Hell's Park Underside/Kawara Area/Light
Kawara Area (weak to
Light)
Overview[edit]
Feng Huang
Encounter version- PATK
- 786
- PDEF
- 546
- MATK
- 855
- MDEF
- 563
- STR
- 204
- MAG
- 237
- VIT
- 79
- AGI
- 226
- LUK
- 204
Hresvelgr
Encounter version- PATK
- 881
- PDEF
- 693
- MATK
- 911
- MDEF
- 700
- STR
- 236
- MAG
- 250
- VIT
- 172
- AGI
- 303
- LUK
- 126
Tsukuyomi
Encounter version- PATK
- 801
- PDEF
- 609
- MATK
- 849
- MDEF
- 621
- STR
- 211
- MAG
- 234
- VIT
- 133
- AGI
- 73
- LUK
- 154
Feng Huang
Encounter version- PATK
- 786
- PDEF
- 546
- MATK
- 855
- MDEF
- 563
- STR
- 204
- MAG
- 237
- VIT
- 79
- AGI
- 226
- LUK
- 204
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:
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
Feng Huangs only:
Gains Fire Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Fire attribute.
+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 Fire damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.
Skills on
Hresvelgr 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.
Activates the following Chain Effect when an enemy is downed: Inflicts Ice damage (Magic, Power: 60) with a Bulwark-piercing effect on all enemies.AIIows all party members to Repel one Physical attack. (1 turn)
+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 Ice damage (Physical, Power: 300) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.
Skills on
Tsukuyomi 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.
Activates the following Chain Effect at the beginning of the enemy turn: Casts Tetrakarn.
+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
- The enemy will start the battle by casting
Repel Physical. Tsukuyomi will cast it again when the enemy turn starts, and Hresvelgr will cast it if anyone on your team dies. - The Feng Huangs apply


Luster Candy and 

Debilitate at the start of the battle. - Hellbound: Ice will apply 5 stacks of
Spirit Chains of Suppression to you. - If you fail to kill the adds by the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Hresvelgr will do one too, if he isn't dead by his third turn.
General Strategy[edit]
- If you plan to use physical attacks, you will need to transfer Tetra Break (from 2★
Oni) to your fastest unit. Have them cast it when the fight starts, to remove the enemy's shield. Afterwards, try to kill Tsukuyomi quickly, so he can't re-cast the shield. - If you are using magic, then the shield does not matter and you can ignore it.
- Spam
Light attacks to hit the enemy's weaknesses. - Try to bring demons that can counteract the initial Luster Candy and Debilitate. There is a decent chance that physical attacks will miss the boss if the enemy still has a full EVAC swing in their favor. Having ATK and DEF buff swings in your favor should also improve your damage output and survivability.
- If you have a
Lailah with the skill
Lailah (Underside), bring her. - Cover your
Ice weaknesses, to prevent Hresvelgr from killing anyone. If he gets a kill, he re-casts his shield and casts a North Wind AoE. This can quickly snowball into a long combo of North Winds that can wipe your team.
Underside skill demons[edit]
Lailah (Underside) effect overview
- Self gets 50% HP, 180% Light damage, 20% accuracy, 3 MP discount for Light skills, and immunity to
Spirit Chains of Suppression. - The team gets 20% Light damage and 50% accuracy.
- If any team member uses Tetra Break, Lailah attacks the highest-max-HP enemy (usually the boss) with a 100-power physical Light hit, and casts 1-turn
DEF Debuff and
EVAC Debuff.
- Colors
Clear for the fusibles ruleset.
Red for
Hamadyne. This frees up the transfer slot to run a damage booster or Tetra Break.
- Skill Transfer
Thunderclap (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example:
Thunderclap.
Hamadyne (from Red or transferred) works as a cheap alternative.
Red should use a damage booster, such as Back Attack (Lailah already has Light Boost). If either version of Thunderclap becomes available, then use that attack instead of a damage booster.
- Brands
- MATK% Spell.
- Due to her MP discount, Divine's MP regen is probably not necessary.
- Misc Notes
- Generally speaking: If Hamadyne will be your main attack, use Red. If you have Thunderclap (regular or Underside version), use Clear.
- Tetra Break is not really worth using, unless your team has a physical Light attacker. Lailah's own hit deals negligible damage (since it's physical, but her stats focus on magic) and the debuff control overlaps with other options such as
Michael and
Ishtar.
Jack Frost (Underside) effect overview
- Self gets 15% Ice/Light damage, and
Concentrate (2.25x damage) on his first action - together, these are 87% damage on average across his 2 actions on the first turn. Also gets 50% HP and immunity to
Spirit Chains of Suppression. - If an ally uses an Ice/Light skill, Jack Frost automatically casts
ATK Buff (up to 3 times per turn).
- Colors
Clear for the fusibles ruleset. It also gives
Hama.
- Skill Transfer
- Jack Frost does not have any MP discounts, so 7 MP skills such as
Thunderclap may be too expensive to cast repeatedly.
Thunderclap (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the strongest skill he can use, but the cost of maxing it is very high.
Clear can level up
Hama and transfer a damage booster, but transferring level 1
Hamadyne will do more damage.
Hama can be leveled cheaply - run Chapter 1 Leveling Quest for
Slimes to feed him for skill points, then transfer skill dupes from 2★.
- Brands
- MATK% Spell or Divine.
