Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Sphinx · original encounter screenPower · original encounter screenMermaid · original encounter screen
Wave 2
Difficulty CChallengingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Sarasvati · original encounter screenSphinx · original encounter screenPower · original encounter screen
Wave 3
Difficulty CChallengingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Sarasvati · original encounter screenQuetzalcoatl · original encounter screenSphinx · original encounter screen
The demons here are all weak to Dark, hence the usage of demons that are Dark magic users. Enemies here tend to heal, and due to Sphinx's Tetra Shift, phys attackers aren't very reliable.
Garuda makes this a lot easier due to having Repel Fire and Null Force, both elements that Quetzalcoatl uses. If you don't have it, bringing at least one Null Fire demon (preferably one that can Dark DPS, like Red Tsukuyomi) and one Null Force demon is very useful.
Pazuzu is a lot tankier of an option than Feng Huang, and boasts multiple nulls to prevent Sphinx's Mahamaon / Quetzalcoatl's Mazandyne.
Teal Jikokuten is also a possibility if you have lots of Fire/Wind Drain demons, to force Quetzalcoatl to lose more turns due to Suppress Stance: Drain, but remember that it's a physical attacker.
Divine + at least 1 Ward set for Sarasvati to use Silent Prayer. Red Tsukuyomi can use Life or Spell instead of Divine because Lunar Blessing causes its awakened Mudoon to only cost 3 MP.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Makami · original encounter screenMatador · original encounter screenMermaid · original encounter screen
Wave 2
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Makami · original encounter screenSphinx · original encounter screenMermaid · original encounter screen
Wave 3
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Quetzalcoatl · original encounter screenMatador · original encounter screenWhite Rider · original encounter screen
Garuda is set to Support AI so it will cast Fog Breath. Garuda cannot be hurt at all by Quetzalcoatl and Quick Mediara does run out of uses, so if you kill Matador and White Rider twice and Garuda is still alive, you are guaranteed to win eventually. Matador is weak to ice and White Rider is weak to Force, the two elements this Garuda can use. My Garuda happens to have Panel 1 and half of Panel 2 filled, but it seems like it should work just fine without panels. (Resist Ice is probably unnecessary, but I use Garuda elsewhere as well.)
Brands: Speed, Spell (Mag Atk+%, Speed+)
Asherah is also immune to Quetzalcoatl's attack spells, and Mother Creation helps if White Rider manages to inflict an instant kill. Null Mute protects her from Matador's Dark Sword skill; getting muted is a disaster and Ward brands don't always last long enough. Mamudodyne helps kill enemies - every wave has an enemy with a Dark weakness - and usually won't keep her from casting Mediarama.
Huang Long is primarily being used for 6 MP Luster Candy and War Cry rather than Five Elements; the enemies tend to fight defensively and some have attacks that ignore Five Elements completely. Garuda without Speedster isn't enough to raise Battle Speed high enough to beat 23,833, and my Yellow Huang Long was the best speedster I had available. (When I did try Purple Huang Long for Five Elements spam, I lost.)
Brands: Ward, Divine
Black Frost's Go To Hell skill inflicts piercing Dark damage and also inflicts Curse, hitting a weakness against each wave and limiting the amount of HP that the enemies can heal.
Garuda A can probably be replaced with Panel 1 Garuda, though Panel 3 is optimal to have Matador miss him more often.
The purpose of Garuda A and Susano-o is to snipe White Rider who is the greatest threat to your run and happens to be weak to Force.
If you manage to consistently snipe White Rider the fight is quite trivial.
Garuda A has a second use in the fact that if Matador misses, you will debuff Evasion. It will prevent Yoshitsune to miss without needing too much accuracy on him.
Yoshitsune is replaceable by a strong demon with Mana Aid, but is still probably one of the stronger demon to use who isn't banner exclusive.
Clear speeds of about 1 - 2 minutes. With enough accuracy stats, 100% clear on auto is possible.
Before attempting an auto-run, turn off "receive assists from other players" in your auto-settings, as random physical assists that miss Matador will trigger Andalucia.
If you have support demons with shaky accuracy on your friend list, consider turning off "choose support demons automatically" as missed attacks on Matador can be disastrous.
If you have enough accuracy to hit Matador consistently with your physical demons, consider running Ward brands as Dark Sword mutes can easily mess up runs.
Kartikeya provides the battle speed required to go first, while providing your entire team additional Accuracy and Crit. The former is crucial to hit Matador, while the latter useful to fish for extra turns. Change his AI to Support so he will cast Offensive Cry - it is the strongest attack buff/debuff combo in the game and Mana Aid allows him to spam it every wave.
Brands: Speed, Speed (Phys ATK%, Speed%)
Yoshitsune helps with the wave clear and can deal massive amount of damage to the Boss once the side mobs have been cleared. Panel 2 is highly recommended; the added mana allows him to throw multiple attack spells at the boss even with War brands. Consider inheriting Mana Gain if you do not have P2, this at least lets him use 2 spells consecutively.
Brands: War, Ward/Aim (Phys Atk+%)
Shiva Alt in Teal drains every elemental spell the Boss can cast, while providing solid DPS for wave clear. Paired with Yoshitsune's Vorpal Blade, Third Eye can easily clear the whole wave - it is crucial to clear both waves in a single round, as Yama's Null Mortal buff does not refresh at the start of the wave. If additional accuracy is not required, Mana Aid can be used in place of Great Aim for even faster clear times.
Brands: Divine, Ward/Aim (Mag ATK%, Accuracy%).
Yama provides a 3-turn Null Mortal buff to everyone, letting you tank God Arrows from White Rider. He also casts an AOE dark spell at the beginning of the Boss wave that has 100% curse chance - not only will this mess up the AI by making them prioritize healing, it will also reduce the amount of healing they receive. He is also a strong dark caster that will hit the Boss for weakness, netting you extra press turns.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Makami · original encounter screenMatador · original encounter screenMermaid · original encounter screen
Wave 2
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Mermaid · original encounter screenMakami · original encounter screenSphinx · original encounter screen
Wave 3
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Matador · original encounter screenQuetzalcoatl · original encounter screenWhite Rider · original encounter screen
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Stage 14 favors Elec/Dark and punishes misses. A slow setup can avoid the opening Gloom/Bulwark cycle. Account for the 9-MP opening drain and seal the second-wave adds so Quetzalcoatl cannot repeatedly revive them.
Soul Levy is Magic damage, avoiding the Physical accuracy check that Matador punishes. It pierces Bulwarks, ignores death prevention and seals the killed add; Destroyer of Virtue opens Dark affinity before you attack.
Setup: Panel 1 and max skill reduce MP pressure.
Watch out: A naturally fast lineup may trigger the going-first Bulwarks; check team Battle Speed.
Keraunos lowers Elec affinity, ignores counter/death-prevention effects and seals kills. It is a strong way to remove Quetzalcoatl’s side enemies when you have sufficient accuracy.
Setup: Use accuracy brands/transfers; Panel 2 helps team hit rate.
Watch out: Keraunos is Physical. Do not send it into Matador’s evasion without accuracy support.
DemeterSummon-onlyProtection before MP is available
Her battle-start Bulwark and first-turn protection can protect a slow team through the opening attack and MP drain. This lets the Elec/Dark attackers begin working without needing an immediate expensive support cast.
Setup: Cover her weaknesses; build HP rather than relying on evasion.
Watch out: Bulwarks can be bypassed; they are insurance rather than a guaranteed wall.
Golden Apple supplies +2 natural MP recovery and Fortify-based damage reduction, helping the team sustain the opening MP drain. Her revival is a safety net when it is not sealed.
Setup: Panel 1 for ailment immunity and Null Mortal.
Watch out: Fortify and revival do not replace the encounter’s required counter.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Kushinada · original encounter screenMatador · original encounter screenPeallaidh · original encounter screen
Wave 2
Difficulty AVery hardEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Peallaidh · original encounter screenKushinada · original encounter screenThrone · original encounter screen
Wave 3
Difficulty AVery hardEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Matador · original encounter screenQuetzalcoatl · original encounter screenWhite Rider · original encounter screen
Recommended demons
Use Elec/Dark damage and keep physical accuracy high against Matador. For the existing slow-team strategy, maintain defensive support rather than relying on dodge luck.
Dark affinity reduction and weakness/ailment chains can support the Dark damage plan, with a physical-team aura and Brands 13/14 bonuses.
Needs: Build PATK and accuracy; verify the dual-element attack selects Dark in this encounter.
Watch for: Phys is off-element for Vanity’s mitigation rule. Automatic Phys/Dark selection needs checking, so use him conditionally rather than as the safest default.
Strong defensive restrictions, disruptive support skills and target-selection requirements demand a tailored farming team.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Stage 14 favors Elec/Dark and punishes misses. A slow setup can avoid the opening Gloom/Bulwark cycle. Account for the 9-MP opening drain and seal the second-wave adds so Quetzalcoatl cannot repeatedly revive them.
Soul Levy is Magic damage, avoiding the Physical accuracy check that Matador punishes. It pierces Bulwarks, ignores death prevention and seals the killed add; Destroyer of Virtue opens Dark affinity before you attack.
Setup: Panel 1 and max skill reduce MP pressure.
Watch out: A naturally fast lineup may trigger the going-first Bulwarks; check team Battle Speed.
Keraunos lowers Elec affinity, ignores counter/death-prevention effects and seals kills. It is a strong way to remove Quetzalcoatl’s side enemies when you have sufficient accuracy.
Setup: Use accuracy brands/transfers; Panel 2 helps team hit rate.
Watch out: Keraunos is Physical. Do not send it into Matador’s evasion without accuracy support.
DemeterSummon-onlyProtection before MP is available
Her battle-start Bulwark and first-turn protection can protect a slow team through the opening attack and MP drain. This lets the Elec/Dark attackers begin working without needing an immediate expensive support cast.
Setup: Cover her weaknesses; build HP rather than relying on evasion.
Watch out: Bulwarks can be bypassed; they are insurance rather than a guaranteed wall.
Golden Apple supplies +2 natural MP recovery and Fortify-based damage reduction, helping the team sustain the opening MP drain. Her revival is a safety net when it is not sealed.
Setup: Panel 1 for ailment immunity and Null Mortal.
Watch out: Fortify and revival do not replace the encounter’s required counter.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Matador · original encounter screenNekomata A · original encounter screenLoki · original encounter screen
Activates the following Chain Effect whenever a party member evades an enemy's Physical attack: Adds a Bulwark of approximately 1500 HP to all party members (3 turn) and reduces 2 enemy Press Turn Icons.
Activates the following Chain Effect when the enemy attacks first at the start of battle: Grants all party members a Bulwark with 30% of their respective HP (3 turns) and inflicts Gloom on all enemies.
Activates the following Chain Effect at the start of the 1st turn: Inflicts Almighty damage (Magic, Power: 10) to all enemies, and decrease their MP by 9.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Chatterskull · original encounter screenQuetzalcoatl · original encounter screenMoh Shuvuu · original encounter screen
Recommended demons
Use Elec/Dark damage and keep physical accuracy high against Matador. For the existing slow-team strategy, maintain defensive support rather than relying on dodge luck.
Dark affinity reduction and weakness/ailment chains can support the Dark damage plan, with a physical-team aura and Brands 13/14 bonuses.
Needs: Build PATK and accuracy; verify the dual-element attack selects Dark in this encounter.
Watch for: Phys is off-element for Vanity’s mitigation rule. Automatic Phys/Dark selection needs checking, so use him conditionally rather than as the safest default.
Activates the following Chain Effect when the enemy attacks first at the start of battle: Grants all party members a Bulwark with 30% of their respective HP (3 turns) and inflicts Gloom on all enemies.
Activates the following Chain Effect at the start of the 1st turn: Inflicts Almighty damage (Magic, Power: 10) to all enemies, and decrease their MP by 9.
Activates the following Chain Effect when an ally is defeated: Revives a single fallen ally at random with 100% HP. Afterward, inflicts Fire damage (Magic, Power: 80) to all enemies. (Activates once per turn)
-80% to damage received, unless of the Elec or Dark Attribute. Adds Null Mortal.
Source
Elec/Dark Vanity+ · encounter screenshot
Explanation:
Quetzalcoatl has the effects of his panels 1-2, with the notable effect being -1 MP cost of Ce Acatls' Return.
Elec/Dark Vanity+ reduces all damage by 80%, except from Elec and Dark, so take Demons with Elec and Dark Skills into the battle.
The enemies here can become extremely evasive. If you go first, they'll set up Bulwarks on themselves and Gloom on you for the first 3 turns of each wave. Further, Matador will punish any misses by taking out 2 of your Press Turn icons and re-applying the Bulwarks.
It's easier to intentionally use a slow team to avoid all of this.
Alternatively, you can remove the Bulwarks with Loup-Garou by having an ally cast an Elec attack. This ally should use magic to ensure it hits.
Each wave will drain 9 of your MP on the first turn (doesn't matter who outspeeds who).
If using a slow team, this means you need a defensive support that can protect the team quickly, and without having access to MP. Demeter's first-turn Bulwarks are helpful for this.
Bringing an MP battery unit can also help your DPS to start attacking.
In the second wave, the sides are actually frail, but both also have an endure. Whenever they die, whether due to you or due to Last Resort+, Quetz will revive them and attack you with Flame: Rebirth.
Bring some Revive Ban to put a stop to them quickly.
Dx2 is Chalk Eater, as we can leverage Zeus or Tiamat A's Attribute affinity down to hit weaknesses, giving us buffs and extra press turns.
The team must be slower than 20,800 battle speed, so we can avoid the enemy casting Bulwarks.
The enemies do still have a little evasion even without the Bulwarks, so leveling Zeus and Tiamat's accuracy-boost passives is recommended.
Demeter protects the team with Bulwarks, and gives some extra MP.
Zeus decreases Elec affinity, grants an extra press turn, and does good damage. Tiamat A does the same, but with Dark affinity.
Zeus can also Revive Ban the annoying side enemies in wave 2.
Izanami boosts everyone's Elec/Dark damage, and if panel 4, also reduces their Elec/Dark skills' MP costs by 1. She's also slow, so she fits very well with the team requirements. Maziodyne and Hell Gaze are used as transfers so she can sweep wave 1 with Maziodyne, then she alternates between Bolt Storm and Hell Gaze in wave 2.