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
Hanuman · original encounter screenOrochi · original encounter screenHorus · 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
Titania · original encounter screenOrochi · original encounter screenHorus · 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.
Speedster + Debuffer: Must have Speedster, Makarakarn, and Tarunda. Makarakarn is required to prevent Titania from wiping your party with magic, and helps reduce the number of turns Metatron gets by repelling Purgatory/Holy Wrath.
DPS: Must have an AoE, preferably Phys or Dark. Dark magic as Metatron is resistant to everything but Dark, and the Horus in the first two waves is weak to Dark. Physical DPS will get extra turns for the party whenever it crits, which is why AoE w/ acc is recommended to raise the chances of getting a single crit.
Phys Null/Evasion: Treat as a DPS. If Phys Null/Repel/Drain, it will stop the Hanuman/Orochi from using their AoE phys which hurts. If Phys Evasion, it'll lose them turns.
Healer: Must have Mediarama, other slot is for Diarama + Resists. Diarama is used as if you run any Phys Null/Repel/Drain, the enemies will regular attack a target, and the auto AI will heal that targeted ally up.
Fenrir: Speedster for getting your party's battle speed up to the required amount. Makarakarn is required to prevent Titania from wiping your party with magic, and helps reduce the number of turns Metatron gets by repelling Purgatory/Holy Wrath.
Pazuzu: Nulls Force/Dark/Light and heals. The force null loses turns for Hanuman when it uses Mazanma, and Light/Dark Null works wonders against Metatron after it blasts through the first Makarakarn.
Feng Huang: A speedier option than Pazuzu as a healer without any relevant Nulls and low HP. However, it can have way higher evasion + crit resistance which helps if you have trouble with the first two waves.
Battle Speed needs to be 18,700+. If you cannot hit the battle speed, use a Purple Beelzebub for initial Makara Shift. Transfer Diarama for Beelzebub, and Mamudo + Diarama for Prometheus.
Templar Dragon helps a lot until you can get to a stable point with farming.
If you have excess skill points and free slots, transfer Samrecarm.
1st wave - Kill order is Hanuman > Orochi > Horus. Hanuman will start off the fight always with Vorpal Blade (unless you have two nulls/repels/drains), and will start using it if the only one alive. Horus will just spam Diarama for 450, it's not a lot.
2nd wave - If you have Makarakarn or an Elec Null/Drain/Repel, Titania will use Makajamaon. You can exploit that if playing manual - kill order should be Titania > Orochi > Horus.
3rd wave - Metatron is really easy compared to the waves before, just outlast it.
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
Zhong Kui · original encounter screenHorus · original encounter screenPazuzu · 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
Horus · original encounter screenPazuzu · original encounter screenLong · 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.
Kartikeya casts Offensive Cry each wave. Skanda provides critical %, and is a suitable replacement for Hell Biker's Red Zone if your demons have enough critical % of their own. Siegfried is not necessary, and any physical attacker will work just fine in his slot.
It's likely that Metatron will be killed T1 if crits land consistently. If he's not killed T1, Asura can tank 2-3 casts of Fire of Sinai before dying, at which point a single Hassou Tobi! from Yoshitsune should be more than enough to finish him off.
Abaddon A's unique skill cancels Metatron's Auto-Luster Candy and then inflicts Debilitate, making the boss fight much easier. Muscle Punch seems to be the best way to get a decent damage output from a demon with otherwise generally weak stats. The rest is a standard Hell Gongen team; panels on Yoshitsune and Zaou-Gongen are nice but should not be necessary.
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
Zhong Kui · original encounter screenHorus · original encounter screenPazuzu · 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
Horus · original encounter screenPazuzu · original encounter screenLong · 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.
Fast, consistent clears requires a good support demon, like another paneled Yoshitsune
Must hit the BS=19833
Asura's job is to remove Metatron's LC, deal damage, and tank Fire of Sinai. That's the reason why you want to have him on Life/Shield brands. P2 helps out immensely
The idea behind this team is to be able to outheal Metatron's damage, even if he uses Fire of Sinai four times, so that you can reliably clear even without a support demon.
Archetypes don't matter, although Red and Yellow are both useful on Lakshmi A, with Red 's Deathtouch triggering Diwali, and Yellow 's Defensive Cry giving buff control to make Asura even tankier.
