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
Raijuu · original encounter screenCu Sith · original encounter screen
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
Black Ooze · original encounter screenRaijuu · original encounter screen
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.
A Ward Brand Set is mandatory as this stage is full of status ailment users.
Try to finish each battle within 3 turns before Auto Barrier wears off.
Trumpeter will combo Concentrate with Apocalypse, so be wary of how much damage it can do. Apocalypse can also mute your entire party, so bring Phys attackers.
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
Girimekhala · original encounter screenIsis · original encounter screenLilim · 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
Skadi · original encounter screenGirimekhala · original encounter screenIsis · original encounter screen
Wave 3
Difficulty CChallengingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Skadi · original encounter screenLucifer · original encounter screenGirimekhala · original encounter screen
Almost all of the demons in this node are weak to Light. The goal is to go first, and get your demons to spam Hama to get extra press turns and easily kill the demons. They all need the Ward set because without it, they will get statused when it's the enemy's turn to act. There's a timer of 3 turns per wave that you need to hit, and the timer for the last wave is a lot shorter due to Lucifer being a threat with Morning Star and Megidolaon spam.
Demons:
Sleipnir is used because of innate Light Boost + Speedster as well as access to Mahamaon.
Horus is used because of high Agility + Light Boost on awakening.
Sandalphon is used because of Null Dark that saves us a Resist Dark transfer on Horus, as well as having access to Hamadyne and Hamamaon.
Mermaid is used because she's the most budget Infinite Chakra user - Tsukuyomi/Prometheus are too slow and do not have two free slots for Light magic.
Battle Speed should be 17,000+. MATK should be 1,100+.
Light Boost can be dropped if you feel that you have enough MATK to kill the waves within 3 turns without dying. Alternatively, take Light Boost if you're lacking in damage.
Purple Mastema is an extremely powerful Light element attacker. It's overkill, but if you do happen to have access to a Mastema of any archetype, use it.
Brands should be Divine + Ward, prioritize MATK then Speed. You can take Hama instead of Hamaon on Mermaid if you run Spell Brands.
Judgement Light can work as better replacement of Hama when the Dx2 is Eileen due to her skills Fragant Lily, Lucky Press II, Post Script and Happy Ending. However, getting Judgement Light and leveling it tends to be uncommon and difficult.
Mana Aid is a skill that sometimes appears as a featured Skill Extraction skill. It's not very useful in general, but this is one of the few situations in which it comes in handy - one of the common ways to lose this fight when auto-battling is to run out of MP just before the Lucifer fight and be unable to kill him before dying to Almighty spells.
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
Rangda · original encounter screenLoki · original encounter screenRakshasa · 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
Rakshasa · original encounter screenLoki · original encounter screenBeiji-Weng · original encounter screen
Wave 3
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Succubus · original encounter screenLucifer · original encounter screenKudlak · original encounter screen
As the enemies use Auto Ailment Skills and Auto-Barrier Break, an Ailment cleanse is needed.
Daisoujou is the best ailment cleanser, but Kinmamon with Prayer and Divine brands can work too. Silent Prayer can work for manual play, but the AI can use up its MP and not be able to cast it when needed.
Huang Long is needed to Repel incoming Spells, should you not kill each wave Turn 1. Recommended Speedster to hit speed needed to go first.
If you have a lot of damage, you can substitute HL with another Light Attacker to kill everything Turn 1.
The last two slots are Light Attackers. Mastema and Red Metatron are the most used, though others such as Lailah or Uriel can work.
Daisoujou attacks first (lead brand) using Hama giving you an extra turn, this is essential for a constant use of Five Elements because Huang Long going to have 2 turn, Mastema and Metatron kill everyting on turn 1 in the first wave. In the second wave Beiji-Weng survives but he is not a real problem. Metatron need Divine brand to spamming Mahamadyne 2 waves and sometimes in the last wave.
This alignment have a really hight percent of success.
