Hell's Park Underside/Spike Hell Area/Force

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Spike Hell Area (weak to Force Force)

Overview


Mandrake Heimdall King Frost Mandrake
HPUSpikeForceMandrake.jpg HPUSpikeForceHeimdall.jpg HPUSpikeForceKing Frost.jpg HPUSpikeForceMandrake.jpg
Resistances Phys.png Fire.png Ice.png Elec.png Force.png Light.png Dark.png
Mandrake - - Wk - Wk - Nu
Heimdall - Dr Nu - Wk Nu Rs
King Frost - - Nu - Wk 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 Ice Ice Cold World Underside when he attacks (as well as applying Icon DEF Debuff.png). When Heimdall falls below 50% HP, his Almighty Almighty Stout Horn Underside will also start draining your MP.
  • If you fail to kill the adds by the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Heimdall will do one too, if he isn't dead by his third turn - however his lacks phys pierce, so it can be reflected back at him with Icon Repel Physical.png Repel Physical.

General strategy

  • Your primary objective is to kill King Frost with Force Force attacks on the first turn. If you don't, then he will hit into your Ice Ice weaknesses, apply Icon DEF Debuff.png DEF Debuff to you, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
  • MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
  • If you have a Mermaid.jpg Mermaid with the skill Icon Skill Genome.png Mermaid (Underside), bring her.
  • For survival, it's recommended to use Icon Repel Almighty Magic.png Repel Almighty Magic (such as from Huang Long.jpg Huang Long) or Icon Spirit Chains of Intimidation.png Spirit Chains of Intimidation (such as from Lost Name.jpg Lost Name). If neither is available, go all-in on attack.
    • Icon Repel Almighty Magic.png Repel Almighty Magic will stop Heimdall from using his unique Almighty Almighty attack. Now, Heimdall will resort to standard attacks.
  • If you cast Tetrakarn or use a Icon Phys Reflector.png Phys Reflector (for Icon Repel Physical.png Repel Physical) just before Heimdall's enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off.
    • However, you cannot have both Repel Physical and Repel Magic active at the same time, so only take this chance if you are sure the reflect will kill Heimdall. If Heimdall survives, then he will be free to use his Almighty attack, and might kill you.
    • If you plan to do this, make sure Heimdall doesn't have any stacks of Icon Spirit Chains of Intimidation.png Intimidation, as those will reduce the power of the reflected damage.

Underside skill demons

Mermaid.jpg Mermaid
Icon Skill Genome.png Mermaid (Underside) effect overview
  • Self gets 50% HP, 180% Force damage, 20% accuracy, 3 MP discount for Force skills, and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression.
  • The team gets 20% Force damage and 20% accuracy.
  • If any team member hits a weak point, Mermaid restores 2 MP to the whole team (up to 3 times per turn).
Colors
  • Clear Clear for the fusibles ruleset.
  • Purple Purple for Infinite Chakra (+1 MP regen, like Divine brands).
    • While this seems useful to counteract the enemy's MP draining, it might not be necessary. The most-expensive skill she should be using, Force Killing Wind, costs 7 MP and she discounts that to 4 MP. Her team-wide MP recovery also means she should have plenty of MP to work with.
Skill Transfer
Brands
  • MATK% Spell.
  • Due to her MP discount and MP restores (counteracting the enemy's MP drains), Divine's MP regen is probably not necessary.
Jack Frost.jpg Jack Frost
Icon Skill Genome.png Jack Frost (Underside) effect overview
  • Self gets Icon Concentrate.png Concentrate (2.25x damage) on his first action - this is about 63% damage on average across his 2 actions on the first turn. Also gets 50% HP and immunity to Icon Spirit Chains of Suppression.png Spirit Chains of Suppression.
Colors
  • (Any)
Skill Transfer
  • Use Force Zandyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Force Killing Wind may be too expensive to cast repeatedly.
    • Force Killing Wind (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the best skill he can use, but the cost of maxing it is very high.
Brands
  • MATK% Spell or Divine.
Misc notes

Fusibles challenge

Team restrictions:

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

Notes regarding fusibles:

  • Multi-fusions count.
  • Pixie.jpg Pixie and Slime.jpg Slime count, even though you cannot fuse them.
Sample party
ArchPurple.png Baal.jpg Baal
Skills
Force Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Susano-o.jpg Susano-o
Skills
Force Boost
Force Amp
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Seth.jpg Seth
Skills
Force Boost
Master Assassin
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Oberon.jpg Oberon
Skills
Assassin
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
ArchClear.png Mermaid.jpg Mermaid
Skills
Mermaid (Underside)
Killing Wind
Brands
MATK% Spell
Requirements
-

Team notes:

Other options worth considering:


Race challenges

Megami, Genma, Avian

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Megami, Genma, Avian, Herald, or Vile.
Lv 6-8 All 5 demons must be of the races Megami, Genma, Avian, or Herald.
Lv 9+ All 5 demons must be of the races Megami, Genma, or Avian.
Sample party
ArchRed.png Garuda.jpg Garuda
Skills
Merciless Blow
Auto-Taruka
Brands
MATK% Divine
Requirements
-
ArchRed.png Cu Chulainn A.jpg Cu Chulainn A
Skills
Serial Killer
Force Boost
Brands
PATK% Divine
Requirements
-
ArchPurple.png Cu Chulainn.jpg Cu Chulainn
Skills
Merciless Blow
Force Amp
Brands
MATK% Divine
Requirements
-
ArchPurple.png Cleopatra.jpg Cleopatra
Skills
-
-
Brands
-
Requirements
-
ArchRed.png Tsukuyomi.jpg Tsukuyomi
Skills
Resist Phys
Force Boost
Brands
MATK% Divine
Requirements
-

Team notes:

  • Garuda.jpg Garuda innately has Auto-Rakunda to apply Icon DEF Debuff.png DEF Debuff. We have Auto-Taruka transferred to apply Icon ATK Buff.png ATK Buff as well, providing a full buff swing.
  • Cu Chulainn A.jpg Cu Chulainn A: deals good damage with Force Barbed Spear.
    • His color does not really matter.
  • Cu Chulainn.jpg Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Force Mazandyne (120 power AoE).
  • Cleopatra.jpg Cleopatra: casts Icon Spirit Chains of Corrosion.png Spirit Chains of Corrosion at the beginning of the battle, greatly reducing enemy defenses even at higher levels. Doesn't need a Force transfer, as she can simply skip her turn.
  • Tsukuyomi.jpg Tsukuyomi: 216 magic, P3 has 5% damage. Force Zanma (140 power single). This skill costs 4 MP due to Lunar Blessing, meaning he can attack every turn if he has Divine brands, regardless of the enemy's MP draining.
    • He's weak to Phys Phys, so he has Resist Phys transferred to cover it.
    • Damage-wise, he prefers using max-level Force Zanma plus a damage booster, over using Force Zandyne with no damage booster. Zanma can be leveled cheaply using 3★ fodder.
    • His color does not really matter, unless you specifically need more HP from Purple.

Other options worth considering:

Low-grade challenge

Team restrictions:

Difficulty Restriction
Lv 3-5 3 or more demons must be grade 83 or lower.
Lv 6-8 4 or more demons must be grade 83 or lower.
Lv 9+ All 5 demons must be grade 83 or lower.
Lv 6-8 1 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 2 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 1 or more demons must be grade 59 (3★ base) or lower.
Sample party
ArchClear.png Mermaid.jpg Mermaid
Skills
Mermaid (Underside)
Killing Wind
Brands
MATK% Spell
Requirements
-
ArchYellow.png Harpy.jpg Harpy
Skills
Force Boost
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
ArchPurple.png Susano-o.jpg Susano-o
Skills
Force Boost
Force Amp
Brands
PATK% Divine or War
Requirements
-
ArchPurple.png Cu Chulainn.jpg Cu Chulainn
Skills
Force Boost
Force Amp
Brands
MATK% Divine or Spell
Requirements
-
ArchRed.png Cu Chulainn A.jpg Cu Chulainn A
Skills
Force Boost
Serial Killer
Brands
PATK% Divine or War
Requirements
-

Team notes:

  • Purple Susano-o.jpg Susano-o: 235 strength, has Assassin, Purple has Merciless Blow, p1 has 15% damage, p3 has 25% damage, p4 has 25% damage. Kusanagi is 200 power single-target, and applies Icon ATK Buff.png ATK Buff.
  • Harpy.jpg Harpy: 160 magic, 20% damage boost, p3 has 30% damage. 20% team damage aura on p2. Force Wind Trick (100 power AoE, +2 MP restored to party).
  • Cu Chulainn.jpg Cu Chulainn: 190 magic, p1 has 15% AoE damage, p4 has 25% AoE damage. Force Mazandyne (120 power AoE).
  • Cu Chulainn A.jpg Cu Chulainn A: 201 strength, p3 has 20% damage boost. 10% Phys/Force aura and 10% AoE aura for the party. Force Barbed Spear is a 105 power AoE followed by 125 power random-target. Very high crit chance. If p3, applies Icon DEF Debuff.png DEF Debuff on the 1st turn.

Other options worth considering:

3★ options

Icon Friendship Badge Gold.png Hell's Park Underside Icon Friendship Badge Silver.png
Area Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark
Heimdall.jpg Spike Hell - Baphomet.jpg Spike Hell (Fire) - - Mermaid.jpg Spike Hell (Force) -
Hresvelgr.jpg Kawara Koumokuten.jpg Kawara (Phys) - - - - - -
Mithras.jpg Grave - - Illuyanka.jpg Grave (Ice) - - - -
Ixtab.jpg Sanzu River - - - - - Arianrhod.jpg Sanzu River (Light) Shiki-Ouji.jpg Sanzu River (Dark)
Fafnir.jpg Blood Pond - - - Dominion.jpg Blood Pond (Elec) - - Kaiwan.jpg Blood Pond (Dark)
Black Maria.jpg Hell Cafe - Efreet.jpg Hell Cafe (Fire) - - Scathach.jpg Hell Cafe (Force) - -
Mada.jpg Burning - - - Baihu.jpg Burning (Elec) - - -