Difference between revisions of "Hell's Park Underside"
(→Guide: outlining new rules and enemies) |
(→Race challenge: koumokuten note (clear and 4 star are not requirements in this ruleset)) |
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− | '''Hell's Park Underside''' is a mode where you fight bosses that have customizable difficulty levels. | + | '''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]]. |
__TOC__ | __TOC__ | ||
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==Overview== | ==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. | 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. | 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: | ||
+ | * You cannot pierce attributes (for example, Fire Pierce effects will not work). Enemies can still pierce, though! | ||
+ | * {{EffectIcon|Attribute affinity down|name=1}} does not work. | ||
+ | * [[Anti-pierce]] effects do not work. | ||
+ | * Effects that increase your [[Press Turn]]s or decrease the enemy's Press Turns do not work. | ||
+ | * Effects that prevent spending a Press Turn (such as [[Chief God's Rage]]) do not work. | ||
+ | * Remnants and Critical Hits will not use half a Press Turn (however, if an attack with those qualities also hits a weakness, then you ''do'' use half a Press Turn). | ||
+ | * [[Damage reduction]] and [[reverse damage reduction]] do not work. | ||
+ | * Dx2 Skills (from [[Liberators]]) do not work. | ||
+ | |||
+ | 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== | ==Difficulty levels== | ||
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|} | |} | ||
− | == | + | == 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: | |
− | + | {| class="wikitable sortable" | |
− | + | ! 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 === | |
+ | [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badges will be rewarded each month, based on how your score ranks against other players. | ||
− | + | ;Per-area score ranking rewards | |
+ | {| class="wikitable sortable" | ||
+ | ! Rank || Reward | ||
+ | |- | ||
+ | | 1-10 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x1,000 | ||
+ | |- | ||
+ | | 11-100 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x500 | ||
+ | |- | ||
+ | | 101-1,000 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x400 | ||
+ | |- | ||
+ | | 1,001-10,000 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x300 | ||
+ | |- | ||
+ | | 10,001-30,000 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x200 | ||
+ | |- | ||
+ | | 30,001-9,999,999 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x100 | ||
+ | |} | ||
− | + | ;Total score ranking rewards | |
+ | {| class="wikitable sortable" | ||
+ | ! Rank || Reward | ||
+ | |- | ||
+ | | 1 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x3,000, "Underside MVP" title | ||
+ | |- | ||
+ | | 2 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x3,000, "Proven Strength" title | ||
+ | |- | ||
+ | | 3 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x3,000, "A True Secret Trick" title | ||
+ | |- | ||
+ | | 4-10 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x3,000, "Famous Behind the Scenes" title | ||
+ | |- | ||
+ | | 11-100 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x1,500 | ||
+ | |- | ||
+ | | 101-9,999,999 || [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badge x1,000 | ||
+ | |} | ||
== Special Skills == | == Special Skills == | ||
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* A Red {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Illuyanka|size=32px}} with this skill was distributed on Jan 20, 2025. | * A Red {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Illuyanka|size=32px}} with this skill was distributed on Jan 20, 2025. | ||
|- | |- | ||
− | | {{ElementIcon|Passive|name=1}} || [[Koumokuten (Underside)]] || {{ElementIcon|Phys}} Kawara Area only || {{DemonIcon|Koumokuten|size=32px}} || | + | | {{ElementIcon|Passive|name=1}} || [[Koumokuten (Underside)]] || {{ElementIcon|Phys}} Kawara Area only || {{DemonIcon|Koumokuten|size=32px}} || Available through [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badges in Mar 2025. |
− | |||
|- | |- | ||
| {{ElementIcon|Passive|name=1}} || [[Fortunate park visitor]] || - || - || Rare drop from Hell Genome Cube (costs [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badges) | | {{ElementIcon|Passive|name=1}} || [[Fortunate park visitor]] || - || - || Rare drop from Hell Genome Cube (costs [[File:Icon Friendship Badge Silver.png|32px|link=]] silver badges) | ||
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* Each set of spirits is unlocked after the previous set is exhausted. The same concept applies to the transcend stones. | * 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. | ** 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. | ||
− | ** Gold badge income is | + | ** [[File:Icon Friendship Badge Gold.png|32px|link=]] Gold badge income is 690 per month (230 per area) if you clear level 10 of each area. |
==== Silver badges ==== | ==== Silver badges ==== | ||
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! Exchange Lineup || [[File:Icon Friendship Badge Silver.png|32px|link=]] Silver badge cost || Cap | ! Exchange Lineup || [[File:Icon Friendship Badge Silver.png|32px|link=]] Silver badge cost || Cap | ||
|- | |- | ||
− | | Hell Genome Cube × 1 || 1,000 || No Cap | + | | [[File:Icon Hell Genome Cube.png|32px|link=]] Hell Genome Cube × 1 || 1,000 || No Cap |
|- | |- | ||
| [[File:Icon Skill Genome.png|32px|link=]][[File:Pixie.jpg|32px|link=Pixie]] [[Pixie (Underside)]] Genome || 3,000 || 1 | | [[File:Icon Skill Genome.png|32px|link=]][[File:Pixie.jpg|32px|link=Pixie]] [[Pixie (Underside)]] Genome || 3,000 || 1 | ||
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| [[File:Icon Skill Genome.png|32px|link=]][[File:Illuyanka.jpg|32px|link=Illuyanka]] [[Illuyanka (Underside)]] Genome || 3,000 || 1 / Month | | [[File:Icon Skill Genome.png|32px|link=]][[File:Illuyanka.jpg|32px|link=Illuyanka]] [[Illuyanka (Underside)]] Genome || 3,000 || 1 / Month | ||
|- | |- | ||
− | | [[File:Icon Skill Genome.png|32px|link=]][[File:Koumokuten.jpg|32px|link=Koumokuten]] [[Koumokuten (Underside)]] Genome || 3,000 || 1 | + | | [[File:Icon Skill Genome.png|32px|link=]][[File:Koumokuten.jpg|32px|link=Koumokuten]] [[Koumokuten (Underside)]] Genome || 3,000 || 1 |
|- | |- | ||
| [[File:Icon Sword of Kusanagi.png|32px|link=]] Sword of Kusanagi 5★ || 100 || 20 / Month | | [[File:Icon Sword of Kusanagi.png|32px|link=]] Sword of Kusanagi 5★ || 100 || 20 / Month | ||
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| [[File:Icon 6 Star Brand Cube.png|32px|link=]] 6★ Brand Cube || 500 || 10 / Month | | [[File:Icon 6 Star Brand Cube.png|32px|link=]] 6★ Brand Cube || 500 || 10 / Month | ||
|} | |} | ||
+ | * [[File:Icon Friendship Badge Silver.png|32px|link=]] 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). | ||
− | The Hell Genome Cube gives a random skill genome from a ''very large'' pool. A few of the skills are rare and exclusive: | + | ====Hell Genome Cube==== |
