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Hell's Park Underside/Blood Pond Area/Dark

Blood Pond Area (weak to Dark Dark)

Overview[edit]

Difficulty BDemandingEditorial estimate
Enhanced enemy chains, healing and damage reduction require an attribute-appropriate team.
Battle speed: 10,000

Jatayu

Encounter version
HP 6,520
Battle stats Level 55 · combat values calculated
PATK
601
PDEF
505
MATK
664
MDEF
520
STR
116
MAG
146
VIT
81
AGI
242
LUK
177
Elemental affinities
Phys—
FireRs
Ice—
ElecWk
ForceDr
LightNu
DarkWk

Fafnir

Encounter version
HP 12,879
Battle stats Level 60 · combat values calculated
PATK
646
PDEF
679
MATK
696
MDEF
691
STR
124
MAG
148
VIT
210
AGI
166
LUK
183
Elemental affinities
PhysDr
Fire—
IceWk
Elec—
Force—
Light—
DarkWk

Orochi

Encounter version
HP 11,260
Battle stats Level 55 · combat values calculated
PATK
677
PDEF
613
MATK
792
MDEF
640
STR
152
MAG
207
VIT
163
AGI
144
LUK
163
Elemental affinities
Phys—
FireNu
IceNu
Elec—
Force—
Light—
DarkWk

Jatayu

Encounter version
HP 6,520
Battle stats Level 55 · combat values calculated
PATK
601
PDEF
505
MATK
664
MDEF
520
STR
116
MAG
146
VIT
81
AGI
242
LUK
177
Elemental affinities
Phys—
FireRs
Ice—
ElecWk
ForceDr
LightNu
DarkWk

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


Skills on multiple demons:

Phys Pierce [weak] Underside
Used by: Jatayu, Fafnir, Orochi

Gains Phys Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Phys attribute.

Source

Phys Pierce [weak] Underside · encounter screenshot
Hell Recovery
Used by: Jatayu, Fafnir, Orochi

Adds Null Bind/MortaI. +80% to hit rate. +300 to Phys ATK and Mag ATK. +300% to status ailment auto recovery rate.

Source

Hell Recovery · encounter screenshot
Hell Ultra Booster
Used by: Jatayu, Orochi

+20% to Max HP. +100 to Phys ATK and Mag ATK. +25% to damage dealt. +100% to Healing skill effectiveness.

Source

Hell Ultra Booster · encounter screenshot

Skills on left Jatayu only:

Surprise Attack: Curse
Used by: Jatayu

+50% chance to inflict status ailments.

Activates the following Chain Effect at the beginning of enemy turn: Cast Mahajuon.

Source

Surprise Attack: Curse · encounter screenshot
Hellsent: Phys
Used by: Jatayu

+40% to Max HP.. +100 to Phys ATK and Mag ATK.

Activates the following Chain Effect at the start of every second turn of the skill holder: Inflicts high-accuracy Phys damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.

Source

Hellsent: Phys · encounter screenshot

Skills on Fafnir only:

Blight+6 MP
Used by: Fafnir

Inflicts Phys (Physical) damage with 80% crit rate on all enemies with 80% chance to inflict Poison on hit Power: 150

Source

Blight+ · encounter screenshot
Poison Dragon's Sympathy [Underside]
Used by: Fafnir

+20% to EV/AC/Critical hit rate.

Activates the following Chain Effect when the enemy strikes first at the start of battle: Increases the party's DEF and EV/AC by 20%. (1 turn)

While the one with this skill is alive, all party members will receive the following effect: +300% chance to inflict status ailments. Furthermore, all enemies will receive the following effect: +1500% to damage taken from Poison and -150% to damage dealt for each type of status ailment afflicted with.

Source

Poison Dragon's Sympathy [Underside] · encounter screenshot
Hell Mega Booster
Used by: Fafnir

+30% to Max HP. +200 to Phys ATK and Mag ATK. +50% to damage dealt. +200% to Healing skill effectiveness.

Source

Hell Mega Booster · encounter screenshot
Hellbound: Phys
Used by: Fafnir

+50% to Max HP. +200 to Phys ATK and Mag ATK.

Activates the following Chain Effect at the start of enemy turn: Place 5 counts of Spirit Chains of Suppression on all enemies. (Once per battle)

Activates the following Chain Effect at the start of every third turn of the skill holder: Inflicts high-accuracy Phys damage (Physical, Power: 300) with a Bulwark-piercing effect and a 100% Critical hit rate on all enemies.

Source

Hellbound: Phys · encounter screenshot

Skills on Orochi only:

Ice Pierce [weak] Underside
Used by: Orochi

Gains Ice Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Ice attribute.

Source

Ice Pierce [weak] Underside · encounter screenshot
Surprise Attack: Poison [Underside]
Used by: Orochi

+50% chance to inflict status ailments.

The following Counter will trigger when hit with an enemy Physical attack, Magic attack, or Fractional damage: 100% chance to inflict Poison with a 100% chance to the enemy. (Activates up to 2 times per turn)

Activates the following Chain Effect at the beginning of enemy turn: Cast Mahapoismaon after removing Barriers from all enemies..

