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Brands of Sin: Wrath

Brands of Sin

Brands

Stage Guides[edit]

Gucumatz (Stage 1)[edit]

Difficulty CChallengingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 2,800

Gucumatz

Encounter version
HP 24,990
Battle stats Level 13 · combat values calculated
PATK
238
PDEF
207
MATK
217
MDEF
202
STR
55
MAG
45
VIT
52
AGI
28
LUK
49
Elemental affinities
Phys—
FireWk
IceRs
Elec—
ForceRs
Light—
Dark—



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


Tarunda+ Auto [Ire]
Used by: Gucumatz

+500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of enemy turn: Casts Tarunda+

Source

Tarunda+ Auto [Ire] · encounter screenshot
Tempestuous Emotion
Used by: Gucumatz

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 1 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion · encounter screenshot
Supreme Solitary Onslaught
Used by: Gucumatz

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [S]
Used by: Gucumatz

-20% to damage received, except from Critical hits. -30% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [S] · encounter screenshot

Gucumatz (Stage 2)[edit]

Difficulty CChallengingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 3,600

Gucumatz

Encounter version
HP 29,970
Battle stats Level 19 · combat values calculated
PATK
303
PDEF
264
MATK
276
MDEF
257
STR
70
MAG
57
VIT
66
AGI
36
LUK
62
Elemental affinities
Phys—
FireWk
IceRs
Elec—
ForceRs
Light—
Dark—



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


Tarunda+ Auto [Ire]
Used by: Gucumatz

+500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of enemy turn: Casts Tarunda+

Source

Tarunda+ Auto [Ire] · encounter screenshot
Tempestuous Emotion
Used by: Gucumatz

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 1 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion · encounter screenshot
Supreme Solitary Onslaught
Used by: Gucumatz

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [S]
Used by: Gucumatz

-20% to damage received, except from Critical hits. -30% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [S] · encounter screenshot

Gucumatz (Stage 3)[edit]

Difficulty CChallengingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 4,300

Gucumatz

Encounter version
HP 39,999
Battle stats Level 25 · combat values calculated
PATK
368
PDEF
320
MATK
337
MDEF
313
STR
85
MAG
70
VIT
80
AGI
43
LUK
75
Elemental affinities
Phys—
FireWk
IceRs
Elec—
ForceRs
Light—
Dark—



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


Tarunda+ Auto [Ire]
Used by: Gucumatz

+500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of enemy turn: Casts Tarunda+

Source

Tarunda+ Auto [Ire] · encounter screenshot
Tempestuous Emotion
Used by: Gucumatz

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 1 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion · encounter screenshot
Supreme Solitary Onslaught
Used by: Gucumatz

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [S]
Used by: Gucumatz

-20% to damage received, except from Critical hits. -30% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [S] · encounter screenshot

Gucumatz (Stage 4)[edit]

Difficulty CChallengingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 5,000

Gucumatz

Encounter version
HP 59,987
Battle stats Level 31 · combat values calculated
PATK
431
PDEF
376
MATK
395
MDEF
368
STR
99
MAG
82
VIT
94
AGI
50
LUK
87
Elemental affinities
Phys—
FireWk
IceRs
Elec—
ForceRs
Light—
Dark—



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


Tarunda+ Auto [Ire]
Used by: Gucumatz

+500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of enemy turn: Casts Tarunda+

Source

Tarunda+ Auto [Ire] · encounter screenshot
Tempestuous Emotion
Used by: Gucumatz

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 1 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion · encounter screenshot
Supreme Solitary Onslaught
Used by: Gucumatz

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [S]
Used by: Gucumatz

-20% to damage received, except from Critical hits. -30% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [S] · encounter screenshot

Gucumatz (Stage 5)[edit]

Difficulty CChallengingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 6,100

Gucumatz

Encounter version
HP 66,797
Battle stats Level 39 · combat values calculated
PATK
537
PDEF
455
MATK
474
MDEF
440
STR
128
MAG
98
VIT
112
AGI
61
LUK
105
Elemental affinities
Phys—
FireWk
IceRs
Elec—
ForceRs
Light—
Dark—



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


Extraordinary Wrath
Used by: Gucumatz

While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +5% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Wrath · encounter screenshot
Tarunda+ Auto [Ire]
Used by: Gucumatz

+500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of enemy turn: Casts Tarunda+

Source

Tarunda+ Auto [Ire] · encounter screenshot
Tempestuous Emotion
Used by: Gucumatz

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 1 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion · encounter screenshot
Supreme Solitary Onslaught
Used by: Gucumatz

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [S]
Used by: Gucumatz

-20% to damage received, except from Critical hits. -30% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [S] · encounter screenshot

Huang Long (Stage 6)[edit]

Difficulty BDemandingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 14,700

Huang Long

Encounter version
HP 99,935
Battle stats Level 40 · combat values calculated
PATK
353
PDEF
438
MATK
584
MDEF
493
STR
38
MAG
148
VIT
132
AGI
147
LUK
122
Elemental affinities
Phys—
FireRs
IceRs
ElecRs
ForceRs
LightNu
Dark—



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


Extraordinary Wrath
Used by: Huang Long

While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +5% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Wrath · encounter screenshot
Five Elements [Ire]
Used by: Huang Long

+500 to the skill holder's Phys DEF and Mag DEF. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of own turn: Makes all party members able to reflect 1 Magic attack, including of the Almighty Attribute. (1 turn)

Source

Five Elements [Ire] · encounter screenshot
Tempestuous Emotion+
Used by: Huang Long

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 2 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion+ · encounter screenshot
Supreme Solitary Onslaught
Used by: Huang Long

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [M]
Used by: Huang Long

-20% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [M] · encounter screenshot

Huang Long (Stage 7)[edit]

Difficulty BDemandingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 17,800

Huang Long

Encounter version
HP 39,994
Battle stats Level 46 · combat values calculated
PATK
404
PDEF
506
MATK
687
MDEF
574
STR
46
MAG
181
VIT
160
AGI
178
LUK
148
Elemental affinities
Phys—
FireRs
IceRs
ElecRs
ForceRs
LightNu
Dark—



