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.
"Ravaging Bull Soaked in Blood" event
Normal: Horkos
Battle 1
Horkos | Rs | - | Wk | - | - | Wk | - |
Battle 2
Horkos | Rs | - | Wk | - | - | Wk | - |
Same as the first battle, but replaces Auto-Rakuka with Auto-Taruka.
Notes
- Boss has no pierce.
- Just hit him with Ice or Light and he should go down quickly.
- Some form of DEF debuff to neutralize his Auto-Rakuka may be helpful.
Superior: Anat
Battle 1
Anat | - | Wk | - | Rs | Wk | Nu | Rs |
Battle 2
Anat | - | Wk | - | Dr | Wk | Nu | Rs |
Notes
- Punishes using Elec damage in both phases:
- Phase 1 reduces Elec damage by 80%.
- Phase 2 blocks Elec with Elec Drain + Drain Pierce, unless Elec affinity is reduced. If you use Elec attacks, she then lowers your team's Elec affinity.
- Has consistent weaknesses to Fire and Force in both phases.
- Phys can have Hagen open up a weakness in either phase.
- Liberators:
- Chalk Eater - Grants buffs or more press turns when hitting weaknesses.
- Shionyan - Grants +12 Mag for magic teams.
- Carbon Black - Crit damage and +12 Str for physical teams.
- Templar Dragon - Boost damage of demons using Charge or Concentrate.
Recommended demons
Support:
- Demeter: Helps survival with Bulwarks, as well as buffs during the boss's turn. Also a bonus unit.
- Demiurge: Combine with allies that have Drain Elec, to get team-wide healing and MP recovery.
- Good Elec Drain partners include:
- Mara: Panel 3 repeatedly grants Charge as long with each use of Hell Thrust.
- Ardha: Ruin and Grace deals damage and grants a team-wide heal with each use.
- Teal Susano-o: (see section below)
- panel 2 Orcus: Casts an ATK buff whenever the boss hits his or an ally's weaknesses. He comes with an Elec weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.
Damage:
- Elohim: Solar Flare deals Fire damage, and grants an ATK buff with every cast. Also a bonus unit.
- Mada: Deals Fire damage, Charm, and grants Bulwarks for the team to aid survival. Also a bonus unit.
- Mahakala: Automatically attacks the boss with Fire if your team goes first, and again at the start of your second turn, getting in some extra weakness rolls for Chalk Eater. If panel 3, each cast of Wrathful Flame also grants an ATK buff and DEF buff. To top it off, he gives himself Concentrate at the start of the first and second turn.
- Mithras: Mark of Punishment can deal Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally uses Fire.
- panel 4 Cybele: Grants an ATK buff whenever she casts Trisagion.
- Susano-o: Kusanagi deals Force damage, and each cast grants an ATK buff.
- Sabaoth: Sanction deals Force damage, and can potentially grant an extra press turn if used in the second half of a press turn.
- Mahamayuri: Blossoming Cyclone deals Force damage, and heals the party. Be careful of his Elec weakness, though!
- Seth: Ouas deals physical Force damage while healing the user.
- Ame no Uzume grants ATK buffs when a healing effect is cast, such as from Demiurge, Mithras, Seth, or Mahamayuri.
- Koga Saburo: Soaring Blades deals physical Force damage. Must be panel 2, or else he will run out of charges (with 2 turns, he will need 4, but without p2 he only has 3 charges). Also a bonus unit for the first half of the event.
- Hagen: Open up a Phys weakness.
- panel 3 Zaou-Gongen: Can grant infinite Might to the team, ensuring they always crit to spend half-turns. Also a bonus unit. Be careful of his Elec weakness, though!
- Flauros: Iron Fist grants an ATK buff and EVAC buff with every cast. Also a bonus unit for the first half of the event.
Ultimate: Moloch
Battle 1
Moloch | - | Rp | Wk | Rs | - | - | - |
Battle 2
Moloch | - | Rp | Wk | Rs | - | - | - |
Notes:
- Do NOT bring revives.
- Your bulkiest unit should have a way to prevent Bind on themselves.
- In Phase 1, be careful about bringing Fire-weak demons.
- There are several opportunities to hit weakness here:
- Ice - Weakness is open by default.
- Fire - Bring at least one Fire-pierce attacker to hit past the boss's Repel Fire. Hitting the boss with Fire reduces his resistance by 2 stages, leading to Weakness after 2 triggers. Note you will need to do this at the start of every player turn.
- Phys, Elec, and Dark - These can use attribute affinity down to open up a weakness.
- Liberators:
- Chalk Eater - Grants buffs or more press turns when hitting weaknesses.
- Shionyan - Grants +12 Mag for magic teams.
- Carbon Black - Crit damage and +12 Str for physical teams.
- Templar Dragon - Boost damage of demons using Charge or Concentrate.
Recommended demons:
Support:
- Demeter: Prevents ailments on the team, as long as Bulwarks are active before the enemy turn starts. Also a bonus unit.
- Maria: Plenty of bulk to bait the Bind cast (which she's immune to), she passively grants +1 MP recovery to the team, and she'll automatically revive anyone that Moloch manages to kill. All of this doesn't require any MP, so she can be given an attack skill to hit weaknesses for extra turns.
- Demiurge: Combine with allies that have Drain Fire (several Fire attackers have this), to get team-wide healing and MP recovery.
- panel 2 Orcus: Casts an ATK buff whenever the boss hits his or an ally's weaknesses. He comes with a Fire weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.
Damage:
- Rahab: Ice damage, casts an ATK buff + Might (for himself) any time your team or the boss hits a weak point. Also a bonus unit for the first half of the event.
- Anahita: Hell Stream deals Ice damage, and grants an ATK buff and DEF buff with every cast. Synergizes well with Demeter's Bulwarks to grant +30% magic damage to the team.
- Elohim: Solar Flare deals piercing Fire damage with Remnants, and grants an ATK buff with every cast. His high Agi and Remnants makes him perfect for setting up Fire weakness on the boss. Also a bonus unit.
- Mada: Deals piercing Fire damage, and grants Bulwarks for the team to aid survival. Also a bonus unit.
- Mahakala: Automatically attacks the boss with Fire if your team goes first, and again at the start of your second turn - doing half of the Fire weakness setup for you. If panel 3, each cast of Wrathful Flame also grants an ATK buff and DEF buff. To top it off, he gives himself Concentrate at the start of the first and second turn.
- Mithras: Mark of Punishment can deal piercing Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally or the enemy uses Fire.
- The heal can chain into Ame no Uzume for ATK buffs.
- Quetzalcoatl A: Aztec Pulse deals piercing Fire damage, and also has Remnants after the first use (if panel 2, this skill always has Remnants). Also a bonus unit.
- However, be careful to make sure he doesn't die, as he will revive himself - triggering Rule Control's effects.
- Adramelech: Sacrificial Inferno deals piercing Fire damage, and grants an ATK buff with every cast. Also a bonus unit for the first half of the event.
- Zeus: Open up an Elec weakness.
- Pairs well with Botis, who is a bonus unit for the first half of the event.
- Tiamat A: Open up a Dark weakness.
- Hagen: Open up a Phys weakness.
- panel 3 Zaou-Gongen: Can grant infinite Might to the team, ensuring they always crit to spend half-turns. Also a bonus unit.
- Flauros: Iron Fist grants an ATK buff and EVAC buff with every cast. Also a bonus unit for the first half of the event.
- Tokisada: Amakusa Uprising grants an ATK buff and EVAC buff with every cast. If panel 2, also grants himself Might with every cast.
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 |