Demon Alliance Invasion
Due to the ongoing nature of this event, information posted on this page will be expanded and updated as learn more. In addition, due to this being a beta version we can expect significant changes to the functioning of the event. Feel free to discuss strategies and information on discord or reddit.
Contents
Getting Boss Spawns
Bosses may spawn from most mission types.
- Brands of Sin, Strange Signal and Leveling quests are the most convenient, since they are commonly farmed for other stuff, letting you make the most of your stamina.
- Hell's Park can also spawn bosses, convenient if you've not completed it yet for the month.
Bosses will NOT spawn from the following:
- Story quests that play cutscenes after the fight. Seemingly, ones that play the cutscene before the fight will spawn the bosses normally.
- Alter-World quests.
Once a boss appears, it will be available to fight for 8 hours, or until it is defeated - whichever happens first.
Up to 10 bosses discovered by the player can be stored in the battle menu at a time. Bosses discovered by other players are not subject to this limit.
Boss tiers
There are three tiers of bosses that can spawn:
- Normal Boss (tier 1)
- Superior Boss (tier 2)
- Ultimate Boss (tier 3)
When a boss spawns from completing quests, it will always be a Normal Boss.
When a boss spawns from defeating another boss, it will be a Superior or Ultimate Boss (never a Normal Boss).
Higher-tier bosses have much more HP per level, and will give much more event points.
Battle Basics
These boss fights will allow you to field two parties, similarly to Leveling Quests or Aura Gate exploration parties. Important to note that the party configurations are saved independently from Dx2 selected, so you may form a party, decide that a different Dx2 would be a better match, and change them without needing to re-select your demons once again.
- Both fights have a 2-turn limit
- If your first team can't defeat the boss in time, the battle will progress to its second phase, with your second team.
- If your first team dies to the boss, the battle will simply move to the next phase.
- If the second team also can't beat the boss within the turn limit, the battle will end inconclusively, and you will request an S.O.S. from a group of random players.
- This SOS will target 10 players who have played within the last 3 days, divided into: 4 friends, 4 faction users, and 2 random players. You can also send friend requests if the player in question isn't already a friend.
- If the boss's HP reaches 0, the battle will end immediately, regardless of which team is currently fighting.
Buff Stacking
One player's buffs will carry over to other players' fights, stacking to high numbers, allowing the participants to deal increasing amounts of damage to high level bosses. This is necessary to even be able to survive high level boss attacks.
- Buffs you cast during a run will be added to your total buffs immediately.
- Buffs cast by other players will be applied to your total buffs only after the other player finishes their run.
There doesn't seem to be a cap to attack and defense buffs, however the Sukukaja buffs cap out at +100%, likely to avoid instances where the boss is completely unable to hit any player demon and maintain a certain level of difficulty.
Liberator effects (such as Chalk Eater) also count for this.
However, debuffs will NOT stack. Only buffs will stack!
BP and Attack Modes
With this new event comes a new form of Stamina, called BP. These are used exclusively on this kind of battle, and recovers independently from normal Stamina, Duel Stamina, or Aura Gate Steps. 1 BP recovers every 10 minutes.
BP has its own refill drinks as well, called Rader Pepper and Time-Limited Rader Pepper.
When selecting a fight, three options are available, each with a different cost and different boost to the team's damage output:
Option | Cost | ATK boost |
---|---|---|
Attack | 1 BP | 1x |
Strong Attack | 2 BP | 3x |
Full Power | 3 BP | 5x |
When responding to another player's SOS call, the first run against that boss will have all BP options discounted by 1 BP.
Point Calculation
After each run you are awarded points depending on your performance. There are two types of scores awarded:
- If you did not kill the boss, and nobody killed the boss while you were running your attempt, you will just get points based on your current run.
- Else if the boss did die, you will also get an additional set of points for your total performance in that boss fight.
