Hell's Park Underside

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Hells Park Underside screenshot.jpg

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 Icon Friendship Badge Gold.png Gold Icon Friendship Badge Silver.png 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 Icon Friendship Badge Silver.png 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

Icon Friendship Badge Silver.png 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 Icon Friendship Badge Silver.png silver badge x1,000
11-100 Icon Friendship Badge Silver.png silver badge x500
101-1,000 Icon Friendship Badge Silver.png silver badge x400
1,001-10,000 Icon Friendship Badge Silver.png silver badge x300
10,001-30,000 Icon Friendship Badge Silver.png silver badge x200
30,001-9,999,999 Icon Friendship Badge Silver.png silver badge x100
Total score ranking rewards
Rank Reward
1 Icon Friendship Badge Silver.png silver badge x3,000, "Underside MVP" title
2 Icon Friendship Badge Silver.png silver badge x3,000, "Proven Strength" title
3 Icon Friendship Badge Silver.png silver badge x3,000, "A True Secret Trick" title
4-10 Icon Friendship Badge Silver.png silver badge x3,000, "Famous Behind the Scenes" title
11-100 Icon Friendship Badge Silver.png silver badge x1,500
101-9,999,999 Icon Friendship Badge Silver.png 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.

Type Name Specific area? Exclusive? Notes
Passive Passive Pixie (Underside) - Pixie.jpg Pixie Available through Icon Friendship Badge Silver.png silver badges in Jan 2025.
Passive Passive Illuyanka (Underside) Ice Grave Area only Illuyanka.jpg Illuyanka
  • Available through Icon Friendship Badge Silver.png silver badges in Feb 2025.
  • A Red Red Illuyanka.jpg Illuyanka with this skill was distributed on Jan 20, 2025.
Passive Passive Koumokuten (Underside) Phys Kawara Area only Koumokuten.jpg Koumokuten Available through Icon Friendship Badge Silver.png silver badges in Mar 2025.
Passive Passive Baphomet (Underside) Fire Spike Hell Area only Baphomet.jpg Baphomet Available through Icon Friendship Badge Silver.png silver badges in Apr 2025.
Passive Passive Arianrhod (Underside) Light Sanzu River Area only Arianrhod.jpg Arianrhod Available through Icon Friendship Badge Silver.png silver badges in May 2025.
Passive Passive Dominion (Underside) Elec Blood Pond Area only Dominion.jpg Dominion Available through Icon Friendship Badge Silver.png silver badges in Jun 2025.
Passive Passive Fortunate park visitor - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Phys Phys Struggle Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Fire Fire Trisagion (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Fire Fire Fire Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Ice Ice Ice Age (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Ice Ice Ice Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Elec Elec Thunder Reign (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Elec Elec Thunder Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Force Force Killing Wind (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Force Force Wind Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Light Light Thunderclap (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Light Light White Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)

Rewards

Friendship Badge shop

Gold badges

Exchange Lineup Icon Friendship Badge Gold.png Gold badge cost Cap
Red Lost Name.jpg Lost Name 600 1
Icon Spirit.png Lost Name Spirit × 10 (1st set) 100 10
Icon Spirit.png Lost Name Spirit × 10 (2nd set) 150 20
Icon Spirit.png Lost Name Spirit × 10 (3rd set) 200 30
Icon Transcend Stone.png Transcend Stone for Lost Name × 1 (1st set) 100 94
Icon Transcend Stone.png 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.
    • Icon Friendship Badge Gold.png Gold badge income is 690 per month (230 per area) if you clear level 10 of each area.

Silver badges

Exchange Lineup Icon Friendship Badge Silver.png Silver badge cost Cap
Icon Hell Genome Cube.png Hell Genome Cube × 1 1,000 No Cap
Icon Skill Genome.pngPixie.jpg Pixie (Underside) Genome 3,000 1
Icon Skill Genome.pngIlluyanka.jpg Illuyanka (Underside) Genome 3,000 1
Icon Skill Genome.pngKoumokuten.jpg Koumokuten (Underside) Genome 3,000 1
Icon Skill Genome.pngBaphomet.jpg Baphomet (Underside) Genome 3,000 1
Icon Skill Genome.pngArianrhod.jpg Arianrhod (Underside) Genome 3,000 1
Icon Skill Genome.pngDominion.jpg Dominion (Underside) Genome 3,000 1
Icon Sword of Kusanagi.png Sword of Kusanagi 5★ 100 20 / Month
Icon Yata Mirror.png Yata Mirror 5★ 500 5 / Month
Icon Yasaka Magatama.png Yasaka Magatama 5★ 200 5 / Month
Icon Kasane Magatama.png Kasane Magatama 3,000 2 / Month
Icon Aether Crystal.png Aether Crystal 1,500 1 / Month
Icon Skip Ticket Sin.png Skip Ticket (Sin) x20 3,000 1 / Month
Icon Essence of Sin.png Essence of Sin x160 2,000 2 / Month
Icon Mitama Extract St.png Mitama Extract St x10 300 5 / Month
Icon Mitama Extract Ma.png Mitama Extract Ma x10 300 5 / Month
Icon Mitama Extract Vi.png Mitama Extract Vi x10 300 5 / Month
Icon Mitama Extract Ag.png Mitama Extract Ag x10 300 5 / Month
Icon Mitama Extract Lu.png Mitama Extract Lu x10 300 5 / Month
Icon Blank Genome.png Blank Genome 1,500 2 / Month
Icon 6 Star Brand Cube.png 6★ Brand Cube 500 10 / Month
  • Icon Friendship Badge Silver.png 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 Icon Hell Genome Cube.png Hell Genome Cube gives a random skill genome from a very large pool. A few of the skills are rare and exclusive:

Genome Notes
Passive Fortunate park visitor Rare, exclusive
Phys Struggle Slash (Underside) Rare, exclusive
Fire Trisagion (Underside) Rare, exclusive
Fire Fire Slash (Underside) Rare, exclusive
Ice Ice Age (Underside) Rare, exclusive
Ice Ice Slash (Underside) Rare, exclusive
Elec Thunder Reign (Underside) Rare, exclusive
Elec Thunder Slash (Underside) Rare, exclusive
Force Killing Wind (Underside) Rare, exclusive
Force Wind Slash (Underside) Rare, exclusive
Light Thunderclap (Underside) Rare, exclusive
Light 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.

Month Challenge type Icon Skill Genome.png Shop genome
Fusibles Race Low-grade
Jan 2025 Fire Spike Hell Phys Kawara Ice Grave Pixie.jpg Pixie (Underside)
Feb 2025 Fire Spike Hell Phys Kawara Ice Grave Illuyanka.jpg Illuyanka (Underside)
Mar 2025 Phys Kawara Fire Spike Hell Light Sanzu River Koumokuten.jpg Koumokuten (Underside)
Apr 2025 Elec Blood Pond Light Sanzu River Fire Spike Hell Baphomet.jpg Baphomet (Underside)
May 2025 Light Sanzu River Force Hell Cafe Elec Blood Pond Arianrhod.jpg Arianrhod (Underside)
Jun 2025 Force Hell Cafe Elec Blood Pond Phys Kawara Dominion.jpg Dominion (Underside)

Guide

Kawara Area (weak to Phys Phys)

Overview


Feng Huang Hresvelgr Tsukuyomi Feng Huang
HPUKawaraFeng Huang L.jpg HPUKawaraHresvelgr.jpg HPUKawaraTsukuyomi.jpg HPUKawaraFeng Huang R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Hell Recovery.png Hell Ultra Booster.png

Skills on Feng Huang.jpg Feng Huangs only:

Fire Pierce Weak Underside.png Hellsent Fire.png

Skills on Hresvelgr.jpg Hresvelgr only:

Ice Pierce Weak Underside.png North Wind Underside.png Hell Mega Booster.png Hellbound Ice.png

Skills on Tsukuyomi.jpg Tsukuyomi only:

Force Pierce Weak Underside.png Fast Tetraka Underside.png Hellsent Force.png

Explanation

  • The enemy will start the battle by casting Icon Repel Physical.png Repel Physical. Tsukuyomi will cast it again when the enemy turn starts, and Hresvelgr will cast it if anyone on your team dies.
  • The Feng Huangs apply Icon ATK Buff.pngIcon DEF Buff.pngIcon EVAC Buff.png Luster Candy and Icon ATK Debuff.pngIcon DEF Debuff.pngIcon EVAC Debuff.png Debilitate at the start of the battle.
  • Hellbound: Ice will apply 5 stacks of Icon Spirit Chains of Suppression.png 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.

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 Clear.

Notes regarding fusibles:

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 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.jpg Koumokuten with the skill Koumokuten (Underside), bring him.
  • Cover your Ice 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.
Sample party
ArchTeal.png Asura.jpg Asura
Skills
Tetra Break
Resist Ice
Brands
PATK% Divine
Requirements
-
ArchRed.png Shiva.jpg Shiva
Skills
Phys Boost
Resist Ice
Brands
PATK% War
Requirements
-
ArchPurple.png Flauros.jpg Flauros
Skills
Phys Amp
Resist Ice
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Seth.jpg Seth
Skills
Merciless Blow
Master Assassin
Brands
PATK% Divine or War
Requirements
-
ArchClear.png Koumokuten.jpg Koumokuten
Skills
Koumokuten (Underside)
God's Hand
Brands
PATK% War
Requirements
-

