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.
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)
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)
-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.
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.
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)
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)
-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.
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.
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)
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)
-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.
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.
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)
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)
-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.
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.
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.
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)
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)
-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.
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.
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.
+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)
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)
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)
-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.
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.
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.
+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)
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)
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)
-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.
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.
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.
+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)
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)
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)
-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.
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.
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.
+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)
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)
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)
-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.
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 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.
Ose HallelSummon-onlyRepeatable 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.
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.
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
Arioch · original encounter screen
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.
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.
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.
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.
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.
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.
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.
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)
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)
-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/ 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 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/ 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.
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 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.
Ose HallelSummon-onlyRepeatable 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.
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.
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
Arioch · original encounter screen
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.
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.
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.
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.
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.
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.
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.
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)
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)
-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.
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 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.
Ose HallelSummon-onlyRepeatable 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.
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.
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
Arioch · original encounter screen
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.
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.
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.
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.
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.
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.
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.
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)
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)
-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/ 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.
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 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.
Ose HallelSummon-onlyRepeatable 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.
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.
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
Arioch · original encounter screen
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.
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.
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.
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.
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.
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.
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.
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)
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)
-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%).
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 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.
Ose HallelSummon-onlyRepeatable 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.
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.
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
Arioch · original encounter screen
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.
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.
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.
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.
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.
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.
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.
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)
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)
-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%).