Jeanne d'Arc should have Diarama or some other healing spell, so that she can still heal after using Orlean Prayer 3 turns in a row.
This team clears extremely slowly (up to 10 minutes per clear, with no support demon), which is actually somewhat beneficial: if you use all of your Aura Gate/duel stamina, you can leave it on auto and use more regular stamina than you started with.
If Barong doesn't have enough MP for Barong Dance and Orcus is Yellow , he'll use Nocturne instead of war cry. It's not the best but hopefully you can survive anyway.
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’s Uncertain Ordinance permits only random-target damage. Choose random Phys/Almighty skills, protect against Lucky Punch’s Mortal, and use revive-sealing finishes. New single-target or all-target nukes do not satisfy this rule.
Fire of Sinai is random-target Almighty with Bulwark Pierce and revive sealing, matching the targeting restriction. Divine Proxy can support a Repel Phys partner to deny the enemy’s random Physical hits.
Kali ASummon-onlyRandom follow-ups and Mortal protection
Bloodstained Divine Queen follows an ally’s random-target skill with random Phys hits and seals kills. Goddess of Madness recasts Evade Mortal each turn, directly addressing Lucky Punch.
Setup: Bring another random-target attacker; transfer Nihil Claw if she needs a usable manual attack.
Watch out: Her passive protection does not prevent the fractional part of Lucky Punch.
Three Faces Six Arms draws random attacks and reduces their damage. Teal Repel Phys plus a living Anti-Pierce provider can make the enemies miss the all-hit condition that enables Lucky Punch.
Setup: Teal archetype; pair with Metatron or another Repel-Pierce provider. Transfer Nihil Claw for the random-only stage.
Watch out: Do not count the all-target opening of Ashura as guaranteed damage under Uncertain Ordinance.
Playful Malice adds a turn and enemy damage-taken amplification. His Panel 4–7 Deceit 14/15 bonuses can help a random-target core through extra drop chance, damage auras and survival support.
Setup: Advanced panels are required for the listed stage bonuses.
Watch out: His native single/all-target attacks are not random. He is a support option here, not the primary damage dealer.
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
Ongyo-Ki · original encounter screenPallas Athena · original encounter screenYurlungur · 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
Pallas Athena · original encounter screenYurlungur · original encounter screenAnzu · 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
Metatron · original encounter screen
Recommended demons
Use random-target Phys/Almighty attacks for Stage 14; ordinary single-target or area attacks will not deal damage there. Protect against Mortal, and manage Curse-triggered enemy damage.
Golden Apple adds party MP regeneration and Fortify-based reduction, letting random-target carries keep casting. The existing Deceit strategy identifies her as an Erlkonig upgrade.
Needs: Build HP/defence and sustainable MP for support; leave the random Phys/Almighty damage to other slots.
Watch for: Her Light attack does not satisfy Stage 14’s random-target damage restriction.
Deceit 14/15 adds party mitigation, enemy damage amplification and weakened enemy revivals. This helps random-target attackers even when his own attacks fail the targeting rule.
Needs: Use him as support on Stage 14 and bring actual random Phys/Almighty carries.
Watch for: Lord Shax is area-targeted; its damage must not be counted as a Stage 14 carry. Stage 13 does not receive the 14/15-specific bonus.
P4 can provide MP and buffs when enemies Curse themselves; P2/P3 add protection/damage support. His own non-random attacks do not damage Stage 14 enemies.
Kit-based options; tested clears remain in the guide’s team section.
Notes:
Metatron has his old panel 1-3 effects. The notable parts are: -1 mp cost of Almighty skills, and -30% to magic damage received.
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’s Uncertain Ordinance permits only random-target damage. Choose random Phys/Almighty skills, protect against Lucky Punch’s Mortal, and use revive-sealing finishes. New single-target or all-target nukes do not satisfy this rule.
Fire of Sinai is random-target Almighty with Bulwark Pierce and revive sealing, matching the targeting restriction. Divine Proxy can support a Repel Phys partner to deny the enemy’s random Physical hits.
Kali ASummon-onlyRandom follow-ups and Mortal protection
Bloodstained Divine Queen follows an ally’s random-target skill with random Phys hits and seals kills. Goddess of Madness recasts Evade Mortal each turn, directly addressing Lucky Punch.