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


Extraordinary Wrath
Used by: Huang Long

While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +5% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Wrath · encounter screenshot
Five Elements [Ire]
Used by: Huang Long

+500 to the skill holder's Phys DEF and Mag DEF. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of own turn: Makes all party members able to reflect 1 Magic attack, including of the Almighty Attribute. (1 turn)

Source

Five Elements [Ire] · encounter screenshot
Tempestuous Emotion+
Used by: Huang Long

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 2 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion+ · encounter screenshot
Supreme Solitary Onslaught
Used by: Huang Long

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [M]
Used by: Huang Long

-20% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [M] · encounter screenshot

Huang Long (Stage 8)[edit]

Difficulty BDemandingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 19,400

Huang Long

Encounter version
HP 79,969
Battle stats Level 51 · combat values calculated
PATK
442
PDEF
553
MATK
751
MDEF
627
STR
51
MAG
198
VIT
175
AGI
194
LUK
163
Elemental affinities
Phys—
FireRs
IceRs
ElecRs
ForceRs
LightNu
Dark—



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


Extraordinary Wrath
Used by: Huang Long

While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +5% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Wrath · encounter screenshot
Five Elements [Ire]
Used by: Huang Long

+500 to the skill holder's Phys DEF and Mag DEF. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of own turn: Makes all party members able to reflect 1 Magic attack, including of the Almighty Attribute. (1 turn)

Source

Five Elements [Ire] · encounter screenshot
Tempestuous Emotion+
Used by: Huang Long

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 2 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion+ · encounter screenshot
Supreme Solitary Onslaught
Used by: Huang Long

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [M]
Used by: Huang Long

-20% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [M] · encounter screenshot

Huang Long (Stage 9)[edit]

Difficulty BDemandingEditorial estimate
Attribute-affinity changes and ailment mechanics require more preparation than a routine farming fight.
Battle speed: 21,700

Huang Long

Encounter version
HP 99,907
Battle stats Level 56 · combat values calculated
PATK
483
PDEF
611
MATK
838
MDEF
695
STR
57
MAG
226
VIT
199
AGI
217
LUK
181
Elemental affinities
Phys—
FireRs
IceRs
ElecRs
ForceRs
LightNu
Dark—



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


Extraordinary Frenzy
Used by: Huang Long

While the one with this skill is alive, all enemies will receive the following effect: -40% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +10% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Frenzy · encounter screenshot
Five Elements [Ire]
Used by: Huang Long

+500 to the skill holder's Phys DEF and Mag DEF. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +500 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%.

Activates the following Chain Effect at the start of own turn: Makes all party members able to reflect 1 Magic attack, including of the Almighty Attribute. (1 turn)

Source

Five Elements [Ire] · encounter screenshot
Tempestuous Emotion+
Used by: Huang Long

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 2 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion+ · encounter screenshot
Supreme Solitary Onslaught
Used by: Huang Long

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [L]
Used by: Huang Long

-40% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [L] · encounter screenshot

Arioch (Stage 10)[edit]

Difficulty AVery hardEditorial estimate
Extreme mitigation, ailment requirements, defensive scaling and repeated enemy turn generation demand specialized counters.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Arioch at stage 14 must be critically hit. Build 150%+ crit rate or dependable Might, and cleanse ailments before attacking. A powerful Magic attacker is not a replacement for this requirement.

Berserker GutsLimited collaboration
Critical Phys burst

Berserker Armor adds 100% crit rate and Berserk adds its own 50% crit chance, giving a suitable baseline against the boss’s 50% crit penalty. The two single-target hits ignore counters and death prevention.

Setup: Panel 3 increases Berserk’s limited uses and improves crit consistency.

Watch out: His self-inflicted fractional damage makes HP management important; do not treat him as a long-fight solo unit.

Ose HallelSummon-only
Repeatable Might-based damage

Sword of Hallel and Heavenly Sword repeatedly provide Might/Charge. That lets him keep generating the critical hits Arioch needs, while the active skill ignores death prevention.

Setup: Max skill and Panel 2 improve sustained MP economy.

DormarthSummon-only
Physical damage amplification

Death’s Guard Dog buffs Physical damage, lowers Phys/Dark affinity and gives stage 13/14 damage-taken amplification. Hound Hunt supplies single-target Physical damage and a Press Turn.

Setup: Add crit support; its passive 100% crit bonus alone is not a guaranteed crit after the stage-14 penalty.

Watch out: Its 3-count Corrosion application does not beat stage 14’s 3-count resistance by itself.

DaisoujouSummon / multifusion
Ailment control

Preach makes him ailment-immune, so he can act first and use Cleansing Shout against Arioch’s ailment-based damage penalties. The cleanse also removes party debuffs and restores MP.

Setup: Put him first in action order; budget MP for repeated cleansing.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 8,100

Arioch

Encounter version
HP 142,200
Battle stats Level 66 · combat values calculated
PATK
938
PDEF
846
MATK
764
MDEF
805
STR
247
MAG
164
VIT
276
AGI
81
LUK
204
Elemental affinities
PhysNu
Fire—
IceRp
ElecWk
ForceRs
Light—
DarkRs



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
Recommended demons

Keep the boss’s Bulwark intact and use Bulwark-piercing physical Phys/Fire damage. Weak must land before Curse can control healing. Assign a repeatable cleanser and a critical carry; the suggestions below are roles to combine, not a preset team.

Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: critical Phys carry
Berserk has single-target Phys Bulwark Pierce, a 50% base crit rate and another 100% from Berserker Armor. It fits the allowed damage type without removing the boss’s Bulwark.
Needs: Build PATK, accuracy and reliable critical chance. Stage 14 reduces incoming crit rate by 50%, so check additional modifiers or supply Might.
Watch for: He loses 30% max HP after the enemy turn, bypassing death prevention; recovery must cover this as well as boss damage.
Earlier recommended alternatives
Ose HallelBanner exclusive
Banner: repeated Might/Charge
Heavenly Sword has Phys Bulwark Pierce and refreshes Might/Charge, giving a controlled critical-attack plan that respects the shield rule.
Needs: Build PATK/accuracy and sustainable MP. Have an immune cleanser act before him when he is ailmented.
Watch for: Do not remove the boss’s shield with a support chain. His damage still collapses if Poison/Curse/Weak remain active.
Earlier recommended alternatives
DormarthBanner exclusive
Banner: Weak → Curse setup
His own-turn Weak application can trigger a Curse-inflicting follow-up, supplying the sequence needed to suppress Arioch’s escalating heals. Physical-team amplification also helps the carry.
Needs: Use ailment infliction investment and confirm Weak lands before relying on Curse. His Brands bonus applies three Corrosion counts.
Watch for: Three Corrosion counts can overcome Stage 13’s two-count resistance, but not Stage 14’s three-count resistance. Phys/Dark selection can also produce off-element damage.
Earlier recommended alternatives
DaisoujouAlternative
Accessible: immune cleansing
Cleansing Shout removes the ailments that apply large outgoing-damage penalties. An immune cleanser is more reliable than assuming a beginning-of-battle Barrier will last.
Needs: Max the cleansing skill and use Divine brands/MP support for repeat casts.
Watch for: One cleanse at the start of a turn may be insufficient if attackers get ailmented again during that turn.
Kit-based options; tested clears remain in the guide’s team section.


Extraordinary Frenzy
Used by: Arioch

While the one with this skill is alive, all enemies will receive the following effect: -40% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +10% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Frenzy · encounter screenshot
Lionfall [Ire]6 MP
Used by: Arioch

Adds Remnants and puts the skill holder into a state of Charge.

Activates the following Chain Effect if the effect is successful: Inflicts Phys damage (Physical, Power: 120) with a 100% Critical hit rate on all enemies.

Damage done by this skill will be calculated using 10% of the skill holder's Phys DEF as their ATK stat.

Ignores all death prevention skills.

Source

Lionfall [Ire] · encounter screenshot
King of Vengeance [Ire]
Used by: Arioch

Adds Phys Pierce. +100% to Critical hit rate. +300% to hit rate. +2000 to the skill holder's Phys DEF and Mag DEF. +1000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +2000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%. +600% to the amount recovered by the skill holder when HP is at or below 49%.

The following Super Reaction will occur when the skill holder receives Physical or Magic damage: Restores 1% HP. (Up to 200 times per battle for Physical and Magic damage respectively)

While the one with this skill is alive, all enemies will receive the following effect: -100% to damage dealt if there is an enemy without a Bulwark.

Activates the following Chain Effect when a Phys attack is Nulled/Repelled/Absorbed: Inflicts 20% Fractional damage based on Max HP (Max: 5000) to all enemies, then places the skill holder into a state of Might/Charge.

Activates the following Chain Effect at the start of the enemy turn: Grants the skill holder a Bulwark with 30% HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Places the skill holder into a state of Might/Charge.

Source

King of Vengeance [Ire] · encounter screenshot
Tempestuous Emotion++
Used by: Arioch

Greatly decreases the chances of being Cursed, but makes it easier to be inflicted with Weak.

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 8 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion++ · encounter screenshot
Supreme Solitary Onslaught
Used by: Arioch

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [L]
Used by: Arioch

-40% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [L] · encounter screenshot

Overview:

  • The gist is that this boss is very bulky, heals himself, and has several conditions that will apply reverse damage boost to you or damage reduction to the boss, reducing your damage output.

Defensive effects (that make the boss bulky):

  • The boss starts every turn with a 30% HP Bulwark. You cannot remove this Bulwark, because if you do, then your party will have 100% reverse damage boost applied to them. Therefore, you must pierce it.
  • The boss has 40% damage reduction to all attacks except critical hits.
  • The boss has 50% damage reduction to all attacks except Phys Phys/Fire Fire.
  • Hitting the boss with a physical attack will make the boss inflict the attacker with Poison, Curse, and Weak. A party member with any of these ailments will have reverse damage boost applied to them, reducing their damage output (40% per ailment, up to 120%).
    • The boss will break your team's Barriers at the start of your turn. So if you plan to use them, you'll need to apply them mid-turn.
  • The boss has extremely high defense, though this decreases as his HP decreases, notably when he falls below 80% and 50% HP.
  • Hitting the boss with physical or magic damage triggers a Super Reaction that makes him heal 1% of his max HP, up to 200 times for physical and magic each.
    • At 49% HP or below, the boss gets a +600% increase to healing (or in other words, it's multiplied by 7). This means his auto heals become 7% of max HP per heal.
    • Curse can reduce the boss's healing, but you can't inflict it directly. Instead, you need to inflict Weak first to make Curse guaranteed to succeed, and then apply Curse.
  • At the start of your turn, the boss will inflict 3 levels of Phys attribute affinity down on you. While this is active on at least one party member, nobody in your party can gain bonus turns (such as from Remnants, weakness, or crits).

Offensive effects (that make the boss dangerous):

  • The boss's main attack is a Phys Phys AoE, but he starts by giving himself Charge first, then attacking. This means he cannot lose press turns by hitting into Phys anti-pierce (or by missing, but he has +300% accuracy, so he won't miss anyway), but it also means he can't gain turns by hitting your weaknesses (and you are guaranteed to be Phys weak due to his 3 levels of affinity down). It also has Remnants, so he will spam this attack a lot.
    • This attack is based on his Phys DEF, so Corrosion can soften the blow.
    • Attempting to block him with Phys anti-pierce will make him deal 20% fractional damage based on max HP (max:5000) to your team and give himself Might and Charge.
  • The boss will gain 4 extra press turns, though this decreases as his HP decreases. He loses a press turn once he falls below 80%, 50%, 30%, and 10% HP.
  • Allies inflicted with Poison, Curse, or Weak on will have reverse damage reduction applied to them, making them take more damage from the boss's attacks (10% per ailment, up to 30%).
  • If any of your demons reaches 5 counts of Fortify, the boss will apply 3 counts of Decay to your entire team.
  • The boss will give himself Might and Charge at the end of your turn.

