Hell's Park Underside
Hell's Park Underside is a mode where you fight bosses that have customizable difficulty levels.
Contents
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.
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.
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 someone has reached level 240. It's probably safe to assume that the levels are effectively infinite.
Level | ![]() |
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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.
Level | ![]() |
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11-20 | 300 |
21-100 | 50 |
101+ | 10 |
Rules
All battles in Hell's Park Underside have a general set of restrictions in place:
- You cannot pierce attributes (for example, Fire Pierce effects will not work). Enemies can still pierce, though!
Attribute affinity down does not work.
- Anti-pierce effects do not work.
- Effects that increase your Press Turns or decrease the enemy's Press Turns do not work.
- Effects that prevent spending a Press Turn (such as Chief God's Rage) do not work.
- Remnants and Critical Hits will not use half a Press Turn (however, if an attack with those qualities also hits a weakness, then you do use half a Press Turn).
- Damage reduction and reverse damage reduction do not work.
- Dx2 Skills (from Liberators) do not work.
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.
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.
Type | Name | Specific area? | Exclusive? | Notes |
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Pixie (Underside) | - | ![]() |
Available through ![]() |
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Illuyanka (Underside) | Grave Area only | ![]() |
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Fortunate park visitor | - | - | Rare drop from Hell Genome Cube (costs ![]() |
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Trisagion (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
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Ice Age (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
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Struggle Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
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Fire Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
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Ice Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
Rewards
Friendship Badge shop
Gold badges
Exchange Lineup | ![]() |
Cap |
---|---|---|
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600 | 1 |
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100 | 10 |
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150 | 20 |
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200 | 30 |
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100 | 94 |
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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 currently 690 per month, assuming you clear level 10 of each area.
Silver badges
Exchange Lineup | ![]() |
Cap |
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Hell Genome Cube × 1 | 1,000 | No Cap |
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3,000 | 1 |
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3,000 | 1 / Month |
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100 | 20 / Month |
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500 | 5 / Month |
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200 | 5 / Month |
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3,000 | 2 / Month |
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1,500 | 1 / Month |
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3,000 | 1 / Month |
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2,000 | 2 / Month |
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300 | 5 / Month |
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300 | 5 / Month |
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300 | 5 / Month |
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300 | 5 / Month |
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300 | 5 / Month |
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1,500 | 2 / Month |
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500 | 10 / Month |
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 |
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Rare, exclusive |
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Rare, exclusive |
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Rare, exclusive |
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Rare, exclusive |
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Rare, exclusive |
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Rare, exclusive |
Guide
Spike Hell Area (
Heimdall)
Mandrake | Heimdall | King Frost | Mandrake |
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Resistances | ![]() |
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Mandrake | - | Wk | Wk | - | - | - | Nu |
Heimdall | - | Wk | Nu | - | Dr | Nu | Rs |
King Frost | - | Wk | Nu | - | - | Rs | - |
Mandrake | - | Wk | Wk | - | - | - | Nu |
Battle Speed | 10,000 |
Skills on multiple demons:
Skills on Mandrakes only:
Skills on Heimdall only:
Skills on King Frost only:
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 ![]() |
Notes regarding fusibles:
- Multi-fusions count.
Beelzebub☆ counts, despite needing a gacha-exclusive material to make him.
Masakado A counts, but the other limited-time multi-fusions do not count.
Pixie and
Slime count, even though you cannot fuse them.
Explanation
- For level 10, you need to run a team of all fusibles, with a focus on
Fire damage. One of your demons must also be
Clear, and one must be grade 79 or lower (meaning 4★ or lower base rarity).
- Hellbound: Phys will apply 5 stacks of
Spirit Chains of Suppression to you.
- At time of writing there is no way to remove this, you will just have to deal with it.
- Hell Eater drains your MP whenever your turn starts, and King Frost will drain your MP with Cold World Underside when he attacks. When Heimdall falls below 50% HP, his Stout Horn Underside will also start draining your MP.
- 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. Heimdall will do one too, if he isn't dead by his third turn.
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) and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
- Any team slots that aren't providing utility should deal Fire damage or boost it.
Cybele does good damage and has a fire damage aura for the team (+10% damage at base, upgraded to +20% at panel 3). She is also
Clear, fulfilling that team requirement.
- Panel 3
Metatron gives a +20% magic damage aura to the team. Transfer a Fire spell so he can contribute his own damage, as well.
- 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.
- Bring 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.
- Example 5★ demons with innate NDR Phys: Teal
Quetzalcoatl, Teal
Gogmagog,
Zaou-Gongen,
Erlkonig,
Fafnir,
Masakado A,
Beelzebub☆
- If you cast Tetrakarn (
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.
- Example 5★ demons with innate NDR Phys: Teal
- For the 4★ slot:
Prometheus offers good fire damage.
Red gets a cheap Maragidyne, while
Purple gets Infinite Chakra for more MP recovery.
Girimekhala,
Rangda,
Hecatoncheires, Teal
Wu Kong have innate NDR Phys.
Kawara Area (
Hresvelgr)
Feng Huang | Hresvelgr | Tsukuyomi | Feng Huang |
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Resistances | ![]() |
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Feng Huang | Wk | Nu | Wk | - | - | - | - |
Hresvelgr | Wk | Wk | Dr | - | Nu | - | - |
Tsukuyomi | Wk | Nu | Nu | Rs | Rs | - | - |
Feng Huang | Wk | Nu | Wk | - | - | - | - |
Battle Speed | 10,000 |
Skills on multiple demons:
Skills on Feng Huangs only:
Skills on Hresvelgr only:
Skills on Tsukuyomi only:
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. |
Explanation
- The enemy will start the battle by casting
Repel Physical. Tsukuyomi will cast it again when the enemy turn starts, and Hresvelgr will cast it if anyone on your team dies.
- Hellbound: Ice 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. Hresvelgr will do one too, if he isn't dead by his third turn.
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.
Grave Area (
Mithras)
Shiki-Ouji | Mithras | Cybele | Shiki-Ouji |
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Resistances | ![]() |
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Shiki-Ouji | Nu | Wk | Wk | - | - | Rs | Rs |
Mithras | - | Dr | Wk | - | - | Nu | - |
Cybele | - | Dr | Wk | - | Rs | Nu | Rs |
Shiki-Ouji | Nu | Wk | Wk | - | - | Rs | Rs |
Battle Speed | 10,000 |
Skills on multiple demons:
Skills on Shiki-Oujis only:
Skills on Mithras only:
Skills on Cybele only:
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. |
Explanation
- Hellbound: Fire 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. Mithras will do one too, if he isn't dead by his third turn.
- Mithras will follow up with Covenant Bless Underside whenever he, his allies, or you use a Fire/Light attack. The hit doesnt hurt, but it does heal Mithras and his party, which can prolong the fight. Cybele and the Shiki-Ouji on the right also have healing spells.
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.
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Team notes:
- Illuyanka's contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain. He doesn't really need MP either, so he should run Spell brands and a damage booster.
- 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.
- 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.
Quest Areas | |
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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 (Underside) • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion |
Competitive | Democalypse • D2 Duel • Battle Tower |