The general formula for score calculation is the following:
BATTLE POINTS * DISCOVERY BONUS * LAST ATTACK BONUS * BUFF BONUS * DAMAGE BONUS LAST ATTACK BONUS = 3 if boss is killed during run, 1 otherwise DISCOVERY BONUS = 4 if boss is discovered by you, 1 otherwise BUFF BONUS = 1 + X * (0.15), where X is the amount of times a buff effect was used while one of the corresponding buffs was already active (max X = 40) DAMAGE BONUS = 0.5 + Y * (0.005), Y increases by 1 for every 0.33% of boss health you do in damage (max Y = 300)
Further explanations:
- Battle Points varies depending on the boss, in general the rarer the boss the higher the Battle Points you receive. Increases with Bonus SP demons
- Buff Bonus only looks if one of the stats is already buffed, meaning if you have both DEF, and ATK up and cast War Dance, the factor X will still just go up by 1. This means you want as many chain effects/separate skills that apply buffs as possible
- Damage bonus scales linearly, meaning if you did the entire boss health as damage, damage bonus will be 2x on the other hand if your run deals less than 0.33% of the bosses health it will be 0.5x
- Total Score when the boss is killed is calculated using the same formula, only using the total amount of damage you did across all runs of the boss for the Damage Bonus and the total amount of times you triggered the Buff Bonus
General Pointers
When looking at the formula, the following guidelines appear for maximizing your own points:
- Always fight your own bosses to make use of the discovery multiplier.
- Having a team that can apply buffs while also still dealing damage is optimal, to also make use of the buff multiplier as much as possible.
- The buff bonus has a cap of being increased 40 times, meaning that at some point you will get no more score increases from buffs during your run. Since this is after at least 41 instances of applying buffs, this will rarely happen during a single run. The damage/defense multiplier will still increase though, so it's usually still effective to get as many ways to buff your team as possible
- You want to deal most of the damage in the same run that you finish off the boss, to combine the final blow multiplier with the damage multiplier. Finishing off a boss with just a sliver of health will generally give very little points.
- Use Bonus SP demons whenever possible.
Tips
- Once you start fighting higher level bosses, the damage you can deal during your first battle will be very low compared to their scaling HP stat. It's best to do one or two battles using the standard 1 BP attack option to build your buff stock, then use the 3 BP option to attack for massive damage.
- You may be able to kill the first or second boss quickly enough to not worry about their damage, but in time you will have to bring healer/tank units to keep your team alive.
- Do not neglect Sukukaja buffs. They may not increase your damage but a lucky dodge may well save your team from death to let them fight another turn.
Useful Liberators
Utility
- Chalk Eater is the man to use if you find yourself fighting a boss with an exploitable weakness. He will repeatedly provide you with buffs of all 3 types, MP recovery, and occasionally extra press turns. If no weaknesses are present, he can still give your demons +7 MAG.
- Eileen will make Random Targets attacks have higher minimum hits, and will occasionally not use up any press turns when Passing. This is especially helpful as the fight drags on, as your demons might eventually not have enough MP to attack, making you Pass their turns. Getting that Pass for free could let you squeeze in a couple more skill uses.
Offensive
- Kangaroo Boxer boosts your physical attacks (+7 STR, +7 AGI), and casts Sukukaja and Sukunda to help with accuracy.
- Vince boosts physical attacks as well (+12 STR), while also boosting critical hit damage and casting Sukukaja and Sukunda when you land them. If you have demons that can cast Rebellion automatically through passives, Vince can also cast Rakunda.
- Templar Dragon will boost Concentrate and Charge effects, like those provided by Mahakala or Panel 2 Cu Chulainn A. She also gives +5 STR/MAG, and improves healing.
- Shionyan grants +12 MAG to the party, improving magic damage. Good choice if you can't meet the conditions of other Liberators.
Defensive
- Meat Balloon fits more defensive parties (+12 VIT), and will cast Rakukaja when hit by magic or Tarunda when hit by a critical attack. Counter effects will have a higher chance to activate, and will deal more damage.
- Megakin supports NDR tanking by having a chance to cast Rakukaja when Nulling, Tarukaja when Repelling, or Sukukaja when Draining a boss's attack. Repels will deal more damage, while Drains will heal more. He also provides +5 VIT/AGI/LUK to slightly improve bulk and accuracy/evasion.
Useful Demons
These demons should work well against almost any boss, whereas other demons might be punished by the current boss's gimmick (for example, heavily reduced damage from certain elements)
- Erlkonig will consistently heal your party every turn, and cast Tarunda at the start of the enemy's turn (plus Rakukaja if panel 3) to lessen the boss's onslaught.
