Difference between revisions of "Demon Alliance Invasion/History"
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+ | =="Ravaging Bull Soaked in Blood" event== | ||
+ | [[https://d2-megaten-l.sega.com/en/news/detail/095789.html Official News Announcement]] | ||
+ | |||
+ | ===Normal: Horkos [[File:Horkos.jpg|32px|link=]]=== | ||
+ | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
+ | [[File:encounter_horkos.png|thumb]] | ||
+ | <br><big>'''Battle 1'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Horkos''' | ||
+ | | Rs | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | * [[File:Icon DEF Buff.png|32px|link=]] [[Auto-Rakuka]] | ||
+ | * [[File:Fire.png|20px|link=]] [[Hellfire]] | ||
+ | [[File:soul-fracture-20.jpg|300px]] | ||
+ | [[File:mortal-jihad+.jpg|300px]] | ||
+ | [[File:super-auto-recovery-bind.jpg|300px]] | ||
+ | |||
+ | <br><big>'''Battle 2'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Horkos''' | ||
+ | | Rs | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | Same as the first battle, but replaces Auto-Rakuka with [[File:Icon ATK Buff.png|32px|link=]] [[Auto-Taruka]]. | ||
+ | |||
+ | '''Notes''' | ||
+ | * Boss has no pierce. | ||
+ | * Just hit him with {{ElementIcon|Ice|name=1}} or {{ElementIcon|Light|name=1}} and he should go down quickly. | ||
+ | * Some form of [[File:Icon DEF Debuff.png|32px|link=]] DEF debuff to neutralize his [[File:Icon DEF Buff.png|32px|link=]] Auto-Rakuka may be helpful. | ||
+ | </div> | ||
+ | |||
+ | ===Superior: Anat [[File:Anat.jpg|32px|link=]]=== | ||
+ | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
+ | [[File:encounter_anat.png|thumb]] | ||
+ | <br><big>'''Battle 1'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Anat''' | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | | Rs | ||
+ | | Wk | ||
+ | | Nu | ||
+ | | Rs | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | [[File:fierce-thunderstorm.png|300px]] | ||
+ | [[File:fierce-thunder-reign.png|300px]] | ||
+ | [[File:fierce-bolt-storm.png|300px]] | ||
+ | [[File:elec-charge.jpg|300px]] | ||
+ | [[File:elec-reduction+.png|300px]] | ||
+ | [[File:super-auto-recovery-bind.jpg|300px]] | ||
+ | |||
+ | <br><big>'''Battle 2'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Anat''' | ||
+ | | - | ||
+ | | Wk | ||
+ | | - | ||
+ | | Dr | ||
+ | | Wk | ||
+ | | Nu | ||
+ | | Rs | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | * [[Drain Pierce]] | ||
+ | [[File:fierce-thunderstorm.png|300px]] | ||
+ | [[File:fierce-thunder-reign.png|300px]] | ||
+ | [[File:fierce-bolt-storm.png|300px]] | ||
+ | [[File:lightning-transmission.png|300px]] | ||
+ | [[File:super-auto-recovery-bind.jpg|300px]] | ||
+ | |||
+ | '''Notes''' | ||
+ | * Punishes using {{ElementIcon|Elec|name=1}} damage in both phases: | ||
+ | ** Phase 1 reduces Elec damage by 80%. | ||
+ | ** Phase 2 blocks Elec with Elec Drain + Drain Pierce, unless Elec affinity is reduced. If you use Elec attacks, she then lowers your team's Elec affinity. | ||
+ | * Has consistent weaknesses to {{ElementIcon|Fire|name=1}} and {{ElementIcon|Force|name=1}} in both phases. | ||
+ | * {{ElementIcon|Phys|name=1}} can have {{DemonIcon|Hagen|size=32px}} open up a weakness in either phase. | ||
+ | * Liberators: | ||
+ | ** {{LiberatorIcon|Chalk Eater|name=1}} - Grants buffs or more press turns when hitting weaknesses. | ||
+ | ** {{LiberatorIcon|Shionyan|name=1}} - Grants +12 Mag for magic teams. | ||
+ | ** {{LiberatorIcon|Carbon Black|name=1}} - Crit damage and +12 Str for physical teams. | ||
+ | ** {{LiberatorIcon|Templar Dragon|name=1}} - Boost damage of demons that use {{EffectIcon|Charge|name=1}} or {{EffectIcon|Concentrate|name=1}}. | ||
+ | |||
+ | '''Recommended demons''' | ||
+ | |||
+ | Support: | ||
+ | * {{DemonIcon|Demeter|size=32px}}: Helps team survival with [[Bulwark]]s, team offense with extra MP, and casts buffs during the boss's turn. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Demiurge|size=32px}}: Combine with allies that have Drain Elec, to get team-wide healing and MP recovery. | ||
+ | ** Good Elec Drain partners include: | ||
+ | ** {{DemonIcon|Mara|size=32px}}: Panel 3 repeatedly grants {{EffectIcon|Charge|name=1}} as long with each use of [[Hell Thrust]]. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event. | ||
+ | ** {{DemonIcon|Ardha|size=32px}}: [[Ruin and Grace]] deals damage and grants a team-wide heal with each use. | ||
+ | ** Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Susano-o|size=32px}}: (see section below) | ||
+ | * panel 2 {{DemonIcon|Orcus|size=32px}}: Casts an [[File:Icon ATK Buff.png|32px|link=]] ATK buff whenever the boss hits his or an ally's weaknesses. He comes with an Elec weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has. | ||
+ | |||
+ | Damage: | ||
+ | * {{DemonIcon|Elohim|size=32px}}: [[Solar Flare]] deals {{ElementIcon|Fire|name=1}} damage, and grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff with every cast. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Mada|size=32px}}: Deals {{ElementIcon|Fire|name=1}} damage, {{EffectIcon|Charm|name=1}}, and grants [[Bulwark]]s for the team to aid survival. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Mahakala|size=32px}}: Automatically attacks the boss with {{ElementIcon|Fire|name=1}} if your team goes first, and again at the start of your second turn, getting in some extra weakness rolls for Chalk Eater. If panel 3, each cast of [[Wrathful Flame]] also grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon DEF Buff.png|32px|link=]] DEF buff. To top it off, he gives himself {{EffectIcon|Concentrate|name=1}} at the start of the first and second turn. | ||
