Charm, revival and attack restrictions require ailment management and a planned kill order.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Either keep every living enemy Muted or overcome the damage penalty with a supported Elec burst. Prevent Charm: Mada clears his team’s ailments whenever he Charms one of yours, and Barrier is removed.
Keraunos opens Elec affinity and gives focused, counter-ignoring damage against Mada. Build accuracy and use it alongside Mute support rather than assuming raw damage ignores the 150% reverse damage boost.
Setup: Transfer Null Charm if the team’s immunity is not otherwise covered.
Dark Eclipse Voltage reacts to allies’ Elec skills with debuffs and an all-enemy Mute attempt. Accursed Lightning provides additional Mute rolls and boosts the Elec damage core.
The matching Baihu (Underside) genome provides the party Charm immunity the encounter calls for, preventing Mada’s Charm from continually clearing Mute off his own team.
Setup: Requires the matching Underside genome.
Watch out: Ordinary Baihu without that genome does not supply this effect.
Preach keeps him functional through Charm and Cleansing Shout removes the team’s ailments and debuffs. Use him first if immunity coverage is incomplete.
Setup: First in action order.
Watch out: Cleansing after Charm does not undo the enemy’s already-triggered cleanse.
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 screenMada · original encounter screenPersephone · original encounter screenJatayu · original encounter screen
Recommended demons
All living enemies must be Muted to disable the 150% outgoing-damage penalty. Use Baihu (Underside) or a reliable repeated area-Mute plan, prevent Charm without relying on Barrier, then attack Elec weaknesses. Respect challenge roster rules.
Affinity reduction and weakness-triggered damage/icons can accelerate the Elec clear once the all-enemy Mute condition is satisfied.
Needs: Build PATK/accuracy and keep a dedicated Mute/Charm-control setup. Banner option for unrestricted clears only; not legal for a fusible-only or 4★-only challenge.
Watch for: Zeus does not supply the required all-enemy Mute. A strong damage banner cannot replace that encounter mechanic.
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.
Inflicts fire (Magic) damage (Power: 150) on Single enemy.
Activates the following Chain Effect when the attack is successful: Removes Barrier from all enemies, inflicts Fire (Magic) damage 8 times (Power: 20) on random enemies with 100% chance to inflict Charm/Weak on hit enemies.
Activates the following Chain Effect at the end of own turn, as well as when an enemy is inflicted with Charm:Cures all status ailments of all party members.
Activates the following Chain Effect when the enemy strikes first at the start of battle: 100% chance to Charm all enemies.
While the skill holder is alive: All enemies will receive the following effect: -150% to damage dealt if there is an enemy without a Mute.
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 Fire damage (Physical, Power: 300) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.
Activates the following Chain Effect at the start of every second turn of the skill holder: Inflicts high-accuracy Dark damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.
This means that the effect is disabled only when all living enemies have Mute.
Mada has +300% to ailment recovery, but his allies do not.
Since this is "reverse damage boost" rather than "damage reduction", another way to overcome it is to stack the hell out of your team's damage boosters.
If you go first, then Mada inflict Charm on your team.
Mada's Scarlet Inferno (Underside) will remove Barriers and inflict Weak and Charm to your team whenever he casts it.
At the end of the enemy turn, and whenever Mada Charms someone on your team, he will cleanse all ailments on his team.
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. Mada will do one too, if he isn't dead by his third turn.
You need to either cleanse or null the Charm from Mada. Barriers will not work.
Baihu with the skill Baihu (Underside) will make the team immune to Charm.
If Baihu is unavailable, make sure the first demon in your team's action order is immune to Charm (innately or with a Null Charm transfer). They don't need to be a Cleric, as you can use an Amrita Shower for cleansing instead. The demon just needs to be immune to allow you to use the item.
You will need to inflict Mute to all living enemies in order to disable the enemy's "reverse damage boost" and meaningful damage to the enemy team.
Baihu with the skill Baihu (Underside) will automatically try to Mute the enemy team with an 80% chance, at the start of your turn, for up to 3 turns.
If Baihu is not available, you will need to bring a demon that can reliably apply Mute to multiple targets every turn.
Baihu may become less reliable at higher levels (80 pr 90+), at which point he should run ailment-chance-boosting brands and transfer a chance booster such as Insanity or Madness instead of an attack. You may also need to repeatedly restart the fight, to get a lucky ailment roll that hits the entire enemy team. Put simply: if you don't ailment everyone, then your run is dead, as your damage output will be too low.
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.
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.
Thor: 180 magic, P1 has 20% AoE damage, P3 has 40% Elec damage. Mjolnir (500 power random).
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).
Thor: 180 magic, P1 has 20% AoE damage, P3 has 40% Elec damage. Mjolnir (500 power random).
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.
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.
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).
Thor: 180 magic, P1 has 20% AoE damage, P3 has 40% Elec damage. Mjolnir (500 power random).