Hell's Park Underside/Blood Pond Area/Dark

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Blood Pond Area (weak to Dark Dark)

Overview

Jatayu Fafnir Orochi Jatayu
HPUBloodJatayu L.jpg HPUBloodDarkFafnir.jpg HPUBloodDarkOrochi.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.

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.
    • Kaiwan.jpg Kaiwan with the skill Icon Skill Genome.png Kaiwan (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 Kaiwan.jpg Kaiwan with the skill Icon Skill Genome.png Kaiwan (Underside), or Dominion.jpg Dominion with Icon Skill Genome.png Dominion (Underside), as he will automatically give 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.

Underside skill demons

Kaiwan.jpg Kaiwan
Icon Skill Genome.png Kaiwan (Underside) effect overview
  • Self gets 50% HP, 180% Dark damage, 20% accuracy, 3 MP discount for Dark skills, and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression
  • The team gets 30% Dark damage and 30% accuracy.
  • When your first team member is about to act, Kaiwan cleanses your team's ailments and gives everyone Icon Barrier.png Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
Colors
  • Clear Clear for the fusibles ruleset.
  • Red Red for Dark Mamudoon.
Skill Transfer
  • Dark Hell Gaze (Underside) is ideal, otherwise use the highest-damage AoE attack skill you have. For example: Dark Mamudodyne.
  • Dark Mamudoon (from red or transferred) works as a cheap alternative.
  • Red Red should use a damage booster, such as Dark Amp or Back Attack (you cannot transfer Dark Boost since he already has it). If Hell Gaze (Underside) becomes available, then use that attack instead of a damage booster.
Brands
  • MATK% Spell.
  • Due to his MP discount, Divine's MP regen is probably not necessary.
Misc notes
  • Generally speaking: If Mamudoon will be your main attack, use Red. If you have Hell Gaze (Underside), use Clear.
Dominion.jpg Dominion
Icon Skill Genome.png Dominion (Underside) effect overview
  • Self gets 50% HP, 180% Elec damage, 20% accuracy, 3 MP discount for Elec skills, immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression, and immunity to Icon Curse.png Curse, Icon Poison.png Poison, and Icon Weak.png Weak,
  • The team gets 30% Elec damage and 30% accuracy.
  • When your first team member is about to act, Dominion cleanses your team's ailments and gives everyone Icon Barrier.png Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
Colors
  • Clear Clear for the fusibles ruleset.
  • Red Red for Elec Ziodyne. This frees up the transfer slot to run a damage booster.
Skill Transfer
  • Elec Thunder Reign (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example: Elec Thunder Reign.
  • Elec Ziodyne (from Red or transferred) works as a cheap alternative.
  • Red Red should use a damage booster, such as Elec Amp or Elec Boost. If either version of Thunder Reign becomes available, then use that attack instead of a damage booster.
Brands
  • MATK% Spell.
  • Due to his MP discount, Divine's MP regen is probably not necessary.
Misc notes
  • Generally speaking: If Ziodyne will be your main attack, use Red. If you have Thunder Reign (regular or Underside version), use Clear.
Jack Frost.jpg Jack Frost
Icon Skill Genome.png Jack Frost (Underside) effect overview
  • Self gets Icon Concentrate.png Concentrate (2.25x damage) on his first action - this is about 63% damage on average across his 2 actions on the first turn. Also gets 50% HP and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression.
Colors
  • (Any)
Skill Transfer
  • Use Dark Mudodyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Dark Hell Gaze may be too expensive to cast repeatedly.
    • Dark Hell Gaze (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the best skill he can use, but the cost of maxing it is very high.
Brands
  • MATK% Spell or Divine.
Misc notes

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:

  • Multi-fusions count.
  • Pixie.jpg Pixie and Slime.jpg Slime count, even though you cannot fuse them.
Sample party
ArchClear.png Kaiwan.jpg Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
ArchClear.png Lucifuge.jpg Lucifuge
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Tzitzimitl.jpg Tzitzimitl
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Beelzebub.jpg Beelzebub
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Izanami.jpg Izanami
Skills
Hell Gaze
Dark Enhancement
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Clear Lucifuge.jpg Lucifuge: 206 magic, has Dark Amp. Dark Light Devourer (170 power single-target). Grants 20% damage to Tyrants, and another 20% if p3. P1 has 10% Dark/Almighty damage for all teammates, and another 20% if p4.
    • If the team has 3 Tyrants (which this sample team does), Lucifuge gets Icon Concentrate.png Concentrate at start of turn (just once, due to Suppression). If p4, he further adds +50% Dark/Almighty damage for the party.
  • Tzitzimitl.jpg Tzitzimitl: 190 magic, has 20% Dark damage, and another 40% when below half health. P1 has 20% dark damage, P3 has 30%. Dark Disastrous Eclipse (300 power AoE) usable after one turn of setup with Dark Premonition.
  • Beelzebub.jpg Beelzebub: 184 magic (p1). Dark Gluttony (130 power AoE), Dark Mudodyne (160 power single-target).
  • Izanami.jpg Izanami: 226 magic, has Merciless Blow and up to 35% Elec/Dark damage for herself (10% at p0, 35% at p4), another 20% Elec/Dark damage for party (10% at p0, 20% at p3), and -1 MP cost for the party's Elec/Dark skills at p4. Will need a Dark Dark transfer if not Red.

Other options worth considering:

Race challenges

Vile, Fallen, Night

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Vile, Fallen, Night, Tyrant, or Enigma.
Lv 6-8 All 5 demons must be of the races Vile, Fallen, Night, or Tyrant.
Lv 9+ All 5 demons must be of the races Vile, Fallen, or Night.
Sample party
ArchClear.png Kaiwan.jpg Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
ArchPurple.png Queen Mab.jpg Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Botis.jpg Botis
Skills
Back Attack
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Lilith.jpg Lilith
Skills
Back Attack
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
ArchYellow.png Mishaguji.jpg Mishaguji
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • When this challenge was initially run, the enemy Fafnir and Orochi's resistances were bugged to be weak to Elec, not Dark. This sample team was made while the bug was active.
  • Kaiwan is here to deal with the mechanics, but otherwise there is little reason to build Dark Dark - it would only kill the Jatayus faster, not Orochi or Fafnir. Instead, build into Elec Elec or single-target Ice Ice (do not build AoE Ice, as Orochi Nulls it).
  • Queen Mab.jpg Queen Mab: 25% Elec damage aura for the team, and high damage output from herself with Icon Concentrate.png Concentrate. Her chain effects will not work, though.
  • Botis.jpg Botis: His reverse damage reduction and chain effects won't work, but he still deals respectable Elec damage with Elec Accursed Lightning.
  • Lilith.jpg Lilith: 190 magic. Elec Maziodyne and Dark Allure.
  • Mishaguji.jpg Mishaguji: 183 magic. Elec Mazionga.

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.
Sample party
ArchClear.png Kaiwan.jpg Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
ArchTeal.png Guedhe.jpg Guedhe
Skills
Dark Survivor
Dark Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Hecate.jpg Hecate
Skills
Dark Amp
Dark Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Cernunnos.jpg Cernunnos
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Anubis.jpg Anubis
Skills
Back Attack
Mamudodyne
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

Other options worth considering:

Icon Friendship Badge Gold.png Hell's Park Underside Icon Friendship Badge Silver.png
Area Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark
Heimdall.jpg Spike Hell - Baphomet.jpg Spike Hell (Fire) - - Mermaid.jpg Spike Hell (Force) -
Hresvelgr.jpg Kawara Koumokuten.jpg Kawara (Phys) - - - - Lailah.jpg Kawara (Light) -
Mithras.jpg Grave - - Illuyanka.jpg Grave (Ice) - - - -
Ixtab.jpg Sanzu River - - - - - Arianrhod.jpg Sanzu River (Light) Shiki-Ouji.jpg Sanzu River (Dark)
Fafnir.jpg Blood Pond - - - Dominion.jpg Blood Pond (Elec) - - Kaiwan.jpg Blood Pond (Dark)
Black Maria.jpg Hell Cafe - Efreet.jpg Hell Cafe (Fire) - - Scathach.jpg Hell Cafe (Force) - -
Mada.jpg Burning - - - Baihu.jpg Burning (Elec) - - -