216 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target).
Isis: 148 magic.
Zandyne (160 power single-target). Mainly as Clear filler.
Other options worth considering:
Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage.
Mazandyne (120 power AoE).
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Zandyne + Force Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Zandyne + Force Boost.
Long: 183 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target). Yellow has
Concentrate.
Garuda: 190 magic, p1 has 10% Force damage.
Zandyne (160 power single-target). Innately has Auto-Rakunda to apply
DEF Debuff.
Loki: 198 magic, p3 has 5% damage.
Zandyne (160 power single-target).
Tsukuyomi: 216 magic, p3 has 5% damage.
Zanma (140 power single-target). Needs Resist Phys. Can be re-used for the race challenge.
Sandalphon: 170 magic (p1), has 10% damage on p3.
Zandyne (160 power single-target).
Race Challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
All 5 demons must be of the races Lady, Genma, Avian, Deity, or Entity
|
Lv 6-8 |
All 5 demons must be of the races Lady, Genma, Avian, or Deity.
|
Lv 9+ |
All 5 demons must be of the races Lady, Genma, or Avian.
|
General strategy:
- You must break or remove Black Maria's Bulwark each turn, to avoid her revenge fractional hit and revives. The Bulwark is 13% of her max HP, 5% from herself and 8% from Odin.
- If you intend to break the Bulwark, then you must use attacks that do NOT pierce Bulwarks. Demons with Bulwark-piercing innate skills can consider transferring attacks that don't pierce, such as
Zandyne or
Wind Slash.
- Once the Bulwark is down, kill Maria ASAP. The other enemies are not very threatening, so once Maria is down, the fight becomes trivial.
Team notes:
Garuda innately has Auto-Rakunda to apply
DEF Debuff. We have Auto-Taruka transferred to apply
ATK Buff as well, providing a full buff swing.
Cu Chulainn A's
Barbed Spear pierces Bulwarks, which is unfortunate, as it cannot help break Maria's Bulwark. However, he still deals good damage to push for a kill.
- Transferring
Wind Slash is an option, since it does not pierce Bulwarks.
- His color does not really matter.
Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage.
Mazandyne (120 power AoE).
Tsukuyomi is weak to
Phys, so he has Resist Phys transferred to cover it.
- Damage-wise, he prefers using max-level
Zanma plus a damage booster, over using
Zandyne with no damage booster. Zanma can be leveled cheaply using 3★ fodder.
- His color does not really matter, unless you specifically need more HP from Purple.
Other options worth considering:
Sanzu River Area (weak to
Light)
Overview
Fusibles challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be fusible*.
|
Lv 6-8 |
4 or more demons must be fusible.
|
Lv 9+ |
All 5 demons must be fusible.
|
Lv 6+ |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be Clear.
|
Notes regarding fusibles:
- Multi-fusions count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- Set up
Evade Mortal (with Tetraja, for example) as soon as possible, and refresh it when it runs out. Make sure it's active to shield the revenge Mortal hit whenever you kill a Chatterskull.
- Bring as many
Light attackers as possible.
- Focus on killing Nidhoggr first (preferably with single-target attacks), then kill the Chatterskulls, and kill Ixtab last.
- If Nidhoggr does not die first, then he will get a full heal and a 20% HP bulwark when each of the Chatterskulls die.
- If Ixtab is not killed last, then you will wipe.
- Do not simply AoE everything down! - if you try that, then the skulls will die first, Nidhoggr will heal + bulwark, then Ixtab will die, leaving Nidhoggr still alive, and you will wipe.
- Nidhoggr is also weak to
Elec, and nobody NDR's it. Therefore, Elec AoE units can heavily damage Nidhoggr while only lightly damaging the other enemies.
- Try to cover your
Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Team notes:
Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts
Evade Mortal at the start of your turn, saving you a press turn.
- She also has a 3 MP discount for Light skills, meaning she should not have MP problems and can safely run Spell brands. This also means she can safely use powerful high-MP attack skills such as
Thunderclap.
- Her skill priority from greatest to least damage is: White Slash (Underside), Thunderclap (Underside), Thunderclap, Hamadyne, White Slash, innate Hamaon.
- However, using White Slash (Underside) or Thunderclap (Underside) is risky, as the AoE chain might kill the Chatterskulls before Nidhoggr.
- We're using
Clear so Arianrhod can be used in multiple rule sets.
- She also has a healing boost. At level 50, maxed Media heals about 300 HP, while maxed Diara heals about 1400 HP. For comparison, Ixtab and the Chatterskulls deal about 500 damage per hit (with atk down + def up, but without Nu/Dr/Rp's 70% reduction), so Arianrhod's innate healing skills are unlikely to make a big difference. Stick with your healing items.
- If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
Anat: Deals a lot of AoE Elec damage, plus
Thunderstorm applies
ATK Debuff and
DEF Debuff.