Effectively, you need the following:

  • Bulwark pierce.
  • Phys Phys/Fire Fire attacks.
  • Physical attacks that frequently crit. This can be achieved through high crit rate, or frequent access to Might.
  • Someone that can apply Weak and Curse to the boss, in that order.
  • Someone that can cleanse Poison, Curse, and Weak from teammates, multiple times per turn.
  • Corrosion to make the boss hit less hard.

Other notes:

  • DON'T remove the boss's Bulwark.
  • If you bring Fortify, then it must apply to the whole team, or else some demons will have net HP loss via Decay.

Arioch (Stage 11)[edit]

Difficulty AVery hardEditorial estimate
Extreme mitigation, ailment requirements, defensive scaling and repeated enemy turn generation demand specialized counters.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Arioch at stage 14 must be critically hit. Build 150%+ crit rate or dependable Might, and cleanse ailments before attacking. A powerful Magic attacker is not a replacement for this requirement.

Berserker GutsLimited collaboration
Critical Phys burst

Berserker Armor adds 100% crit rate and Berserk adds its own 50% crit chance, giving a suitable baseline against the boss’s 50% crit penalty. The two single-target hits ignore counters and death prevention.

Setup: Panel 3 increases Berserk’s limited uses and improves crit consistency.

Watch out: His self-inflicted fractional damage makes HP management important; do not treat him as a long-fight solo unit.

Ose HallelSummon-only
Repeatable Might-based damage

Sword of Hallel and Heavenly Sword repeatedly provide Might/Charge. That lets him keep generating the critical hits Arioch needs, while the active skill ignores death prevention.

Setup: Max skill and Panel 2 improve sustained MP economy.

DormarthSummon-only
Physical damage amplification

Death’s Guard Dog buffs Physical damage, lowers Phys/Dark affinity and gives stage 13/14 damage-taken amplification. Hound Hunt supplies single-target Physical damage and a Press Turn.

Setup: Add crit support; its passive 100% crit bonus alone is not a guaranteed crit after the stage-14 penalty.

Watch out: Its 3-count Corrosion application does not beat stage 14’s 3-count resistance by itself.

DaisoujouSummon / multifusion
Ailment control

Preach makes him ailment-immune, so he can act first and use Cleansing Shout against Arioch’s ailment-based damage penalties. The cleanse also removes party debuffs and restores MP.

Setup: Put him first in action order; budget MP for repeated cleansing.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 8,700

Arioch

Encounter version
HP 255,439
Battle stats Level 71 · combat values calculated
PATK
1002
PDEF
903
MATK
815
MDEF
858
STR
264
MAG
175
VIT
294
AGI
87
LUK
217
Elemental affinities
PhysNu
Fire—
IceRp
ElecWk
ForceRs
Light—
DarkRs



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
Recommended demons

Keep the boss’s Bulwark intact and use Bulwark-piercing physical Phys/Fire damage. Weak must land before Curse can control healing. Assign a repeatable cleanser and a critical carry; the suggestions below are roles to combine, not a preset team.

Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: critical Phys carry
Berserk has single-target Phys Bulwark Pierce, a 50% base crit rate and another 100% from Berserker Armor. It fits the allowed damage type without removing the boss’s Bulwark.
Needs: Build PATK, accuracy and reliable critical chance. Stage 14 reduces incoming crit rate by 50%, so check additional modifiers or supply Might.
Watch for: He loses 30% max HP after the enemy turn, bypassing death prevention; recovery must cover this as well as boss damage.
Earlier recommended alternatives
Ose HallelBanner exclusive
Banner: repeated Might/Charge
Heavenly Sword has Phys Bulwark Pierce and refreshes Might/Charge, giving a controlled critical-attack plan that respects the shield rule.
Needs: Build PATK/accuracy and sustainable MP. Have an immune cleanser act before him when he is ailmented.
Watch for: Do not remove the boss’s shield with a support chain. His damage still collapses if Poison/Curse/Weak remain active.
Earlier recommended alternatives
DormarthBanner exclusive
Banner: Weak → Curse setup
His own-turn Weak application can trigger a Curse-inflicting follow-up, supplying the sequence needed to suppress Arioch’s escalating heals. Physical-team amplification also helps the carry.
Needs: Use ailment infliction investment and confirm Weak lands before relying on Curse. His Brands bonus applies three Corrosion counts.
Watch for: Three Corrosion counts can overcome Stage 13’s two-count resistance, but not Stage 14’s three-count resistance. Phys/Dark selection can also produce off-element damage.
Earlier recommended alternatives
DaisoujouAlternative
Accessible: immune cleansing
Cleansing Shout removes the ailments that apply large outgoing-damage penalties. An immune cleanser is more reliable than assuming a beginning-of-battle Barrier will last.
Needs: Max the cleansing skill and use Divine brands/MP support for repeat casts.
Watch for: One cleanse at the start of a turn may be insufficient if attackers get ailmented again during that turn.
Kit-based options; tested clears remain in the guide’s team section.


Extraordinary Frenzy
Used by: Arioch

While the one with this skill is alive, all enemies will receive the following effect: -40% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +10% to damage received for each of the following status ailments afflicting self: Poison, Curse, and Weak.

Source

Extraordinary Frenzy · encounter screenshot
Lionfall [Ire]6 MP
Used by: Arioch

Adds Remnants and puts the skill holder into a state of Charge.

Activates the following Chain Effect if the effect is successful: Inflicts Phys damage (Physical, Power: 120) with a 100% Critical hit rate on all enemies.

Damage done by this skill will be calculated using 10% of the skill holder's Phys DEF as their ATK stat.

Ignores all death prevention skills.

Source

Lionfall [Ire] · encounter screenshot
King of Vengeance [Ire]
Used by: Arioch

Adds Phys Pierce. +100% to Critical hit rate. +300% to hit rate. +2000 to the skill holder's Phys DEF and Mag DEF. +1000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +2000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%. +600% to the amount recovered by the skill holder when HP is at or below 49%.

The following Super Reaction will occur when the skill holder receives Physical or Magic damage: Restores 1% HP. (Up to 200 times per battle for Physical and Magic damage respectively)

While the one with this skill is alive, all enemies will receive the following effect: -100% to damage dealt if there is an enemy without a Bulwark.