Source

Surprise Attack: Poison [Underside] · encounter screenshot
Hellsent: Ice
Used by: Orochi

+40% to Max HP.. +100 to Phys ATK and Mag ATK.

Activates the following Chain Effect at the start of every second turn of the skill holder: Inflicts high-accuracy Ice damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.

Source

Hellsent: Ice · encounter screenshot

Skills on right Jatayu only:

Force Pierce [weak] Underside
Used by: Jatayu

Gains Force Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Force attribute.

Source

Force Pierce [weak] Underside · encounter screenshot
Surprise Attack: Weak
Used by: Jatayu

+50% chance to inflict status ailments.

Activates the following Chain Effect at the beginning of enemy turn: Cast Madezoreton.

Source

Surprise Attack: Weak · encounter screenshot
Hellsent: Force
Used by: Jatayu

+40% to Max HP.. +100 to Phys ATK and Mag ATK.

Activates the following Chain Effect at the start of every second turn of the skill holder: Inflicts high-accuracy Force damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.

Source

Hellsent: Force · encounter screenshot

Explanation

  • Hellbound: Phys will apply 5 stacks of Spirit Chains of Suppression to you.
  • Fafnir starts the battle by casting a 1-turn DEF Buff and EV/AC Buff.
  • The enemy starts each turn with various effects in this order: Curse from the left Jatayu, Weak from the right Jatayu, Barrier Break from Orochi, and finally Poison from Orochi.
    • Due to this order, the Jatayus' ailments can be blocked by Barrier (such as from Ward brands), but Orochi's ailment cannot be blocked.
    • The ailments have +350% inflict chance, meaning they are effectively guaranteed to land if not blocked by Barrier or an immunity.
  • Fafnir's passive makes you take +1500% damage per tick of Poison (effectively 16x, or 80% of your max health), and applies 150% reverse damage boost per ailment that is on you.
  • If Orochi is hit by physical, magic, or fractional damage, then he will Poison the demon that attacked him (up to twice per turn).
  • Fafnir's Blight+ will inflict Poison to your team whenever he casts it.
  • If the adds are not dead at the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Fafnir will do one too, if he isn't dead by his third turn.

General strategy[edit]

  • You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an Amrita Shower.
    • Kaiwan with the skill Kaiwan (Underside) will automatically cleanse all ailments.
    • If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive Poison damage (80% of max HP).
    • Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
  • Up to 2 times per turn, Orochi deals a revenge Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
    • Option 1: Bring Kaiwan with the skill Kaiwan (Underside), or Dominion with Dominion (Underside), as he will automatically give Barriers to all team members, blocking the Poison.
    • Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one Amrita Shower to cleanse both attackers, then two Beads to heal the HP.
    • Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
    • Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.

Underside skill demons[edit]

Kaiwan
Kaiwan (Underside) effect overview
  • Self gets 50% HP, 180% Dark damage, 20% accuracy, 3 MP discount for Dark skills, and immunity to Spirit Chains of Suppression
  • The team gets 30% Dark damage and 30% accuracy.
  • When your first team member is about to act, Kaiwan cleanses your team's ailments and gives everyone Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
Colors
  • Clear Clear for the fusibles ruleset.
  • Red Red for Dark Mamudoon.
Skill Transfer
  • Dark Hell Gaze (Underside) is ideal, otherwise use the highest-damage AoE attack skill you have. For example: Dark Mamudodyne.
  • Dark Mamudoon (from red or transferred) works as a cheap alternative.
  • Red Red should use a damage booster, such as Dark Amp or Back Attack (you cannot transfer Dark Boost since he already has it). If Hell Gaze (Underside) becomes available, then use that attack instead of a damage booster.
Brands
  • MATK% Spell.
  • Due to his MP discount, Divine's MP regen is probably not necessary.
Misc notes
  • Generally speaking: If Mamudoon will be your main attack, use Red. If you have Hell Gaze (Underside), use Clear.
Dominion
Dominion (Underside) effect overview
  • Self gets 50% HP, 180% Elec damage, 20% accuracy, 3 MP discount for Elec skills, immunity to Spirit Chains of Suppression, and immunity to Curse, Poison, and Weak,
  • The team gets 30% Elec damage and 30% accuracy.
  • When your first team member is about to act, Dominion cleanses your team's ailments and gives everyone Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
Colors
  • Clear Clear for the fusibles ruleset.
  • Red Red for Elec Ziodyne. This frees up the transfer slot to run a damage booster.
Skill Transfer
  • Elec Thunder Reign (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example: Elec Thunder Reign.
  • Elec Ziodyne (from Red or transferred) works as a cheap alternative.
  • Red Red should use a damage booster, such as Elec Amp or Elec Boost. If either version of Thunder Reign becomes available, then use that attack instead of a damage booster.
Brands
  • MATK% Spell.
  • Due to his MP discount, Divine's MP regen is probably not necessary.
Misc notes
  • Generally speaking: If Ziodyne will be your main attack, use Red. If you have Thunder Reign (regular or Underside version), use Clear.
Jack Frost
Jack Frost (Underside) effect overview
  • Self gets Concentrate (2.25x damage) on his first action - this is about 63% damage on average across his 2 actions on the first turn. Also gets 50% HP and immunity to Spirit Chains of Suppression.
Colors
  • (Any)
Skill Transfer
  • Use Dark Mudodyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Dark Hell Gaze may be too expensive to cast repeatedly.
    • Dark Hell Gaze (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the best skill he can use, but the cost of maxing it is very high.
Brands
  • MATK% Spell or Divine.
Misc notes
  • If using Dark Hell Gaze (Underside), then Concentrate only affects the initial hit, not the AoE chain.
  • Consider transcending him for skill switches, as that lets him easily swap builds between multiple areas.