Team notes:

  • Asura.jpg Asura: 212 strength, 30% crit rate, P1 has 20% crit rate, P3 has 30% random-target damage aura. Phys 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.
  • Red Shiva.jpg 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 Phys Vorpal Blade (140 power AoE). Red has Phys 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 Almighty Pralaya, but that won't trigger Koumokuten's bonus effects.
  • Purple Flauros.jpg Flauros: 192 strength, P3 gives 15% phys damage, Purple has Epitome of Carnage. Phys Iron Fist grants Icon ATK Buff.pngIcon EVAC Buff.png EVAC Buff ATK and EVAC buffs, complementing Koumokuten's debuffs.
  • Seth.jpg Seth: 248 strength, p1 has 15% damage, p4 has 25% damage. Phys 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.jpg 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 Icon DEF Debuff.pngIcon EVAC Debuff.png 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 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 Phys Hades Blast by transferring it from Ose.jpg 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 Phys God's Hand, but cheaper options such as Phys Oni-Kagura can also work. Giving him Phys Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
  • Ice Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.

Other options worth considering:

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 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.jpg Koumokuten with the skill Koumokuten (Underside), bring him.
  • Cover your Ice 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.
Sample party
ArchPurple.png Marici.jpg Marici
Skills
Tetra Break
Phys Boost
Brands
PATK% Lead x2
Requirements
-
ArchPurple.png Fionn mac Cumhaill.jpg Fionn mac Cumhaill
Skills
Back Attack
Phys Boost
Brands
PATK% Divine or War
Requirements
-
ArchYellow.png Futsunushi.jpg Futsunushi
Skills
Back Attack
Phys Boost
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Cu Chulainn.jpg Cu Chulainn
Skills
Serial Killer
Phys Boost
Brands
PATK% Divine or War
Requirements
Panel 4
ArchClear.png Koumokuten.jpg Koumokuten
Skills
Koumokuten (Underside)
God's Hand
Brands
PATK% Divine or War
Requirements
-

Team notes:

  • Marici.jpg Marici: 195 str, Phys 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.jpg Fionn mac Cumhaill: Very high damage, applies Icon Zenith.png Zenith with Phys Moon-White Blade, and casts one Icon ATK Buff.png ATK Buff for 1 turn at start of combat.
  • Futsunushi.jpg Futsunushi: Team-wide Icon Critical.png Might on the first turn, then he can spam Phys Iai Isshin which grants him Icon Charge.png Charge with every cast.
  • Cu Chulainn.jpg Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Phys Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
  • Koumokuten.jpg 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 Icon DEF Debuff.pngIcon EVAC Debuff.png 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 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 Phys Hades Blast by transferring it from Ose.jpg 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 Phys God's Hand, but cheaper options such as Phys Oni-Kagura can also work. Giving him Phys Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
  • Ice 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 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.jpg Koumokuten with the skill Koumokuten (Underside), bring him.
  • Cover your Ice 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.
Sample party
ArchTeal.png Asura.jpg Asura
Skills
Tetra Break
Resist Ice
Brands
PATK% Divine
Requirements
-
ArchPurple.png Flauros.jpg Flauros
Skills
Phys Amp
Resist Ice
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Cu Chulainn.jpg Cu Chulainn
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
Panel 4
ArchYellow.png Cerberus.jpg Cerberus
Skills
Merciless Blow
Resist Ice
Brands
PATK% Divine or War
Requirements
-
ArchClear.png Koumokuten.jpg Koumokuten
Skills
Koumokuten (Underside)
God's Hand
Brands
PATK% Divine or War
Requirements
-

Team notes:

  • Asura.jpg Asura: 212 strength, 30% crit rate, P1 has 20% crit rate, P3 has 30% random-target damage aura. Phys 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.
  • Purple Flauros.jpg Flauros: 192 str, P3 gives 15% phys damage, Purple has Epitome of Carnage. Phys Iron Fist grants Icon ATK Buff.pngIcon EVAC Buff.png EVAC Buff ATK and EVAC buffs, complementing Koumokuten's debuffs.
  • Cu Chulainn.jpg Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Phys Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
  • Yellow Cerberus.jpg Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. Phys Hell Claw (420 power random w/ 50% crit). War Cry for Icon ATK Debuff.pngIcon DEF Debuff.png ATK and DEF Debuffs, and Yellow has War Dance for Icon ATK Buff.pngIcon DEF Buff.png ATK and DEF Buffs. Hell Claw also applies Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation to help survival. Needs Resist Ice.
  • Koumokuten.jpg 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 Icon DEF Debuff.pngIcon EVAC Debuff.png 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 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 Phys Hades Blast by transferring it from Ose.jpg 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 Phys God's Hand, but cheaper options such as Phys Oni-Kagura can also work. Giving him Phys Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
  • Ice Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.