Activates the following Chain Effect when a Phys attack is Nulled/Repelled/Absorbed: Inflicts 20% Fractional damage based on Max HP (Max: 5000) to all enemies, then places the skill holder into a state of Might/Charge.

Activates the following Chain Effect at the start of the enemy turn: Grants the skill holder a Bulwark with 30% HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Places the skill holder into a state of Might/Charge.

Source

King of Vengeance [Ire] · encounter screenshot
Tempestuous Emotion++
Used by: Arioch

Greatly decreases the chances of being Cursed, but makes it easier to be inflicted with Weak.

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 8 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion++ · encounter screenshot
Supreme Solitary Onslaught
Used by: Arioch

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [L]
Used by: Arioch

-40% to damage received, except from Critical hits. -50% to damage received, except from Phys/Fire Attribute attacks.

Activates the following Chain Effect if there is an enemy with 5 counts of Fortify when it becomes an enemy's turn to act: Place 3 counts of Decay on all enemies.

Source

Phys/Fire Deity [L] · encounter screenshot

Notes:

  • Same as stage 10, just has more stats.

Arioch (Stage 12)[edit]

Difficulty AVery hardEditorial estimate
Extreme mitigation, ailment requirements, defensive scaling and repeated enemy turn generation demand specialized counters.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Arioch at stage 14 must be critically hit. Build 150%+ crit rate or dependable Might, and cleanse ailments before attacking. A powerful Magic attacker is not a replacement for this requirement.

Berserker GutsLimited collaboration
Critical Phys burst

Berserker Armor adds 100% crit rate and Berserk adds its own 50% crit chance, giving a suitable baseline against the boss’s 50% crit penalty. The two single-target hits ignore counters and death prevention.

Setup: Panel 3 increases Berserk’s limited uses and improves crit consistency.

Watch out: His self-inflicted fractional damage makes HP management important; do not treat him as a long-fight solo unit.

Ose HallelSummon-only
Repeatable Might-based damage

Sword of Hallel and Heavenly Sword repeatedly provide Might/Charge. That lets him keep generating the critical hits Arioch needs, while the active skill ignores death prevention.

Setup: Max skill and Panel 2 improve sustained MP economy.

DormarthSummon-only
Physical damage amplification

Death’s Guard Dog buffs Physical damage, lowers Phys/Dark affinity and gives stage 13/14 damage-taken amplification. Hound Hunt supplies single-target Physical damage and a Press Turn.

Setup: Add crit support; its passive 100% crit bonus alone is not a guaranteed crit after the stage-14 penalty.

Watch out: Its 3-count Corrosion application does not beat stage 14’s 3-count resistance by itself.

DaisoujouSummon / multifusion
Ailment control

Preach makes him ailment-immune, so he can act first and use Cleansing Shout against Arioch’s ailment-based damage penalties. The cleanse also removes party debuffs and restores MP.

Setup: Put him first in action order; budget MP for repeated cleansing.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 9,000

Arioch

Encounter version
HP 316,532
Battle stats Level 74 · combat values calculated
PATK
1037
PDEF
937
MATK
846
MDEF
892
STR
273
MAG
182
VIT
306
AGI
90
LUK
225
Elemental affinities
Phys—
FireWk
Ice—
ElecNu
ForceNu
Light—
DarkDr



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
Recommended demons

Keep the boss’s Bulwark intact and use Bulwark-piercing physical Phys/Fire damage. Weak must land before Curse can control healing. Assign a repeatable cleanser and a critical carry; the suggestions below are roles to combine, not a preset team.

Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: critical Phys carry
Berserk has single-target Phys Bulwark Pierce, a 50% base crit rate and another 100% from Berserker Armor. It fits the allowed damage type without removing the boss’s Bulwark.
Needs: Build PATK, accuracy and reliable critical chance. Stage 14 reduces incoming crit rate by 50%, so check additional modifiers or supply Might.
Watch for: He loses 30% max HP after the enemy turn, bypassing death prevention; recovery must cover this as well as boss damage.
Earlier recommended alternatives
Ose HallelBanner exclusive
Banner: repeated Might/Charge
Heavenly Sword has Phys Bulwark Pierce and refreshes Might/Charge, giving a controlled critical-attack plan that respects the shield rule.
Needs: Build PATK/accuracy and sustainable MP. Have an immune cleanser act before him when he is ailmented.
Watch for: Do not remove the boss’s shield with a support chain. His damage still collapses if Poison/Curse/Weak remain active.
Earlier recommended alternatives
DormarthBanner exclusive
Banner: Weak → Curse setup
His own-turn Weak application can trigger a Curse-inflicting follow-up, supplying the sequence needed to suppress Arioch’s escalating heals. Physical-team amplification also helps the carry.
Needs: Use ailment infliction investment and confirm Weak lands before relying on Curse. His Brands bonus applies three Corrosion counts.
Watch for: Three Corrosion counts can overcome Stage 13’s two-count resistance, but not Stage 14’s three-count resistance. Phys/Dark selection can also produce off-element damage.
Earlier recommended alternatives
DaisoujouAlternative
Accessible: immune cleansing
Cleansing Shout removes the ailments that apply large outgoing-damage penalties. An immune cleanser is more reliable than assuming a beginning-of-battle Barrier will last.
Needs: Max the cleansing skill and use Divine brands/MP support for repeat casts.
Watch for: One cleanse at the start of a turn may be insufficient if attackers get ailmented again during that turn.
Kit-based options; tested clears remain in the guide’s team section.


Extraordinary Ire
Used by: Arioch

Decreases the count of Spirit Chains of Corrosion applied to the skill holder by 1.

While the one with this skill is alive, all enemies will receive the following effect: -50% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +10% to damage received for each of the following status ailments afflicted with: Poison, Curse, and Weak.

Source

Extraordinary Ire · encounter screenshot
Lionfall [Ire]6 MP
Used by: Arioch

Adds Remnants and puts the skill holder into a state of Charge.

Activates the following Chain Effect if the effect is successful: Inflicts Phys damage (Physical, Power: 120) with a 100% Critical hit rate on all enemies.