Fusibles challenge[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 3 or more demons must be fusible*.
Lv 6-8 4 or more demons must be fusible.
Lv 9+ All 5 demons must be fusible.
Lv 6+ 1 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 1 or more demons must be Clear Clear .

Notes regarding fusibles:

  • Multi-fusions count.
  • Pixie and Slime count, even though you cannot fuse them.
Sample party
Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
Lucifuge
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Tzitzimitl
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Beelzebub
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Izanami
Skills
Hell Gaze
Dark Enhancement
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • Clear Lucifuge: 206 magic, has Dark Amp. Dark Light Devourer (170 power single-target). Grants 20% damage to Tyrants, and another 20% if p3. P1 has 10% Dark/Almighty damage for all teammates, and another 20% if p4.
    • If the team has 3 Tyrants (which this sample team does), Lucifuge gets Concentrate at start of turn (just once, due to Suppression). If p4, he further adds +50% Dark/Almighty damage for the party.
  • Tzitzimitl: 190 magic, has 20% Dark damage, and another 40% when below half health. P1 has 20% dark damage, P3 has 30%. Dark Disastrous Eclipse (300 power AoE) usable after one turn of setup with Dark Premonition.
  • Beelzebub: 184 magic (p1). Dark Gluttony (130 power AoE), Dark Mudodyne (160 power single-target).
  • Izanami: 226 magic, has Merciless Blow and up to 35% Elec/Dark damage for herself (10% at p0, 35% at p4), another 20% Elec/Dark damage for party (10% at p0, 20% at p3), and -1 MP cost for the party's Elec/Dark skills at p4. Will need a Dark Dark transfer if not Red.

Other options worth considering:

Race challenges[edit]

Vile, Fallen, Night[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Vile, Fallen, Night, Tyrant, or Enigma.
Lv 6-8 All 5 demons must be of the races Vile, Fallen, Night, or Tyrant.
Lv 9+ All 5 demons must be of the races Vile, Fallen, or Night.
Sample party
Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
Botis
Skills
Back Attack
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Lilith
Skills
Back Attack
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
Mishaguji
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • When this challenge was initially run, the enemy Fafnir and Orochi's resistances were bugged to be weak to Elec, not Dark. This sample team was made while the bug was active.
  • Kaiwan is here to deal with the mechanics, but otherwise there is little reason to build Dark Dark - it would only kill the Jatayus faster, not Orochi or Fafnir. Instead, build into Elec Elec or single-target Ice Ice (do not build AoE Ice, as Orochi Nulls it).
  • Queen Mab: 25% Elec damage aura for the team, and high damage output from herself with Concentrate. Her chain effects will not work, though.
  • Botis: His reverse damage reduction and chain effects won't work, but he still deals respectable Elec damage with Elec Accursed Lightning.
  • Lilith: 190 magic. Elec Maziodyne and Dark Allure.
  • Mishaguji: 183 magic. Elec Mazionga.

Other options worth considering:

Low-grade challenge[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 3 or more demons must be grade 83 or lower.
Lv 6-8 4 or more demons must be grade 83 or lower.
Lv 9+ All 5 demons must be grade 83 or lower.
Lv 6-8 1 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 2 or more demons must be grade 79 (4★ base) or lower.
Lv 9+ 1 or more demons must be grade 59 (3★ base) or lower.
Sample party
Kaiwan
Skills
Kaiwan (Underside)
Mamudoon
Brands
MATK% Spell
Requirements
-
Guedhe
Skills
Dark Survivor
Dark Boost
Brands
MATK% Divine or Spell
Requirements
-
Hecate
Skills
Dark Amp
Dark Boost
Brands
MATK% Divine or Spell
Requirements
-
Cernunnos
Skills
Dark Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Anubis
Skills
Back Attack
Mamudodyne
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

Other options worth considering:

Hell's Park Underside
Area Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark
Spike Hell Spike Hell (Phys) Spike Hell (Fire) - - Spike Hell (Force) -
Kawara Kawara (Phys) - - - - Kawara (Light) -
Grave - - Grave (Ice) - Grave (Force) - -
Sanzu River - - Sanzu River (Ice) - - Sanzu River (Light) Sanzu River (Dark)
Blood Pond - - - Blood Pond (Elec) - - Blood Pond (Dark)
Hell Cafe - Hell Cafe (Fire) - - Hell Cafe (Force) - Hell Cafe (Dark)
Burning - Burning (Fire) - Burning (Elec) - - -