+ | The [[File:Icon Hell Genome Cube.png|32px|link=]] Hell Genome Cube gives a random skill genome from a ''very large'' pool. A few of the skills are rare and exclusive: | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Genome !! Notes | ! Genome !! Notes | ||
Line 206: | Line 282: | ||
==Guide== | ==Guide== | ||
===Kawara Area (weak to {{ElementIcon|Phys|name=1}})=== | ===Kawara Area (weak to {{ElementIcon|Phys|name=1}})=== | ||
+ | ====Overview==== | ||
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
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[[File:Fast Tetraka Underside.png|300px]] | [[File:Fast Tetraka Underside.png|300px]] | ||
[[File:Hellsent Force.png|300px]] | [[File:Hellsent Force.png|300px]] | ||
+ | |||
+ | '''Explanation''' | ||
+ | * The enemy will start the battle by casting {{EffectIcon|Repel Physical|name=1}}. 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 {{EffectIcon|ATK Buff}}{{EffectIcon|DEF Buff}}{{EffectIcon|EVAC Buff}} [[Luster Candy]] and {{EffectIcon|ATK Debuff}}{{EffectIcon|DEF Debuff}}{{EffectIcon|EVAC Debuff}} [[Debilitate]] at the start of the battle. | ||
+ | * '''Hellbound: Ice''' will apply 5 stacks of {{EffectIcon|Spirit Chains of Suppression|name=1}} 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. | ||
</div> | </div> | ||
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* Multi-fusions count. | * Multi-fusions count. | ||
** {{DemonIcon|Beelzebub☆|size=32px}} counts, despite needing a gacha-exclusive material to make him. | ** {{DemonIcon|Beelzebub☆|size=32px}} counts, despite needing a gacha-exclusive material to make him. | ||
− | ** {{DemonIcon|Masakado A|size=32px}} | + | ** The following [[Fusible Demons#Limited-Time Multi-fusions|limited-time multi-fusions]] count: {{DemonIcon|Masakado A|size=32px}}, {{DemonIcon|Alice A|size=32px}}, {{DemonIcon|Asura|size=32px}}. All other limited-time multi-fusions do not count. |
* {{DemonIcon|Pixie|size=32px}} and {{DemonIcon|Slime|size=32px}} count, even though you cannot fuse them. | * {{DemonIcon|Pixie|size=32px}} and {{DemonIcon|Slime|size=32px}} count, even though you cannot fuse them. | ||
+ | |||
+ | '''General strategy:''' | ||
+ | * For level 9+, you need to run a team of all fusibles, with a focus on {{ElementIcon|Phys|name=1}} damage. One of your demons must also be {{ArchIcon|arch=Clear|name=1|size=15px}}, and one must be grade 79 or lower (meaning 4★ or lower base rarity). | ||
+ | * 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 {{ElementIcon|Phys|name=1}} 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 {{DemonIcon|Koumokuten|size=32px}} with the skill [[Koumokuten (Underside)]], bring him. | ||
+ | * Cover your {{ElementIcon|Ice|name=1}} 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. | ||
+ | |||
+ | {| border=0 align="left" | ||
+ | |+'''Sample party''' | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Asura|archetype=Teal|skill1=Tetra Break|skill2=Resist Ice|brands=PATK% Divine|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Shiva|archetype=Red|skill1=Phys Boost|skill2=Resist Ice|brands=PATK% War|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Flauros|archetype=Purple|skill1=Phys Amp|skill2=Resist Ice|brands=PATK% Divine or War|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Seth|archetype=Purple|skill1=Charge|skill2=Master Assassin|brands=PATK% Divine or War|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Koumokuten|archetype=Clear|skill1=Koumokuten (Underside)|skill2=God's Hand|brands=PATK% War|statreq= - }} | ||
+ | |} | ||
+ | <div style="clear: both;"></div> | ||
+ | |||
+ | '''Team notes:''' | ||
+ | * {{DemonIcon|Asura|size=32px}} is the fastest unit, so he has [[Tetra Break]]. His skill {{ElementIcon|Phys}} [[Ashura]] can also remove the enemy team's buffs. | ||
+ | * {{DemonIcon|Shiva|size=32px}}'s standard attack is effectively a 0 MP {{ElementIcon|Phys}} [[Vorpal Blade]], useful for AoE. {{ArchIcon|arch=Red|name=1|size=15px}} has {{ElementIcon|Phys}} [[God's Hand]] as a single target option, and it becomes cheaper with panel 3. He shouldn't be having MP issues, and can safely use War brands. | ||
+ | ** Shiva can also remove the enemy's Repel Physical by using {{ElementIcon|Almighty}} [[Pralaya]], but that won't trigger Koumokuten's bonus effects. | ||
+ | * {{DemonIcon|Flauros|size=32px}} provides {{EffectIcon|ATK Buff}}{{EffectIcon|EVAC Buff}} ATK/EVAC Buffs whenever he uses {{ElementIcon|Phys}} [[Iron Fist]]. | ||
+ | * {{DemonIcon|Seth|size=32px}} is mainly here for damage - use [[Ouas]] if you're in a full turn, [[Charge]] if you're in a half turn. In higher levels, he can cast [[Debilitate]] just before Hresvelgr's first turn, softening the boss's attacks and reducing the chance that someone will die. | ||
+ | * {{DemonIcon|Koumokuten|size=32px}} 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 {{EffectIcon|DEF Debuff}}{{EffectIcon|EVAC Debuff}} 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 {{ArchIcon|arch=Clear|name=1|size=15px}} to fit the Clear and 4★ requirements. | ||
+ | ** 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 {{ElementIcon|Phys}} [[Hades Blast]] by transferring it from {{DemonIcon|Ose|size=32px}} 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 {{ElementIcon|Phys}} [[God's Hand]], but cheaper options such as {{ElementIcon|Phys}} [[Oni-Kagura]] can also work. Giving him {{ElementIcon|Phys}} [[Struggle Slash (Underside)]] would be ideal, should you pull one from the random cubes. | ||
+ | * {{ElementIcon|Ice|name=1}} weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo. | ||
+ | |||
+ | Other options worth considering: | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Gogmagog|size=32px}}: Good damage, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Koumokuten Underside, though. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Odin|size=32px}}: 176 str, P3 gives 10% phys damage, Clear has [[Merciless Blow]]. {{ElementIcon|Phys}} [[Gungnir]] (145 power AoE w/ 30% crit). He's expensive to panel, however. | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Wu Kong|size=32px}}: 235 str, P3 gives 10% phys damage, P2 gives 10% crit. {{ElementIcon|Phys}} [[Titanomachia]] (125 power AoE w/ 30% crit) and {{ElementIcon|Phys}} [[Oni-Kagura]] (135 power single w/ 30% crit). | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Girimekhala|size=32px}}: 216 str, P3 gives 10% phys damage. {{ElementIcon|Phys}} [[Megaton Press]] (105 power AoE w/ 30% crit) and {{ElementIcon|Phys}} [[Binge Eating]] (140 power single). [[Mega Boost]] gives himself both {{EffectIcon|Charge|name=1}} and {{EffectIcon|Might|name=1}}. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Hanuman|size=32px}}: 223 str, P3 gives 10% phys damage. {{ElementIcon|Phys}} [[Vorpal Blade]] (140 power AoE) and {{ElementIcon|Phys}} [[Madness Nails]] (130-195 power random). Can be re-used for the race challenge. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Yatagarasu|size=32px}}: 184 str, P3 gives 10% phys damage, Clear has [[Phys Boost]]. {{ElementIcon|Phys}} [[Hades Blast]] (120 power AoE). Needs [[Resist Ice]]. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Valkyrie|size=32px}}: 196 str, has [[Phys Boost]]. {{ElementIcon|Phys}} [[Heat Wave]] (85 power AoE w/ 10% crit), {{ElementIcon|Phys}} [[Fatal Sword]] (100 power single). | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Fomorian|size=32px}}: 183 str, Clear has [[Back Attack]]. {{ElementIcon|Phys}} [[Herculean Strike]] (100 power AoE). Can be re-used for the race challenge. | ||
