Hell's Park Underside/Blood Pond Area/Elec
Blood Pond Area (weak to
Elec)
Overview[edit]
Jatayu
Encounter version- PATK
- 601
- PDEF
- 505
- MATK
- 664
- MDEF
- 520
- STR
- 116
- MAG
- 146
- VIT
- 81
- AGI
- 242
- LUK
- 177
Fafnir
Encounter version- PATK
- 646
- PDEF
- 679
- MATK
- 696
- MDEF
- 691
- STR
- 124
- MAG
- 148
- VIT
- 210
- AGI
- 166
- LUK
- 183
Orochi
Encounter version- PATK
- 677
- PDEF
- 613
- MATK
- 792
- MDEF
- 640
- STR
- 152
- MAG
- 207
- VIT
- 163
- AGI
- 144
- LUK
- 163
Jatayu
Encounter version- PATK
- 601
- PDEF
- 505
- MATK
- 664
- MDEF
- 520
- STR
- 116
- MAG
- 146
- VIT
- 81
- AGI
- 242
- LUK
- 177
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.
Skills on multiple demons:
Gains Phys Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Phys attribute.
Adds Null Bind/MortaI. +80% to hit rate. +300 to Phys ATK and Mag ATK. +300% to status ailment auto recovery rate.
+20% to Max HP. +100 to Phys ATK and Mag ATK. +25% to damage dealt. +100% to Healing skill effectiveness.
Skills on left
Jatayu only:
+50% chance to inflict status ailments.
Activates the following Chain Effect at the beginning of enemy turn: Cast Mahajuon.
+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.
Skills on
Fafnir only:
Inflicts Phys (Physical) damage with 80% crit rate on all enemies with 80% chance to inflict Poison on hit Power: 150
+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.
+30% to Max HP. +200 to Phys ATK and Mag ATK. +50% to damage dealt. +200% to Healing skill effectiveness.
+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.
Skills on
Orochi only:
Gains Ice Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Ice attribute.
+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..
+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.
Skills on right
Jatayu only:
Gains Force Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Force attribute.
+50% chance to inflict status ailments.
Activates the following Chain Effect at the beginning of enemy turn: Cast Madezoreton.
+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.
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.
- 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.
Dominion with the skill
Dominion (Underside) or
Chimera with the skill
Chimera (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
Dominion with the skill
Dominion (Underside), or
Chimera with the skill
Chimera (Underside), as he automatically gives
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.
- Option 1: Bring
Underside skill demons[edit]
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 for the fusibles ruleset.
Red for
Ziodyne. This frees up the transfer slot to run a damage booster.
- Skill Transfer
Thunder Reign (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example:
Thunder Reign.
Ziodyne (from Red or transferred) works as a cheap alternative.
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.
Chimera (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, Chimera 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 for the fusibles ruleset.
Red for
Mazionga.
- Skill Transfer
- Skill priority from greatest to least damage is:
Thunder Slash (Underside) >
Thunder Reign (Underside) >
Thunder Slash > (any magic-based attack).
- Brands
- PATK% War, if using a strength-based attack (such as
Thunder Slash) - MATK% Spell, if using a magic-based attack.
- Due to his MP discount, Divine's MP regen is probably not necessary.
- Misc notes
- Build PATK if you have the elemental slashes, or MATK if you don't have them.
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
Ziodyne. - Jack Frost does not have any MP discounts, so 7 MP skills such as
Thunder Reign may be too expensive to cast repeatedly.
Thunder Reign (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
Thunder Reign (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 |
Notes regarding fusibles:
- Multi-fusions count.
Beelzebub☆ counts, despite needing a gacha-exclusive material to make him.- For limited-time multi-fusions, only the ones that are currently-available will count.
Pixie and
Slime count, even though you cannot fuse them.
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Team notes:
- After the ailments are dealt with, we just spam as much Elec damage as possible, with single-target damage directed toward Fafnir.
Indrajit provides
ATK Buff and single-target Elec damage.
Anat provides
ATK Debuff and
DEF Debuff, as well as an Elec damage aura and a 1 MP discount for for the team's Elec skills. She also gets a free
Concentrate on every second cast of
Thunderstorm
Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
Titania: 235 magic, has Elec Boost, Purple has Back Attack, P3 has 10% Elec damage.
Mazionga.
Other options worth considering:
Thor: 180 magic, P1 has 20% AoE damage, P3 has 40% Elec damage.
Mjolnir (500 power random).
Anzu: 170 magic, Purple has Elec Boost and P3 has 10% Elec damage. Has
Mazionga. War Cry for 
ATK and DEF Debuffs.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Ziodyne + Elec Boost.