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
Rangda · original encounter screenLoki · original encounter screenRakshasa · 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
Rakshasa · original encounter screenLoki · original encounter screenBeiji-Weng · original encounter screen
Wave 3
Difficulty BDemandingEditorial estimate
FEDCBAS
A farming boss with attribute restrictions and support mechanics; use a suitable damage type and control the adds.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Succubus · original encounter screenLucifer · original encounter screenKudlak · original encounter screen
Mahamayuri makes this stage extremely easy because, not only does Blossoming Cyclone heal most of the damage done by Lucifer, but Kujaku Myo-o automatically cleanses your team at the start of your turn for free, regardless of team order. This allows you to let Huang Long to go first and cast Five Elements without having to worry about losing 2 press turns due to status ailments.
Yoshitsune's gonna be your main DPS here, so give him the best brands and transfers possible. If you don't have Death Blow, you could also give him Phys Boost, Epitome of Carnage, or Phys Survivor, since all of those increase his phys damage by 15%.
Since Hassou Tobi pierces innately, you could probably get away with swapping out Zaou-Gongen for Hell Biker if you don't have a fully paneled Zaou-Gongen at your disposal. However, Zaou-Gongen has the bonus of repelling fire, and Lucifer does not have fire pierce for his Trisagion. Just make sure you have a way of taking down Rangda since she repels physical attacks.
If you have him unlocked and at level 50, I would STRONGLY recommend playing as Vince for this stage. Not only does he boost the strength of physical demons and their critical hits, but he also has a chance of casting tarukaja and sukukaja at the start of your turn. Additionally, he has a chance to cast rakunda when your demons enter a state of Might (which is every turn thanks to Zaou's P3), as well as a chance to cast sukukaja and sukunda upon landing a critical hit.
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
Use Force/Light damage. At stage 14, bring Bulwark Pierce and a manual or appropriately timed cleanse: an early start-of-turn cleanse can happen before the enemy reapplies ailments.
DaphneSummon-onlyForce/Light damage and team buffs
Laurel Wreath lowers Force/Light affinity before attacks and boosts weakness damage. Daphne’s Beat pierces the stage’s huge Bulwarks and adds a Press Turn. Her Sloth 13–15 start-of-battle Fortify/Lydia/Concentrate bonuses are specifically relevant here.
Setup: Panel 2 adds another follow-up and more weakness damage.
Ongyo-Ki MSummon-onlyForce damage and ailment prevention
Soul-Hunting Strike has a Force option and Bulwark Pierce. His Zenith package supplies resilience; with Panel 3, allies in Zenith become ailment-immune, addressing Sloth’s repeated ailments rather than only cleansing afterward.
Setup: Panel 2 for affinity lowering; Panel 3 for the team ailment immunity.
Watch out: Phys-attribute damage is heavily reduced here. Do not treat his Phys branch as the solution.
He is personally immune to ailments, while a successful Tathlum Strike cleanses the whole party. Force Pierce/Bulwark Pierce let the cleanse trigger against the stage’s defenses; put him first to free the other attackers.
Setup: Max the active skill and consider Panel 1 for MP cost.
Watch out: The cleanse requires a successful attack; check affinity and MP before relying on it.
Golden Apple supplies +2 natural MP recovery and Fortify-based damage reduction, helping the team sustain a multi-wave Bulwark fight. Her revival is a safety net when it is not sealed.
Setup: Panel 1 for ailment immunity and Null Mortal.
Watch out: Fortify and revival do not replace the encounter’s required counter.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Ym · original encounter screenGirimekhala · original encounter screenGurr · 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
Gurr · original encounter screenGirimekhala · original encounter screenOdin · 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
Succubus · original encounter screenLucifer · original encounter screenKudlak · original encounter screen
Recommended demons
Use Force/Light damage with Bulwark Pierce. Put cleansing ahead of attackers in the turn order; enemy start-of-turn ailments make passive immunity timing important.
Repeated Light affinity reduction and buffs support Light attackers. Check that the actual damage skill has Bulwark Pierce; support alone does not solve the shield.
Kit-based options; tested clears remain in the guide’s team section.
In addition to enemies being considerably beefier than the ones in Sloth 12, all demons (except Succubus and Kudlak in the boss wave) have Phys Reduction+, which will reduce all Phys (not to be confused with Physical) damage by 80%, making most unga bunga phys attackers largely useless.