</div> | </div> | ||
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| Lv 9+ || All 5 demons must be of the races Genma, Kishin, or Night. | | Lv 9+ || All 5 demons must be of the races Genma, Kishin, or Night. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
'''General strategy:''' | '''General strategy:''' | ||
* Transfer [[Tetra Break]] to your fastest unit, and have them cast it when the fight starts to remove the enemy's shield. | * 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 {{ElementIcon|Phys|name=1}} attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield. | * After the shield is down, spam {{ElementIcon|Phys|name=1}} 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 {{DemonIcon|Koumokuten|size=32px}} with the skill [[Koumokuten (Underside)]], bring him. | ||
+ | * Cover your {{ElementIcon|Ice|name=1}} 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. | ||
+ | |||
+ | {| border=0 align="left" | ||
+ | |+'''Sample party''' | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Marici|archetype=Purple|skill1=Tetra Break|skill2=Phys Boost|brands=PATK% Lead x2|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Fionn mac Cumhaill|archetype=Purple|skill1=Back Attack|skill2=Phys Boost|brands=PATK% Divine or War|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Futsunushi|archetype=Yellow|skill1=Back Attack|skill2=Phys Boost|brands=PATK% Divine or War|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Cu Chulainn|archetype=Purple|skill1=Serial Killer|skill2=Phys Boost|brands=PATK% Divine or War|statreq= Panel 4 }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Koumokuten|archetype=Clear|skill1=Koumokuten (Underside)|skill2=God's Hand|brands=PATK% Divine or War|statreq= - }} | ||
+ | |} | ||
+ | <div style="clear: both;"></div> | ||
+ | |||
+ | '''Team notes:''' | ||
+ | * {{DemonIcon|Marici|size=32px}}: 195 str, {{ElementIcon|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. | ||
+ | * {{DemonIcon|Fionn mac Cumhaill|size=32px}}: Very high damage, applies {{EffectIcon|Zenith|name=1}} with {{ElementIcon|Phys}} [[Moon-White Blade]], and casts one {{EffectIcon|ATK Buff|name=1}} for 1 turn at start of combat. | ||
+ | * {{DemonIcon|Futsunushi|size=32px}}: Team-wide {{EffectIcon|Might|name=1}} on the first turn, then he can spam {{ElementIcon|Phys}} [[Iai Isshin]] which grants him {{EffectIcon|Charge|name=1}} with every cast. | ||
+ | * {{DemonIcon|Cu Chulainn|size=32px}}: Just damage, but he may have accuracy issues until panel 4. | ||
+ | * {{DemonIcon|Koumokuten|size=32px}} 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 {{EffectIcon|DEF Debuff}}{{EffectIcon|EVAC Debuff}} 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 {{ArchIcon|arch=Clear|name=1|size=15px}} 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 {{ElementIcon|Phys}} [[Hades Blast]] by transferring it from {{DemonIcon|Ose|size=32px}} 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 {{ElementIcon|Phys}} [[God's Hand]], but cheaper options such as {{ElementIcon|Phys}} [[Oni-Kagura]] can also work. Giving him {{ElementIcon|Phys}} [[Struggle Slash (Underside)]] would be ideal, should you pull one from the random cubes. | ||
+ | * {{ElementIcon|Ice|name=1}} weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo. | ||
+ | |||
+ | Other options worth considering: | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Albedo|size=32px}}: Good damage and team-wide {{EffectIcon|Zenith|name=1}} for 3 turns. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Hanuman|size=32px}}: 223 str, P3 gives 10% phys damage. {{ElementIcon|Phys}} [[Vorpal Blade]] (140 power AoE) and {{ElementIcon|Phys}} [[Madness Nails]] (130-195 power random). | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Bishamonten|size=32px}}: 207 str, P3 has 10% phys damage. {{ElementIcon|Phys}} [[Hades Blast]] (120 power AoE) and {{ElementIcon|Phys}} [[Berserker God]] (160 power single). Null Ice for 30% Ice damage reduction. | ||
+ | ** Alternatively, {{ArchIcon|arch=Purple|size=15px|name=1}} has [[Back Attack]] if you give up Red's AoE. | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Zhong Kui|size=32px}}: 254 str, applies one {{EffectIcon|ATK Buff|name=1}} for 3 turns at start of combat. {{ElementIcon|Phys}} [[Megaton Raid]] (180 power single) and {{ElementIcon|Phys}} [[Oni-Kagura]] (135 power single w/ 35% crit). Panels do not boost damage. | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Thor|size=32px}}: 201 str, only P1 boosts damage. {{ElementIcon|Phys}} [[Gigantomachia]] (160 power AoE) and {{ElementIcon|Phys}} [[Megaton Raid]] (180 power single). Has [[Charge]]. | ||
+ | * {{ArchIcon|arch=Clear|size=15px}}{{DemonIcon|Fomorian|size=32px}}: 183 str, Clear has [[Back Attack]]. {{ElementIcon|Phys}} [[Herculean Strike]] (100 power AoE) | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Jikokuten|size=32px}}: 182 str, P3 has 8% phys damage. {{ElementIcon|Phys}} [[Hades Blast]] (120 power AoE) and {{ElementIcon|Phys}} [[Megaton Raid]] (180 power single). | ||
+ | |||
</div> | </div> | ||
===Spike Hell Area (weak to {{ElementIcon|Fire|name=1}})=== | ===Spike Hell Area (weak to {{ElementIcon|Fire|name=1}})=== | ||
+ | ====Overview==== | ||
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
Line 322: | Line 478: | ||
[[File:Hellsent Ice.png|300px]] | [[File:Hellsent Ice.png|300px]] | ||
+ | '''Explanation''' | ||
+ | * '''Hellbound: Phys''' will apply 5 stacks of {{EffectIcon|Spirit Chains of Suppression|name=1}} 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 {{EffectIcon|DEF Debuff}}). 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 {{EffectIcon|Repel Physical|name=1}}. | ||
</div> | </div> | ||
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* Multi-fusions count. | * Multi-fusions count. | ||
** {{DemonIcon|Beelzebub☆|size=32px}} counts, despite needing a gacha-exclusive material to make him. | ** {{DemonIcon|Beelzebub☆|size=32px}} counts, despite needing a gacha-exclusive material to make him. | ||
− | ** {{DemonIcon|Masakado A|size=32px}} | + | ** The following [[Fusible Demons#Limited-Time Multi-fusions|limited-time multi-fusions]] count: {{DemonIcon|Masakado A|size=32px}}, {{DemonIcon|Alice A|size=32px}}, {{DemonIcon|Asura|size=32px}}. All other limited-time multi-fusions do not count. |
* {{DemonIcon|Pixie|size=32px}} and {{DemonIcon|Slime|size=32px}} count, even though you cannot fuse them. | * {{DemonIcon|Pixie|size=32px}} and {{DemonIcon|Slime|size=32px}} count, even though you cannot fuse them. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''General strategy:''' | '''General strategy:''' | ||
− | * '''Your primary objective is to kill King Frost with {{ElementIcon|Fire|name=1}} attacks on the first turn.''' If you don't, then he will hit into your weaknesses (most fusible Fire attackers are weak to {{ElementIcon|Ice|name=1}}) and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall. | + | * For level 9+, you need to run a team of all fusibles, with a focus on {{ElementIcon|Fire|name=1}} damage. One of your demons must also be {{ArchIcon|arch=Clear|name=1|size=15px}}, and one must be grade 79 or lower (meaning 4★ or lower base rarity). |