Anat and
Izanami both boost the team's Elec damage, and grant a total 2 MP discount for the team's Elec skills.
Ishtar:
Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using
Mahamaon afterwards.
Red offers
Thunderclap as a single-target attack option.
- All weaknesses to
Dark are covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
- This is technically optional with P3 Ishtar, as she's just bulky enough to be the sole survivor of the weakness spam (even with her own weakness open), and can then finish Ixtab. This will eventually stop working at around level 50, however, at which point you need the DPS from the team surviving to win.
- From there, just use whatever
Light units are available, with whichever damage boosters you have. Try not to boost your AoE damage too much, as to not kill Chatterskulls too early.
- Despite Arianrhod's Light damage aura, this sample party goes for mostly
Elec, since it can more-safely AoE everything down.
Other options worth considering:
Michael: 183 magic, P2 has 30% Light damage. However,
Soul Judgement's random targeting can be a problem if it kills a Chatterskull too soon. Consider using him in Red for Thunderclap, or transferring Hamadyne.
Mastema: 201 magic, Purple has Light Amp and P1 has 15% Light damage. However, you may want to transfer
Hamadyne since
Trial of Hate is an AoE.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Hamadyne + Light Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Hamadyne + Light Boost.
Lailah: 206 magic, has Light Boost.
Hamadyne and
Mahamaon. Needs Resist Dark.
Sleipnir: 172 magic (p1), has Light Boost, P2 has 5% damage.
Hamadyne and
Mahamaon.
Principality: 195 magic, Purple has Light Boost.
Hamaon. Needs Resist Dark.
Sandalphon: 170 magic (p1), P3 has 10% damage.
Hamadyne and
Mahamaon. Null Dark for 30% Dark damage reduction.
Race challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
All 5 demons must be of the races Holy, Megami, Deity, Herald, or Kishin.
|
Lv 6-8 |
All 5 demons must be of the races Holy, Megami, Deity, or Herald.
|
Lv 9+ |
All 5 demons must be of the races Holy, Megami, or Deity.
|
General strategy
- Set up
Evade Mortal (with Tetraja, for example) as soon as possible, and refresh it when it runs out. Make sure it's active to shield the revenge Mortal hit whenever you kill a Chatterskull.
- Bring as many
Light attackers as possible.
- Focus on killing Nidhoggr first (preferably with single-target attacks), then kill the Chatterskulls, and kill Ixtab last.
- If Nidhoggr does not die first, then he will get a full heal and a 20% HP bulwark when each of the Chatterskulls die.
- If Ixtab is not killed last, then you will wipe.
- Do not simply AoE everything down! - if you try that, then the skulls will die first, Nidhoggr will heal + bulwark, then Ixtab will die, leaving Nidhoggr still alive, and you will wipe.
- Nidhoggr is also weak to
Elec, and nobody NDR's it. Therefore, Elec AoE units can heavily damage Nidhoggr while only lightly damaging the other enemies.
- Try to cover your
Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Team notes:
Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts
Evade Mortal at the start of your turn, saving you a press turn.
- She also has a 3 MP discount for Light skills, meaning she should not have MP problems and can safely run Spell brands. This also means she can safely use powerful high-MP attack skills such as
Thunderclap.
- Her skill priority from greatest to least damage is: White Slash (Underside), Thunderclap (Underside), Thunderclap, Hamadyne, White Slash, innate Hamaon.
- However, using White Slash (Underside) or Thunderclap (Underside) is risky, as the AoE chain might kill the Chatterskulls before Nidhoggr.
- We're using
Clear so Arianrhod can be used in multiple rule sets.
- She also has a healing boost. At level 50, maxed Media heals about 300 HP, while maxed Diara heals about 1400 HP. For comparison, Ixtab and the Chatterskulls deal about 500 damage per hit (with atk down + def up, but without Nu/Dr/Rp's 70% reduction), so Arianrhod's innate healing skills are unlikely to make a big difference. Stick with your healing items.
- If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
Zeus: Pushes a lot of single-target
Elec damage on Nidhoggr. Also has Null Dark for 70% damage reduction.
Anat: AoE Elec damage with
Thunderstorm, which also applies
ATK Debuff,
DEF Debuff, and
Concentrate. If panel 2, also gives a 10% Elec damage aura and -1 MP cost of Elec skills for the team.
Izanami: AoE
Elec damage, and a team Elec damage aura (20% if Panel 3, 10% if not). If panel 4, she also discounts the team's Elec skills by 1 MP. Also has Drain Dark for 70% damage reduction.
Ishtar:
Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using
Mahamaon afterwards.
Red offers
Thunderclap as a single-target attack option.
