Hell's Park Underside/Blood Pond Area/Dark
Blood Pond Area (weak to
Elec)
Contents
Overview
| Jatayu | Fafnir | Orochi | Jatayu |
|---|---|---|---|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Jatayu | - | Rs | - | Wk | Dr | Nu | Wk |
| Fafnir | Dr | - | Wk | Wk | - | - | - |
| Orochi | - | Nu | Nu | Wk | - | - | - |
| Jatayu | - | Rs | - | Wk | Dr | Nu | Wk |
| Battle Speed | 10,000 | ||||||
Skills on multiple demons:
Skills on left
Jatayu only:
Skills on
Fafnir only:
Skills on
Orochi only:
Skills on right
Jatayu only:
Explanation
- Hellbound: Phys will apply 5 stacks of
Spirit Chains of Suppression to you. - Fafnir starts the battle by casting a 1-turn
DEF Buff and
EV/AC Buff. - The enemy starts each turn with various effects in this order:
Curse from the left Jatayu,
Weak from the right Jatayu, Barrier Break from Orochi, and finally
Poison from Orochi.
- Fafnir's passive makes you take +1500% damage per tick of
Poison (effectively 16x, or 80% of your max health), and applies 150% reverse damage boost per ailment that is on you. - If Orochi is hit by physical, magic, or fractional damage, then he will
Poison the demon that attacked him (up to twice per turn). - Fafnir's Blight+ will inflict
Poison to your team whenever he casts it. - 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. Fafnir will do one too, if he isn't dead by his third turn.
General strategy
- You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an
Amrita Shower.
Kaiwan with the skill
Kaiwan (Underside) will automatically cleanse all ailments.- If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive
Poison damage (80% of max HP). - Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
- Up to 2 times per turn, Orochi deals a revenge
Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
- Option 1: Bring
Kaiwan with the skill
Kaiwan (Underside), as he will automatically give
Barriers to all team members, blocking the Poison. - Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one
Amrita Shower to cleanse both attackers, then two
Beads to heal the HP. - Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
- Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.
- Option 1: Bring
- Fafnir and Orochi are NOT weak to
Dark! Instead they're weak to Elec, and Fafnir is also weak to Ice. The side Jatayus are weak to Elec and Dark.
Underside skill demons
Kaiwan (Underside) effect overview
- Self gets 50% HP, 180% Dark damage, 20% accuracy, 3 MP discount for Dark skills, and immunity to
Spirit Chains of Suppression - The team gets 30% Dark damage and 30% accuracy.
- When your first team member is about to act, Kaiwan cleanses your team's ailments and gives everyone
Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Colors
Clear for the fusibles ruleset.
Red for
Mamudoon.
- Skill Transfer
Hell Gaze (Underside) is ideal, otherwise use the highest-damage AoE attack skill you have. For example:
Mamudodyne.
Mamudoon (from red or transferred) works as a cheap alternative.
Red should use a damage booster, such as Dark Amp or Back Attack (you cannot transfer Dark Boost since he already has it). If Hell Gaze (Underside) becomes available, then use that attack instead of a damage booster.
- Brands
- MATK% Spell.
- Due to his MP discount, Divine's MP regen is probably not necessary.
- Misc notes
- Generally speaking: If Mamudoon will be your main attack, use Red. If you have Hell Gaze (Underside), use Clear.
Race challenges
Vile, Fallen, Night
Team restrictions:
| Difficulty | Restriction |
|---|---|
| Lv 3-5 | All 5 demons must be of the races Vile, Fallen, Night, Tyrant, or Enigma. |
| Lv 6-8 | All 5 demons must be of the races Vile, Fallen, Night, or Tyrant. |
| Lv 9+ | All 5 demons must be of the races Vile, Fallen, or Night. |
WIP
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