+ | * '''Your primary objective is to kill King Frost with {{ElementIcon|Fire|name=1}} attacks on the first turn.''' If you don't, then he will hit into your weaknesses (most fusible Fire attackers are weak to {{ElementIcon|Ice|name=1}}), debuff your defense, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall. | ||
** Any team slots that aren't providing utility should deal Fire damage or boost it. | ** Any team slots that aren't providing utility should deal Fire damage or boost it. | ||
** {{DemonIcon|Cybele|size=32px}} does good damage and has a fire damage aura for the team (+10% damage at base, upgraded to +20% at panel 3). She is also {{ArchIcon|arch=Clear|name=1|size=15px}}, fulfilling that team requirement. | ** {{DemonIcon|Cybele|size=32px}} does good damage and has a fire damage aura for the team (+10% damage at base, upgraded to +20% at panel 3). She is also {{ArchIcon|arch=Clear|name=1|size=15px}}, fulfilling that team requirement. | ||
** Panel 3 {{DemonIcon|Metatron|size=32px}} gives a +20% magic damage aura to the team. Transfer a Fire spell so he can contribute his own damage, as well. | ** Panel 3 {{DemonIcon|Metatron|size=32px}} gives a +20% magic damage aura to the team. Transfer a Fire spell so he can contribute his own damage, as well. | ||
+ | * MP management is very tight in this fight, consider running Divine brands on as many demons as possible. | ||
* Have {{DemonIcon|Huang Long|size=32px}} use [[Five Elements]] ({{EffectIcon|Repel Almighty Magic|name=1}}), which will stop Heimdall from using his unique {{ElementIcon|Almighty|name=1}} attack. Now, Heimdall will resort to standard attacks. | * Have {{DemonIcon|Huang Long|size=32px}} use [[Five Elements]] ({{EffectIcon|Repel Almighty Magic|name=1}}), which will stop Heimdall from using his unique {{ElementIcon|Almighty|name=1}} 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. | ** 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. | ||
* Bring demons with innate Null/Repel/Drain Phys, or a [[Null Phys]] genome transferred. Heimdall doesn't have Phys Pierce, so as long as {{EffectIcon|Repel Almighty Magic|name=1}} 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. | * Bring demons with innate Null/Repel/Drain Phys, or a [[Null Phys]] genome transferred. Heimdall doesn't have Phys Pierce, so as long as {{EffectIcon|Repel Almighty Magic|name=1}} 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. | ||
** Example 5★ demons with innate NDR Phys: Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Quetzalcoatl|size=32px}}, Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Gogmagog|size=32px}}, {{DemonIcon|Zaou-Gongen|size=32px}}, {{DemonIcon|Erlkonig|size=32px}}, {{DemonIcon|Fafnir|size=32px}}, {{DemonIcon|Masakado A|size=32px}}, {{DemonIcon|Beelzebub☆|size=32px}} | ** Example 5★ demons with innate NDR Phys: Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Quetzalcoatl|size=32px}}, Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Gogmagog|size=32px}}, {{DemonIcon|Zaou-Gongen|size=32px}}, {{DemonIcon|Erlkonig|size=32px}}, {{DemonIcon|Fafnir|size=32px}}, {{DemonIcon|Masakado A|size=32px}}, {{DemonIcon|Beelzebub☆|size=32px}} | ||
− | ** If you cast [[Tetrakarn]] ({{EffectIcon|Repel Physical|name=1}}) 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 cast [[Tetrakarn]] or use a [[File:Icon Phys Reflector.png|32px|link=]] Phys Reflector (for {{EffectIcon|Repel Physical|name=1}}) 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. |
* For the 4★ slot: | * For the 4★ slot: | ||
− | ** {{DemonIcon|Prometheus|size=32px}} offers good fire damage. {{ArchIcon|arch=Red|name=1|size=15px}} gets a cheap [[Maragidyne]], while {{ArchIcon|arch=Purple|name=1|size=15px}} gets [[Infinite Chakra]] for more MP recovery. | + | ** {{DemonIcon|Prometheus|size=32px}} offers good fire damage. {{ArchIcon|arch=Red|name=1|size=15px}} gets a cheap {{ElementIcon|Fire}} [[Maragidyne]], while {{ArchIcon|arch=Purple|name=1|size=15px}} gets [[Infinite Chakra]] for more MP recovery. |
** {{DemonIcon|Girimekhala|size=32px}}, {{DemonIcon|Rangda|size=32px}}, {{DemonIcon|Hecatoncheires|size=32px}}, Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Wu Kong|size=32px}} have innate NDR Phys. | ** {{DemonIcon|Girimekhala|size=32px}}, {{DemonIcon|Rangda|size=32px}}, {{DemonIcon|Hecatoncheires|size=32px}}, Teal {{ArchIcon|arch=Teal|size=15px}}{{DemonIcon|Wu Kong|size=32px}} have innate NDR Phys. | ||
+ | |||
+ | {| border=0 align="left" | ||
+ | |+'''Sample party''' | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Huang Long|archetype=Yellow|skill1=Speedster|skill2=Tetrakarn|brands=Divine|statreq= Panel 4 }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Cybele|archetype=Clear|skill1=Fire Boost|skill2=Back Attack|brands=MATK% Divine|statreq= Panel 3 }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Metatron|archetype=Red|skill1=Butcher|skill2=Maragidyne|brands=MATK% Divine|statreq= Panel 3 }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Surt|archetype=Purple|skill1=Fire Boost|skill2=Fire Amp|brands=MATK% Divine|statreq= Panel 3 }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Prometheus|archetype=Red|skill1=Merciless Blow|skill2=Serial Killer|brands=MATK% Divine|statreq= Panel 3 }} | ||
+ | |} | ||
+ | <div style="clear: both;"></div> | ||
+ | |||
+ | '''Team notes:''' | ||
+ | * Everyone should have Divine brands, due to the tightness of MP in this fight. | ||
+ | * {{DemonIcon|Huang Long|size=32px}} for {{EffectIcon|Repel Almighty Magic|name=1}} 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. | ||
+ | * {{DemonIcon|Cybele|size=32px}} satisfies the {{ArchIcon|arch=Clear|name=1|size=15px}} requirement, offers a team Fire damage aura (ideally the upgraded version at panel 3), and has good innate Fire skills. | ||
+ | * {{DemonIcon|Metatron|size=32px}} for his panel 3 magic damage aura. He also has {{ElementIcon|Fire}} [[Maragidyne]] so he can contribute his own damage. | ||
+ | * {{DemonIcon|Prometheus|size=32px}} satisfies the 4★ requirement, and does good Fire damage. {{ArchIcon|arch=Red|name=1|size=15px}} gets a cheap {{ElementIcon|Fire}} [[Maragidyne]]. | ||
+ | * {{DemonIcon|Surt|size=32px}} pushes damage against King Frost. | ||
+ | * Remember to use [[Tetrakarn]] or use a [[File:Icon Phys Reflector.png|32px|link=]] Phys Reflector just before Heimdall does his Phys enrage! | ||
+ | |||
+ | Other options worth considering: | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Anubis|size=32px}}: 217 magic, Purple has [[Merciless Blow]]. Transfer {{ElementIcon|Fire}} [[Agidyne]] + [[Fire Boost]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Titania|size=32px}}: 235 magic, Purple has [[Back Attack]]. Transfer {{ElementIcon|Fire}} [[Agidyne]] + [[Fire Boost]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Efreet|size=32px}}: 208 magic, has [[Fire Boost]] and Purple has [[Back Attack]]. {{ElementIcon|Fire}} [[Maragi]] and {{ElementIcon|Fire}} [[Agilao]]. Alternatively, can use {{ArchIcon|arch=Clear|size=15px|name=1}} for discounted {{ElementIcon|Fire}} [[Agidyne]]. | ||