Other options worth considering:

Spike Hell Area (weak to Fire Fire)

Overview


Mandrake Heimdall King Frost Mandrake
HPUSpikeMandrake.jpg HPUSpikeHeimdall.jpg HPUSpikeKing Frost.jpg HPUSpikeMandrake.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Hell Recovery.png Hell Ultra Booster.png

Skills on Mandrake.jpg Mandrakes only:

Dark Pierce Weak Underside.png Hellsent Dark.png

Skills on Heimdall.jpg Heimdall only:

Stout Horn Underside.png Hell Eater.png Hell Mega Booster.png Hellbound Phys.png

Skills on King Frost.jpg King Frost only:

Ice Pierce Weak Underside.png Cold World Underside.png Hellsent Ice.png

Explanation

  • Hellbound: Phys will apply 5 stacks of Icon Spirit Chains of Suppression.png Spirit Chains of Suppression to you.
  • Hell Eater drains your MP whenever your turn starts, and King Frost will drain your MP with Cold World Underside when he attacks (as well as applying Icon DEF Debuff.png). 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 - however his lacks phys pierce, so it can be reflected back at him with Icon Repel Physical.png Repel Physical.

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 Clear.

Notes regarding fusibles:

General strategy:

  • Your primary objective is to kill King Frost with Fire 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 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.jpg Baphomet with the skill Baphomet (Underside), bring him.
  • For survival, have Huang Long.jpg Huang Long use Five Elements (Icon Repel Almighty Magic.png Repel Almighty Magic), which will stop Heimdall from using his unique Almighty 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 Icon Repel Almighty Magic.png 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 Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png 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.
Sample party
ArchYellow.png Huang Long.jpg Huang Long
Skills
Speedster
Tetrakarn
Brands
Divine
Requirements
Panel 4
ArchClear.png Cybele.jpg Cybele
Skills
Fire Boost
Back Attack
Brands
MATK% Divine
Requirements
Panel 3
ArchRed.png Metatron.jpg Metatron
Skills
Butcher
Maragidyne
Brands
MATK% Divine
Requirements
Panel 3
ArchPurple.png Surt.jpg Surt
Skills
Fire Boost
Fire Amp
Brands
MATK% Divine
Requirements
Panel 3
ArchClear.png Baphomet.jpg Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Divine
Requirements
-

Team notes:

  • Everyone should have Divine brands, due to the tightness of MP in this fight.
  • Huang Long.jpg Huang Long for Icon Repel Almighty Magic.png 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.jpg Cybele satisfies the Clear Clear requirement, offers a team Fire damage aura (10% at base, 20% at p3), and has good innate Fire skills.
  • Metatron.jpg Metatron for his panel 3's 20% magic damage aura. He also has Fire Maragidyne so he can contribute his own damage.
  • Surt.jpg Surt pushes damage against King Frost.
  • Baphomet.jpg 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 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 Fire Trisagion, but cheaper options such as Fire Agidyne can also work. Giving him Fire Trisagion (Underside) would be ideal, should you pull one from the random cubes.
  • Remember to use Tetrakarn or use a Icon Phys Reflector.png Phys Reflector just before Heimdall does his Phys enrage!

Other options worth considering:

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 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.jpg Baphomet with the skill Baphomet (Underside), bring him.
  • The featured races do not have access to Icon Repel Almighty Magic.png Repel Almighty Magic, so you'll need to use a different method to survive Heimdall's Almighty attack spam. For example: Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation.
  • If you cast Tetrakarn or use a Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png 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 Icon Spirit Chains of Intimidation.png Intimidation, as those will reduce the power of the reflected damage.
Sample party
ArchPurple.png Lost Name.jpg Lost Name
Skills
Fire Boost
Assassin
Brands
HP% Life or Divine
Requirements
-
ArchTeal.png Moloch.jpg Moloch
Skills
Fire Survivor
Fire Boost
Brands
HP% Life or Divine
Requirements
-
ArchPurple.png Belial.jpg Belial
Skills
Serial Killer
Fire Boost
Brands
PATK% Divine
Requirements
-
ArchPurple.png Surt A.jpg Surt A
Skills
Butcher
Fire Boost
Brands
MATK% Divine
Requirements
-
ArchClear.png Baphomet.jpg Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Divine
Requirements
-

Team notes:

  • Lost Name.jpg Lost Name is easily accessible, does good damage based on HP, and applies Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation to help the team survive. His panel 1 helps significantly, dropping the cost of Fire Fatal Burn to just 4 MP at max skill level.
  • Moloch.jpg Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
  • Purple Surt A.jpg Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage. Fire Eruption (120 power AoE + ramping 100-175 power random). Applies Icon DEF Debuff.png DEF Debuff when Eruption is used. Panel 2 can also change his Standard Attack into Fire magic, allowing him to attack without needing MP.
  • Baphomet.jpg 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 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 Fire Trisagion, but cheaper options such as Fire Agidyne can also work. Giving him Fire 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 Icon Phys Reflector.png 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 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.jpg Baphomet with the skill Baphomet (Underside), bring him.
  • Compared to the other rulesets for this area, we don't have defensive utilities like Icon Repel Almighty Magic.png Repel Almighty Magic or Icon Spirit Chains of Intimidation.png 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 Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png 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.
Sample party
ArchClear.png Baphomet.jpg Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Spell
Requirements
-
ArchRed.png Prometheus.jpg Prometheus
Skills
Merciless Blow
Serial Killer
Brands
MATK% Spell
Requirements
Panel 3
ArchPurple.png Queen Mab.jpg Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Spell
Requirements
-
ArchPurple.png Moloch.jpg Moloch
Skills
Fire Survivor
Fire Boost
Brands
HP% Life
Requirements
-
ArchPurple.png Quetzalcoatl A.jpg Quetzalcoatl A
Skills
Serial Killer
Fire Boost
Brands
MATK% Spell
Requirements
-

Team notes:

  • Baphomet.jpg 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 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 Fire Trisagion, but cheaper options such as Fire Agidyne can also work. Giving him Fire Trisagion (Underside) would be ideal, should you pull one from the random cubes.
  • Prometheus.jpg Prometheus: 226 magic, has Fire Boost, p3 has 10% fire damage. Fire Agidyne and discounted Fire Maragidyne. Satisfies the 4★ requirement. Purple Purple is also an option, swapping out the Maragidyne for Infinite Chakra.
  • Queen Mab.jpg 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. Fire Cuailnge (180 power AoE w/Icon Concentrate.png Concentrate). Sets up a 1-turn Icon ATK Buff.png ATK Buff at start of combat.
  • Moloch.jpg Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
  • Quetzalcoatl A.jpg Quetzalcoatl A: 190 magic, has Fire Amp, P3 gives 25% damage. Fire Aztec Pulse (ramping 120-160 power AoE). Applies Icon ATK Debuff.pngIcon DEF Debuff.png 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 Icon Spirit Chains of Suppression.png 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:

Grave Area (weak to Ice Ice)

Overview


Shiki-Ouji Mithras Cybele Shiki-Ouji
HPUGraveShiki-Ouji L.jpg HPUGraveMithras.jpg HPUGraveCybele.jpg HPUGraveShiki-Ouji R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Hell Recovery.png Hell Ultra Booster.png

Skills on Shiki-Ouji.jpg Shiki-Oujis only:

Light Pierce Weak Underside.png Hell Booster.png Hellsent Light.png

Skills on Mithras.jpg Mithras only:

Fire Pierce Weak Underside.png Covenant Bless Underside.png Hell Mega Booster.png Hellbound Fire.png

Skills on Cybele.jpg Cybele only:

Fire Pierce Weak Underside.png Magna Mater Underside.png Mediarama plus.png Hellsent Fire.png

Explanation

  • Hellbound: Fire will apply 5 stacks of Icon Spirit Chains of Suppression.png 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 Fire/Light 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.

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 Ice attackers as possible, and kill the adds first so they can't heal Mithras.
  • If you have an Illuyanka.jpg Illuyanka with the skill Illuyanka (Underside), bring that, as it trivializes this fight.
Sample party
ArchTeal.png Black Rider.jpg Black Rider
Skills
Mabufudyne
Ice Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Frost Ace.jpg Frost Ace
Skills
Ice Amp
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Ym.jpg Ym
Skills
Merciless Blow
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Illuyanka.jpg Illuyanka
Skills
Illuyanka (Underside)
Ice Boost
Brands
MATK% Spell
Requirements
-
ArchTeal.png King Frost.jpg King Frost
Skills
Back Attack
Auto-Taruka
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Illuyanka.jpg 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 Ice Age or Ice Ice Age (Underside).
    • We're using Clear Clear so Illuyanka can be used in multiple rule sets. This happens to give him Ice Bufudyne, meaning the other transfer slot should be a damage booster.
    • A small optimization is to build a Purple Purple Illuyanka for the +10 magic from Magic Amp II. His transfer should be Ice Ice Age.
    • If you happen to pull Ice Ice Age (Underside) from the random cubes, use that regardless of color (with Purple Purple performing slightly better than Clear 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 Ice Breath by transferring it from Mermaid.jpg Mermaid or Illuyanka dupes, and can level his Ice Bufudyne by transferring it from Orochi.jpg Orochi dupes.
  • King Frost.jpg King Frost provides Icon DEF Debuff.png DEF Debuff via his skill Ice Cold World, to help push the damage. We also give him Auto-Taruka for Icon ATK Buff.png ATK Buff, ensuring we have a full offensive buff swing. Teal Teal covers his weakness.
  • The rest of the team are just Ice attackers that don't have open weaknesses to Fire Fire or Light 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 Elec)