- Barong can cast Luster Candy in addition to healing, increasing your offensive power. If he's panel 4, he can also generate Bulwarks.
- Demeter can keep your party's Bulwarks topped off consistently, trivializing damage taken, as well as casting Luster Candy whenever any other party member receives an attack. My Harvest! additionally grants MP to party members, helping them to keep casting skills.
- Demiurge, if paired with "Drain <element> " party members corresponding to the boss, can both automatically heal and generate MP for the party - on top of making the boss lose turns, of course.
- Kalki casts Luster Candy and a team heal when using Ratnamaru, which itself uses only half a press turn due to Remnants. This skill can also revive a fallen ally, and give them a Bulwark. To top it all off, Kalki also grants +1 MP recovery to the team, and Repel Pierce + Drain Pierce.
- Orcus reduces damage taken from AoE attacks for the party. If panel 2, he will also cast Tarukaja when a party member's weakness is exploited. This can let you stack attack buffs quickly.
- Ananta will cast Luster Candy automatically every player and enemy turn (effectively twice per turn), making him a good budget option for stacking buffs. If panel 4, he will also cast Debilitate at the start of the boss's turn, or whenever you use a skill or chain effect that heals.
- Elohim follows up every Solar Flare with an automatic Offensive Cry to stack up the ATK buffs, in addition to his massive damage.
- Uriel, Gabriel, & Raphael will cast each of the three buffs as part of their beginning-of-turn chain when 3 or more Divine/Herald demons are in the party.
- Ame no Uzume will cast Tarukaja after any skill heals the party - this includes not just heal skills, but also life-steal effects such as Ouas, and chain effects such as Blossoming Cyclone or Supreme Creator (but it does NOT count Lydia or Dx2 skills). If panel 2, she also casts Rakukaja.
"Otherworldly Primordial Mother" event
Normal: Anzu
Battle 1
Anzu | - | - | - | Nu | Wk | - | - |
Battle 2
Anzu | - | - | - | Nu | Wk | - | - |
Same as the first battle, but now also has Bolt Storm.
Notes
- Boss has no pierce.
- Just hit him with Force (or at least make sure you don't hit his null Elec) and he should go down quickly.
Superior: Pazuzu
Battle 1
Pazuzu | - | Rp | - | Rp | - | Rp | Wk |
Battle 2
Pazuzu | Rp | - | Rp | - | Rp | - | Wk |
Notes
- The boss's repel resistances are unpiercable due to Repel Pierce.
- The boss is weak to Dark in both phases, so bring Dark attackers.
- In phase 1, crits from Phys attackers can help with spending only half-press turns.
- In either phase, crits from elemental physical attackers can work too.
- Chalk Eater can easily farm buffs due to the consistent weakness.
Recommended demons
- Demeter: Provides survival and Luster Candy buffs during the boss's turn.
- Zeus: opens up an Elec weakness, expanding team options.
- Izanami: Team-wide Elec/Dark damage aura. If Red, she also comes with Hell Gaze. Panel 4 can also ease the team's MP management with -1 MP cost. Innate Drain Dark can chain into Demiurge for additional HP + MP recovery. Also a bonus unit.
- Lucifuge: Light Devourer deals good damage as well as a self-heal, chaining into Ame no Uzume for ATK buffs. Innate Drain Dark can also chain into Demiurge for additional HP + MP recovery. Lucifuge also grants a team-wide damage aura for Tyrants, which are bonus units in the second half of the event.
Ultimate: Tiamat A
Battle 1
Tiamat A | - | Rs | Rs | Rs | - | Rs | - |
Battle 2
Tiamat A | - | Rs | Rs | Rs | - | Rs | - |
Notes
- Do NOT use Bulwarks.
- Certain demons only cast Bulwarks when they are paneled, such as Barong. If they don't have their Bulwark-granting panel unlocked, they should be safe to use.
- Boss has no weaknesses.
- Getting extra turns will require: getting crits, using Elemental resistance down to open a weakness, or using attacks with Remnants.
- If opening a weakness, use Chalk Eater to farm buffs.
- Boss auto-casts poison at the start of your turn, and her attacks deal double damage if you are poisoned.
- She does not break barriers though, so Ward Brands can handle this in place of a cleanser.
- The poison procs after Mahamayuri's auto-cure, so he is NOT effective for dealing with this.