- Misc notes
- If using
Thunderclap (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:
Michael: 183 magic, P1 has 30% AoE/Random damage, P2 has 30% Light damage, P3 has a 15% all-damage aura for Herald and Divine.
Soul Judgement (280 power random, also heals party and casts 1-turn Debilitate). Casts 1-turn Luster Candy and a 50% HP Bulwark to all party members at start of turn (once due to Suppression)
Metatron: 250 magic (p4), has 20% magic damage, P3 has a 20% magic damage aura. Also has +1 MP regen for himself, and P2 has -1 MP cost for himself.
Mahamadyne.
Mastema: 201 magic, Purple has Light Amp and P1 has +15% Light damage.
Trial of Hate (130 power AoE).
Ishtar: 247 magic, P1 has 15% AoE/Random damage.
Mesopotamian Star sets up buffs and debuffs (both for offense and survival), then she can switch to using
Mahamaon afterwards.
Other options worth considering:
Divine/Heralds
Principality: 195 magic, Purple has Light Boost.
Hamaon.
Sandalphon: 170 magic (p1), P3 has 10% damage.
Hamadyne and
Mahamaon.
Throne: 150 magic (p1), P3 has +10% AoE damage.
Mahamaon.
Virtue: 177 magic.
Hamaon.
Angel: 181 magic.
Hama and
Mahama.
Other
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Hamadyne + Light Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Hamadyne + Light Boost.
Sleipnir: 172 magic (p1), has Light Boost, P2 has +5% damage.
Hamadyne and
Mahamaon.
Quetzalcoatl: 178 magic, P1 has +25% AoE damage. P2 has a +20% damage and 1 MP recovery aura for Dragons.
Mahamadyne.
Sphinx: 210 magic, P3 has +10% Light damage.
Mahamaon.
Race Challenges[edit]
Tyrant, Kishin, Fury[edit]
Team restrictions:
| Difficulty | Restriction |
|---|---|
| Lv 3-5 | All 5 demons must be of the races Tyrant, Kishin, Fury, Herald, or Fiend |
| Lv 6-8 | All 5 demons must be of the races Tyrant, Kishin, Fury, or Herald. |
| Lv 9+ | All 5 demons must be of the races Tyrant, Kishin, or Fury. |
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Team notes:
- In a bizarre twist, there are very few
Light users among the required races. Instead, the intent seems to be running
Phys users.
Sukuna-Hikona: Light user, but deals physical damage, so make sure the shield is down first.
Mithras: Light magic user, also casts
ATK Buff at start of combat if he's Yellow. Purple also works fine for more personal damage.
Astaroth: Phys damage.
Shiva: Phys damage. Can also remove the shield with Pralaya if needed.
Horkos: Underside skill's aura grants 20% Phys damage and 50% accuracy to the team. Yellow has Tetra Break to break the enemy's shield, and he casts some debuffs when the shield breaks. Note that Horkos does not have any Phys attack skills though, so you will need to transfer one (here we use God's Hand).
Other options worth considering:
Okuninushi: Light magic user.
Koumokuten: Phys damage. Underside skill provides a duplicate of Horkos' aura.
Futsunushi: Phys damage.
Marici: Phys damage.
Masakado B: Phys magic damage.
Mitra-Buddha: Phys damage.
Zaou-Gongen: Phys damage.
Susano-o A: Phys damage.
Zhong Kui: Phys damage.
Wu Kong: Phys damage.
Bishamonten: Phys damage.
Thor: Phys damage.
Jikokuten: Phys damage.
Kartikeya: Phys damage.
Ares: Phys damage.
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:
Sleipnir: 207 magic (P1 and P5), has Light Boost and 20% light damage, P2 has 15% damage. P3 gives an aura: 20% AoE damage. P4 has him start the battle with
Concentrate.
Hamadyne and
Mahamaon.
Baldur: 175 magic, has Light Boost. Grants a team aura: 5% light damage (15% if P3) and -1 MP cost to Light skills.
Hamadyne and discounted
Mahamadyne.
Mastema: 201 magic, Purple has Light Amp and P1 has +15% Light damage.
Trial of Hate (130 power AoE).
Ishtar: 247 magic, P1 has 15% AoE/Random damage.
Mesopotamian Star sets up buffs and debuffs (both for offense and survival), then she can switch to using
Mahamaon afterwards.
Other options worth considering:
Divine/Heralds
Principality: 195 magic, Purple has Light Boost.
Hamaon.
Sandalphon: 170 magic (p1), P3 has 10% damage.
Hamadyne and
Mahamaon.
Throne: 150 magic (p1), P3 has +10% AoE damage.
Mahamaon.
Virtue: 177 magic.
Hamaon.
Angel: 181 magic.
Hama and
Mahama.
Other
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Hamadyne + Light Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Hamadyne + Light Boost.
Quetzalcoatl: 178 magic, P1 has 25% AoE damage. P2 has an aura for Dragons: 20% damage and +1 MP regen.
Mahamadyne.
Sphinx: 210 magic, P3 has +10% Light damage.
Mahamaon.
Physicals (need to use Tetra Break!)
Tengu: 100% crit rate boost. 30% damage boost. Has Wretched Blow. p1 has 20% damage, p3 has 30% damage. Yellow has 20% damage. 20-35% damage aura for the team. When going first, gives self
Might and sets up
ATK Buff and
DEF Debuff.
Tengu's Buddhist Might (100 power single-target + 100 power AoE, gives self
Might, sets up
ATK Buff and
DEF Debuff)
Sukuna-Hikona:
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