Overview

Jatayu Fafnir Orochi Jatayu
HPUBloodJatayu L.jpg HPUBloodFafnir.jpg HPUBloodOrochi.jpg HPUBloodJatayu R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Phys Pierce Weak Underside.png Hell Recovery.png Hell Ultra Booster.png

Skills on left Jatayu.jpg Jatayu only:

Surprise Attack Curse.jpg Hellsent Phys.png

Skills on Fafnir.jpg Fafnir only:

Blight+.png Poison Dragons Sympathy Underside.png Hell Mega Booster.png Hellbound Phys.png

Skills on Orochi.jpg Orochi only:

Ice Pierce Weak Underside.png Surprise Attack Poison Underside.png Hellsent Ice.png

Skills on right Jatayu.jpg Jatayu only:

Force Pierce Weak Underside.png Surprise Attack Weak.png Hellsent Force.png

Explanation

  • Hellbound: Phys will apply 5 stacks of Icon Spirit Chains of Suppression.png Spirit Chains of Suppression to you.
  • Fafnir starts the battle by casting a 1-turn Icon DEF Buff.png DEF Buff and Icon EVAC Buff.png EV/AC Buff.
  • The enemy starts each turn with various effects in this order: Icon Curse.png Curse from the left Jatayu, Icon Weak.png Weak from the right Jatayu, Barrier Break from Orochi, and finally Icon Poison.png Poison from Orochi.
    • Due to this order, the Jatayus' ailments can be blocked by Icon Barrier.png Barrier (such as from Icon BrandEffect Ward.png 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 Icon Barrier.png Barrier or an immunity.
  • Fafnir's passive makes you take +1500% damage per tick of Icon Poison.png 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 Icon Poison.png Poison the demon that attacked him (up to twice per turn).
  • Fafnir's Blight+ will inflict Icon Poison.png 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 Clear.

Notes regarding fusibles:

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 Icon Amrita Shower.png Amrita Shower.
    • Dominion.jpg 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 Icon Poison.png 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 Icon Poison.png 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.jpg Dominion with the skill Dominion (Underside), as he automatically gives Icon Barrier.png 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 Icon Amrita Shower.png Amrita Shower to cleanse both attackers, then two Icon Bead.png 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.
Sample party
ArchPurple.png Indrajit.jpg Indrajit
Skills
Elec Amp
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Anat.jpg Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Izanami.jpg Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Titania.jpg Titania
Skills
Maziodyne
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
Panel 3
ArchClear.png Dominion.jpg Dominion
Skills
Dominion (Underside)
Thunder Reign
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • This team uses an Icon Amrita Shower.png 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.jpg Indrajit provides Icon ATK Buff.png ATK Buff and single-target Elec damage.
  • Anat.jpg Anat provides Icon ATK Debuff.png ATK Debuff and Icon DEF Debuff.png 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 Icon Concentrate.png Concentrate on every second cast of Elec Thunderstorm
  • Izanami.jpg Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
  • Dominion.jpg 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 Icon Barrier.png 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 Clear to fit multiple rule sets. Alternatively, Red Red comes with Elec 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 Elec Thunder Reign, but cheaper options such as Elec Ziodyne can also work. Giving him Elec 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 Icon Amrita Shower.png Amrita Shower.
    • Dominion.jpg 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 Icon Poison.png 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 Icon Poison.png 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.jpg Dominion with the skill Dominion (Underside), as he automatically gives Icon Barrier.png 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 Icon Amrita Shower.png Amrita Shower to cleanse both attackers, then two Icon Bead.png 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.
Sample party
ArchPurple.png Queen Mab.jpg Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Anat.jpg Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Izanami.jpg Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Lilith.jpg Lilith
Skills
Elec Boost
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Dominion.jpg Dominion
Skills
Dominion (Underside)
Thunder Reign
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Anat.jpg Anat provides Icon ATK Debuff.png ATK Debuff and Icon DEF Debuff.png 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 Icon Concentrate.png Concentrate on every second cast of Elec Thunderstorm
  • Izanami.jpg Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
  • Lilith.jpg Lilith: 190 magic. Elec Maziodyne.
  • Dominion.jpg 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 Icon Barrier.png 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 Clear to fit multiple rule sets. Alternatively, Red Red comes with Elec 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 Elec Thunder Reign, but cheaper options such as Elec Ziodyne can also work. Giving him Elec 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 Icon Amrita Shower.png Amrita Shower.
    • Dominion.jpg 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 Icon Poison.png 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 Icon Poison.png 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.jpg Dominion with the skill Dominion (Underside), as he automatically gives Icon Barrier.png 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 Icon Amrita Shower.png Amrita Shower to cleanse both attackers, then two Icon Bead.png 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.
Sample party
ArchPurple.png Queen Mab.jpg Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Thor.jpg Thor
Skills
Elec Amp
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Titania.jpg Titania
Skills
Ziodyne
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
Panel 3
ArchPurple.png Anubis.jpg Anubis
Skills
Ziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Dominion.jpg Dominion
Skills
Dominion (Underside)
Thunder Reign
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • This team uses an Icon Amrita Shower.png 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.jpg Titania: 235 magic, has Elec Boost, Purple has Back Attack, P3 has 10% Elec damage. Elec Ziodyne and Merciless Blow transfers.
  • Anubis.jpg Anubis: 217 magic, Purple has Merciless Blow. Elec Ziodyne and Elec Boost transfers.
  • Dominion.jpg 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 Icon Barrier.png 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 Clear to fit multiple rule sets. Alternatively, Red Red comes with Elec 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 Elec Thunder Reign, but cheaper options such as Elec Ziodyne can also work. Giving him Elec Thunder Reign (Underside) would be ideal, should you pull one from the random cubes.