+ | * {{DemonIcon|Mithras|size=32px}}: [[Mark of Punishment]] can deal {{ElementIcon|Fire|name=1}} damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally uses Fire. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event. | ||
+ | * panel 4 {{DemonIcon|Cybele|size=32px}}: Grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff whenever she casts [[Trisagion]]. | ||
+ | * {{DemonIcon|Susano-o|size=32px}}: [[Kusanagi]] deals {{ElementIcon|Force|name=1}} damage, and each cast grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff. | ||
+ | * {{DemonIcon|Sabaoth|size=32px}}: [[Sanction]] deals {{ElementIcon|Force|name=1}} damage, and can potentially grant an extra press turn if used in the second half of a press turn. | ||
+ | * {{DemonIcon|Mahamayuri|size=32px}}: [[Blossoming Cyclone]] deals {{ElementIcon|Force|name=1}} damage, and heals the party. Be careful of his {{ElementIcon|Elec|name=1}} weakness, though! | ||
+ | * {{DemonIcon|Seth|size=32px}}: [[Ouas]] deals physical {{ElementIcon|Force|name=1}} damage while healing the user. | ||
+ | * {{DemonIcon|Ame no Uzume|size=32px}} grants [[File:Icon ATK Buff.png|32px|link=]] ATK buffs when a healing effect is cast, such as from {{DemonIcon|Demiurge|size=32px}}, {{DemonIcon|Mithras|size=32px}}, {{DemonIcon|Seth|size=32px}}, or {{DemonIcon|Mahamayuri|size=32px}}. | ||
+ | * {{DemonIcon|Koga Saburo|size=32px}}: [[Soaring Blades]] deals physical {{ElementIcon|Force|name=1}} damage. Must be panel 2, or else he will run out of charges (with 2 turns, he will need 4, but without p2 he only has 3 charges). Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | * {{DemonIcon|Hagen|size=32px}}: Open up a {{ElementIcon|Phys|name=1}} weakness. | ||
+ | * panel 3 {{DemonIcon|Zaou-Gongen|size=32px}}: Can grant infinite {{EffectIcon|Might|name=1}} to the team, ensuring they always crit to spend half-turns. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. Be careful of his {{ElementIcon|Elec|name=1}} weakness, though! | ||
+ | * {{DemonIcon|Flauros|size=32px}}: [[Iron Fist]] grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | </div> | ||
+ | |||
+ | ===Ultimate: Moloch [[File:Moloch.jpg|32px|link=]]=== | ||
+ | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
+ | [[File:encounter_moloch.png|thumb]] | ||
+ | <br><big>'''Battle 1'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Moloch''' | ||
+ | | - | ||
+ | | Rp | ||
+ | | Wk | ||
+ | | Rs | ||
+ | | - | ||
+ | | - | ||
+ | | - | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | [[File:fierce-hellfire.png|300px]] | ||
+ | [[File:fierce-maragibarion.png|300px]] | ||
+ | [[File:sacrificial-binding.png|300px]] | ||
+ | [[File:hellfires-pursuit.png|300px]] | ||
+ | [[File:rule-control.jpg|300px]] | ||
+ | [[File:super-auto-recovery-bind.jpg|300px]] | ||
+ | |||
+ | <br><big>'''Battle 2'''</big> | ||
+ | {| class="wikitable" | ||
+ | !align="center"| | ||
+ | !align="center"| {{ElementIcon|Phys}} | ||
+ | !align="center"| {{ElementIcon|Fire}} | ||
+ | !align="center"| {{ElementIcon|Ice}} | ||
+ | !align="center"| {{ElementIcon|Elec}} | ||
+ | !align="center"| {{ElementIcon|Force}} | ||
+ | !align="center"| {{ElementIcon|Light}} | ||
+ | !align="center"| {{ElementIcon|Dark}} | ||
+ | |- | ||
+ | | '''Moloch''' | ||
+ | | - | ||
+ | | Rp | ||
+ | | Wk | ||
+ | | Rs | ||
+ | | - | ||
+ | | - | ||
+ | | - | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | [[File:fierce-hellfire.png|300px]] | ||
+ | [[File:fierce-maragibarion.png|300px]] | ||
+ | [[File:sacrificial-binding.png|300px]] | ||
+ | [[File:soul-fracture-20.jpg|300px]] | ||
+ | [[File:rule-control.jpg|300px]] | ||
+ | [[File:super-auto-recovery-bind.jpg|300px]] | ||
+ | |||
+ | '''Notes:''' | ||
+ | * Do NOT bring revives. | ||
+ | * Your unit with the most HP in the team should have a way to prevent {{EffectIcon|Bind|name=1}} on themselves. | ||
+ | ** Methods include: Ward brands, [[Null Bind]], setting up {{DemonIcon|Demeter|size=32px}}'s [[Bulwark]]s before the enemy turn, etc. | ||
+ | ** You can also use Life brands to bait Bind onto a specific unit, if they don't have the highest HP in the team already. | ||
+ | * In Phase 1, be careful about bringing {{ElementIcon|Fire|name=1}}-weak demons. | ||
+ | ** If you have {{DemonIcon|Demeter|size=32px}}, then you can bring fire-weak demons intentionally, so she can [[Bulwark]] + buff from the boss's follow-up hit. | ||
+ | * There are several opportunities to hit weakness here: | ||
+ | ** {{ElementIcon|Ice|name=1}} - Weakness is open by default. | ||
+ | ** {{ElementIcon|Fire|name=1}} - Bring at least one Fire-pierce attacker to hit past the boss's Repel Fire. Hitting the boss with Fire reduces his resistance by 2 stages, leading to Weakness after 2 triggers. Note you will need to do this at the start of every player turn. | ||
+ | ** {{ElementIcon|Phys|name=1}}, {{ElementIcon|Elec|name=1}}, and {{ElementIcon|Dark|name=1}} - These can use [[attribute affinity down]] to open up a weakness. | ||
+ | |||
+ | * Liberators: | ||
+ | ** {{LiberatorIcon|Chalk Eater|name=1}} - Grants buffs or more press turns when hitting weaknesses. | ||
+ | ** {{LiberatorIcon|Shionyan|name=1}} - Grants +12 Mag for magic teams. | ||
+ | ** {{LiberatorIcon|Carbon Black|name=1}} - Crit damage and +12 Str for physical teams. | ||
+ | ** {{LiberatorIcon|Templar Dragon|name=1}} - Boost damage of demons that use {{EffectIcon|Charge|name=1}} or {{EffectIcon|Concentrate|name=1}}. | ||
+ | |||
+ | '''Recommended demons:''' | ||
+ | |||
+ | Support: | ||