Setup: Bring another random-target attacker; transfer Nihil Claw if she needs a usable manual attack.
Watch out: Her passive protection does not prevent the fractional part of Lucky Punch.
Three Faces Six Arms draws random attacks and reduces their damage. Teal Repel Phys plus a living Anti-Pierce provider can make the enemies miss the all-hit condition that enables Lucky Punch.
Setup: Teal archetype; pair with Metatron or another Repel-Pierce provider. Transfer Nihil Claw for the random-only stage.
Watch out: Do not count the all-target opening of Ashura as guaranteed damage under Uncertain Ordinance.
Playful Malice adds a turn and enemy damage-taken amplification. His Panel 4–7 Deceit 14/15 bonuses can help a random-target core through extra drop chance, damage auras and survival support.
Setup: Advanced panels are required for the listed stage bonuses.
Watch out: His native single/all-target attacks are not random. He is a support option here, not the primary damage dealer.
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
Cerberus · original encounter screenHell Biker · original encounter screenPallas Athena · original encounter screen
Activates the following Chain Effect when a party member lands the maximum number of hits with a Random Skill: Places the skill holder inflicts 10% fractional damage to all enemies based on their current HP (300 Max) with 100% chance to inflict Mortal.
While the one with this skill is alive, all party members will receive the following effect: +30% to damage dealt while Cursed, and +30% to damage received from Random Attacks.
Activates the following Chain Effect at the start of own turn: 100% chance to inflict Curse on all party members.
Activates the following Chain Effect at the end of own turn: Removes Curse from all party members.
Activates the following Chain Effect at the end of the enemy turn: Restores 50% HP to all party members. (Activates 2 times per battle)
Activates the following Chain Effect when an ally is killed: Decreases the enemy's Press Turn Icons by 2, and then revives a random fallen ally with 50% HP. (Activates 3 times per battle)
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
Metatron · original encounter screen
Recommended demons
Use random-target Phys/Almighty attacks for Stage 14; ordinary single-target or area attacks will not deal damage there. Protect against Mortal, and manage Curse-triggered enemy damage.
Golden Apple adds party MP regeneration and Fortify-based reduction, letting random-target carries keep casting. The existing Deceit strategy identifies her as an Erlkonig upgrade.
Needs: Build HP/defence and sustainable MP for support; leave the random Phys/Almighty damage to other slots.
Watch for: Her Light attack does not satisfy Stage 14’s random-target damage restriction.
Deceit 14/15 adds party mitigation, enemy damage amplification and weakened enemy revivals. This helps random-target attackers even when his own attacks fail the targeting rule.
Needs: Use him as support on Stage 14 and bring actual random Phys/Almighty carries.
Watch for: Lord Shax is area-targeted; its damage must not be counted as a Stage 14 carry. Stage 13 does not receive the 14/15-specific bonus.
P4 can provide MP and buffs when enemies Curse themselves; P2/P3 add protection/damage support. His own non-random attacks do not damage Stage 14 enemies.
Kit-based options; tested clears remain in the guide’s team section.
While the one with this skill is alive, all party members will receive the following effect: +30% to damage dealt while Cursed, and +30% to damage received from Random Attacks.
Activates the following Chain Effect at the start of own turn: 100% chance to inflict Curse on all party members.
Activates the following Chain Effect at the end of own turn: Removes Curse from all party members.
Activates the following Chain Effect at the end of the enemy turn: Restores 50% HP to all party members. (Activates 2 times per battle)
Activates the following Chain Effect when an ally is killed: Decreases the enemy's Press Turn Icons by 2, and then revives a random fallen ally with 50% HP. (Activates 3 times per battle)
Activates the following Chain Effect at the beginning of a battle if the enemy attacks first: Reduces 2 enemy Press Turn Icon. Only up to 2 Press Turn Icons can be reduced by skills or effects.
The first wave of enemies have their panel 1-3 effects. The notable one is Hell Biker, who gets +20% speed and -1 mp cost of Red Zone from panel 3.
Metatron has his old panel 1-4 effects. The notable parts are: -1 mp cost of Almighty skills, -30% to magic damage received, -20% to all damage received, and 3 more random Almighty hits after casting Old Testament: Fire of Sinai.
