Hell's Park Underside/Spike Hell Area/Fire

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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.

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 Ice Ice weaknesses, apply Icon DEF Debuff.png DEF Debuff to you, 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 Icon Skill Genome.png Baphomet (Underside), bring him.
  • For survival, it's recommended to use Icon Repel Almighty Magic.png Repel Almighty Magic (such as from Huang Long.jpg Huang Long) or Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation (such as from Lost Name.jpg Lost Name). If neither is available, go all-in on attack.
    • Icon Repel Almighty Magic.png Repel Almighty Magic will stop Heimdall from using his unique Almighty Almighty attack. Now, Heimdall will resort to standard attacks.
  • 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.
    • 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.

Underside skill demons

Baphomet.jpg Baphomet
Icon Skill Genome.png Baphomet (Underside) effect overview
  • Self gets 50% HP, 180% Fire damage, 20% accuracy, 3 MP discount for Fire skills, and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression.
  • The team gets 20% Fire damage and 20% accuracy.
  • If any team member hits a weak point, Baphomet restores 2 MP to the whole team (up to 3 times per turn).
Colors
  • Clear Clear for the fusibles ruleset. The other colors don't offer anything useful for a Fire build.
Skill Transfer
  • Fire Trisagion (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example: Fire Trisagion.
  • Fire Agidyne works as a cheap alternative.
  • His innate Fire Maragi can be leveled cheaply by transferring it from 2★.
Brands
  • MATK% Spell.
  • Due to his MP discount and MP restores (counteracting the enemy's MP drains), Divine's MP regen is probably not necessary.
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 Fire Agidyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Fire Trisagion may be too expensive to cast repeatedly.
    • Fire Trisagion (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
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.
  • 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 challenges

Beast, Vile, Tyrant

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.
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.
  • 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.
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:

  • 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:

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) - - - - - -
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) - - -