- Her weakness to
Dark is covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
- At higher levels, note that this team can kill Nidhoggr with AOEs without killing the Chatterskulls. Once you've reached this point, it is not necessary to cast Tetraja on the first turn (since the skulls will not die), so you can squeeze in some more damage instead. Make sure to cast it on your second turn when you do expect the skulls to die, though.
Other options worth considering:
Odin A: Strong
Elec attacker that applies
Zenith and
Gloom, as well as boosts the team's Elec damage, crit damage, and crit rate. However, note that his effect to prevent spending a press turn won't work, and he cannot gain boost levels on his skill while under
Spirit Chains of Suppression.
Cleopatra: Good single-target
Light damage, and applies
Spirit Chains of Corrosion to reduce the bulk of all enemies. However, she will need a Resist Dark transfer.
Vishnu A: AoE
Light damage. Also has Null Dark for 70% damage reduction. A small caveat is that his automatic Dark AoE will be repelled back at him, but it doesn't hurt very much.
Artemis: Good single-target
Elec damage.
Norn: 193 magic, has Merciless Blow. Automatic cast of Luster Candy, and can do decent damage if given a Light or Elec transfer.
Sleipnir: 172 magic (p1), has Light Boost, P2 has 5% damage.
Hamadyne and
Mahamaon.
Sphinx: 210 magic, p3 has 10% light damage.
Mahamaon and
Ziodyne. Needs Resist Dark.
Low-grade challenge
Team restrictions:
Difficulty |
Restriction
|
Lv 3-5 |
3 or more demons must be grade 83 or lower.
|
Lv 6-8 |
4 or more demons must be grade 83 or lower.
|
Lv 9+ |
All 5 demons must be grade 83 or lower.
|
Lv 6-8 |
1 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
2 or more demons must be grade 79 (4★ base) or lower.
|
Lv 9+ |
1 or more demons must be grade 59 (3★ base) or lower.
|
General strategy
- Set up
Evade Mortal (with Tetraja, for example) as soon as possible, and refresh it when it runs out. Make sure it's active to shield the revenge Mortal hit whenever you kill a Chatterskull.
- Bring as many
Light attackers as possible.
- Focus on killing Nidhoggr first (preferably with single-target attacks), then kill the Chatterskulls, and kill Ixtab last.
- If Nidhoggr does not die first, then he will get a full heal and a 20% HP bulwark when each of the Chatterskulls die.
- If Ixtab is not killed last, then you will wipe.
- Do not simply AoE everything down! - if you try that, then the skulls will die first, Nidhoggr will heal + bulwark, then Ixtab will die, leaving Nidhoggr still alive, and you will wipe.
- Nidhoggr is also weak to
Elec, and nobody NDR's it. Therefore, Elec AoE units such as
Queen Mab can heavily damage Nidhoggr while only lightly damaging the other enemies.
- Try to cover your
Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Team notes:
Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts
Evade Mortal at the start of your turn, saving you a press turn.
- She also has a 3 MP discount for Light skills, meaning she should not have MP problems and can safely run Spell brands. This also means she can safely use powerful high-MP attack skills such as
Thunderclap.
- Her skill priority from greatest to least damage is: White Slash (Underside), Thunderclap (Underside), Thunderclap, Hamadyne, White Slash, innate Hamaon.
- However, using White Slash (Underside) or Thunderclap (Underside) is risky, as the AoE chain might kill the Chatterskulls before Nidhoggr.
- We're using
Clear so Arianrhod can be used in multiple rule sets.
- She also has a healing boost. At level 50, maxed Media heals about 300 HP, while maxed Diara heals about 1400 HP. For comparison, Ixtab and the Chatterskulls deal about 500 damage per hit (with atk down + def up, but without Nu/Dr/Rp's 70% reduction), so Arianrhod's innate healing skills are unlikely to make a big difference. Stick with your healing items.
- If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
Queen Mab: Her chains won't work, due to
Spirit Chains of Suppression. But that's fine, as a couple casts of Cuailnge should already be a lot of
Elec damage against Nidhoggr.
Baldur: Applies -1 MP cost to the team's Light skills, and offers a 5-15% Light damage aura. He's also a 4★, to help meet challenge requirements.
Ishtar:
Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using
Mahamaon afterwards.
Red offers
Thunderclap as a single-target attack option.
- All weaknesses to
Dark are covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
- This is technically optional with P3 Ishtar, as she's just bulky enough to be the sole survivor of the weakness spam (even with her own weakness open), and can then finish Ixtab. This will eventually stop working at around level 50, however, at which point you need the DPS from the team surviving to win.
- From there, just use whatever
Light units are available, with whichever damage boosters you have. Try not to boost your AoE damage too much, as to not kill Chatterskulls too early.
- In this setup, Queen Mab eats both revenge hits from the Chatterskulls, so make sure to heal her before ending your turn.
Other options worth considering: