Tested by Patfast
Party 1:
Templar Dragon
Strategy: Rama dodges literally everything while Daisoujou clears charm and The Boys drain physical attacks.
Notes:
- Slaughter All, Luster Candy, Cleansing Shout, and Occult Flash were all max level. It's particularly important that you max out Cleansing Shout, so that Daisoujou can use it every turn (in combination with divine brands).
- Templar Dragon's skill Speed Loader will make it so that items will only consume half a turn icon when used. This makes it so that you can revive at least 2 demons per turn, so long as one survives.
- Excessive Eating makes it so that your team's MP is reset to 0 at the end of every turn, and Interception will penalize you every time you pass. Therefore, the best strategy here is to use strong demons with Phys Pierce, so that you can simply spam normal attacks to win the fight.
- Nidhoggr and Dionysus don't have particularly high AGI, so you won't have to worry about Rama being killed by them. However, Matador is extremely fast and strong, so make him your highest priority target. None of the demons here have revival skills, so you don't have to worry about revive sealing any of them.
- Dionysus's Euphoric Frenzy will charm you any time you hit him with a physical attack, which is why we're bringing along Daisoujou.
- Make sure that Daisoujou is faster than the other team members; naturally, he has 164 AGI, which is more than anyone else, but given that these are popular PvP demons, check to make sure their AGI mitama doesn't exceed his.
- Rama should have life and dodge brands to maximize his evasion, and to give him a plan B in case he does take a hit. Asura Lord and Masakado should have war and aim brands for obvious reasons, while Daisoujou should have divine and dodge brands.
- Rama had Panel 2 unlocked and Masakado has panels 1 & 2 unlocked.
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Tested by Cyberknight
General strategy: Party 1 outspeeds the enemies and kills both sidekicks, so it won't be necessary to cleanse Ailments. Party 2 comes in and do Piercing Normal Attacks, while Erlkonig heals everybody between turns with Passive Alder King.
Party 1
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Alice
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| | Skills |
| - |
| - |
| Brands |
| Divine + Guard |
| Requirements |
| - |
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Notes:
- Nidhoggr's Interception will cause Fractional Damage every time a turn is passed, so the speedy Demons have to be able to attack or cast Skills that won't cause activation of the Chain Effect or Press Turn loss (e.g., by missing a Phys Attack or hitting NDR without Piercing.)
- Sonic was chosen to meet the Battle Speed requirement and to attack first with his Force (Phys) Piercing Spin Dash, which has a high chance of Crit, spending just half Press Turn. He may be of any Archetype and have any Skills, although Agility Amp I (or superior) helps increase Battle Speed and Hit Rate, Good Aim (or superior, like Great Aim) helps increase hit rate (Accuracy), Luck Amp I (or superior) helps increase Hit Rate and Crit Rate, and Bloody Glee (or superior, like Savage Glee) helps increase Crit Rate. Wear Speed Brands and/or Brands with Speed% to reach necessary Battle Speed, Aim to increase Accuracy (and lowering the risk of missing), and/or with Critical% to increase chance of critical hits.
- Huang Long can cast Luster Candy if
Yellow, or Five Elements after Sonic's attack, so it also won't need to Pass (both Skills are irrelevant, they are only used to Pass the half-turn left by Sonic, because Nidhoggr's Nastrond will heal it after its sidekicks are killed, undoing all extra damage brought by Luster Candy, and none of the enemies have any Magic Skills, so Five Elements will never be triggered.)
- Any other speedy Demon or Demons may be used, like
Kartikeya and
Hresvelgr. Usually, there won't even be a problem regarding taking damage for passing Turns, as long as the sidekicks are killed.
- Alice and Masakado were chosen for their Mortal Skills, Die for Me! and Occult Flash, respectively.
- Mortal Skills are not strictly necessary, as long as the pesky sidekicks are eliminated before Party 2 engages.
- It's important that Dionysus is killed first, because if something goes wrong, it's still possible for Party 2 to kill Matador later on (he will Mute everybody, but that's not a big problem, as there won't be enough MP to cast any Skills, anyway,) while the same may not be said about Dionysus, who will annoyingly Charm everyone.