</div> | </div> | ||
Line 383: | Line 562: | ||
|} | |} | ||
− | + | * '''Your primary objective is to kill King Frost with {{ElementIcon|Fire|name=1}} 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. | |
+ | ** Any team slots that aren't providing utility should deal Fire damage or boost it. | ||
+ | * MP management is very tight in this fight, consider running Divine brands on as many demons as possible. | ||
+ | * The featured races do not have access to {{EffectIcon|Repel Almighty Magic|name=1}}, so you'll need to use a different method to survive Heimdall's Almighty attack spam. For example: {{EffectIcon|Spirit Chains of Intimidation|name=1}}. | ||
+ | * If you cast [[Tetrakarn]] or use a [[File:Icon Phys Reflector.png|32px|link=]] Phys Reflector (for {{EffectIcon|Repel Physical|name=1}}) 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 {{EffectIcon|Intimidation|name=1}}, as those will reduce the power of the reflected damage. | ||
+ | |||
+ | {| border=0 align="left" | ||
+ | |+'''Sample party''' | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Lost Name|archetype=Purple|skill1=Fire Boost|skill2=Assassin|brands=HP% Life or Divine|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Moloch|archetype=Teal|skill1=Fire Survivor|skill2=Fire Boost|brands=HP% Life or Divine|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Belial|archetype=Purple|skill1=Serial Killer|skill2=Fire Boost|brands=PATK% Divine|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Mada|archetype=Teal|skill1=Fire Slowda|skill2=Fire Boost|brands=MATK% Divine|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Surt A|archetype=Purple|skill1=Butcher|skill2=Fire Boost|brands=MATK% Divine|statreq= - }} | ||
+ | |} | ||
+ | <div style="clear: both;"></div> | ||
+ | |||
+ | '''Team notes:''' | ||
+ | * {{DemonIcon|Lost Name|size=32px}} is easily accessible, does good damage, and applies {{EffectIcon|Spirit Chains of Intimidation|name=1}} to help the team survive. His panel 1 helps significantly, dropping the cost of {{ElementIcon|Fire}} [[Fatal Burn]] to just 4 MP at max skill level. | ||
+ | * {{DemonIcon|Moloch|size=32px}} provides a 40% Fire damage aura. | ||
+ | * {{DemonIcon|Surt A|size=32px}} applies {{EffectIcon|DEF Debuff|name=1}}. Panel 2 can also change his [[Standard Attack]] into {{ElementIcon|Fire|name=1}} 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 [[File:Icon Phys Reflector.png|32px|link=]] Phys Reflector just before Heimdall does his Phys enrage! | ||
+ | |||
+ | Other options worth considering: | ||
+ | * {{DemonIcon|Moloch A|size=32px}}: Applies {{EffectIcon|Spirit Chains of Corrosion|name=1}}, and offers a 40% damage aura against foes affected by Spirit Chains. | ||
</div> | </div> | ||
===Grave Area (weak to {{ElementIcon|Ice|name=1}})=== | ===Grave Area (weak to {{ElementIcon|Ice|name=1}})=== | ||
+ | ====Overview==== | ||
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
Line 422: | Line 627: | ||
[[File:Hellsent Fire.png|300px]] | [[File:Hellsent Fire.png|300px]] | ||
+ | '''Explanation''' | ||
+ | * '''Hellbound: Fire''' will apply 5 stacks of {{EffectIcon|Spirit Chains of Suppression|name=1}} 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 {{ElementIcon|Fire|name=1}}/{{ElementIcon|Light|name=1}} 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. | ||
</div> | </div> | ||
Line 442: | Line 651: | ||
| Lv 9+ || 1 or more demons must be grade 59 (3★ base) or lower. | | Lv 9+ || 1 or more demons must be grade 59 (3★ base) or lower. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
'''General strategy:''' | '''General strategy:''' | ||
Line 454: | Line 658: | ||
{| border=0 align="left" | {| border=0 align="left" | ||
|+'''Sample party''' | |+'''Sample party''' | ||
− | | valign="top" |{{DemonBuild:Thin|demon= | + | | valign="top" |{{DemonBuild:Thin|demon=Black Rider|archetype=Teal|skill1=Mabufudyne|skill2=Ice Boost|brands=MATK% Divine or Spell|statreq= - }} |
− | | valign="top" |{{DemonBuild:Thin|demon= | + | | valign="top" |{{DemonBuild:Thin|demon=Frost Ace|archetype=Purple|skill1=Ice Amp|skill2=Merciless Blow|brands=MATK% Divine or Spell|statreq= - }} |
− | | valign="top" |{{DemonBuild:Thin|demon=Ym|archetype=Purple|skill1=Merciless Blow|skill2=Serial Killer|brands=Divine or Spell|statreq= - }} | + | | valign="top" |{{DemonBuild:Thin|demon=Ym|archetype=Purple|skill1=Merciless Blow|skill2=Serial Killer|brands=MATK% Divine or Spell|statreq= - }} |
− | | valign="top" |{{DemonBuild:Thin|demon= | + | | valign="top" |{{DemonBuild:Thin|demon=Illuyanka|archetype=Clear|skill1=Illuyanka (Underside)|skill2=Ice Boost|brands=MATK% Spell|statreq= - }} |
− | | valign="top" |{{DemonBuild:Thin|demon= | + | | valign="top" |{{DemonBuild:Thin|demon=King Frost|archetype=Teal|skill1=Back Attack|skill2=Auto-Taruka|brands=MATK% Divine or Spell|statreq= - }} |
|} | |} | ||
<div style="clear: both;"></div> | <div style="clear: both;"></div> | ||
'''Team notes:''' | '''Team notes:''' | ||
− | * Illuyanka's contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain. He | + | * {{DemonIcon|Illuyanka|size=32px}}'s contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain. |
− | * King Frost provides {{EffectIcon|DEF Debuff|name=1}} via his skill [[Cold World]], to help push the damage. We also give him [[Auto-Taruka]] for {{EffectIcon|ATK Buff|name=1}}, ensuring we have a full offensive buff swing. | + | ** 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 {{ElementIcon|Ice}} [[Ice Age]] or {{ElementIcon|Ice}} [[Ice Age (Underside)]]. |
+ | ** We're using {{ArchIcon|arch=Clear|size=15px|name=1}} so Illuyanka can be used in multiple rule sets. This happens to give him {{ElementIcon|Ice}} [[Bufudyne]], meaning the other transfer slot should be a damage booster. | ||
+ | ** A small optimization is to build a {{ArchIcon|arch=Purple|size=15px|name=1}} Illuyanka for the +10 magic from [[Magic Amp II]]. His transfer should be {{ElementIcon|Ice}} [[Ice Age]]. | ||
+ | ** If you happen to pull {{ElementIcon|Ice}} [[Ice Age (Underside)]] from the random cubes, use that regardless of color (with {{ArchIcon|arch=Purple|size=15px|name=1}} performing slightly better than {{ArchIcon|arch=Clear|size=15px|name=1}}). | ||
+ | ** 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 {{ElementIcon|Ice}} [[Ice Breath]] by transferring it from {{DemonIcon|Mermaid|size=32px}} or Illuyanka dupes, and can level his {{ElementIcon|Ice}} [[Bufudyne]] by transferring it from {{DemonIcon|Orochi|size=32px}} dupes. | ||
+ | * {{DemonIcon|King Frost|size=32px}} provides {{EffectIcon|DEF Debuff|name=1}} via his skill {{ElementIcon|Ice}} [[Cold World]], to help push the damage. We also give him [[Auto-Taruka]] for {{EffectIcon|ATK Buff|name=1}}, ensuring we have a full offensive buff swing. {{ArchIcon|arch=Teal|size=15px|name=1}} covers his weakness. | ||