Other options worth considering:

Hell Cafe (weak to Force Force)

Overview


Berserker Black Maria Odin Berserker
HPUCafeBerserker L.jpg HPUCafeBlack Maria.jpg HPUCafeOdin.jpg HPUCafeBerserker R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
Berserker Nu - - Rs Wk Nu Wk
Black Maria - - - Nu Wk Nu Rs
Odin - - - Rp Wk Rs Rs
Berserker Nu - - Rs Wk Nu Wk
Battle Speed 10,000

Skills on multiple demons:

Phys Pierce Weak Underside.png Hell Booster.png Hell Recovery.png Hell Ultra Booster.png Hellsent Phys.png

Skills on Black Maria.jpg Black Maria only:

Black Beckoning Underside.png Hell Mega Booster.png Hellbound Almighty.png

Skills on Odin.jpg Odin only:

Hell Guard.png

Skills on right Berserker.jpg Berserker only:

Ice Pierce Weak Underside.png Hellsent Ice.png

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 Icon Revive Ban.png 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 Almighty-based. Deathtouch heals her, while Sea of Chaos applies a 3-turn Icon DEF Debuff.png DEF Debuff to your party.
  • The left Berserker can sometimes apply Icon Mute.png Mute with Phys Dark Sword.
  • Hellbound: Almighty will apply 5 stacks of Icon Spirit Chains of Suppression.png 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 Clear.

Notes regarding fusibles:

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 Force Zandyne or Force 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.
Sample party
ArchPurple.png Baal.jpg Baal
Skills
Force Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Susano-o.jpg Susano-o
Skills
Force Boost
Force Amp
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Seth.jpg Seth
Skills
Force Boost
Master Assassin
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Oberon.jpg Oberon
Skills
Assassin
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Isis.jpg Isis
Skills
Force Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

Other options worth considering:

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 Force Zandyne or Force 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.
Sample party
ArchRed.png Garuda.jpg Garuda
Skills
Force Boost
Auto-Taruka
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Cu Chulainn.jpg Cu Chulainn
Skills
Force Boost
Force Amp
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Cu Chulainn A.jpg Cu Chulainn A
Skills
Serial Killer
Force Boost
Brands
PATK% Divine or War
Requirements
-
ArchRed.png Tsukuyomi.jpg Tsukuyomi
Skills
Resist Phys
Force Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Isis.jpg Isis
Skills
Force Boost
Assassin
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Garuda.jpg Garuda innately has Auto-Rakunda to apply Icon DEF Debuff.png DEF Debuff. We have Auto-Taruka transferred to apply Icon ATK Buff.png ATK Buff as well, providing a full buff swing.
  • Cu Chulainn A.jpg Cu Chulainn A's Force 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 Force Wind Slash is an option, since it does not pierce Bulwarks.
    • His color does not really matter.
  • Cu Chulainn.jpg Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Force Mazandyne (120 power AoE).
  • Tsukuyomi.jpg Tsukuyomi is weak to Phys Phys, so he has Resist Phys transferred to cover it.
    • Damage-wise, he prefers using max-level Force Zanma plus a damage booster, over using Force 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 Light)

Overview

Chatterskull Ixtab Nidhoggr Chatterskull
HPUSanzuChatterskull L.jpg HPUSanzuIxtab.jpg HPUSanzuNidhoggr.jpg HPUSanzuChatterskull R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
Chatterskull - Dr Wk - - Wk Nu
Ixtab - - - - - Wk Rp
Nidhoggr Nu - Nu Wk - Wk -
Chatterskull - Dr Wk - - Wk Nu
Battle Speed 10,000