+ | * {{DemonIcon|Demeter|size=32px}}: Prevents ailments on the team, as long as [[Bulwark]]s are active before the enemy turn starts. Helps team survival with [[Bulwark]]s, team offense with extra MP, and casts buffs during the boss's turn. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Demiurge|size=32px}}: Combine with allies that have Drain Fire (several Fire attackers have this), to get team-wide healing and MP recovery. | ||
+ | * panel 2 {{DemonIcon|Orcus|size=32px}}: Casts an [[File:Icon ATK Buff.png|32px|link=]] ATK buff whenever the boss hits his or an ally's weaknesses. He comes with a Fire weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has. | ||
+ | |||
+ | Damage: | ||
+ | * {{DemonIcon|Rahab|size=32px}}: {{ElementIcon|Ice|name=1}} damage, casts an [[File:Icon ATK Buff.png|32px|link=]] ATK buff + {{EffectIcon|Might|name=1}} (for himself) any time your team or the boss hits a weak point. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | * {{DemonIcon|Anahita|size=32px}}: [[Hell Stream]] deals {{ElementIcon|Ice|name=1}} damage, and grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon DEF Buff.png|32px|link=]] DEF buff with every cast. Synergizes well with {{DemonIcon|Demeter|size=32px}}'s Bulwarks to grant +30% magic damage to the team. | ||
+ | * {{DemonIcon|Elohim|size=32px}}: [[Solar Flare]] deals piercing {{ElementIcon|Fire|name=1}} damage with [[Remnants]], and grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff with every cast. His high Agi and Remnants makes him perfect for setting up Fire weakness on the boss. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Mada|size=32px}}: Deals piercing {{ElementIcon|Fire|name=1}} damage, and grants [[Bulwark]]s for the team to aid survival. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | ** His {{EffectIcon|Charm|name=1}} may have synergy with units such as {{DemonIcon|Tiamat A|size=32px}}, as well. | ||
+ | * {{DemonIcon|Mahakala|size=32px}}: Automatically attacks the boss with {{ElementIcon|Fire|name=1}} if your team goes first, and again at the start of your second turn - doing half of the Fire weakness setup for you. If panel 3, each cast of [[Wrathful Flame]] also grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon DEF Buff.png|32px|link=]] DEF buff. To top it off, he gives himself {{EffectIcon|Concentrate|name=1}} at the start of the first and second turn. | ||
+ | * {{DemonIcon|Mithras|size=32px}}: [[Mark of Punishment]] can deal piercing {{ElementIcon|Fire|name=1}} damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally or the enemy uses Fire. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event. | ||
+ | ** The heal can chain into {{DemonIcon|Ame no Uzume|size=32px}} for [[File:Icon ATK Buff.png|32px|link=]] ATK buffs. | ||
+ | * {{DemonIcon|Quetzalcoatl A|size=32px}}: [[Aztec Pulse]] deals piercing {{ElementIcon|Fire|name=1}} damage, and also has [[Remnants]] after the first use (if panel 2, this skill always has Remnants). Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | ** However, be careful to make sure he doesn't die, as he will revive himself - triggering Rule Control's effects. | ||
+ | * {{DemonIcon|Adramelech|size=32px}}: [[Sacrificial Inferno]] deals piercing {{ElementIcon|Fire|name=1}} damage, and grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff with every cast. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | * {{DemonIcon|Zeus|size=32px}}: Open up an {{ElementIcon|Elec|name=1}} weakness. | ||
+ | ** Pairs well with {{DemonIcon|Botis|size=32px}}, who is a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | * {{DemonIcon|Tiamat A|size=32px}}: Open up a {{ElementIcon|Dark|name=1}} weakness. | ||
+ | * {{DemonIcon|Hagen|size=32px}}: Open up a {{ElementIcon|Phys|name=1}} weakness. | ||
+ | * panel 3 {{DemonIcon|Zaou-Gongen|size=32px}}: Can grant infinite {{EffectIcon|Might|name=1}} to the team, ensuring they always crit to spend half-turns. Also a [[File:silveruniticon.png|32px|link=]] bonus unit. | ||
+ | * {{DemonIcon|Flauros|size=32px}}: [[Iron Fist]] grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the first half of the event. | ||
+ | * {{DemonIcon|Tokisada|size=32px}}: [[Amakusa Uprising]] grants an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast. If panel 2, also grants himself {{EffectIcon|Might|name=1}} with every cast. | ||
+ | </div> | ||
+ | |||
+ | |||
=="Otherworldly Primordial Mother" event== | =="Otherworldly Primordial Mother" event== | ||
[[https://d2-megaten-l.sega.com/en/news/detail/095500.html Official News Announcement]] | [[https://d2-megaten-l.sega.com/en/news/detail/095500.html Official News Announcement]] |
Revision as of 22:18, 23 September 2023
Contents
"Ravaging Bull Soaked in Blood" event
Normal: Horkos ![Horkos.jpg](/images/thumb/5/5c/Horkos.jpg/32px-Horkos.jpg)
Battle 1
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Horkos | Rs | - | Wk | - | - | Wk | - |
Battle 2
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Horkos | Rs | - | Wk | - | - | Wk | - |
Same as the first battle, but replaces Auto-Rakuka with Auto-Taruka.
Notes
- Boss has no pierce.
- Just hit him with
Ice or
Light and he should go down quickly.
- Some form of
DEF debuff to neutralize his
Auto-Rakuka may be helpful.
Superior: Anat ![Anat.jpg](/images/thumb/d/dd/Anat.jpg/32px-Anat.jpg)
Battle 1
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Anat | - | Wk | - | Rs | Wk | Nu | Rs |
Battle 2
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---|---|---|---|---|---|---|---|
Anat | - | Wk | - | Dr | Wk | Nu | Rs |
Notes
- Punishes using
Elec damage in both phases:
- Phase 1 reduces Elec damage by 80%.