Race challenges[edit]
Megami, Night, Divine[edit]
Team restrictions:
| Difficulty | Restriction |
|---|---|
| Lv 3-5 | All 5 demons must be of the races Megami, Night, Divine, Deity, or Lady. |
| Lv 6-8 | All 5 demons must be of the races Megami, Night, Divine, or Deity. |
| Lv 9+ | All 5 demons must be of the races Megami, Night, or Divine. |
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Team notes:
Anat provides
ATK Debuff and
DEF Debuff, as well as an Elec damage aura and a 1 MP discount for for the team's Elec skills. She also gets a free
Concentrate on every second cast of
Thunderstorm
Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
Lilith: 190 magic.
Maziodyne.
Other options worth considering:
Artemis:
Thunder Fist does good single-target Elec damage.
Norn: 193 magic, has Merciless Blow. Automatic cast of Luster Candy, and can do decent damage if given an Elec transfer.
Ishtar: 247 magic,
Mesopotamian Star casts Luster Candy and Debilitate. Will need an Elec transfer.
Succubus: 204 magic.
Mazionga.
Ame no Uzume: 170 magic.
Maziodyne and
Ziodyne.
Fiend, Deity, Fallen[edit]
Team restrictions:
| Difficulty | Restriction |
|---|---|
| Lv 3-5 | All 5 demons must be of the races Fiend, Deity, Fallen, Kishin, or Night. |
| Lv 6-8 | All 5 demons must be of the races Fiend, Deity, Fallen, or Kishin. |
| Lv 9+ | All 5 demons must be of the races Fiend, Deity, or Fallen. |
Team notes:
Other options worth considering:
Zeus: 243 strength, has 30% weak-point damage, 25% Elec, Purple has Elec Avatar, P3 has 20% Elec. P2 has 15% weak-point damage for the party.
Keraunos (300 power single across 2 hits, can switch target in between).
Lugh: 217 strength. 30% weak-point damage for self, and another 30% for the team. He's mainly here for the damage aura, but since his boosters are based on weakness rather than any specific element, he can also run
Thunder Slash (or a cheaper Elec spell like
Ziodyne) to still contribute good damage.
Odin A
Ardha with a
Ziodyne transfer.
Thoth with an
Elec transfer.
Botis
Arshes Nei
Dark Schneider
Nero☆
Nero
White Rider
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. |
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Team notes:
- This team uses an
Amrita Shower to cleanse the initial ailments. - After the ailments are dealt with, we just spam as much Elec damage as possible, with single-target damage directed toward Fafnir.
Queen Mab: 223 magic, has Merciless Blow and 15% damage, P1 gives 20% damage, P3 gives 30% damage. Also has 25% Elec damage aura for the team.
Cuailnge (180 power AoE w/
Concentrate). Sets up a 1-turn
ATK Buff at start of combat.
Thor: 180 magic, P1 has 20% AoE damage, P3 has 40% Elec damage.
Mjolnir (500 power random).
Titania: 235 magic, has Elec Boost, Purple has Back Attack, P3 has 10% Elec damage.
Ziodyne and Merciless Blow transfers.
Anubis: 217 magic, Purple has Merciless Blow.
Ziodyne and Elec Boost transfers.
Other options worth considering:
Oumitsunu: High damage based on PDEF.
Albion: Deals high damage based on PDEF. Purple has Wretched Blow. 15% damage from p1, 30% damage from p3. 30% damage aura for the team.
Pure All-Out Ruin (200 power single-target, pierces bulwarks). Also has an Order Crest that frequently hits the lowest-HP enemy with a 100-power single-target attack (inscribes when an ally hits an enemy weakness, an enemy hits your party's weaknesses, or a party member is revived).
Vritra: Good damage, and
Raijin Koryu Palm Strike applies
DEF Debuff.
Thor A: Good damage.
Anzu: 170 magic, Purple has Elec Boost, P3 has 10% Elec damage.
Ziodyne. War Cry for 
ATK and DEF Debuffs.
Tlaltecuhtli: 184 magic, Purple has Elec Boost, P3 has 8% Elec damage.
Mazionga.
Mishaguji: 183 magic, has Elec Boost.
Mazionga. Yellow also has
Concentrate.
White Rider: 198 magic, P1 has 5% single-target boost.
Ziodyne.
Loki: 198 magic, P3 has 5% all-damage boost.
Ziodyne.
Sphinx: 210 magic.
Ziodyne.
Succubus: 204 magic.
Mazionga.
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