* The rest of the team are just Ice attackers that don't have open weaknesses to {{ElementIcon|Fire|name=1}} or {{ElementIcon|Light|name=1}}, to ensure Mithras can't get extra turns off them. [[Resist Fire]] or [[Resist Light]] can be transferred to patch weaknesses, if needed. | * The rest of the team are just Ice attackers that don't have open weaknesses to {{ElementIcon|Fire|name=1}} or {{ElementIcon|Light|name=1}}, 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: | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Beiji-Weng|size=32px}}: 186 magic, has [[Ice Boost]] and P3 has 10% Ice damage. {{ElementIcon|Ice}} [[Bufudyne]] and {{ElementIcon|Ice}} [[Mabufudyne]]. Will need [[Resist Fire]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Anubis|size=32px}}: 217 magic, Purple has [[Merciless Blow]]. Transfer {{ElementIcon|Ice}} [[Bufudyne]] + [[Ice Boost]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Titania|size=32px}}: 235 magic, Purple has [[Back Attack]]. Transfer {{ElementIcon|Ice}} [[Bufudyne]] + [[Ice Boost]]. | ||
</div> | </div> | ||
===Sanzu River Area (weak to {{ElementIcon|Light|name=1}})=== | ===Sanzu River Area (weak to {{ElementIcon|Light|name=1}})=== | ||
− | + | ====Overview==== | |
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | ||
{{EnemyParty|d1=Chatterskull|d2=Ixtab|d3=Nidhoggr|d4=Chatterskull|i1=HPUSanzuChatterskull L|i2=HPUSanzuIxtab|i3=HPUSanzuNidhoggr|i4=HPUSanzuChatterskull R | {{EnemyParty|d1=Chatterskull|d2=Ixtab|d3=Nidhoggr|d4=Chatterskull|i1=HPUSanzuChatterskull L|i2=HPUSanzuIxtab|i3=HPUSanzuNidhoggr|i4=HPUSanzuChatterskull R | ||
Line 502: | Line 716: | ||
[[File:Nastrond Underside.png|300px]] | [[File:Nastrond Underside.png|300px]] | ||
+ | '''Explanation''' | ||
+ | * '''Hellbound: Dark''' will apply 5 stacks of {{EffectIcon|Spirit Chains of Suppression|name=1}} to you. | ||
+ | * '''Vengeance Blow''' - When a Chatterskull is killed, it will cast an {{ElementIcon|Almighty|name=1}} 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. | ||
</div> | </div> | ||
Line 522: | Line 742: | ||
| Lv 9+ || 1 or more demons must be grade 59 (3★ base) or lower. | | Lv 9+ || 1 or more demons must be grade 59 (3★ base) or lower. | ||
|} | |} | ||
+ | |||
+ | '''General strategy''' | ||
+ | * Set up {{EffectIcon|Evade Mortal|name=1}} (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 {{ElementIcon|Light|name=1}} 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 {{ElementIcon|Elec|name=1}}, and nobody NDR's it. Therefore, Elec AoE units such as {{DemonIcon|Queen Mab|size=32px}} can heavily damage Nidhoggr while only lightly damaging the other enemies. | ||
+ | * Try to cover your {{ElementIcon|Dark|name=1}} weaknesses, as Ixtab will spam Dark AoEs during her turn. | ||
+ | |||
+ | {| border=0 align="left" | ||
+ | |+'''Sample party''' | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Sukuna-Hikona|archetype=Purple|skill1=Tetraja|skill2=Resist Dark|brands=MATK% Divine or Spell|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Queen Mab|archetype=Purple|skill1=Fire Enhancement|skill2=Elec Enhancement|brands=MATK% Divine or Spell|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Baldur|archetype=Red|skill1=Back Attack|skill2=Resist Dark|brands=MATK% Divine or Spell|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Lailah|archetype=Red|skill1=Back Attack|skill2=Resist Dark|brands=MATK% Divine or Spell|statreq= - }} | ||
+ | | valign="top" |{{DemonBuild:Thin|demon=Ishtar|archetype=Red|skill1=Merciless Blow|skill2=Resist Dark|brands=MATK% Divine or Spell|statreq= - }} | ||
+ | |} | ||
+ | <div style="clear: both;"></div> | ||
+ | |||
+ | '''Team notes:''' | ||
+ | * Put [[Tetraja]] on the fastest unit, so we can cast it ASAP. | ||
+ | * {{DemonIcon|Queen Mab|size=32px}}: Her chains won't work, due to {{EffectIcon|Spirit Chains of Suppression|name=1}}. But that's fine, as a couple casts of [[Cuailnge]] should already be a lot of {{ElementIcon|Elec|name=1}} damage against Nidhoggr. | ||
+ | * {{DemonIcon|Baldur|size=32px}}: 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. | ||
+ | ** You can level his {{ElementIcon|Light}} [[Hamadyne]] by transferring it from {{DemonIcon|Sandalphon|size=32px}} dupes. | ||
+ | * {{DemonIcon|Lailah|size=32px}}: does surprisingly good Light damage for a 3★ (206 magic, has [[Light Boost]]), and also fulfills challenge requirements. {{ArchIcon|arch=Red|size=15px|name=1}} gives her {{ElementIcon|Light}} [[Hamadyne]] as a single-target attack option. | ||
+ | ** Cheap to build by using 3★ to get skill points (4 SP for a Lailah dupe, or 1 SP for any other 3★). You can level her {{ElementIcon|Light}} [[Hamadyne]] by transferring it from {{DemonIcon|Sandalphon|size=32px}} dupes. | ||
+ | * {{DemonIcon|Ishtar|size=32px}}: {{ElementIcon|Almighty}} [[Mesopotamian Star]] sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using {{ElementIcon|Light}} [[Mahamaon]] afterwards. {{ArchIcon|arch=Red|size=15px|name=1}} offers {{ElementIcon|Light}} [[Thunderclap]] as a single-target attack option. | ||
+ | * All weaknesses to {{ElementIcon|Dark|name=1}} 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 {{ElementIcon|Light|name=1}} 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: | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Mastema|size=32px}}: 201 magic, Purple has [[Light Amp]] and P1 has 15% Light damage. However, you may want to transfer {{ElementIcon|Light}} [[Hamadyne]] since {{ElementIcon|Light}} [[Trial of Hate]] is an AoE. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Anubis|size=32px}}: 217 magic, Purple has [[Merciless Blow]]. Transfer {{ElementIcon|Light}} [[Hamadyne]] + [[Light Boost]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Titania|size=32px}}: 235 magic, Purple has [[Back Attack]]. Transfer {{ElementIcon|Light}} [[Hamadyne]] + [[Light Boost]]. | ||
+ | * {{ArchIcon|arch=Purple|size=15px}}{{DemonIcon|Principality|size=32px}}: 195 magic, Purple has [[Light Boost]]. {{ElementIcon|Light}} [[Hamaon]]. Needs [[Resist Dark]]. | ||
+ | * {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Sandalphon|size=32px}}: 160 magic, P3 has 10% damage. {{ElementIcon|Light}} [[Hamadyne]] and {{ElementIcon|Light}} [[Mahamaon]]. Null Dark for 30% Dark damage reduction. | ||
</div> | </div> | ||
{{Template:Quest Areas navbox}} | {{Template:Quest Areas navbox}} |
Latest revision as of 01:46, 13 March 2025
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.
Contents
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:
- You cannot pierce attributes (for example, Fire Pierce effects will not work). Enemies can still pierce, though!
Attribute affinity down does not work.
- Anti-pierce effects do not work.
- Effects that increase your Press Turns or decrease the enemy's Press Turns do not work.
- Effects that prevent spending a Press Turn (such as Chief God's Rage) do not work.
- Remnants and Critical Hits will not use half a Press Turn (however, if an attack with those qualities also hits a weakness, then you do use half a Press Turn).
- Damage reduction and reverse damage reduction do not work.
- Dx2 Skills (from Liberators) do not work.
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 someone has reached level 240. It's probably safe to assume that the levels are effectively infinite.
Level | ![]() |
![]() |
---|---|---|
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.