- Phase 2 blocks Elec with Elec Drain + Drain Pierce, unless Elec affinity is reduced. If you use Elec attacks, she then lowers your team's Elec affinity.
- Has consistent weaknesses to
Fire and
Force in both phases.
Phys can have
Hagen open up a weakness in either phase.
- Liberators:
Chalk Eater - Grants buffs or more press turns when hitting weaknesses.
Shionyan - Grants +12 Mag for magic teams.
Carbon Black - Crit damage and +12 Str for physical teams.
Templar Dragon - Boost damage of demons that use
Charge or
Concentrate.
Recommended demons
Support:
Demeter: Helps team survival with Bulwarks, team offense with extra MP, and casts buffs during the boss's turn. Also a
bonus unit.
Demiurge: Combine with allies that have Drain Elec, to get team-wide healing and MP recovery.
- Good Elec Drain partners include:
Mara: Panel 3 repeatedly grants
Charge as long with each use of Hell Thrust. Also a
bonus unit for the second half of the event.
Ardha: Ruin and Grace deals damage and grants a team-wide heal with each use.
- Teal
Susano-o: (see section below)
- panel 2
Orcus: Casts an
ATK buff whenever the boss hits his or an ally's weaknesses. He comes with an Elec weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.
Damage:
Elohim: Solar Flare deals
Fire damage, and grants an
ATK buff with every cast. Also a
bonus unit.
Mada: Deals
Fire damage,
Charm, and grants Bulwarks for the team to aid survival. Also a
bonus unit.
Mahakala: Automatically attacks the boss with
Fire if your team goes first, and again at the start of your second turn, getting in some extra weakness rolls for Chalk Eater. If panel 3, each cast of Wrathful Flame also grants an
ATK buff and
DEF buff. To top it off, he gives himself
Concentrate at the start of the first and second turn.
Mithras: Mark of Punishment can deal
Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally uses Fire. Also a
bonus unit for the second half of the event.
- panel 4
Cybele: Grants an
ATK buff whenever she casts Trisagion.
Susano-o: Kusanagi deals
Force damage, and each cast grants an
ATK buff.
Sabaoth: Sanction deals
Force damage, and can potentially grant an extra press turn if used in the second half of a press turn.
Mahamayuri: Blossoming Cyclone deals
Force damage, and heals the party. Be careful of his
Elec weakness, though!
Seth: Ouas deals physical
Force damage while healing the user.
Ame no Uzume grants
ATK buffs when a healing effect is cast, such as from
Demiurge,
Mithras,
Seth, or
Mahamayuri.
Koga Saburo: Soaring Blades deals physical
Force damage. Must be panel 2, or else he will run out of charges (with 2 turns, he will need 4, but without p2 he only has 3 charges). Also a
bonus unit for the first half of the event.
Hagen: Open up a
Phys weakness.
- panel 3
Zaou-Gongen: Can grant infinite
Might to the team, ensuring they always crit to spend half-turns. Also a
bonus unit. Be careful of his
Elec weakness, though!
Flauros: Iron Fist grants an
ATK buff and
EVAC buff with every cast. Also a
bonus unit for the first half of the event.
Ultimate: Moloch ![Moloch.jpg](/images/thumb/8/87/Moloch.jpg/32px-Moloch.jpg)
Battle 1
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Moloch | - | Rp | Wk | Rs | - | - | - |
Battle 2
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Moloch | - | Rp | Wk | Rs | - | - | - |
Notes:
- Do NOT bring revives.
- Your unit with the most HP in the team should have a way to prevent
Bind on themselves.
- In Phase 1, be careful about bringing
Fire-weak demons.
- There are several opportunities to hit weakness here:
Ice - Weakness is open by default.
Fire - Bring at least one Fire-pierce attacker to hit past the boss's Repel Fire. Hitting the boss with Fire reduces his resistance by 2 stages, leading to Weakness after 2 triggers. Note you will need to do this at the start of every player turn.
Phys,
Elec, and
Dark - These can use attribute affinity down to open up a weakness.
- Liberators:
Chalk Eater - Grants buffs or more press turns when hitting weaknesses.
Shionyan - Grants +12 Mag for magic teams.
Carbon Black - Crit damage and +12 Str for physical teams.
Templar Dragon - Boost damage of demons that use
Charge or
Concentrate.
Recommended demons:
Support:
Demeter: Prevents ailments on the team, as long as Bulwarks are active before the enemy turn starts. Helps team survival with Bulwarks, team offense with extra MP, and casts buffs during the boss's turn. Also a
bonus unit.
Demiurge: Combine with allies that have Drain Fire (several Fire attackers have this), to get team-wide healing and MP recovery.
- panel 2
Orcus: Casts an
ATK buff whenever the boss hits his or an ally's weaknesses. He comes with a Fire weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.
Damage:
Rahab:
Ice damage, casts an
ATK buff +
Might (for himself) any time your team or the boss hits a weak point. Also a
bonus unit for the first half of the event.
Anahita: Hell Stream deals
Ice damage, and grants an
ATK buff and
DEF buff with every cast. Synergizes well with
Demeter's Bulwarks to grant +30% magic damage to the team.
Elohim: Solar Flare deals piercing
Fire damage with Remnants, and grants an
ATK buff with every cast. His high Agi and Remnants makes him perfect for setting up Fire weakness on the boss. Also a
bonus unit.
Mada: Deals piercing
Fire damage, and grants Bulwarks for the team to aid survival. Also a
bonus unit.
Mahakala: Automatically attacks the boss with
Fire if your team goes first, and again at the start of your second turn - doing half of the Fire weakness setup for you. If panel 3, each cast of Wrathful Flame also grants an
ATK buff and
DEF buff. To top it off, he gives himself
Concentrate at the start of the first and second turn.
Mithras: Mark of Punishment can deal piercing
Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally or the enemy uses Fire. Also a
bonus unit for the second half of the event.
- The heal can chain into
Ame no Uzume for
ATK buffs.
- The heal can chain into
Quetzalcoatl A: Aztec Pulse deals piercing
Fire damage, and also has Remnants after the first use (if panel 2, this skill always has Remnants). Also a
bonus unit.
- However, be careful to make sure he doesn't die, as he will revive himself - triggering Rule Control's effects.