- Primordial Sea casts Luster Candy on your party, not on the boss. So even though you take a lot of damage from it, you get that round of buffs as consolation.
- Phase 1 must use magic attacks.
- Shionyan is a good default damage-booster, with her +12 Mag.
- Phase 2 must use physical attacks.
- Carbon Black is effective for damage, if you can consistently crit.
- Templar Dragon can boost the damage of Chargers, such as Mara or Ose Hallel.
- Phase 2 spams an Almighty magic AoE. If this is too much damage pressure, Repel Almighty Magic or some kind of Almighty/AoE damage reduction can help keep the team alive. Alternatively, an auto-reviver such as Maria may help.
- Meat Balloon can boost the team's bulk with his +12 Vit, as well as a chance to cast a DEF buff when the boss uses magic.
Recommended demons:
- Phase 1 (gist: magic, handle ailments.)
- Elohim: His Solar Flare has Remnants and grants an ATK buff (plus DEF debuff) with every cast.
- Kalki: His Ratnamaru has Remnants, and casts Luster Candy + healing (combo-ing into Ame no Uzume for another ATK buff) with every use. He also increases everyone's MP recovery by 1 MP, and grants Drain Pierce + Repel Pierce. Also a bonus unit.
- However, be careful to make sure nobody dies - if someone does, then Ratnamaru will revive them and give them a Bulwark, which will trigger the boss's revenge.
- Ananta: Free Luster Candy on every player turn and every boss turn.
- Susano-o: His Kusanagi grants an ATK buff with every use.
- Indrajit: His Lightning Shower grants an ATK buff and a DEF buff with every use.
- Phase 2 (gist: physical crits, handle ailments. Consider repel almighty magic.)
- panel 3 Zaou-Gongen: can grant infinite Might to the team to ensure they always crit. Panel 4 is ideal for the discount on God's Hand.
- panel 3 Mara: has infinite Charge when using Hell Thrust. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed. Also a bonus unit for the second half of the event.
- Futsunushi: Helps get the ball rolling for Zaou-Gongen.
- Flauros: Gives an ATK buff and EVAC buff with every cast of Iron Fist.
- Tokisada: Gives an ATK buff and EVAC buff with every cast of Amakusa Uprising. If panel 2, also grants himself Might with every cast.
- Chi You: Takes -40% damage from AoEs (-80% if in Charge), letting him survive the boss's attacks easily. He also deals big damage when his team's turn ends, entering Charge for more damage on the next hit. Also a bonus unit for the second half of the event.
- However, a downside is that he can't crit without support. Consider pairing him with Zaou-Gongen and/or Futsunushi.
- Odin A: Grants all your allies +40% Phys/Elec damage when under Zenith.
- Asura Lord: Team-wide critical rate and critical damage aura.
- Orcus: Reduce damage taken from the boss's AoEs, 5% for each weakness on the team (at least 10% due to Orcus' own weaknesses). Also a bonus unit for the first half of the event.
- Huang Long: Repel Almighty Magic blocks the boss's AoE, forcing her to lose turns. At panel 3, he also reduces Almighty damage taken by the team by 15%.
- Either phase:
- Zeus: Opens up an Elec weakness, which pairs well with Chalk Eater. If you have other Elec-physical demons, such as Odin A, run Zeus in phase 2. If you don't, then run him in phase 1 with some Elec magic attackers.
- Tiamat A: Similar idea to Zeus, but she opens up a Dark weakness.
- Izanami's is a great partner for Zeus or Tiamat A, as she offers an Elec/Dark damage aura to the team. If panel 4, she also offers -1 MP cost to the team's Elec/Dark spells.
- Maria: Immune to ailments, can cleanse ailments + heal the team, and provides +1 MP recovery to the team. If the boss manages to kill anyone other than Maria herself, Maria will automatically revive them at the end of the boss's turn.
Archive
- For older events, see Demon Alliance Invasion/History
Quest Areas | |
---|---|
Permanent Content | Story • Dx2 Quests • Alter-World • Aura Gate (1, 2, SP) |
Farming Quests | Strange Signal • Brands of Sin • Wanted |
Recurring Events | Eclipse • Hell's Park • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion |
Competitive | Democalypse • D2 Duel • Battle Tower |