Wave 1 and 2 have Gurr, a demon weak to Phys. He exists to bait Lakshmi A into regular attacks instead of using Virtuous Prosperity. Be careful when using her, as she may end up not reaching boost level 1 in time for the Boss wave.
Huang Long blocks magical attacks. Purple is better, as it has Speedster, but it can be of any Archetype except Yellow , as its A.I. tends to waste time performing ineffective Normal physical attacks to save MP for Luster Candy instead of casting Five Elements, opening the whole Party's defences to Lucifer's Magical attacks.
Mahamayuri cleanses ailments at the beginning of the turn without wasting Press Turns. He can be of any Archetype, but Teal covers his Weakness (transfer Resist Elec or Null Elec if not Teal, as Odin has Bolt Storm).
Seraph does most of the damage. It can be replaced by any other magical attacker, preferably with Light Skills to exploit Lucifer's Light Weakness.
The only non-fusable Demons in this Party are Seraph (but he's technically free from Democalypse) and Mahamayuri, but he could be replaced (e.g., Daisoujou with Lead Brands to cast Cleansing Shout before any Charmed or Bound team member would have a chance to waste Press Turns), so it's reasonably cheap to build.
Alternatively, Aniel's God's Grace auto-casts it if your team has 3 Herald/Divine demons.
Lakshmi A's Virtuous Prosperity can cast it at Boost Level 2, but the Gurr in waves 1 and 2 can cause her to not reach that boost level by the boss wave.
Except for Passives to cover Weaknesses, no Skills are mandatory, but some may make things easier:
Evade (or even Dodge) may be transferred to raise the chances of the enemies missing physical attacks. Although that's not necessary, as Erlkonig is more than enough to heal the whole party throughout the battle, it speeds up farming.
Speedster may be necessary to reach the required Battle Speed. Only the last wave's Battle Speed must be reached, so Huang Long'sFive Elements is up against Lucifer.
Strong defensive restrictions, disruptive support skills and target-selection requirements demand a tailored farming team.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Use Force/Light damage. At stage 14, bring Bulwark Pierce and a manual or appropriately timed cleanse: an early start-of-turn cleanse can happen before the enemy reapplies ailments.
DaphneSummon-onlyForce/Light damage and team buffs
Laurel Wreath lowers Force/Light affinity before attacks and boosts weakness damage. Daphne’s Beat pierces the stage’s huge Bulwarks and adds a Press Turn. Her Sloth 13–15 start-of-battle Fortify/Lydia/Concentrate bonuses are specifically relevant here.
Setup: Panel 2 adds another follow-up and more weakness damage.
Ongyo-Ki MSummon-onlyForce damage and ailment prevention
Soul-Hunting Strike has a Force option and Bulwark Pierce. His Zenith package supplies resilience; with Panel 3, allies in Zenith become ailment-immune, addressing Sloth’s repeated ailments rather than only cleansing afterward.
Setup: Panel 2 for affinity lowering; Panel 3 for the team ailment immunity.
Watch out: Phys-attribute damage is heavily reduced here. Do not treat his Phys branch as the solution.
He is personally immune to ailments, while a successful Tathlum Strike cleanses the whole party. Force Pierce/Bulwark Pierce let the cleanse trigger against the stage’s defenses; put him first to free the other attackers.
Setup: Max the active skill and consider Panel 1 for MP cost.
Watch out: The cleanse requires a successful attack; check affinity and MP before relying on it.
Golden Apple supplies +2 natural MP recovery and Fortify-based damage reduction, helping the team sustain a multi-wave Bulwark fight. Her revival is a safety net when it is not sealed.
Setup: Panel 1 for ailment immunity and Null Mortal.
Watch out: Fortify and revival do not replace the encounter’s required counter.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
White Rider · original encounter screenNeko Shogun · original encounter screenHecatoncheires · original encounter screen
While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt and +30% to damage received while afflicted with a status ailment.