Adramelech: Sacrificial Inferno deals piercing
Fire damage, and grants an
ATK buff with every cast. Also a
bonus unit for the first half of the event.
Zeus: Open up an
Elec weakness.
- Pairs well with
Botis, who is a
bonus unit for the first half of the event.
- Pairs well with
Tiamat A: Open up a
Dark weakness.
Hagen: Open up a
Phys weakness.
- panel 3
Zaou-Gongen: Can grant infinite
Might to the team, ensuring they always crit to spend half-turns. Also a
bonus unit.
Flauros: Iron Fist grants an
ATK buff and
EVAC buff with every cast. Also a
bonus unit for the first half of the event.
Tokisada: Amakusa Uprising grants an
ATK buff and
EVAC buff with every cast. If panel 2, also grants himself
Might with every cast.
"Otherworldly Primordial Mother" event
Normal: Anzu ![Anzu.jpg](/images/thumb/e/ed/Anzu.jpg/32px-Anzu.jpg)
Battle 1
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Anzu | - | - | - | Nu | Wk | - | - |
Battle 2
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Anzu | - | - | - | Nu | Wk | - | - |
Same as the first battle, but now also has Bolt Storm.
Notes
- Boss has no pierce.
- Just hit him with
Force (or at least make sure you don't hit his null Elec) and he should go down quickly.
Superior: Pazuzu ![Pazuzu.jpg](/images/thumb/1/14/Pazuzu.jpg/32px-Pazuzu.jpg)
Battle 1
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Pazuzu | - | Rp | - | Rp | - | Rp | Wk |
Battle 2
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Pazuzu | Rp | - | Rp | - | Rp | - | Wk |
Notes
- The boss's repel resistances are unpiercable due to Repel Pierce.
- The boss is weak to
Dark in both phases, so bring Dark attackers.
- In phase 1, crits from
Phys attackers can help with spending only half-press turns.
- In either phase, crits from elemental physical attackers can work too.
- In phase 1, crits from
Chalk Eater can easily farm buffs due to the consistent weakness.
Recommended demons
Demeter: Provides survival and Luster Candy buffs during the boss's turn.
Zeus: opens up an
Elec weakness, expanding team options.
Izanami: Team-wide Elec/Dark damage aura. If
Red, she also comes with Hell Gaze. Panel 4 can also ease the team's MP management with -1 MP cost. Innate Drain Dark can chain into
Demiurge for additional HP + MP recovery. Also a
bonus unit.
Lucifuge: Light Devourer deals good damage as well as a self-heal, chaining into
Ame no Uzume for
ATK buffs. Innate Drain Dark can also chain into
Demiurge for additional HP + MP recovery. Lucifuge also grants a team-wide damage aura for Tyrants, which are
bonus units in the second half of the event.
Ultimate: Tiamat A ![Tiamat A.jpg](/images/thumb/7/7f/Tiamat_A.jpg/32px-Tiamat_A.jpg)
Battle 1
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Tiamat A | - | Rs | Rs | Rs | - | Rs | - |
Battle 2
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Tiamat A | - | Rs | Rs | Rs | - | Rs | - |
Notes
- Do NOT use Bulwarks.
- Certain demons only cast Bulwarks when they are paneled, such as
Barong. If they don't have their Bulwark-granting panel unlocked, they should be safe to use.
- Certain demons only cast Bulwarks when they are paneled, such as
- Boss has no weaknesses.
- Getting extra turns will require: getting crits, using attribute affinity down to open a weakness, or using attacks with Remnants.
- If opening a weakness, use
Chalk Eater to farm buffs.
- Boss auto-casts poison at the start of your turn, and her attacks deal double damage if you are poisoned.
- She does not break barriers though, so Ward Brands can handle this in place of a cleanser.
- The poison procs after
Mahamayuri's auto-cure, so he is NOT effective for dealing with this.
- Primordial Sea casts Luster Candy on your party, not on the boss. So even though you take a lot of damage from it, you get that round of buffs as consolation.
- Phase 1 must use magic attacks.
Shionyan is a good default damage-booster, with her +12 Mag.
- Phase 2 must use physical attacks.
Carbon Black is effective for damage, if you can consistently crit.
Templar Dragon can boost the damage of
Chargers, such as
Mara or
Ose Hallel.
- Phase 2 spams an Almighty magic AoE. If this is too much damage pressure,
Repel Almighty Magic or some kind of Almighty/AoE damage reduction can help keep the team alive. Alternatively, an auto-reviver such as
Maria may help.
Meat Balloon can boost the team's bulk with his +12 Vit, as well as a chance to cast a
DEF buff when the boss uses magic.
Recommended demons:
- Phase 1 (gist: magic, handle ailments.)
Elohim: His Solar Flare has Remnants and grants an
ATK buff (plus
DEF debuff) with every cast.
Kalki: His Ratnamaru has Remnants, and casts Luster Candy + healing (combo-ing into
Ame no Uzume for another
ATK buff) with every use. He also increases everyone's MP recovery by 1 MP, and grants Drain Pierce + Repel Pierce. Also a
bonus unit.
- However, be careful to make sure nobody dies - if someone does, then Ratnamaru will revive them and give them a Bulwark, which will trigger the boss's revenge.
Ananta: Free Luster Candy on every player turn and every boss turn.
Susano-o: His Kusanagi grants an
ATK buff with every use.
Indrajit: His Lightning Shower grants an
ATK buff and a
DEF buff with every use.
- Phase 2 (gist: physical crits, handle ailments. Consider repel almighty magic.)
- panel 3
Zaou-Gongen: can grant infinite
Might to the team to ensure they always crit. Panel 4 is ideal for the discount on God's Hand.
- panel 3
Mara: has infinite
Charge when using Hell Thrust. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed. Also a
bonus unit for the second half of the event.
Futsunushi: Helps get the ball rolling for Zaou-Gongen.
Flauros: Gives an
ATK buff and
EVAC buff with every cast of Iron Fist.
Tokisada: Gives an
ATK buff and
EVAC buff with every cast of Amakusa Uprising. If panel 2, also grants himself
Might with every cast.
Chi You: Takes -40% damage from AoEs (-80% if in
Charge), letting him survive the boss's attacks easily. He also deals big damage when his team's turn ends, entering
Charge for more damage on the next hit. Also a
bonus unit for the second half of the event.
