Hell's Park is a monthly challenge mode with 100 stages, each with a clear reward. Clear progress is reset each month, and the rewards can be obtained again. If a stage has been cleared before, it can be skipped, meaning these are all essentially one-time challenges.
Hell's Park is divided into 10 areas, each of which has 10 stages. Certain areas have special rules in place, to add to the challenge.
Clearing stage 100 for the first time unlocks the Hell's Park Underside mode. Clearing any Underside stage has the option to skip all 100 "surface" Hell's Park stages, claiming all of their rewards at once.
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
The boss nulls Phys and is weak to Fire. Use Fire rather than the old low-star recommendations; avoid spending normal attacks into Null Phys.
AlephLimited collaborationFire damage and extra turns
His targeted Fire burst lowers the enemy’s affinity, scales with PDEF and ignores Counter skills. Colosseum Warrior adds a Press Turn and his support form can restore the team.
Setup: Build PDEF; manually choose the buddy form when support is needed.
Miketsu’s Judgment lowers Fire/Light affinity and offers Physical-type elemental damage plus an extra turn, useful for quickly clearing the early waves.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Power · original encounter screenDis · original encounter screenPower · original encounter screen
Wave 2
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Dis · original encounter screenJatayu · original encounter screenDis · original encounter screen
Wave 3
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Jatayu · original encounter screenArianrhod · original encounter screenJatayu · original encounter screen
Wave 4
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Power · original encounter screenChagrin · original encounter screenJatayu · original encounter screenDis · original encounter screen
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Exploit the boss’s Force weakness and remove the dangerous enemy first. The modern options are overkill for this early stage, so use demons you already own.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Kinmamon · original encounter screenPele · original encounter screenKinmamon · original encounter screen
Wave 2
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Pele · original encounter screenGui Xian · original encounter screenPele · original encounter screen
Wave 3
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Gui Xian · original encounter screenVetala · original encounter screenGui Xian · original encounter screen
Wave 4
Difficulty FRoutineEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Kinmamon · original encounter screenOdin · original encounter screenGui Xian · original encounter screenPele · original encounter screen
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
The stage counters Physical attacks. Choose attacks that explicitly ignore Counter skills, or use a Magic damage dealer rather than ordinary normal attacks.
Berserk gives two single-target Phys hits with strong crit support and ignores Counter/death-prevention effects, improving on old generic Phys attacks.
Setup: Accuracy brands; Panel 3 if a longer fight needs more uses.
AlephLimited collaborationFire damage and extra turns
His targeted Fire burst lowers the enemy’s affinity, scales with PDEF and ignores Counter skills. Colosseum Warrior adds a Press Turn and his support form can restore the team.
Setup: Build PDEF; manually choose the buddy form when support is needed.
Soul Levy ignores death prevention and seals the killed target. Dark Magic also avoids the Physical accuracy check, making it useful against evasive or reviving enemies.
Setup: Choose a reachable target; max skill for MP efficiency.
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
Dantalian · original encounter screenAttis · original encounter screenDantalian · original encounter screen
Wave 2
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Attis · original encounter screenOrochi · original encounter screenAttis · original encounter screen
Wave 3
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Orochi · original encounter screenZhong Kui · original encounter screenOrochi · original encounter screen
Wave 4
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Dantalian · original encounter screenSusano-o · original encounter screenOrochi · original encounter screenAttis · original encounter screen
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Going second restores 50% HP, but an equipped modern team may prefer a fast clear. Use focused damage and buff control rather than deliberately extending the fight just for the opening heal.
Berserk gives two single-target Phys hits with strong crit support and ignores Counter/death-prevention effects, improving on old generic Phys attacks.
Setup: Accuracy brands; Panel 3 if a longer fight needs more uses.
AlephLimited collaborationFire damage and extra turns
His targeted Fire burst lowers the enemy’s affinity, scales with PDEF and ignores Counter skills. Colosseum Warrior adds a Press Turn and his support form can restore the team.
Setup: Build PDEF; manually choose the buddy form when support is needed.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Abaddon · original encounter screenPazuzu · original encounter screenPazuzu · original encounter screenAbaddon · original encounter screen
Wave 4
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Berserker · original encounter screenAnubis · original encounter screenAbaddon · original encounter screenPower · original encounter screen
Berserk gives two single-target Phys hits with strong crit support and ignores Counter/death-prevention effects, improving on old generic Phys attacks.