Activates the following Chain Effect at the beginning of own turn: Decreases ATK, DEF and EV/AC of all enemies by 20%. (1 turn)
Additionally, activates the following Chain Effect if this demon's HP is at or above 50%: Grants all party members a Bulwark with 100% of their respective HP. (1 turn)
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
Succubus · original encounter screenLucifer · original encounter screenMan Eater · original encounter screen
Recommended demons
Use Force/Light damage with Bulwark Pierce. Put cleansing ahead of attackers in the turn order; enemy start-of-turn ailments make passive immunity timing important.
Repeated Light affinity reduction and buffs support Light attackers. Check that the actual damage skill has Bulwark Pierce; support alone does not solve the shield.
Kit-based options; tested clears remain in the guide’s team section.
While the one with this skill is alive, all enemies will receive the following effect: -30% to damage dealt and +30% to damage received while afflicted with a status ailment.
Activates the following Chain Effect at the beginning of own turn: Decreases ATK, DEF and EV/AC of all enemies by 20%. (1 turn)
Additionally, activates the following Chain Effect if this demon's HP is at or above 50%: Grants all party members a Bulwark with 100% of their respective HP. (1 turn)
Force/Light Sloth+ reduces all damage by 80%, except from Force and Light, so take Demons with Force and Light Skills into the battle.
These enemies will spam massive 100% HP Bulwarks every turn, so you must bring Bulwark-piercing attacks to make progress.
Ailment cleansing is still needed, as usual for Sloth.
However, this time ailments get re-applied at the start of your turn. If you have start-of-turn chain effects and you outspeed the enemy, then your chains will trigger first. If you're slower than the enemy, then the enemy's chains happen first.
This means that outspeeding with Mahamayuri makes him useless, as his cleanse chain will trigger before the enemy's ailment chain - meaning no cleanse for you.
Since Bulwarks wear off at the start of your turn, this also makes Demeter unreliable as an ailment guard, unless you have a chain to re-cast the Bulwarks at the start of your turn - such as from Anahita.
If buffs are already handled by someone like Morrighan, then we can run Templar Dragon instead to enhance Lugh's Charge each turn.
Everyone except Idun has Bulwark pierce, to try and speed up the fight a bit. At time of writing, there are no fusible or otherwise cheap options for Force/Light Bulwark piercing, so you'll have to rely on gacha pulls until more older units receive it.
Idun offers +2 MP regen to everyone so they can run War/Spell brands, as well as some bulk from Fortify and debuffs. The enemies actually don't hurt very much, so she's mainly here for the MP. She also doesn't need bulk from her brands, hence running Spell on her.
Lugh is here to cleanse everyone of ailments, so he must act 1st in the party. Tathlum Strike is max level so it costs 5 MP and can consistently be cast. He also does great damage, reduces enemies' Force and Light affinity, and provides a weakness damage boost to the party.
The 6th Angel is here for damage and debuffs. Last Nemesis is max level so it costs 5 MP, allowing for consistent casting.
Narcissus deals damage through several chain effects, each of which count as separate rolls for Chalk Eater's buffs and press turns. Narcissus also offers Bulwarks to the party, increasing bulk just in case. In The 6th Angel's case, the Bulwarks also give it a 40% damage boost.
Succubus and Man Eater in wave 2 will also trigger Narcissus to retaliate during the enemy turn, when Surprise Attack: Charm activates.
Try to avoid running Narcissus with Demeter, as she'll make him immune to his own Charm and make him lose out on lots of DPS.
This team clears in about 11-14 minutes, depending on the friend support.
Other notes:
In wave 1, the AI on auto tends to leave Hecatoncheires for last. Since Heca has passives that decrease damage from AoEs (see Guards of Tartarus) and from ailmented foes (Rot), those reductions are effectively active for the whole fight. If trying for a sub-5 minute clear (to unlock skip ticket usage), you may want to manually pilot the team to eliminate Heca first. Similar logic applies to Succubus in wave 2, as she also has Rot.
Debilitate Guard stops granting Bulwarks at 50% HP, so the damage of your non-Bulwark-piercing units does eventually matter once that threshold is hit.