- However, a downside is that he can't crit without support. Consider pairing him with Zaou-Gongen and/or Futsunushi.
Odin A: Grants all your allies +40% Phys/Elec damage when under
Zenith.
Asura Lord: Team-wide critical rate and critical damage aura.
Orcus: Reduce damage taken from the boss's AoEs, 5% for each weakness on the team (at least 10% due to Orcus' own weaknesses). Also a
bonus unit for the first half of the event.
Huang Long:
Repel Almighty Magic blocks the boss's AoE, forcing her to lose turns. At panel 3, he also reduces
Almighty damage taken by the team by 15%.
- panel 3
- Either phase:
Zeus: Opens up an
Elec weakness, which pairs well with
Chalk Eater. If you have other Elec-physical demons, such as
Odin A, run Zeus in phase 2. If you don't, then run him in phase 1 with some Elec magic attackers.
Tiamat A: Similar idea to Zeus, but she opens up a
Dark weakness.
Izanami's is a great partner for Zeus or Tiamat A, as she offers an Elec/Dark damage aura to the team. If panel 4, she also offers -1 MP cost to the team's Elec/Dark spells.
Maria: Immune to ailments, can cleanse ailments + heal the team, and provides +1 MP recovery to the team. If the boss manages to kill anyone other than Maria herself, Maria will automatically revive them at the end of the boss's turn.
"Chaos Dragon of the Abyss" event
Tiamat ![Tiamat.jpg](/images/thumb/4/4b/Tiamat.jpg/32px-Tiamat.jpg)
First and easiest battle you will encounter.
Battle 1
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Tiamat | - | Nu | Nu | Wk | - | - | Rs |
Battle 2
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Tiamat | - | Nu | Nu | Wk | - | - | Rs |
Exactly the same as the first battle, even has the same skills.
Notes
- Boss has no pierce.
- Just hit her with
Elec (or at least make sure you don't hit her nulls) and she should go down quickly.
Ym ![Ym.jpg](/images/thumb/c/c8/Ym.jpg/32px-Ym.jpg)
Battle 1
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Ym | - | - | Nu | - | Wk | - | Rs |
Battle 2
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Ym | - | - | Nu | - | Wk | - | Rs |
Notes:
- Boss has no pierce.
- In phase 2, bringing a single NDR ice demon will cancel the boss's automatic Debilitate, which requires his automatic Ice AoE to land. After that, NDR will make him lose a turn when casting Mabufudyne, reducing his total AoE casts per turn from 4 to 3.
- Phase 1 inflicts ailments, and reduces Physical damage.
- Phase 2 no longer applies ailments (aside from Pass Punisher), but reduces Magic damage. A Hell Gongen team to spam crits is effective.
- To get around Pass Punisher, you should be hitting weakness (or using Remnants) repeatedly in phase 1, and hitting weakness or critting in phase 2.
- Run
Chalk Eater in phase 1, since you'll want to hit weakness a lot anyway.
- Run
Carbon Black in phase 2, for more crit damage.
- Run
Recommended Demons:
- Phase 1 (gist: 1 ailment cleanser/blocker or ward brands on everyone + 3 magic attackers with
Force or Remnants to avoid needing to pass):
Demeter: Prevents ailments entirely when Bulwarks are up, and her skill to cast Bulwarks has Remnants. She can also squeeze in some more buffs during the boss's turn.
Mahamayuri: Cleanses without using a press turn, and comes with Force magic as well as healing. Good synergy with
Ame no Uzume to generate
ATK buffs.
Okuninushi: Cleanser with Remnants to compensate for no Force magic. He gives himself
Concentrate after a cleanse for a bit more damage, and grants one
ATK buff at the start of his team's turn. Also a
bonus unit.
Daisoujou: Cleanser, though will take 1 whole press turn to cleanse. Also a
bonus unit. However, if only 2 teammates are ailmented instead of all 3, his AI won't cleanse them. He also will not cleanse if you give him an attack skill, so DO NOT give him an attack skill.
Sabaoth: Careful turn ordering can grant you an extra press turn, plus he has Force magic to hit weakness.
Susano-o: Force magic that also grants an
ATK buff with every use.
Elohim: Solar Flare is magic with Remnants that also grants an
ATK buff and
DEF Debuff with every use.
Vishnu: Has Drain Ice to make the boss lose turns. He will need a Force skill transfer, though. Also a
bonus unit.
- Could be combo'd with
Demiurge for a team heal and MP recovery, if the boss happens to hit Vishnu. Demiurge is also a
bonus unit, but only for part 1 of the event.
- The heal can further combo into
Ame no Uzume to generate
ATK buffs.
- Could be combo'd with
- Phase 2 (gist: 1 defender + 3 physical attackers, physical force if possible. Crit spam to avoid needing to pass. NDR ice to prevent boss's debilitate.)
Ananta: panel 3 can decrease Ice damage taken by the team. Also has Null Ice. However, note that the boss will remove all buffs/debuffs from the field at the start of the boss turn, and this happens after Ananta's chain effects.
Demeter: Bulwarks help the team live through Ice AoEs, and she also casts buffs every time the boss casts an AoE.
Barong: panel 4's bulwarks help the team to live through the Ice AoEs, though it's not as effective as Demeter.
Seth: Ouas is a strong physical force attack with a high crit rate and self-heal. Since he's able to hit weakness, he doesn't actually need to crit to use only half a press turn. He's also a
bonus unit, but only for part 1 of the event.
Tokisada: Grants an
ATK buff
EVAC buff with every use of Amakusa Uprising, plus he can give himself infinite
Rebellion if panel 2. Also a
bonus unit.
Kali: Grants herself
Rebellion with every cast of Violent Dance. Also a
bonus unit, but only for part 2 of the event. Be careful about her Ice weakness, though - have an NDR ice demon on the team to ensure the boss doesn't get turns off her.
Zaou-Gongen: Infinite team-wide
Rebellion to guarantee crits, if he's panel 3.
Futsunushi: Gets the ball rolling for Zaou-Gongen, since Auto-Rebellion doesn't work in phase 2. Also increases the team's crit damage when in
Rebellion.
Gogmagog: Repel Ice to make the boss lose a turn, while still offering phys damage.
- Extra notes
Frost Ace: Repel Ice is helpful, and Vengeful Frost Fist gives him
Rebellion with every use. However, he MUST be panel 3 to have Ice Pierce!