Setup: Accuracy brands; Panel 3 if a longer fight needs more uses.
Miketsu’s Judgment deals Fire/Light Physical damage, so it is a route around the Magic-type reduction. Counter immunity and affinity lowering improve its wave clear.
Setup: Build PATK/accuracy; cover Ice weakness.
Watch out: A Magic-type Phys attack such as Loki M is still Magic and is not the answer to this rule.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Tsukuyomi · original encounter screenPrometheus · original encounter screenPrometheus · original encounter screenTsukuyomi · original encounter screen
Wave 2
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Prometheus · original encounter screenShiki-Ouji · original encounter screenShiki-Ouji · original encounter screenPrometheus · original encounter screen
Wave 3
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Shiki-Ouji · original encounter screenWhite Rider · original encounter screenWhite Rider · original encounter screenShiki-Ouji · original encounter screen
Wave 4
Difficulty EEasyEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Tsukuyomi · original encounter screenAlice · original encounter screenShiki-Ouji · original encounter screenPrometheus · original encounter screen
Enemy Battle Speed 16,500 [The lower the grade, the greater the damage received. (Description ingame is unclear, it means lower grade demons *deal* more damage, not receive more damage)]
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Lower-grade demons receive a damage advantage here. Modern high-grade kits can still clear through strength and turn economy, but they do not inherit that low-grade bonus.
Berserk gives two single-target Phys hits with strong crit support and ignores Counter/death-prevention effects, improving on old generic Phys attacks.
Setup: Accuracy brands; Panel 3 if a longer fight needs more uses.
AlephLimited collaborationFire damage and extra turns
His targeted Fire burst lowers the enemy’s affinity, scales with PDEF and ignores Counter skills. Colosseum Warrior adds a Press Turn and his support form can restore the team.
Setup: Build PDEF; manually choose the buddy form when support is needed.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Abaddon · original encounter screenCu Sith · original encounter screenCu Sith · original encounter screenAbaddon · original encounter screen
Wave 2
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Cu Sith · original encounter screenLong · original encounter screenLong · original encounter screenCu Sith · original encounter screen
Wave 3
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Long · original encounter screenSleipnir · original encounter screenSleipnir · original encounter screenLong · original encounter screen
Wave 4
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Abaddon · original encounter screenJack Frost · original encounter screenLong · original encounter screenCu Sith · original encounter screen
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Surt has weak Fire Pierce and Fast Makara Break, so a simple Five Elements wall is unreliable. Pair actual Fire/Phys Repel or Drain with Anti-Pierce, then remove Surt.
False God/Supreme Creator enable the actual Repel/Drain affinities of the other allies against ordinary Pierce; unlike a temporary reflect buff, this is not simply erased by Makara Break.
Setup: Keep Demiurge alive and choose allies with the required affinities.
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
Tsukuyomi · original encounter screenGirimekhala · original encounter screenTsukuyomi · original encounter screenAttis · original encounter screen
Wave 2
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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 screenLoki · original encounter screenKudlak · original encounter screenGirimekhala · original encounter screen
Wave 3
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Loki · original encounter screenAttis · original encounter screenLoki · original encounter screenTsukuyomi · original encounter screen
Wave 4
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Hecatoncheires · original encounter screenSurt · original encounter screenKudlak · original encounter screenAsherah · original encounter screen
It's hard to go fast enough to go first in this stage, so you're going to have to tank some Piercing attacks and then heal. The anti-Pierce skills Repel Pierce and Drain Pierce help a lot. Also, many of the enemy demons take reduced damage from Physical attacks, so a magic-based offense is recommended.
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Recommended demonsKit-based options · reviewed 14 Oct 2026
The enemy outspeeds many teams and several enemies resist Physical-type damage. Use Magic-type pressure and survival support instead of an accuracy-heavy basic attack lineup.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Soul Levy ignores death prevention and seals the killed target. Dark Magic also avoids the Physical accuracy check, making it useful against evasive or reviving enemies.
Setup: Choose a reachable target; max skill for MP efficiency.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Dantalian · original encounter screenOberon · original encounter screenDantalian · original encounter screenAzrael · original encounter screen
Wave 2
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Oberon · original encounter screenSleipnir · original encounter screenKikuri-Hime · original encounter screenOberon · original encounter screen
Wave 3
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
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
Sleipnir · original encounter screenAzrael · original encounter screenSleipnir · original encounter screenDantalian · original encounter screen
Wave 4
Difficulty DModerateEditorial estimate
FEDCBAS
Surface Hell’s Park progression; elemental counters and a developed team reduce the difficulty.
Combat stats use the screenshot’s level, STR, MAG and VIT with the base stat formulas. Enemy skill bonuses are not included. HP is the recorded maximum.
Sources
Sarasvati · original encounter screenGaruda · original encounter screenKikuri-Hime · original encounter screenBarong · original encounter screen
The same kinds of strategies that worked on the previous 10 stages generally still work, although the level 90 boss is best dealt with by a specialized team. The enemies use Almighty, Piercing Ice and Piercing Physical attacks, so use a team that can nullify all of those.
Starting from Floor 86, several miniboss enemies will show up, usually on the last wave. These minibosses are typically 5★ demons (Grade 80+) and have specialized kits making them harder to deal with. These minibosses do not have Null Mortal though, if you have demons capable of inflicting Mortal such as Alice or Masakado, consider using them in these levels.
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Expect Piercing Ice, Phys and Almighty pressure. Choose durable damage dealers, maintain survival tools, and do not assume elemental NDR covers the Almighty attacks.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Tsukuyomi · original encounter screenDionysus · original encounter screenTsukuyomi · original encounter screenBeelzebub · original encounter screen
Wave 2
Difficulty CChallengingEditorial estimate
FEDCBAS
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
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
Dionysus · original encounter screenPazuzu · original encounter screenHecatoncheires · original encounter screenDionysus · original encounter screen
Wave 3
Difficulty CChallengingEditorial estimate
FEDCBAS
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
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
Pazuzu · original encounter screenBeelzebub · original encounter screenPazuzu · original encounter screenTsukuyomi · original encounter screen
Wave 4
Difficulty CChallengingEditorial estimate
FEDCBAS
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
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 screenRama · original encounter screenHecatoncheires · original encounter screenSeth · original encounter screen
From here on out each stage has only one wave, where you fight one boss and 3 adds.
You can potentially clear the stages with an incredibly strong Phys crit team, but if yours is not strong enough you probably have to fall back to repel/drain teams.
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Prometheus and the adds have defensive affinities. Use focused Ice or Almighty damage to remove the boss, rather than trading low-value blocked attacks.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Efreet · original encounter screenPrometheus · original encounter screenOrthrus · original encounter screenFeng Huang · original encounter screen
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Use targeted elemental or Almighty damage against Ym and remove dangerous adds deliberately. Affinity lowering and death-prevention ignore are more reliable than a generic normal-attack team.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Soul Levy ignores death prevention and seals the killed target. Dark Magic also avoids the Physical accuracy check, making it useful against evasive or reviving enemies.
Setup: Choose a reachable target; max skill for MP efficiency.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Tiamat · original encounter screenYm · original encounter screenNaga · original encounter screenMermaid · original encounter screen
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Zhong Kui and the adds punish a careless Physical lineup. Prefer accurate Magic pressure and cleansing where needed; check the listed encounter affinities.
Soul Levy ignores death prevention and seals the killed target. Dark Magic also avoids the Physical accuracy check, making it useful against evasive or reviving enemies.
Setup: Choose a reachable target; max skill for MP efficiency.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Preach keeps him immune and Cleansing Shout removes party ailments/debuffs and restores MP. He can free the attackers before they waste turns under control effects.
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
Ose · original encounter screenZhong Kui · original encounter screenOni · original encounter screenAres · original encounter screen
Boss is Zhong Kui.
If you have Siegfried panel 1, and can get rid of the adds, you have won.
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Use focused damage against Sandalphon and account for Light pressure. Keep the damage dealer’s weakness covered rather than letting the boss farm extra turns.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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 screenSandalphon · original encounter screenFomorian · original encounter screenLailah · original encounter screen
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Beelzebub’s Mortal pressure makes personal or team Mortal protection important. Support must survive too; one immune attacker is not party-wide immunity.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Baphomet · original encounter screenBeelzebub · original encounter screenIppon-Datara · original encounter screenKaiwan · original encounter screen
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Focus Baal with an appropriate reachable attribute, and keep recovery available. Prefer counter-ignoring focused damage over wasting actions on blocked affinities.
Keraunos lowers Elec affinity and ignores counters/death prevention; a sealed kill prevents ordinary revival and gives a way to remove the chosen threat.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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
Oberon · original encounter screenBaal · original encounter screenLong · original encounter screenIsis · original encounter screen
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
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 screenThor · original encounter screenAnzu · original encounter screenDominion · original encounter screen
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Fafnir’s wave pressures the party with Poison and dangerous side enemies. Clear Poison promptly and use focused Ice/Elec damage, with revive-sealing kills where available.
Keraunos lowers Elec affinity and ignores counters/death prevention; a sealed kill prevents ordinary revival and gives a way to remove the chosen threat.
Preach keeps him immune and Cleansing Shout removes party ailments/debuffs and restores MP. He can free the attackers before they waste turns under control effects.
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
Chernobog · original encounter screenFafnir · original encounter screenHell Biker · original encounter screenTitan · original encounter screen
Pass Turns, Crit or hit Weaknesses to give Masakado time to restore mana, so it can kill Chernobog at the end of T1, so it won't have a chance to debuff the Team.
Guts was used to kill Fafnir, simply because it was fully Panelled (Phys Pierce) and it could Crit consistently every Turn.
May be replaced by a Demon with Ice or Elec Skills (ST is better than AoE if Mortal Skills are available to kill the sidekicks) to directly attack Fafnir's Weaknesses to gain Turns and to kill him faster.
Ice Pierce is not necessary, but Elec Pierce may be, if Hell Biker is still alive and you are attacking with AoE Skills.
Late surface stages have stronger kits and damage pressure, but developed teams have several reliable answers.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Mot has multiple blocking elemental affinities. Almighty damage is a straightforward way to avoid them; remove the side enemies before his extended turns overwhelm the party.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
Reviving Frost adds and an anti-Pierce shield require target control and an appropriate damage plan.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Hell Shield nulls all elements and disables ordinary Pierce against Null affinities. Use Almighty for King Frost. Remove a Frost before the enemy turn to disrupt the three-Frost Helldolaon condition; Helldolaon explicitly cannot be repelled.
Fallen Down bypasses elemental affinities, ignores death prevention and debuffs the enemy after the single-target opener. This avoids relying on an outdated one-element lineup.
Setup: Limited collaboration; build MATK.
Watch out: His personal damage reduction excludes Almighty and Light.
Ars Paimon’s Ice/Almighty selection can use Almighty against the Ice-blocking Frosts. The single-target damage ignores death prevention and supplies recovery/extra turns for the priority King Frost kill.
Setup: Build PATK and target King Frost manually.
Watch out: Do not rely on his Ice-only Crest chain through Hell Shield; the Almighty active is the useful route.
ShaxSummon-onlyAlmighty option and damage amplification
Lord Shax’s Force/Almighty selection provides an Almighty route against Hell Shield. Great Duke of Hell adds enemy damage-taken amplification and survival, helping the team finish a Frost before its next turn.
Setup: Use the Almighty-favored matchup; maintain MP.
Watch out: Shax does not guarantee a revive-sealing finish and Curse benefits depend on the enemy accepting Curse.
Golden Apple supplies natural MP recovery, Fortify-based defense and a revival fallback, keeping the chosen damage dealers casting through successive waves.
Setup: Panel 1 for personal ailment immunity and Null Mortal.
When this demon is downed, it will fully recover at the beginning of your turn after 2 turns. Effect will not activate if your party is wiped out before it can revive.
Activates the following Chain Effect at the beginning of your turn when there are 3 or more surviving Frosts in your party: Inflict Almighty (Magic) damage (Power: 120) on all enemies. This skill cannot be repelled.
While the demon with this skill is alive, Pierce will have no effect on any party member that can Null the attribute they are attacked with.
Source
The boss, King Frost, nulls every element and has Null Pierce in Hell Shield. Null Pierce also applies to his allies, Black Frost having Null Ice and Dark.
You can only damage him with almighty magic, almighty physical, or fractional damage skills.
The Jack Frost and Black Frost revive every 2 turns, and if all 3 Frosts are alive you get hit with a 5 Elements-piercing Megidolaon at the start of their turn.