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Hell's Park Underside/Blood Pond Area/Elec

Blood Pond Area (weak to Elec Elec)

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
ElecWk
Force—
Light—
Dark—

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
ElecWk
Force—
Light—
Dark—

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.
    • 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.

Underside skill demons[edit]

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.
Chimera
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 Clear for the fusibles ruleset.
  • Red Red for Elec Mazionga.
Skill Transfer
Brands
  • PATK% War, if using a strength-based attack (such as Elec 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
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 Elec Ziodyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Elec Thunder Reign may be too expensive to cast repeatedly.
    • Elec 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

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
Indrajit
Skills
Elec Amp
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Titania
Skills
Maziodyne
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
Panel 3
Dominion
Skills
Dominion (Underside)
Thunder Reign
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • After the ailments are dealt with, we just spam as much Elec damage as possible, with single-target damage directed toward Fafnir.
  • Purple Indrajit provides ATK Buff and single-target Elec damage.
  • Purple 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 Elec Thunderstorm
  • Purple Izanami provides an Elec damage aura, and another 1 MP discount for the team's Elec skills.
  • Purple Titania: 235 magic, has Elec Boost, Purple has Back Attack, P3 has 10% Elec damage. Elec Mazionga.

Other options worth considering:

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.
Sample party
Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Lilith
Skills
Elec Boost
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
-
Dominion
Skills
Dominion (Underside)
Thunder Reign
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

Other options worth considering:

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:

  • Purple 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. Elec 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 Elec Thunder Slash (or a cheaper Elec spell like Elec Ziodyne) to still contribute good damage.
  • Purple Odin A
  • Purple Ardha with a Elec Ziodyne transfer.
  • Thoth with an Elec 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.
Sample party
Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
Thor
Skills
Elec Amp
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Titania
Skills
Ziodyne
Merciless Blow
Brands
MATK% Divine or Spell
Requirements
Panel 3
Anubis
Skills
Ziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Dominion
Skills
Dominion (Underside)
Thunder Reign
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) - - -