Almighty/Phys Deceit+ reduces all damage by 80%, except from Almighty and Phys, so take Demons with Almighty and Phys Skills into the battle.
Uncertain Ordinance makes enemies only take damage from Random Targets attacks. Further, Athena's Target Marker in wave 1 makes all random attacks hit her until she's eliminated.
At time of writing, Almighty doesn't have a lot of random-target options, and none of them are transferable. Phys on the other hand can transfer Nihil Claw from Fenrir, if needed.
Curse Gear makes enemies deal more damage while Cursed. Synergizing with this, the enemy will inflict Curse on themselves at the start of their turn, then Guardian's Vow cleanses it off at the end of their turn.
The enemies will automatically give themselves heals and revives, though it's limited to 2 heals per wave and 3 revives in the first wave (Metatron will not revive himself).
The heals will exhaust themselves in 2 turns, and applying Curse can reduce the amount of healing. The revives can drag the fight on, but Revive Ban is helpful to put a stop to this.
Lucky Punch casts random-target Mortal and 10% fractional damage against your party when Cerberus or Athena land all hits of their random-target Phys attacks.
Your options are: use Null Mortal buffs or passives to block it (such as from Kali A, who automatically re-casts it every turn), or use Teal Asura + Anti-pierce to draw in and negate all the random Phys hits (meaning Lucky Punch doesn't trigger).
Dx2 is Eileen since we'll be using a lot of Random Targets attacks, as well as Passing a lot.
Asura baits all of the enemy's attacks, and takes -95% damage (due to Three Faces Six Arms at 50% + his own P2 at 30% + Black Frost's panel 2 at 15%). Asura must be Teal to negate the enemies' Phys attacks, preventing the Mortal follow-up in wave 1. He may have accuracy issues, so consider accuracy-boosting transfers. Levels on Ashura (and/or his P3's MP reduction) are highly recommended so he can cast it more often.
Black Frost's P4 generates MP and buffs for the team whenever the enemies Curse themselves, as well as when he Curses them. He also provides a 30% team-wide damage boost (from P3 + P4) and 15% damage reduction (from P2) while the enemy is cursed. Since his attacks are not random-target, he won't deal any damage, meaning his brands don't need any particular stat. We just run Divines so he can cast more often.
Metatron's Divine Proxy reinforces Asura's Repel Phys, and gives himself Concentrate whenever Asura repels an attack, which will be very often in wave 1. He also applies Revive Ban if he scores a kill, speeding up the fight a little. Levels on Fire of Sinai are highly recommended so he can cast it more often.
However, the boss Metatron takes -30% magic damage, so our Metatron's progress will be slowed down a bit.
Panel 4 is highly recommended to help speed up the fight.
Erlkonig provides some healing. This is for two reasons:
In phase 1, while Asura nullifies all random attacks, Hell Biker's attack is not random-target, so he can slap anyone in your team. Who he hits is random, and he doesn't deal much - but if you're unlucky, he can eventually kill someone.
In phase 2, Asura will be taking damage from Metatron. While each hit is small, it will add up over time and eventually kill him, which means the run is over.
We aren't using the effects of Erlkonig's panels, so another healer such as Barong could go in his place. The amount of healing needed is not very high, you just need to make sure the healing source does not have a usage cap.
Other forms of bulk such as Bulwarks or Fortify also work in place of healing.
Notes:
Idun offers Fortify, 20% damage reduction, +2 MP regen, one revive every turn, and debuffs on the boss. She perfectly takes Erlkonig's spot and offers more for it. Idun won't do damage, so run Divines with any stat boosts.
Amusingly, this 20% reduction combined with Asura's 80% reduction results in 100% reduction, causing the boss to deal 0 damage.
Kalki offers healing, +1 MP regen, up to 3 revives total, some buffs, and Drain Pierce + Repel Pierce. Again, he can take Erlkonig's spot and perform much better than him. This can also open up replacing Metatron with Mara, who can do more damage against the Metatron boss (who takes -30% magic damage). Kalki himself won't do damage, so run Divines with any stat boosts.
Demeter's Bulwarks can defend the party from damage well, but her chain effects will make the fight take a long time.
Kali A is great as a friend support, offering more DPS and accuracy to the team. Run Divine (PAtk%) or War brands on her.