- Alice's and Masakado's Archetypes are not really important, as their purpose is to cast their Mortal Skills to remove the sidekicks, but resistance against Ailments or Physical attacks may help. They'll probably need Divine Brands to cast their Mortal Skills T1. Because of Nidhoggr's Excessive Eating, if they can't cast them T1, then they won't have a chance to cast them at all.
Notes:
- Due to Nidhoggr's Excessive Eating Passive, the Demons won't be able to cast most Skills after T1, and because of its Null Phys Attribute, the Demons must have innate Phys Pierce, instead of Attack Skills with Piercing Effects, so their Normal Phys Attacks will pass through. Any Demons with innate Phys Piercing will do (from Passives or Panels), as long as they are bulky enough to survive Nidhoggr's attacks and Fractional Damage every time Erlkonig passes his Turn.
- Erlkonig was chosen due to his Passive Healing Skill Alder King, which will heal the whole Party at the beginning of his Turn without needing MP, despite not being able to attack, forcing him to pass his Turns and, consequently, triggering Interception and bringing Fractional Damage to the Party. Due to that, it's essential that the total healing is greater than the total damage taken per Turn.
- Guts gets Phys Piercing with P2 unlocked. Having P1 unlocked may also help, causing even more damage if his HP falls below 50% every Turn.
- Erlkonig works much better with P3 unlocked, what's not so difficult to get, as it can be fused relatively cheap.
Purple Kali has Phys Amp (Awaken Skill), as does
Yellow Guan Yu (gacha Skill), what helps with the Normal Phys Attacks, but any Archetypes would do (as well as Skills).
- If you don't have enough Demons with innate Phys Piercing, leave the slots empty, because Erlkonig and one Phys Attacker is enough to kill Nidhoggr. Allocating Demons that cannot attack will force you to pass their Turns, activating Interception and eventually getting the whole Party killed (remember that Erlkonig will already have to pass his Turns).
- Because all damage will come from the Strength Stats, Demons should primarily wear War Brands to enhance their Normal Phys Attacks, except Erlkonig, who should wear Heal (to restore HP of the whole Party), Dodge (to make the enemy lose Press Turns) and/or Guard (to take less damage, mainly if P3 is not unlocked).
- This configuration works even in Auto-Fighting mode, as long as the sidekicks are properly killed by the first Party.
- Erlkonig could benefit from Phys Pierce (weak), but it isn't necessary for this strategy to work (besides, it could induce him to attack and miss instead of passing the Turn, as he's not exactly a very nimble Demon).
Tested by Boblers
Party 1:
Kangaroo Boxer
Strategy: Go first and try to deal some damage to Rama and Alilat. This is basically just fodder so team 2 doesn't have speed problems, so don't think too hard about it.
Brands:
- War, PAtk % on Kartikeya
- Spell, MAtk% on others.
Party 2:
Templar Dragon
Strategy: take down Alilat and Rama with the proper elements. Barong provides healing + full buffs, OseH + Seth get crits for extra turns and ensure the boss stays fully debuffed.
Brands:
- Divine on Barong
- Divine, PAtk% on OseH and Seth
- Spell, MAtk% on Alice (Divine works too)
Panels:
Notes:
- Barong should refresh buffs and heal as needed. Keeping up heal demands will get easier as the fight progresses.
- Have OseH spam Heavenly Sword on Alilat as much as possible. If he doesn't have enough MP, pass the turn (do not use his normal attack).
- Once Alilat is down, OseH can start attacking Seraph to get in some damage and extra press turns. Try to damage Seraph as much as possible without passing the 30% HP threshold for End Realm.
- Alice and Seth should focus their damage on Rama.
- Once OseH's boost level is high enough, he will fully debuff the boss at the start of your turn.
- The boss will fully buff itself at the start of its turn, effectively meaning the boss is neutral on your turn and full-buffed on its turn.
- Have Seth cast Debilitate once. This will shift the buff cycle so the boss is full-debuffed on your turn and neutral on its turn. After this, Seth doesn't need to cast debilitate again for the rest of the fight - go back to spamming Ouas.
- Once Seraph is alone, try to set up his HP such that the team can finish him in one turn. It's recoverable if you mess up, but we want to avoid him casting End Realm if possible (happens if he survives below 30% HP).