Hell's Park Underside/Sanzu River Area/Light

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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.

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.
  • 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 with Light Light! - 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.

Underside skill demons

Arianrhod.jpg Arianrhod
Icon Skill Genome.png Arianrhod (Underside) effect overview
  • Self gets 50% HP, 180% Light damage, 20% accuracy, 3 MP discount for Light skills, and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression.
  • The team gets 30% Light damage and 30% accuracy.
  • At the start of your team's turn, your entire team gets Icon Null Mortal.png Evade Mortal (up to 3 times per battle). This saves a Press Turn you would've needed to spend on casting Tetraja.
Colors
  • Clear Clear for the fusibles ruleset. The other colors don't offer anything useful for a Light build.
Skill Transfer
Brands
  • MATK% Spell, if using a magic-based attack.
  • PATK% War, if using a strength-based attack (such as Light White Slash)
  • Due to her MP discount, Divine's MP regen is probably not necessary.
Misc notes
  • She also has a 150% healing boost, but it isn't very helpful in practice. At level 50, maxed Recovery Media heals about 300 HP, while maxed Recovery Diara heals about 1400 HP. For comparison, Ixtab and the Chatterskulls deal about 500 damage per hit (with Icon ATK Debuff.png ATK Debuff + Icon DEF Buff.png DEF Buff, 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.
  • She must be alive at the start of a turn in order to grantIcon Null Mortal.png Evade Mortal.
Jack Frost.jpg Jack Frost
Icon Skill Genome.png Jack Frost (Underside) effect overview
  • Self gets 15% Ice/Light damage, and Icon Concentrate.png Concentrate (2.25x damage) on his first action - together, these are 87% 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.
  • If an ally uses an Ice/Light skill, Jack Frost automatically casts Icon ATK Buff.png ATK Buff (up to 3 times per turn).
Colors
  • Clear Clear for the fusibles ruleset. It also gives Light Hama.
Skill Transfer
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Light Thunderclap may be too expensive to cast repeatedly.
    • Light Thunderclap (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the strongest skill he can use, but the cost of maxing it is very high.
    • However, using Thunderclap (Underside) is risky, as its AOE might kill the Chatterskulls before Nidhoggr. Due to this, single-target attacks such as Light Hamadyne or the innate Light Hama are preferred for consistency.
  • Clear Clear can level up Light Hama and transfer a damage booster, but transferring level 1 Light Hamadyne will do more damage.
  • Light Hama can be leveled cheaply - run Chapter 1 Leveling Quest for Slime.jpg Slimes to feed him for skill points, then transfer skill dupes from 2★.
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 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:

  • 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 challenges

Holy, Megami, Deity

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.
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:

  • 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.
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:

  • 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:

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) - - -