Rahab ![Rahab.jpg](/images/thumb/4/42/Rahab.jpg/32px-Rahab.jpg)
Battle 1
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Rahab | Nu | Rs | Wk | Rs | Rs | Wk | Rs |
Battle 2
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Rahab | Nu | Wk | Wk | Rs | Rs | Rs | Rs |
Notes:
- Do NOT try to revive spam with this guy.
- Phase 1 forces you to use
Light or
Ice.
- Phase 2 forces you to use
Fire or
Ice.
- When you hit a weak point in phase 1, the boss casts Luster Candy on you and gives your team 2 MP. This should make MP costs irrelevant in this phase, so bring your heaviest-hitting ice/light attackers.
- Chain effects in phase 1 count as separate weakness hits from skill casts. This can allow you to grind out more buffs and MP from the boss if you use chain-effect-heavy demons like
Sukuna-Hikona or
Mithras.
- Chain effects in phase 1 count as separate weakness hits from skill casts. This can allow you to grind out more buffs and MP from the boss if you use chain-effect-heavy demons like
- Hitting weakness in phase 2 at least once is important, to remove the boss's
Charge before he can use it.
- Phase 2's reaction AoE upon using a non-Fire/Ice attack can be exploited by
Demeter to generate buffs.
- However, you should NOT attempt this in phase 1, where the punishment for an off-ele attack is a 50% fractional AoE, which Demeter's Bulwarks are not enough to stop.
Chalk Eater performs well in both phases, since the main gimmick of this fight is hitting weakness as much as possible.
- He should probably go in phase 1, to make use of any chain effect attacks. If you're not triggering chains, then put him on whichever team you expect to deal more damage - that way you benefit more from any extra press turns that are generated.
- The other team can use a standard damage booster, such as
Shionyan for magic.
Recommended Demons:
- Phase 1 (gist:
Light/
Ice spam, bring chain effect attacks if possible)
Sukuna-Hikona: Chain effect attack upon an ally gaining
Might,
Charge, or
Concentrate, and grants an
ATK buff and
EVAC buff on top of that (once per effect, per turn). He gives Might to himself as well, assuring you get at least one proc of this effect per team turn.
Mithras: Chain effect attack upon any ally using a light attack, letting you farm buffs and deal more damage. Also a
bonus unit.
Tokisada: Gives an
ATK buff and
EVAC buff with every cast of Amakusa Uprising. Also a
bonus unit.
Vishnu: Comes with Light and Ice spells, as well as Drain Ice to make the boss lose turns. Also a
bonus unit.
- Phase 2 (gist:
Fire/
Ice spam)
Elohim: High damage and an
ATK buff (plus
DEF Debuff) with every cast of Solar Flare.
Demeter: Intentionally baiting out the Ice AoE to generate more buffs.
Cybele: Good damage, and an aura that improves team Fire damage. If panel 4, she grants an
ATK buff at the start of her team's turn, and whenever she uses her innate Fire skills. Also a
bonus unit, but only for part 2 of the event.
- Either phase:
Anahita: Grants an
ATK buff and
DEF buff with every cast of Hell Stream. Also a
bonus unit.
Frost Ace: Good damage, gives himself
Might with every cast of Vengeful Frost Fist after the first, and has an aura to improve team Ice damage. Also a
bonus unit.
Vasuki: Halahala is a random-targets attack, which does good damage against the lone boss, as well as repeatedly rolling Chalk Eater's effects. Also a
bonus unit, but only for part 2 of the event.
Seraph: Good damage, and an aura that improves team damage against weaknesses.
"Revival of the Mantra's Leader" event
Oni ![Oni.jpg](/images/thumb/a/a7/Oni.jpg/32px-Oni.jpg)
First and easiest battle you will encounter.
This enemy, just like regular Oni is weak to Elec attacks.
Battle 1
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Oni | - | - | - | Wk | - | - | - |
Battle 2
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Oni | - | - | - | Wk | - | - | - |
The second fight is exactly the same, except for the addition of the skill below.
Notes
- Phys Anti-Pierce is possible, but since Oni has single target attacks and, on the second fight, a fractional move, he will likely not attack into repel/drain reliably.
- Very easy, very simple fight. No gimmicks, no insane HP, just hit him a few times and he should be dead.
Thor ![Thor.jpg](/images/thumb/2/23/Thor.jpg/32px-Thor.jpg)
The second boss. Considerably more dangerous, this is where you need to start understanding the event mechanics.
Battle 1
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Thor | Rs | Nu | - | Dr | Wk | Rs | - |
Battle 2
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Thor | Rs | Nu | - | Rs | Wk | Rs | - |
Notes:
- Phase 1 has both Drain Elec and Drain Pierce. This means he's completely immune to
Elec attacks (unless you use
Zeus to change his resistances). In addition, he takes -50% damage from all non-Elec skills and attacks.
- Thor will counter any non-Elec skills you throw at him. The damage from these counters is not big, but it will add up, especially if you're abusing his
Force weakness. You can use these counters to trigger skills on your own demons, for example
Demeter,
Demiurge, or
Orcus.
- However, he's still weak to
Force attacks, and thus will take more damage from them, which should offset the damage reduction.
- Phase 2 will no longer Drain Pierce, but will take -90% damage from non-Elec attacks. This makes anything other than
Elec simply not worth using.
- Regarding
Chalk Eater:
- If you have
Zeus, then use him with Chalk Eater in phase 2 (Zeus makes the boss weak to Elec).
- If no Zeus, use Chalk Eater with Force casters in phase 1.
- If you have
Recommended Demons:
- Phase 1 (gist: Force spam and/or crits. Need something like reduction, bulwarks, and/or healing to weather the boss's Elec counter attacks.)
Susano-o: Kusanagi is a very strong Force attack that also casts
Tarukaja, to increase your attack % on subsequent fights. If
Teal, he also has Drain Elec to synergize with
Demiurge.
Mahamayuri: solid Force attacker which will also heal your party when used. However, be careful of his Elec weakness.
Sabaoth: careful turn order management might be necessary, but Sanction provides a bonus press turn every turn on top of hitting Thor's weak spot.
Ame no Uzume: casts
Tarukaja when a skill with a healing effect is used. Has good synergy with Force users that heal by attacking or automatically, such as
Seth and
Mahamayuri.
