Difference between revisions of "Hell's Park Underside"

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(Guide: multi-fusion weirdness)
(Guide: sample teams for light, fusible fire, race fire)
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'''General strategy:'''
 
'''General strategy:'''
 
* 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).
 
* 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}}) and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
+
* '''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 [[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=Divine|statreq= Panel 3 }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Metatron|archetype=Red|skill1=Butcher|skill2=Maragidyne|brands=Divine|statreq= Panel 3 }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Prometheus|archetype=Red|skill1=Merciless Blow|skill2=Serial Killer|brands=Divine|statreq= Panel 3 }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Surt|archetype=Purple|skill1=Fire Boost|skill2=Fire Amp|brands=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 [[Maragidyne]] so he can contribute his own damage.
 +
* {{DemonIcon|Prometheus|size=32px}} satisfies the 4★ requirement, and does good Fire damage. Red gets a cheap [[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!
 
</div>
 
</div>
  
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|}
 
|}
  
WIP
+
* '''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.
 +
 
 +
{| 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, adds a [[Press Turn]], and applies {{EffectIcon|Spirit Chains of Intimidation|name=1}} to help the team survive.
 +
* {{DemonIcon|Moloch|size=32px}} provides a team-wide Fire damage aura.
 +
* 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|Mithras|size=32px}} offers 40% [[reverse damage reduction]] for Fire/Light.
 
</div>
 
</div>
  
Line 460: Line 503:
 
{| border=0 align="left"
 
{| border=0 align="left"
 
|+'''Sample party'''
 
|+'''Sample party'''
| valign="top" |{{DemonBuild:Thin|demon=Illuyanka|archetype=Purple|skill1=Illuyanka (Underside)|skill2=Ice Boost|brands=Spell|statreq= - }}
+
| valign="top" |{{DemonBuild:Thin|demon=Illuyanka|archetype=Purple|skill1=Illuyanka (Underside)|skill2=Ice Boost|brands=MATK% Spell|statreq= - }}
| valign="top" |{{DemonBuild:Thin|demon=King Frost|archetype=Teal|skill1=Back Attack|skill2=Auto-Taruka|brands=Divine or Spell|statreq= - }}
+
| valign="top" |{{DemonBuild:Thin|demon=King Frost|archetype=Teal|skill1=Back Attack|skill2=Auto-Taruka|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=Frost Ace|archetype=Purple|skill1=Ice Amp|skill2=Merciless Blow|brands=Divine or Spell|statreq= - }}
+
| 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=Black Rider|archetype=Teal|skill1=Mabufudyne|skill2=Ice Boost|brands=Divine or Spell|statreq= - }}
+
| valign="top" |{{DemonBuild:Thin|demon=Black Rider|archetype=Teal|skill1=Mabufudyne|skill2=Ice Boost|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 doesn't really need MP either, so he should run Spell brands and a damage booster.
+
* {{DemonIcon|Illuyanka|size=32px}}'s contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain. He doesn't really need MP either, so he should run Spell brands and a damage booster.
* 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.
+
* {{DemonIcon|King Frost|size=32px}} 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.
 
* 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.
 
</div>
 
</div>
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'''General strategy'''
 
'''General strategy'''
* Set up {{EffectIcon|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 something.
+
* 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 something.
 
* Bring as many {{ElementIcon|Light|name=1}} attackers as possible. Try to kill Nidhoggr first (so no revives can occur), then kill the Chatterskulls, and kill Ixtab last.
 
* Bring as many {{ElementIcon|Light|name=1}} attackers as possible. Try to kill Nidhoggr first (so no revives can occur), then kill the Chatterskulls, and kill Ixtab last.
* Red {{ArchIcon|arch=Red|size=15px}}{{DemonIcon|Lailah|size=32px}} is a strong candidate for the 3★ slot, as she does respectable Light damage.
+
 
 +
{| border=0 align="left"
 +
|+'''Sample party'''
 +
| valign="top" |{{DemonBuild:Thin|demon=Sukuna-Hikona|archetype=Purple|skill1=Tetraja|skill2=Light Boost|brands=MATK% Divine or Spell|statreq= - }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Mastema|archetype=Purple|skill1=Light Boost|skill2=Serial Killer|brands=MATK% Divine or Spell|statreq= - }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Lailah|archetype=Red|skill1=Back Attack|skill2=Serial Killer|brands=MATK% Divine or Spell|statreq= - }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Baldur|archetype=Red|skill1=Serial Killer|skill2=Light Prana|brands=MATK% Divine or Spell|statreq= - }}
 +
| valign="top" |{{DemonBuild:Thin|demon=Ishtar|archetype=Yellow|skill1=Light Boost|skill2=Merciless Blow|brands=MATK% Divine or Spell|statreq= - }}
 +
|}
 +
<div style="clear: both;"></div>
 +
 
 +
'''Team notes:'''
 +
* Tetraja on the fastest unit, so we can cast it ASAP.
 +
* {{DemonIcon|Lailah|size=32px}} does surprisingly good Light damage for a 3★. Red gives her [[Hamadyne]] as a single-target attack option.
 +
* {{DemonIcon|Baldur|size=32px}} reduces the MP cost of the team's Light skills, and offers a small damage boost. Red gives him [[Mahamadyne]] as an AoE option. He's also a 4★, to help meet challenge requirements.
 +
* {{DemonIcon|Ishtar|size=32px}} can set up buffs and debuffs, then switch to using [[Mahamaon]] afterwards.
 +
* From there, just use whatever Light units are available, with whatever damage boosters you can.
 
</div>
 
</div>
  
 
{{Template:Quest Areas navbox}}
 
{{Template:Quest Areas navbox}}

Revision as of 16:52, 1 March 2025

Hell's Park Underside is a mode where you fight bosses that have customizable difficulty levels.

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.

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.

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 Icon Friendship Badge Gold.png Gold Icon Friendship Badge Silver.png Silver
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 Icon Friendship Badge Silver.png Silver per level
11-20 300
21-100 50
101+ 10

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!
  • Icon Elec Resistance Down 2.png 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.

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
Passive Passive Pixie (Underside) - Pixie.jpg Pixie Available through Icon Friendship Badge Silver.png silver badges in Jan 2025.
Passive Passive Illuyanka (Underside) Ice Grave Area only Illuyanka.jpg Illuyanka
  • Available through Icon Friendship Badge Silver.png silver badges in Feb 2025.
  • A Red Red Illuyanka.jpg Illuyanka with this skill was distributed on Jan 20, 2025.
Passive Passive Koumokuten (Underside) Phys Kawara Area only Koumokuten.jpg Koumokuten
  • Available through Icon Friendship Badge Silver.png silver badges in Mar 2025.
Passive Passive Fortunate park visitor - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Phys Phys Struggle Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Fire Fire Trisagion (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Fire Fire Fire Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Ice Ice Ice Age (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Ice Ice Ice Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Light Light Thunderclap (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)
Light Light White Slash (Underside) - - Rare drop from Hell Genome Cube (costs Icon Friendship Badge Silver.png silver badges)

Rewards

Friendship Badge shop

Gold badges

Exchange Lineup Icon Friendship Badge Gold.png Gold badge cost Cap
Red Lost Name.jpg Lost Name 600 1
Icon Spirit.png Lost Name Spirit × 10 (1st set) 100 10
Icon Spirit.png Lost Name Spirit × 10 (2nd set) 150 20
Icon Spirit.png Lost Name Spirit × 10 (3rd set) 200 30
Icon Transcend Stone.png Transcend Stone for Lost Name × 1 (1st set) 100 94
Icon Transcend Stone.png Transcend Stone for Lost Name × 1 (2nd set) 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 currently 690 per month, assuming you clear level 10 of each area.

Silver badges

Exchange Lineup Icon Friendship Badge Silver.png Silver badge cost Cap
Hell Genome Cube × 1 1,000 No Cap
Icon Skill Genome.pngPixie.jpg Pixie (Underside) Genome 3,000 1
Icon Skill Genome.pngIlluyanka.jpg Illuyanka (Underside) Genome 3,000 1 / Month
Icon Skill Genome.pngKoumokuten.jpg Koumokuten (Underside) Genome 3,000 1 / Month
Icon Sword of Kusanagi.png Sword of Kusanagi 5★ 100 20 / Month
Icon Yata Mirror.png Yata Mirror 5★ 500 5 / Month
Icon Yasaka Magatama.png Yasaka Magatama 5★ 200 5 / Month
Icon Kasane Magatama.png Kasane Magatama 3,000 2 / Month
Icon Aether Crystal.png Aether Crystal 1,500 1 / Month
Icon Skip Ticket Sin.png Skip Ticket (Sin) x20 3,000 1 / Month
Icon Essence of Sin.png Essence of Sin x160 2,000 2 / Month
Icon Mitama Extract St.png Mitama Extract St x10 300 5 / Month
Icon Mitama Extract Ma.png Mitama Extract Ma x10 300 5 / Month
Icon Mitama Extract Vi.png Mitama Extract Vi x10 300 5 / Month
Icon Mitama Extract Ag.png Mitama Extract Ag x10 300 5 / Month
Icon Mitama Extract Lu.png Mitama Extract Lu x10 300 5 / Month
Icon Blank Genome.png Blank Genome 1,500 2 / Month
Icon 6 Star Brand Cube.png 6★ Brand Cube 500 10 / Month

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
Passive Fortunate park visitor Rare, exclusive
Phys Struggle Slash (Underside) Rare, exclusive
Fire Trisagion (Underside) Rare, exclusive
Fire Fire Slash (Underside) Rare, exclusive
Ice Ice Age (Underside) Rare, exclusive
Ice Ice Slash (Underside) Rare, exclusive
Light Thunderclap (Underside) Rare, exclusive
Light White Slash (Underside) 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 Icon Skill Genome.png Shop genome
Fusibles Race Low-grade
Jan 2025 Fire Spike Hell Phys Kawara Ice Grave Pixie.jpg Pixie (Underside)
Feb 2025 Fire Spike Hell Phys Kawara Ice Grave Illuyanka.jpg Illuyanka (Underside)
Mar 2025 Phys Kawara Fire Spike Hell Light Sanzu River Koumokuten.jpg Koumokuten (Underside)

Guide

Kawara Area (weak to Phys Phys)

Overview


Feng Huang Hresvelgr Tsukuyomi Feng Huang
HPUKawaraFeng Huang L.jpg HPUKawaraHresvelgr.jpg HPUKawaraTsukuyomi.jpg HPUKawaraFeng Huang R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Hell Recovery.png Hell Ultra Booster.png

Skills on Feng Huang.jpg Feng Huangs only:

Fire Pierce Weak Underside.png Hellsent Fire.png

Skills on Hresvelgr.jpg Hresvelgr only:

Ice Pierce Weak Underside.png North Wind Underside.png Hell Mega Booster.png Hellbound Ice.png

Skills on Tsukuyomi.jpg Tsukuyomi only:

Force Pierce Weak Underside.png Fast Tetraka Underside.png Hellsent Force.png

Explanation

  • The enemy will start the battle by casting Icon Repel Physical.png Repel Physical. Tsukuyomi will cast it again when the enemy turn starts, and Hresvelgr will cast it if anyone on your team dies.
  • Hellbound: Ice will apply 5 stacks of Icon Spirit Chains of Suppression.png 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 Clear Clear.

Notes regarding fusibles:

General strategy:

  • For level 9+, you need to run a team of all fusibles, with a focus on Phys Phys damage. One of your demons must also be Clear 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 Phys attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield.
  • If you have a Koumokuten.jpg Koumokuten with the skill Koumokuten (Underside), bring that. He provides a 20% Phys damage and 50% accuracy aura to the team, and when a team member uses Tetra Break, he follows up with Icon DEF Debuff.pngIcon EVAC Debuff.png DEF and EVAC debuffs, plus a Phys hit directed at the boss. He's also a good choice to satisfy the 4★ and Clear Clear requirements.

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 Phys attacks to hit the enemy's weaknesses. Try to ensure Tsukuyomi dies quickly, so he can't re-cast the shield.

Spike Hell Area (weak to Fire Fire)

Overview


Mandrake Heimdall King Frost Mandrake
HPUSpikeMandrake.jpg HPUSpikeHeimdall.jpg HPUSpikeKing Frost.jpg HPUSpikeMandrake.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
Mandrake - Wk Wk - - - Nu
Heimdall - Wk Nu - Dr Nu Rs
King Frost - Wk Nu - - Rs -
Mandrake - Wk Wk - - - Nu
Battle Speed 10,000

Skills on multiple demons:

Hell Recovery.png Hell Ultra Booster.png

Skills on Mandrake.jpg Mandrakes only:

Dark Pierce Weak Underside.png Hellsent Dark.png

Skills on Heimdall.jpg Heimdall only:

Stout Horn Underside.png Hell Eater.png Hell Mega Booster.png Hellbound Phys.png

Skills on King Frost.jpg King Frost only:

Ice Pierce Weak Underside.png Cold World Underside.png Hellsent Ice.png

Explanation

  • Hellbound: Phys will apply 5 stacks of Icon Spirit Chains of Suppression.png Spirit Chains of Suppression to you.
  • Hell Eater drains your MP whenever your turn starts, and King Frost will drain your MP with Cold World Underside when he attacks (as well as applying Icon DEF Debuff.png). When Heimdall falls below 50% HP, his Stout Horn Underside will also start draining your MP.
  • If you fail to kill the adds by the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Heimdall will do one too, if he isn't dead by his third turn - however his lacks phys pierce, so it can be reflected back at him with Icon Repel Physical.png Repel Physical.

Fusibles challenge

Team restrictions:

Difficulty Restriction
Lv 3-5 3 or more demons must be fusible*.
Lv 6-8 4 or more demons must be fusible.
Lv 9+ All 5 demons must be fusible.
Lv 6+ 1 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 1 or more demons must be Clear Clear.

Notes regarding fusibles:

General strategy:

  • For level 9+, you need to run a team of all fusibles, with a focus on Fire Fire damage. One of your demons must also be Clear 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 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 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.jpg 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 Clear, fulfilling that team requirement.
    • Panel 3 Metatron.jpg 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.jpg Huang Long use Five Elements (Icon Repel Almighty Magic.png Repel Almighty Magic), which will stop Heimdall from using his unique Almighty 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 Icon Repel Almighty Magic.png 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 Teal Quetzalcoatl.jpg Quetzalcoatl, Teal Teal Gogmagog.jpg Gogmagog, Zaou-Gongen.jpg Zaou-Gongen, Erlkonig.jpg Erlkonig, Fafnir.jpg Fafnir, Masakado A.jpg Masakado A, Beelzebub☆.jpg Beelzebub☆
    • If you cast Tetrakarn or use a Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png Repel Physical) just before Heimdall's enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off. However, you cannot have both Repel Physical and Repel Magic active at the same time, so only take this chance if you are sure the reflect will kill Heimdall. If Heimdall survives, then he will be free to use his Almighty attack, and might kill you.
  • For the 4★ slot:
Sample party
ArchYellow.png Huang Long.jpg Huang Long
Skills
Speedster
Tetrakarn
Brands
Divine
Requirements
Panel 4
ArchClear.png Cybele.jpg Cybele
Skills
Fire Boost
Back Attack
Brands
Divine
Requirements
Panel 3
ArchRed.png Metatron.jpg Metatron
Skills
Butcher
Maragidyne
Brands
Divine
Requirements
Panel 3
ArchRed.png Prometheus.jpg Prometheus
Skills
Merciless Blow
Serial Killer
Brands
Divine
Requirements
Panel 3
ArchPurple.png Surt.jpg Surt
Skills
Fire Boost
Fire Amp
Brands
Divine
Requirements
Panel 3

Team notes:

  • Everyone should have Divine brands, due to the tightness of MP in this fight.
  • Huang Long.jpg Huang Long for Icon Repel Almighty Magic.png Repel Almighty Magic and his panel 4 magic damage aura. Yellow can also buff with Luster Candy to push more damage. He should go first in the party, so he can activate his magic damage aura ASAP.
  • Cybele.jpg Cybele satisfies the Clear Clear requirement, offers a team Fire damage aura (ideally the upgraded version at panel 3), and has good innate Fire skills.
  • Metatron.jpg Metatron for his panel 3 magic damage aura. He also has Maragidyne so he can contribute his own damage.
  • Prometheus.jpg Prometheus satisfies the 4★ requirement, and does good Fire damage. Red gets a cheap Maragidyne.
  • Surt.jpg Surt pushes damage against King Frost.
  • Remember to use Tetrakarn or use a Icon Phys Reflector.png Phys Reflector just before Heimdall does his Phys enrage!

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 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 Icon Repel Almighty Magic.png Repel Almighty Magic, so you'll need to use a different method to survive Heimdall's Almighty attack spam. For example: Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation.
  • If you cast Tetrakarn or use a Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png 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.
Sample party
ArchPurple.png Lost Name.jpg Lost Name
Skills
Fire Boost
Assassin
Brands
HP% Life or Divine
Requirements
-
ArchTeal.png Moloch.jpg Moloch
Skills
Fire Survivor
Fire Boost
Brands
HP% Life or Divine
Requirements
-
ArchPurple.png Belial.jpg Belial
Skills
Serial Killer
Fire Boost
Brands
PATK% Divine
Requirements
-
ArchTeal.png Mada.jpg Mada
Skills
Fire Slowda
Fire Boost
Brands
MATK% Divine
Requirements
-
ArchPurple.png Surt A.jpg Surt A
Skills
Butcher
Fire Boost
Brands
MATK% Divine
Requirements
-

Team notes:

  • Lost Name.jpg Lost Name is easily accessible, does good damage, adds a Press Turn, and applies Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation to help the team survive.
  • Moloch.jpg Moloch provides a team-wide Fire damage aura.
  • The remaining members are just whatever Fire users are available.
  • Remember to use Tetrakarn or use a Icon Phys Reflector.png Phys Reflector just before Heimdall does his Phys enrage!

Other options worth considering:

Grave Area (weak to Ice Ice)

Overview


Shiki-Ouji Mithras Cybele Shiki-Ouji
HPUGraveShiki-Ouji L.jpg HPUGraveMithras.jpg HPUGraveCybele.jpg HPUGraveShiki-Ouji R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
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:

Hell Recovery.png Hell Ultra Booster.png

Skills on Shiki-Ouji.jpg Shiki-Oujis only:

Light Pierce Weak Underside.png Hell Booster.png Hellsent Light.png

Skills on Mithras.jpg Mithras only:

Fire Pierce Weak Underside.png Covenant Bless Underside.png Hell Mega Booster.png Hellbound Fire.png

Skills on Cybele.jpg Cybele only:

Fire Pierce Weak Underside.png Magna Mater Underside.png Mediarama plus.png Hellsent Fire.png

Explanation

  • Hellbound: Fire will apply 5 stacks of Icon Spirit Chains of Suppression.png 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 Fire/Light 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 Ice attackers as possible, and kill the adds first so they can't heal Mithras.
  • If you have an Illuyanka.jpg Illuyanka with the skill Illuyanka (Underside), bring that, as it trivializes this fight.
Sample party
ArchPurple.png Illuyanka.jpg Illuyanka
Skills
Illuyanka (Underside)
Ice Boost
Brands
MATK% Spell
Requirements
-
ArchTeal.png King Frost.jpg King Frost
Skills
Back Attack
Auto-Taruka
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Ym.jpg Ym
Skills
Merciless Blow
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Frost Ace.jpg Frost Ace
Skills
Ice Amp
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
ArchTeal.png Black Rider.jpg Black Rider
Skills
Mabufudyne
Ice Boost
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Illuyanka.jpg Illuyanka's contribution mainly comes from his 80% Ice damage aura and his Ice AoE chain. He doesn't really need MP either, so he should run Spell brands and a damage booster.
  • King Frost.jpg King Frost provides Icon DEF Debuff.png DEF Debuff via his skill Cold World, to help push the damage. We also give him Auto-Taruka for Icon ATK Buff.png ATK Buff, ensuring we have a full offensive buff swing.
  • The rest of the team are just Ice attackers that don't have open weaknesses to Fire Fire or Light Light, to ensure Mithras can't get extra turns off them. Resist Fire or Resist Light can be transferred to patch weaknesses, if needed.

Sanzu River Area (weak to Light Light)

Overview

Chatterskull Ixtab Nidhoggr Chatterskull
HPUSanzuChatterskull L.jpg HPUSanzuIxtab.jpg HPUSanzuNidhoggr.jpg HPUSanzuChatterskull R.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
Chatterskull - Dr Wk - - Wk Nu
Ixtab - - - - - Wk Rp
Nidhoggr Nu - Nu Wk - Wk -
Chatterskull - Dr Wk - - Wk Nu
Battle Speed 10,000

Skills on multiple demons:

Phys Pierce Weak Underside.png Dark Pierce Weak Underside.png Hell Recovery.png Hell Ultra Booster.png Hellsent Phys.png Hellsent Dark.png

Skills on Chatterskull.jpg Chatterskulls only:

Vengeance Blow.png

Skills on Ixtab.jpg Ixtab only:

Yaxche Underside.png Hell Mega Booster.png Hellbound Dark.png

Skills on Nidhoggr.jpg Nidhoggr only:

Nastrond Underside.png

Explanation

  • Hellbound: Dark will apply 5 stacks of Icon Spirit Chains of Suppression.png Spirit Chains of Suppression to you.
  • Vengeance Blow - When a Chatterskulls is killed, it will cast an Almighty Almighty hit with Mortal on their attacker.
  • Nastrond Underside - When an enemy dies, Nidhoggr gets a 20% HP Bulwark and an 80% HP heal. When the enemy turn ends, a random enemy gets revived at 100% HP.
  • Yache Underside - When Ixtab is killed, she will deal 40,000 fixed damage + Mortal + 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 his 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 Icon Null Mortal.png Evade Mortal (with Tetraja, for example) as soon as possible, and refresh it when it runs out. Make sure it's active to shield the revenge Mortal hit whenever you kill something.
  • Bring as many Light Light attackers as possible. Try to kill Nidhoggr first (so no revives can occur), then kill the Chatterskulls, and kill Ixtab last.
Sample party
ArchPurple.png Sukuna-Hikona.jpg Sukuna-Hikona
Skills
Tetraja
Light Boost
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Mastema.jpg Mastema
Skills
Light Boost
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Lailah.jpg Lailah
Skills
Back Attack
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Baldur.jpg Baldur
Skills
Serial Killer
Light Prana
Brands
MATK% Divine or Spell
Requirements
-
ArchYellow.png Ishtar.jpg Ishtar
Skills
Light Boost
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Tetraja on the fastest unit, so we can cast it ASAP.
  • Lailah.jpg Lailah does surprisingly good Light damage for a 3★. Red gives her Hamadyne as a single-target attack option.
  • Baldur.jpg Baldur reduces the MP cost of the team's Light skills, and offers a small damage boost. Red gives him Mahamadyne as an AoE option. He's also a 4★, to help meet challenge requirements.
  • Ishtar.jpg Ishtar can set up buffs and debuffs, then switch to using Mahamaon afterwards.
  • From there, just use whatever Light units are available, with whatever damage boosters you can.
Quest Areas
Permanent Content StoryDx2 QuestsAlter-WorldAura Gate (1, 2, SP)
Farming Quests Strange SignalBrands of SinWanted
Recurring Events Hell's Park (Underside) • AdventKiwamiTokyo AbyssTake Back TokyoDemon Alliance Invasion
Competitive DemocalypseD2 DuelBattle Tower
Retired Events Eclipse