Skills on multiple demons:

Phys Pierce Weak Underside.png Dark Pierce Weak Underside.png Hell Recovery.png Hell Ultra Booster.png Hellsent Phys.png Hellsent Dark.png

Skills on Chatterskull.jpg Chatterskulls only:

Vengeance Blow.png

Skills on Ixtab.jpg Ixtab only:

Yaxche Underside.png Hell Mega Booster.png Hellbound Dark.png

Skills on Nidhoggr.jpg Nidhoggr only:

Nastrond Underside.png

Explanation

  • Hellbound: Dark will apply 5 stacks of Icon Spirit Chains of Suppression.png Spirit Chains of Suppression to you.
  • Vengeance Blow - When a Chatterskull is killed, it will cast an Almighty Almighty hit with Mortal on their attacker.
  • Nastrond Underside - When an enemy dies, Nidhoggr gets a full heal and a 20% HP Bulwark. When your turn ends, a random enemy gets revived at 100% HP.
  • Yache Underside - When Ixtab is killed, she will deal 4 AoE hits of 10,000 fixed damage + Mortal, which also pierce Bulwarks and ignore endures. The gist is that she will wipe your party unless she dies last.
  • 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. Ixtab 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 Clear.

Notes regarding fusibles:

General strategy:

  • Set up Icon Null Mortal.png 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 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 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 Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Sample party
ArchClear.png Arianrhod.jpg Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
Brands
MATK% Spell
Requirements
-
ArchPurple.png Indrajit.jpg Indrajit
Skills
Elec Amp
Elec Boost
Brands
PATK% Divine or Spell
Requirements
-
ArchPurple.png Anat.jpg Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Izanami.jpg Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Ishtar.jpg Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Arianrhod.jpg Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts Icon Null Mortal.png 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 Light 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 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.jpg Anat: Deals a lot of AoE Elec damage, plus Elec Thunderstorm applies Icon ATK Debuff.png ATK Debuff and Icon DEF Debuff.png DEF Debuff.
  • Anat.jpg Anat and Izanami.jpg Izanami both boost the team's Elec damage, and grant a total 2 MP discount for the team's Elec skills.
  • Ishtar.jpg Ishtar: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
  • All weaknesses to Dark 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 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 Elec, since it can more-safely AoE everything down.

Other options worth considering:

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 Icon Null Mortal.png 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 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 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 Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Sample party
ArchClear.png Arianrhod.jpg Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Zeus.jpg Zeus
Skills
Elec Survivor
Elec Boost
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Anat.jpg Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Izanami.jpg Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Ishtar.jpg Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Arianrhod.jpg Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts Icon Null Mortal.png 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 Light 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 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.jpg Zeus: Pushes a lot of single-target Elec Elec damage on Nidhoggr. Also has Null Dark for 70% damage reduction.
  • Anat.jpg Anat: AoE Elec damage with Elec Thunderstorm, which also applies Icon ATK Debuff.png ATK Debuff, Icon DEF Debuff.png DEF Debuff, and Icon Concentrate.png Concentrate. If panel 2, also gives a 10% Elec damage aura and -1 MP cost of Elec skills for the team.
  • Izanami.jpg Izanami: AoE Elec 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.jpg Ishtar: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
    • Her weakness to Dark 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:

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 Icon Null Mortal.png 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 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 Elec, and nobody NDR's it. Therefore, Elec AoE units such as Queen Mab.jpg Queen Mab can heavily damage Nidhoggr while only lightly damaging the other enemies.
  • Try to cover your Dark Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
Sample party
ArchClear.png Arianrhod.jpg Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Sukuna-Hikona.jpg Sukuna-Hikona
Skills
Light Boost
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Queen Mab.jpg Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Baldur.jpg Baldur
Skills
Back Attack
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Ishtar.jpg Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Arianrhod.jpg Arianrhod with her underside skill provides a 30% Light damage and 30% accuracy aura to the team, and automatically casts Icon Null Mortal.png 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 Light 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 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.jpg Queen Mab: Her chains won't work, due to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression. But that's fine, as a couple casts of Cuailnge should already be a lot of Elec Elec damage against Nidhoggr.
  • Baldur.jpg 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.jpg Ishtar: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
  • All weaknesses to Dark 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 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:

Quest Areas
Permanent Content StoryDx2 QuestsAlter-WorldAura Gate (1, 2, SP)
Farming Quests Strange SignalBrands of SinWanted
Recurring Events Hell's Park (Underside) • AdventKiwamiTokyo AbyssTake Back TokyoDemon Alliance Invasion
Competitive DemocalypseD2 DuelBattle Tower
Retired Events Eclipse