- Good Drain Elec partners for Demiurge include:
Ardha: crits for extra turns, on top of a team heal due to Ruin and Grace.
Mara: multiple hits from Hell Thrust to roll crits, as well as high damage output from
Charge if panel 3 or 4.
- Phase 2 (gist: Elec spam)
Thor: Mjolnir deals solid damage across multiple hits. If Zeus enables Elec weakness, then each of Mjolnir's separate hits has its own chance of triggering Chalk Eater's passives for buffs, more press turns, etc.
Izanami: Team-wide Elec damage aura, and Bolt Storm synergizes with Zeus and Chalk Eater in the same way Thor's Mjolnir does. If panel 1, Bolt Storm costs only 4 MP, so Divines allow her to always cast it - if panel 4, it only costs 3 MP, allowing for Spell Brands instead. Panel 4 can also ease MP management on the party with -1 MP cost.
- Either Phase
Barong: Panel 3 will make your whole party take -20% Elec damage, and another -70% for himself. In addition, Barong Dance is not only a good healing move, it will also cast and recast Luster Candy which will stack your buff % for future fights. Can be used on either team.
Zeus: will of course lower Thor's Elec resistance and keep it down through multiple uses of Keraunos. This lets you bypass the Elec immunity on phase 1 and do big damage to him, ignoring the damage reduction to other elements. He also has high value for phase 2, where you're essentially forced to use Elec.
Orcus: when your team uses a non-Elec attack, Thor will counter with an Elec AoE. This will hit Orcus, who's weak to Elec himself, triggering his passives, most notably his Panel 2 which casts a free
Tarukaja when a weakness is exploited. He will also prevent bonus turns when Thor uses his regular AoE attack.
Gozu-Tennoh ![Gozu-Tennoh.jpg](/images/thumb/a/ab/Gozu-Tennoh.jpg/32px-Gozu-Tennoh.jpg)
The Main Man. Featured demon, rarest and toughest boss.
Battle 1
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Gozu-Tennoh | Dr | Nu | Nu | Nu | Nu | Rs | Rs |
Battle 2
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Gozu-Tennoh | Dr | Nu | Nu | Nu | Nu | Rs | Rs |
Notes:
- Do NOT try to revive spam with this guy.
- If you bring an Intimidating-Stance-like effect to remove enemy press turns, then Restrain and Release causes the boss to lose 3 more press turns and Debilitate himself. If you bring
Gozu-Tennoh, then you can trigger this on all 3 turns, completely cancelling the Boss's ability to attack you, while also debuffing him for free.
- Due to how low the boss's AGI is, it's not really feasible to set up normal Intimidating Stance effects - you can't out-slow him. But even if you did, most IS effects only activate on the first turn, while Gozu's activates on all 3 turns.
- No weaknesses on either phase, so you will need pure, raw damage. Unless you have
Zeus and you can abuse that
Elec weakness.
- Phase 1 will reduce magic damage by 90%, in addition to punishing you with a 200 BP attack every time you attack him with magic. Do not bring magic units in phase 1.
- Your best bet here is to bring a physical team and spam crits for extra turns.
Carbon Black is helpful for extra damage.
- Your best bet here is to bring a physical team and spam crits for extra turns.
- Phase 2 does not take reduced damage from physical attacks, but it does counter them with an AoE Phys. Note that while the skills say Phys, they in fact mean Physical, so any skill that can crit or miss will trigger a counter move.
- Due to having no weaknesses and heavily punishing physical moves (and thus crits), bonus turns are hard to come by. Skills like Solar Flare or Sword of Izumo can help provide extra turns through their Remnants attribute. Turn generators like
Vishnu A can also help.
Shionyan is a good default choice for phase 2, due to her +12 MAG.
- Due to having no weaknesses and heavily punishing physical moves (and thus crits), bonus turns are hard to come by. Skills like Solar Flare or Sword of Izumo can help provide extra turns through their Remnants attribute. Turn generators like
- The boss will crit. A lot. The damage he does will add up quickly, so you want a healer on phase 2.
Recommended Demons:
- Phase 1 (gist: physical attacks, crit spam)
Gozu-Tennoh completely cancels the boss's first turn, while also casting Debilitate the boss for 3 turns, due to Restrain and Release. Gozu will also remove one press turn from each of boss turns 2 and 3. However, since Mantra and Crushing Force are HP-based, this means spending 2 or 3 BP will not increase their damage, as those only boost PAtk and MAtk. It may be better to have him use standard attacks instead.
- Panel 3
Zaou-Gongen provides infinite
Might to ensure you get crits. Panel 4 is ideal for the discounted God's Hand.
- Panel 3
Mara has infinite
Charge when spamming Hell Thrust, providing great damage output. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed.
Futsunushi will counter every attack the boss does, making the damage add up. Also sets up
Might to get Panel 3
Zaou-Gongen started without need of Auto-Rebellion.
Chi You will also deal big damage when the boss's turn ends, entering
Charge for more damage on the next hit.
Odin A grants all your allies +40% Phys/Elec damage when under
Zenith.
Asura Lord will boost your allies' crit damage.
Gogmagog can help allies weather the boss's Phys attacks with panel 2, and reduce the chance of boss crits with panel 3. His usual issue of missing shouldn't apply, since the boss's AGI is effectively nothing. Note that he won't have natural Phys Pierce unless panel 4 though, so consider running him alongside
Zaou-Gongen. Spending 2 or 3 BP will also not increase the damage of Earthquake or Muscle Punch, as those are PDef-based, but BP boosts only PAtk and MAtk. As a result, his standard attack would be his strongest attack.
- Phase 2 (gist: magic attacks, Remnants if possible)
Elohim is a peak choice for phase 2 thanks to Remnants and Offensive Cry when casting Solar Flare, as well as the large damage numbers.
- Panel 3
Mahakala can keep offensive buffs up, and gets auto
Concentrate at the start of the second turn for increased damage.
Vishnu A and
Sabaoth can generate extra press turns, to help alleviate the lack of bonus turns from crits. Vishnu also provides attack buffs.
Demeter is helpful for buffs and Bulwarks as usual. In phase 1 she won't be able to cast My Harvest! without triggering a retaliation, but in phase 2 she can cast it no problem.