Level | ![]() |
---|---|
11-20 | 300 |
21-100 | 50 |
101+ | 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
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 | ![]() |
11-100 | ![]() |
101-1,000 | ![]() |
1,001-10,000 | ![]() |
10,001-30,000 | ![]() |
30,001-9,999,999 | ![]() |
- Total score ranking rewards
Rank | Reward |
---|---|
1 | ![]() |
2 | ![]() |
3 | ![]() |
4-10 | ![]() |
11-100 | ![]() |
101-9,999,999 | ![]() |
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 |
---|---|---|---|---|
![]() |
Pixie (Underside) | - | ![]() |
Available through ![]() |
![]() |
Illuyanka (Underside) | ![]() |
![]() |
|
![]() |
Koumokuten (Underside) | ![]() |
![]() |
Available through ![]() |
![]() |
Fortunate park visitor | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Struggle Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Trisagion (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Fire Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Ice Age (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Ice Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
Thunderclap (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
![]() |
White Slash (Underside) | - | - | Rare drop from Hell Genome Cube (costs ![]() |
Rewards
Friendship Badge shop
Gold badges
Exchange Lineup | ![]() |
Cap |
---|---|---|
![]() ![]() |
600 | 1 |
![]() |
100 | 10 |
![]() |
150 | 20 |
![]() |
200 | 30 |
![]() |
100 | 94 |
![]() |
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.
Gold badge income is 690 per month (230 per area) if you clear level 10 of each area.
Silver badges
Exchange Lineup | ![]() |
Cap |
---|---|---|
![]() |
1,000 | No Cap |
![]() ![]() |
3,000 | 1 |
![]() ![]() |
3,000 | 1 / Month |
![]() ![]() |
3,000 | 1 |
![]() |
100 | 20 / Month |
![]() |
500 | 5 / Month |
![]() |
200 | 5 / Month |
![]() |
3,000 | 2 / Month |
![]() |
1,500 | 1 / Month |
![]() |
3,000 | 1 / Month |
![]() |
2,000 | 2 / Month |
![]() |
300 | 5 / Month |
![]() |
300 | 5 / Month |
![]() |
300 | 5 / Month |
![]() |
300 | 5 / Month |
![]() |
300 | 5 / Month |
![]() |
1,500 | 2 / Month |
![]() |
500 | 10 / Month |
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 Hell Genome Cube gives a random skill genome from a very large pool. A few of the skills are rare and exclusive:
Genome | Notes |
---|---|
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
Rare, exclusive |
![]() |
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 | ![]() | ||
---|---|---|---|---|
Fusibles | Race | Low-grade | ||
Jan 2025 | ![]() |
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Feb 2025 | ![]() |
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Mar 2025 | ![]() |
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Guide
Kawara Area (weak to
Phys)
Overview
Feng Huang | Hresvelgr | Tsukuyomi | Feng Huang |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Resistances | ![]() |
![]() |
![]() |
![]() |
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---|---|---|---|---|---|---|---|
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:
Skills on Feng Huangs only:
Skills on Hresvelgr only:
Skills on Tsukuyomi only:
Explanation
- The enemy will start the battle by casting
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
Luster Candy and
Debilitate at the start of the battle.
- Hellbound: Ice will apply 5 stacks of
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 ![]() |
Notes regarding fusibles:
- Multi-fusions count.
Beelzebub☆ counts, despite needing a gacha-exclusive material to make him.
- The following limited-time multi-fusions count:
Masakado A,
Alice A,
Asura. All other limited-time multi-fusions do not count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- For level 9+, you need to run a team of all fusibles, with a focus on
Phys damage. One of your demons must also be
Clear, and one must be grade 79 or lower (meaning 4★ or lower base rarity).
- 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 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 with the skill Koumokuten (Underside), bring him.
- Cover your
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.
|
|
|
|
|
Team notes:
Asura is the fastest unit, so he has Tetra Break. His skill
Ashura can also remove the enemy team's buffs.
Shiva's standard attack is effectively a 0 MP
Vorpal Blade, useful for AoE.
Red has
God's Hand as a single target option, and it becomes cheaper with panel 3. He shouldn't be having MP issues, and can safely use War brands.
- Shiva can also remove the enemy's Repel Physical by using
Pralaya, but that won't trigger Koumokuten's bonus effects.
- Shiva can also remove the enemy's Repel Physical by using
Flauros provides
ATK/EVAC Buffs whenever he uses
Iron Fist.
Seth is mainly here for damage - use Ouas if you're in a full turn, Charge if you're in a half turn. In higher levels, he can cast Debilitate just before Hresvelgr's first turn, softening the boss's attacks and reducing the chance that someone will die.
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
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 to fit the Clear and 4★ requirements.
- 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
Hades Blast by transferring it from
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
God's Hand, but cheaper options such as
Oni-Kagura can also work. Giving him
Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.
Other options worth considering:
Gogmagog: Good damage, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Koumokuten Underside, though.
Odin: 176 str, P3 gives 10% phys damage, Clear has Merciless Blow.
Gungnir (145 power AoE w/ 30% crit). He's expensive to panel, however.
Wu Kong: 235 str, P3 gives 10% phys damage, P2 gives 10% crit.
Titanomachia (125 power AoE w/ 30% crit) and
Oni-Kagura (135 power single w/ 30% crit).
Girimekhala: 216 str, P3 gives 10% phys damage.
Megaton Press (105 power AoE w/ 30% crit) and
Binge Eating (140 power single). Mega Boost gives himself both
Charge and
Might.
Hanuman: 223 str, P3 gives 10% phys damage.
Vorpal Blade (140 power AoE) and
Madness Nails (130-195 power random). Can be re-used for the race challenge.
Yatagarasu: 184 str, P3 gives 10% phys damage, Clear has Phys Boost.
Hades Blast (120 power AoE). Needs Resist Ice.
Valkyrie: 196 str, has Phys Boost.
Heat Wave (85 power AoE w/ 10% crit),
Fatal Sword (100 power single).
Fomorian: 183 str, Clear has Back Attack.
Herculean Strike (100 power AoE). Can be re-used for the race challenge.
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 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 with the skill Koumokuten (Underside), bring him.
- Cover your
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.
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|
|
|
|
Team notes:
Marici: 195 str,
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: Very high damage, applies
Zenith with
Moon-White Blade, and casts one
ATK Buff for 1 turn at start of combat.
Futsunushi: Team-wide
Might on the first turn, then he can spam
Iai Isshin which grants him
Charge with every cast.
Cu Chulainn: Just damage, but he may have accuracy issues until panel 4.
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
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 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
Hades Blast by transferring it from
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
God's Hand, but cheaper options such as
Oni-Kagura can also work. Giving him
Struggle Slash (Underside) would be ideal, should you pull one from the random cubes.
Ice weaknesses are covered on everyone, to prevent Hresvelgr from setting off a death combo.
Other options worth considering:
Albedo: Good damage and team-wide
Zenith for 3 turns.
Hanuman: 223 str, P3 gives 10% phys damage.
Vorpal Blade (140 power AoE) and
Madness Nails (130-195 power random).
Bishamonten: 207 str, P3 has 10% phys damage.
Hades Blast (120 power AoE) and
Berserker God (160 power single). Null Ice for 30% Ice damage reduction.
- Alternatively,
Purple has Back Attack if you give up Red's AoE.
- Alternatively,
Zhong Kui: 254 str, applies one
ATK Buff for 3 turns at start of combat.
Megaton Raid (180 power single) and
Oni-Kagura (135 power single w/ 35% crit). Panels do not boost damage.
Thor: 201 str, only P1 boosts damage.
Gigantomachia (160 power AoE) and
Megaton Raid (180 power single). Has Charge.
Fomorian: 183 str, Clear has Back Attack.
Herculean Strike (100 power AoE)
Jikokuten: 182 str, P3 has 8% phys damage.
Hades Blast (120 power AoE) and
Megaton Raid (180 power single).
Spike Hell Area (weak to
Fire)
Overview
Mandrake | Heimdall | King Frost | Mandrake |
---|---|---|---|
![]() |
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![]() |
![]() |
Resistances | ![]() |
![]() |
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---|---|---|---|---|---|---|---|
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:
Skills on Mandrakes only:
Skills on Heimdall only:
Skills on King Frost only:
Explanation
- Hellbound: Phys will apply 5 stacks of
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
). 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
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 ![]() |
Notes regarding fusibles:
- Multi-fusions count.