Damage done by this skill will be calculated using 10% of the skill holder's Phys DEF as their ATK stat.

Ignores all death prevention skills.

Source

Lionfall [Ire] · encounter screenshot
King of Vengeance [Ire]
Used by: Arioch

Adds Phys Pierce. +100% to Critical hit rate. +300% to hit rate. +2000 to the skill holder's Phys DEF and Mag DEF. +1000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +2000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%. +600% to the amount recovered by the skill holder when HP is at or below 49%.

The following Super Reaction will occur when the skill holder receives Physical or Magic damage: Restores 1% HP. (Up to 200 times per battle for Physical and Magic damage respectively)

While the one with this skill is alive, all enemies will receive the following effect: -100% to damage dealt if there is an enemy without a Bulwark.

Activates the following Chain Effect when a Phys attack is Nulled/Repelled/Absorbed: Inflicts 20% Fractional damage based on Max HP (Max: 5000) to all enemies, then places the skill holder into a state of Might/Charge.

Activates the following Chain Effect at the start of the enemy turn: Grants the skill holder a Bulwark with 30% HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Places the skill holder into a state of Might/Charge.

Source

King of Vengeance [Ire] · encounter screenshot
Tempestuous Emotion++
Used by: Arioch

Greatly decreases the chances of being Cursed, but makes it easier to be inflicted with Weak.

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 8 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion++ · encounter screenshot
Supreme Solitary Onslaught
Used by: Arioch

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [XL]
Used by: Arioch

-50% to damage received, except from Critical hits. -80% to damage received, except from Phys/Fire Attribute attacks.

While the one with this skill is alive, all enemies will receive the follO\Ning Chain Effect when it becomes their turn to act: If self has 1 or more counts of Fortify, they will be changed into counts of Decay.

Source

Phys/Fire Deity [XL] · encounter screenshot

Changes compared to stage 10/11:

  • The boss now has 1 count of resistance to Corrosion (previously 0).
  • The reverse damage boost applied to ailmented teammates is now 50% per ailment (previously 40%).
  • The boss's damage reduction to non-critical hits is now 50% (previously 40%).
  • The boss's damage reduction to damage that isn't Phys Phys/Fire Fire is now 80% (previously 50%)
  • The Fortify penalty is now per-demon, will no longer wait until 5 counts, and just acts to nullify your current Fortify stacks at the start of the affected demon's action. You are no longer at risk of net HP loss via Decay, you are instead just reduced to your "normal" HP.

Strategy changes:

  • Setting up Corrosion will require a demon that applies 2 or more counts at once, to get past the resistance.
  • Non-team-wide Fortify is no longer dangerous to use. But it's still not very helpful.

Arioch (Stage 13)[edit]

Difficulty AVery hardEditorial estimate
Extreme mitigation, ailment requirements, defensive scaling and repeated enemy turn generation demand specialized counters.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Arioch at stage 14 must be critically hit. Build 150%+ crit rate or dependable Might, and cleanse ailments before attacking. A powerful Magic attacker is not a replacement for this requirement.

Berserker GutsLimited collaboration
Critical Phys burst

Berserker Armor adds 100% crit rate and Berserk adds its own 50% crit chance, giving a suitable baseline against the boss’s 50% crit penalty. The two single-target hits ignore counters and death prevention.

Setup: Panel 3 increases Berserk’s limited uses and improves crit consistency.

Watch out: His self-inflicted fractional damage makes HP management important; do not treat him as a long-fight solo unit.

Ose HallelSummon-only
Repeatable Might-based damage

Sword of Hallel and Heavenly Sword repeatedly provide Might/Charge. That lets him keep generating the critical hits Arioch needs, while the active skill ignores death prevention.

Setup: Max skill and Panel 2 improve sustained MP economy.

DormarthSummon-only
Physical damage amplification

Death’s Guard Dog buffs Physical damage, lowers Phys/Dark affinity and gives stage 13/14 damage-taken amplification. Hound Hunt supplies single-target Physical damage and a Press Turn.

Setup: Add crit support; its passive 100% crit bonus alone is not a guaranteed crit after the stage-14 penalty.

Watch out: Its 3-count Corrosion application does not beat stage 14’s 3-count resistance by itself.

DaisoujouSummon / multifusion
Ailment control

Preach makes him ailment-immune, so he can act first and use Cleansing Shout against Arioch’s ailment-based damage penalties. The cleanse also removes party debuffs and restores MP.

Setup: Put him first in action order; budget MP for repeated cleansing.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 9,200

Arioch

Encounter version
HP 428,515
Battle stats Level 76 · combat values calculated
PATK
1063
PDEF
959
MATK
866
MDEF
912
STR
280
MAG
186
VIT
313
AGI
92
LUK
230
Elemental affinities
PhysNu
Fire—
IceRp
ElecWk
ForceRs
Light—
DarkRs



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
Recommended demons

Keep the boss’s Bulwark intact and use Bulwark-piercing physical Phys/Fire damage. Weak must land before Curse can control healing. Assign a repeatable cleanser and a critical carry; the suggestions below are roles to combine, not a preset team.

Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: critical Phys carry
Berserk has single-target Phys Bulwark Pierce, a 50% base crit rate and another 100% from Berserker Armor. It fits the allowed damage type without removing the boss’s Bulwark.
Needs: Build PATK, accuracy and reliable critical chance. Stage 14 reduces incoming crit rate by 50%, so check additional modifiers or supply Might.
Watch for: He loses 30% max HP after the enemy turn, bypassing death prevention; recovery must cover this as well as boss damage.
Earlier recommended alternatives
Ose HallelBanner exclusive
Banner: repeated Might/Charge
Heavenly Sword has Phys Bulwark Pierce and refreshes Might/Charge, giving a controlled critical-attack plan that respects the shield rule.
Needs: Build PATK/accuracy and sustainable MP. Have an immune cleanser act before him when he is ailmented.
Watch for: Do not remove the boss’s shield with a support chain. His damage still collapses if Poison/Curse/Weak remain active.
Earlier recommended alternatives
DormarthBanner exclusive
Banner: Weak → Curse setup
His own-turn Weak application can trigger a Curse-inflicting follow-up, supplying the sequence needed to suppress Arioch’s escalating heals. Physical-team amplification also helps the carry.
Needs: Use ailment infliction investment and confirm Weak lands before relying on Curse. His Brands bonus applies three Corrosion counts.
Watch for: Three Corrosion counts can overcome Stage 13’s two-count resistance, but not Stage 14’s three-count resistance. Phys/Dark selection can also produce off-element damage.
Earlier recommended alternatives
DaisoujouAlternative
Accessible: immune cleansing
Cleansing Shout removes the ailments that apply large outgoing-damage penalties. An immune cleanser is more reliable than assuming a beginning-of-battle Barrier will last.
Needs: Max the cleansing skill and use Divine brands/MP support for repeat casts.
Watch for: One cleanse at the start of a turn may be insufficient if attackers get ailmented again during that turn.
Kit-based options; tested clears remain in the guide’s team section.


Extraordinary Ire+
Used by: Arioch

Decreases the count of Spirit Chains of Corrosion applied to the skill holder by 2.

While the one with this skill is alive, all enemies will receive the follO\Ning effect: -50% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +15% to damage received for each of the following status ailments afflicted with: Poison, Curse, and Weak.

Source

Extraordinary Ire+ · encounter screenshot
Lionfall [Ire]6 MP
Used by: Arioch

Adds Remnants and puts the skill holder into a state of Charge.

Activates the following Chain Effect if the effect is successful: Inflicts Phys damage (Physical, Power: 120) with a 100% Critical hit rate on all enemies.

Damage done by this skill will be calculated using 10% of the skill holder's Phys DEF as their ATK stat.

Ignores all death prevention skills.

Source

Lionfall [Ire] · encounter screenshot
King of Vengeance [Ire]
Used by: Arioch

Adds Phys Pierce. +100% to Critical hit rate. +300% to hit rate. +2000 to the skill holder's Phys DEF and Mag DEF. +1000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +2000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%. +600% to the amount recovered by the skill holder when HP is at or below 49%.

The following Super Reaction will occur when the skill holder receives Physical or Magic damage: Restores 1% HP. (Up to 200 times per battle for Physical and Magic damage respectively)

While the one with this skill is alive, all enemies will receive the following effect: -100% to damage dealt if there is an enemy without a Bulwark.

Activates the following Chain Effect when a Phys attack is Nulled/Repelled/Absorbed: Inflicts 20% Fractional damage based on Max HP (Max: 5000) to all enemies, then places the skill holder into a state of Might/Charge.

Activates the following Chain Effect at the start of the enemy turn: Grants the skill holder a Bulwark with 30% HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Places the skill holder into a state of Might/Charge.

Source

King of Vengeance [Ire] · encounter screenshot
Tempestuous Emotion++
Used by: Arioch

Greatly decreases the chances of being Cursed, but makes it easier to be inflicted with Weak.

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 8 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion++ · encounter screenshot
Supreme Solitary Onslaught
Used by: Arioch

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [XL]
Used by: Arioch

-50% to damage received, except from Critical hits. -80% to damage received, except from Phys/Fire Attribute attacks.

While the one with this skill is alive, all enemies will receive the follO\Ning Chain Effect when it becomes their turn to act: If self has 1 or more counts of Fortify, they will be changed into counts of Decay.

Source

Phys/Fire Deity [XL] · encounter screenshot

Changes compared to stage 12:

  • The boss now has 2 counts of resistance to Corrosion (previously 1).
  • The reverse damage reduction applied to ailmented teammates is now 15% per ailment (previously 10%).

Strategy changes:

Arioch (Stage 14)[edit]

Difficulty SEndgameEditorial estimate
Extreme mitigation, ailment requirements, defensive scaling and repeated enemy turn generation demand specialized counters.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Arioch at stage 14 must be critically hit. Build 150%+ crit rate or dependable Might, and cleanse ailments before attacking. A powerful Magic attacker is not a replacement for this requirement.

Berserker GutsLimited collaboration
Critical Phys burst

Berserker Armor adds 100% crit rate and Berserk adds its own 50% crit chance, giving a suitable baseline against the boss’s 50% crit penalty. The two single-target hits ignore counters and death prevention.

Setup: Panel 3 increases Berserk’s limited uses and improves crit consistency.

Watch out: His self-inflicted fractional damage makes HP management important; do not treat him as a long-fight solo unit.

Ose HallelSummon-only
Repeatable Might-based damage

Sword of Hallel and Heavenly Sword repeatedly provide Might/Charge. That lets him keep generating the critical hits Arioch needs, while the active skill ignores death prevention.

Setup: Max skill and Panel 2 improve sustained MP economy.

DormarthSummon-only
Physical damage amplification

Death’s Guard Dog buffs Physical damage, lowers Phys/Dark affinity and gives stage 13/14 damage-taken amplification. Hound Hunt supplies single-target Physical damage and a Press Turn.

Setup: Add crit support; its passive 100% crit bonus alone is not a guaranteed crit after the stage-14 penalty.

Watch out: Its 3-count Corrosion application does not beat stage 14’s 3-count resistance by itself.

DaisoujouSummon / multifusion
Ailment control

Preach makes him ailment-immune, so he can act first and use Cleansing Shout against Arioch’s ailment-based damage penalties. The cleanse also removes party debuffs and restores MP.

Setup: Put him first in action order; budget MP for repeated cleansing.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 9,200

Arioch

Encounter version
HP 499,935
Battle stats Level 77 · combat values calculated
PATK
1077
PDEF
970
MATK
876
MDEF
922
STR
284
MAG
188
VIT
316
AGI
93
LUK
234
Elemental affinities
PhysNu
Fire—
IceRp
ElecWk
ForceRs
Light—
DarkRs



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
Recommended demons

Keep the boss’s Bulwark intact and use Bulwark-piercing physical Phys/Fire damage. Weak must land before Curse can control healing. Assign a repeatable cleanser and a critical carry; the suggestions below are roles to combine, not a preset team. Stage 14’s non-critical mitigation makes reliable crits mandatory: target at least the guide’s 150% pre-penalty rate or maintain Might, accounting for other modifiers.

Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: critical Phys carry
Berserk has single-target Phys Bulwark Pierce, a 50% base crit rate and another 100% from Berserker Armor. It fits the allowed damage type without removing the boss’s Bulwark.
Needs: Build PATK, accuracy and reliable critical chance. Stage 14 reduces incoming crit rate by 50%, so check additional modifiers or supply Might.
Watch for: He loses 30% max HP after the enemy turn, bypassing death prevention; recovery must cover this as well as boss damage.
Earlier recommended alternatives
Ose HallelBanner exclusive
Banner: repeated Might/Charge
Heavenly Sword has Phys Bulwark Pierce and refreshes Might/Charge, giving a controlled critical-attack plan that respects the shield rule.
Needs: Build PATK/accuracy and sustainable MP. Have an immune cleanser act before him when he is ailmented.
Watch for: Do not remove the boss’s shield with a support chain. His damage still collapses if Poison/Curse/Weak remain active.
Earlier recommended alternatives
DormarthBanner exclusive
Banner: Weak → Curse setup
His own-turn Weak application can trigger a Curse-inflicting follow-up, supplying the sequence needed to suppress Arioch’s escalating heals. Physical-team amplification also helps the carry.
Needs: Use ailment infliction investment and confirm Weak lands before relying on Curse. His Brands bonus applies three Corrosion counts.
Watch for: Three Corrosion counts can overcome Stage 13’s two-count resistance, but not Stage 14’s three-count resistance. Phys/Dark selection can also produce off-element damage.
Earlier recommended alternatives
DaisoujouAlternative
Accessible: immune cleansing
Cleansing Shout removes the ailments that apply large outgoing-damage penalties. An immune cleanser is more reliable than assuming a beginning-of-battle Barrier will last.
Needs: Max the cleansing skill and use Divine brands/MP support for repeat casts.
Watch for: One cleanse at the start of a turn may be insufficient if attackers get ailmented again during that turn.
Kit-based options; tested clears remain in the guide’s team section.


Extraordinary Ire-1-+
Used by: Arioch

Decreases the count of Spirit Chains of Corrosion applied to the skill holder by 8.

While the one with this skill is alive, all enemies will receive the following effect: -50% to damage dealt for each of the following status ailments afflicted with: Poison, Curse, and Weak. +15% to damage received for each of the following status ailments afflicted with: Poison, Curse, and Weak.

Source

Extraordinary Ire-1-+ · encounter screenshot
Lionfall [Ire]6 MP
Used by: Arioch

Adds Remnants and puts the skill holder into a state of Charge.

Activates the following Chain Effect if the effect is successful: Inflicts Phys damage (Physical, Power: 120) with a 100% Critical hit rate on all enemies.

Damage done by this skill will be calculated using 10% of the skill holder's Phys DEF as their ATK stat.

Ignores all death prevention skills.

Source

Lionfall [Ire] · encounter screenshot
King of Vengeance [Ire]
Used by: Arioch

Adds Phys Pierce. +100% to Critical hit rate. +300% to hit rate. +2000 to the skill holder's Phys DEF and Mag DEF. +1000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 80%. +2000 to the skill holder's Phys DEF and Mag DEF when HP is at or above 50%. +600% to the amount recovered by the skill holder when HP is at or below 49%.

The following Super Reaction will occur when the skill holder receives Physical or Magic damage: Restores 1% HP. (Up to 200 times per battle for Physical and Magic damage respectively)

While the one with this skill is alive, all enemies will receive the following effect: -100% to damage dealt if there is an enemy without a Bulwark.

Activates the following Chain Effect when a Phys attack is Nulled/Repelled/Absorbed: Inflicts 20% Fractional damage based on Max HP (Max: 5000) to all enemies, then places the skill holder into a state of Might/Charge.

Activates the following Chain Effect at the start of the enemy turn: Grants the skill holder a Bulwark with 30% HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Places the skill holder into a state of Might/Charge.

Source

King of Vengeance [Ire] · encounter screenshot
Tempestuous Emotion++
Used by: Arioch

Greatly decreases the chances of being Cursed, but makes it easier to be inflicted with Weak.

Activates the following Chain Effect at the start of the enemy turn: Decreases the Phys Attribute Affinity of all enemies by 8 Level (1 turn), and then removes Barrier from all enemies.

The following Counter has a 100% chance to activate upon receiving an attack from an enemy: Inflicts Poison/Curse/Weak on the enemy that attacked. (Success Rate: 300%) When attacked by an enemy that is under the effect of an Attribute Affinity Decrease, all Bonus Turns generated by that attack will be nullified. (2 times per turn)

Source

Tempestuous Emotion++ · encounter screenshot
Supreme Solitary Onslaught
Used by: Arioch

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 80% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 50% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 30% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Activates the following Chain Effect when the skill holder activates a Chain Effect, or uses an Active Skill, while at or above 10% HP: Grants the party an additional Press Turn Icon. (Once per turn)

Source

Supreme Solitary Onslaught · encounter screenshot
Phys/Fire Deity [Ire]
Used by: Arioch

-150% to damage received, except from Critical hits.+50% to damage received from Critical hits. -50% to the Critical hit rate of attacks received. -80% to damage received, except from Phys/Fire Attribute attacks.

While the one with this skill is alive, all enemies will receive the following Chain Effect when it becomes their turn to act: If self has 1 or more counts of Fortify, they will be changed into counts of Decay.

Source

Phys/Fire Deity [Ire] · encounter screenshot

Changes compared to stage 13:

  • The boss now has 3 counts of resistance to Corrosion (previously 2).
  • The boss's damage reduction to non-critical hits is now 150% (previously 50%).
  • The boss now suffers reverse damage reduction of 50% when hit by a critical hit.
  • The boss now decreases the critical rate of attacks received by 50%.

Strategy changes:

  • Critical hits are now mandatory.
  • Since critical rate is reduced by 50%, demons should either have a crit rate of 150% or higher, or frequent access to Might, for consistency.