Beelzebub☆ counts, despite needing a gacha-exclusive material to make him.
- The following limited-time multi-fusions count:
Masakado A,
Alice A,
Asura. All other limited-time multi-fusions do not count.
Pixie and
Slime count, even though you cannot fuse them.
General strategy:
- For level 9+, you need to run a team of all fusibles, with a focus on
Fire damage. One of your demons must also be
Clear, and one must be grade 79 or lower (meaning 4★ or lower base rarity).
- Your primary objective is to kill King Frost with
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), debuff your defense, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
- Any team slots that aren't providing utility should deal Fire damage or boost it.
Cybele does good damage and has a fire damage aura for the team (+10% damage at base, upgraded to +20% at panel 3). She is also
Clear, fulfilling that team requirement.
- Panel 3
Metatron gives a +20% magic damage aura to the team. Transfer a Fire spell so he can contribute his own damage, as well.
- MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
- Have
Huang Long use Five Elements (
Repel Almighty Magic), which will stop Heimdall from using his unique
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.
- Bring demons with innate Null/Repel/Drain Phys, or a Null Phys genome transferred. Heimdall doesn't have Phys Pierce, so as long as
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.
- Example 5★ demons with innate NDR Phys: Teal
Quetzalcoatl, Teal
Gogmagog,
Zaou-Gongen,
Erlkonig,
Fafnir,
Masakado A,
Beelzebub☆
- If you cast Tetrakarn or use a
Phys Reflector (for
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.
- Example 5★ demons with innate NDR Phys: Teal
- For the 4★ slot:
Prometheus offers good fire damage.
Red gets a cheap
Maragidyne, while
Purple gets Infinite Chakra for more MP recovery.
Girimekhala,
Rangda,
Hecatoncheires, Teal
Wu Kong have innate NDR Phys.
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Team notes:
- Everyone should have Divine brands, due to the tightness of MP in this fight.
Huang Long for
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 satisfies the
Clear requirement, offers a team Fire damage aura (ideally the upgraded version at panel 3), and has good innate Fire skills.
Metatron for his panel 3 magic damage aura. He also has
Maragidyne so he can contribute his own damage.
Prometheus satisfies the 4★ requirement, and does good Fire damage.
Red gets a cheap
Maragidyne.
Surt pushes damage against King Frost.
- Remember to use Tetrakarn or use a
Phys Reflector just before Heimdall does his Phys enrage!
Other options worth considering:
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Agidyne + Fire Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Agidyne + Fire Boost.
Efreet: 208 magic, has Fire Boost and Purple has Back Attack.
Maragi and
Agilao. Alternatively, can use
Clear for discounted
Agidyne.
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. |
- Your primary objective is to kill King Frost with
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.
- Any team slots that aren't providing utility should deal Fire damage or boost it.
- MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
- The featured races do not have access to
Repel Almighty Magic, so you'll need to use a different method to survive Heimdall's Almighty attack spam. For example:
Spirit Chains of Intimidation.
- If you cast Tetrakarn or use a
Phys Reflector (for
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
Intimidation, as those will reduce the power of the reflected damage.
- However, if you plan to do this, make sure Heimdall doesn't have any stacks of
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Team notes:
Lost Name is easily accessible, does good damage, and applies
Spirit Chains of Intimidation to help the team survive. His panel 1 helps significantly, dropping the cost of
Fatal Burn to just 4 MP at max skill level.
Moloch provides a 40% Fire damage aura.
Surt A applies
DEF Debuff. 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
Phys Reflector just before Heimdall does his Phys enrage!
Other options worth considering:
Moloch A: Applies
Spirit Chains of Corrosion, and offers a 40% damage aura against foes affected by Spirit Chains.
Grave Area (weak to
Ice)
Overview
Shiki-Ouji | Mithras | Cybele | Shiki-Ouji |
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Resistances | ![]() |
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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:
Skills on Shiki-Oujis only:
Skills on Mithras only:
Skills on Cybele only:
Explanation
- Hellbound: Fire will apply 5 stacks of
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/
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 attackers as possible, and kill the adds first so they can't heal Mithras.
- If you have an
Illuyanka with the skill Illuyanka (Underside), bring that, as it trivializes this fight.
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Team notes:
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 Age or
Ice Age (Underside).
- We're using
Clear so Illuyanka can be used in multiple rule sets. This happens to give him
Bufudyne, meaning the other transfer slot should be a damage booster.
- A small optimization is to build a
Purple Illuyanka for the +10 magic from Magic Amp II. His transfer should be
Ice Age.
- If you happen to pull
Ice Age (Underside) from the random cubes, use that regardless of color (with
Purple performing slightly better than
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 Breath by transferring it from
Mermaid or Illuyanka dupes, and can level his
Bufudyne by transferring it from
Orochi dupes.
- 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
King Frost provides
DEF Debuff via his skill
Cold World, to help push the damage. We also give him Auto-Taruka for
ATK Buff, ensuring we have a full offensive buff swing.
Teal covers his weakness.
- The rest of the team are just Ice attackers that don't have open weaknesses to
Fire or
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:
Beiji-Weng: 186 magic, has Ice Boost and P3 has 10% Ice damage.
Bufudyne and
Mabufudyne. Will need Resist Fire.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Bufudyne + Ice Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Bufudyne + Ice Boost.
Sanzu River Area (weak to
Light)
Overview
Chatterskull | Ixtab | Nidhoggr | Chatterskull |
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Resistances | ![]() |
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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:
Skills on Chatterskulls only:
Skills on Ixtab only:
Skills on Nidhoggr only:
Explanation
- Hellbound: Dark will apply 5 stacks of
Spirit Chains of Suppression to you.
- Vengeance Blow - When a Chatterskull is killed, it will cast an
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.
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
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 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, and nobody NDR's it. Therefore, Elec AoE units such as
Queen Mab can heavily damage Nidhoggr while only lightly damaging the other enemies.
- Try to cover your
Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.
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Team notes:
- Put Tetraja on the fastest unit, so we can cast it ASAP.
Queen Mab: Her chains won't work, due to
Spirit Chains of Suppression. But that's fine, as a couple casts of Cuailnge should already be a lot of
Elec damage against Nidhoggr.
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.
- You can level his
Hamadyne by transferring it from
Sandalphon dupes.
- You can level his
Lailah: does surprisingly good Light damage for a 3★ (206 magic, has Light Boost), and also fulfills challenge requirements.
Red gives her
Hamadyne as a single-target attack option.
- Cheap to build by using 3★ to get skill points (4 SP for a Lailah dupe, or 1 SP for any other 3★). You can level her
Hamadyne by transferring it from
Sandalphon dupes.
- Cheap to build by using 3★ to get skill points (4 SP for a Lailah dupe, or 1 SP for any other 3★). You can level her
Ishtar:
Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using
Mahamaon afterwards.
Red offers
Thunderclap as a single-target attack option.
- All weaknesses to
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 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:
Mastema: 201 magic, Purple has Light Amp and P1 has 15% Light damage. However, you may want to transfer
Hamadyne since
Trial of Hate is an AoE.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Hamadyne + Light Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Hamadyne + Light Boost.
Principality: 195 magic, Purple has Light Boost.
Hamaon. Needs Resist Dark.
Sandalphon: 160 magic, P3 has 10% damage.
Hamadyne and
Mahamaon. Null Dark for 30% Dark damage reduction.
Quest Areas | |
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Permanent Content | Story • Dx2 Quests • Alter-World • Aura Gate (1, 2, SP) |
Farming Quests | Strange Signal • Brands of Sin • Wanted |
Recurring Events | Hell's Park (Underside) • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion |
Competitive | Democalypse • D2 Duel • Battle Tower |
Retired Events | Eclipse |