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Hell's Park Underside/Sanzu River Area/Ice

Sanzu River Area (weak to Ice Ice)

Overview[edit]

Difficulty AVery hardEditorial estimate
Death-triggered attacks, Mortal effects and resurrection punish careless target selection.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Kill Nidhoggr first, then the Chatterskulls, and Ixtab last. Set Evade Mortal before killing a skull. Ixtab’s death can wipe the party if another enemy survives, so a stronger AoE team can be worse here.

ApsuSummon-only
Controlled Ice kill

Primordial Vortex is single-target Ice and ignores death prevention, allowing focused damage on Nidhoggr while preserving the required kill order.

Setup: Use manual targeting; avoid adding uncontrolled all-target chains.

Shiki-OujiFusion
Manual Mortal protection

A Tetraja transfer supplies Evade Mortal before the Chatterskulls retaliate. His defensive affinities and non-offensive support role make him a budget utility slot beside the banner finisher.

Setup: Transfer and refresh Tetraja; the named Underside genome is optional only in its matching area.

Watch out: Evade Mortal does not cancel Ixtab’s fixed-damage wipe from killing her too early.

IdunSummon-only
Support without a damage cascade

Golden Apple supplies MP and Fortify without adding a native offensive AoE chain. This supports the single-target kill order better than a team full of automatic sweepers.

Setup: Personal Null Mortal at Panel 1; other allies still need Mortal protection.

Watch out: Do not revive or tank your way around the required Ixtab-last rule.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 10,000

Chatterskull

Encounter version
HP 7,616
Battle stats Level 55 · combat values calculated
PATK
664
PDEF
558
MATK
664
MDEF
558
STR
146
MAG
146
VIT
116
AGI
124
LUK
146
Elemental affinities
Phys—
FireDr
IceWk
Elec—
Force—
LightNu
DarkWk

Ixtab

Encounter version
HP 8,648
Battle stats Level 55 · combat values calculated
PATK
719
PDEF
582
MATK
673
MDEF
571
STR
172
MAG
150
VIT
126
AGI
181
LUK
211
Elemental affinities
Phys—
Fire—
IceWk
Elec—
Force—
Light—
DarkRp

Nidhoggr

Encounter version
HP 16,396
Battle stats Level 60 · combat values calculated
PATK
833
PDEF
740
MATK
833
MDEF
740
STR
213
MAG
213
VIT
225
AGI
105
LUK
180
Elemental affinities
PhysNu
Fire—
IceWk
ElecWk
Force—
Light—
DarkNu

Chatterskull

Encounter version
HP 7,616
Battle stats Level 55 · combat values calculated
PATK
664
PDEF
558
MATK
664
MDEF
558
STR
146
MAG
146
VIT
116
AGI
124
LUK
146
Elemental affinities
Phys—
FireDr
IceWk
Elec—
Force—
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
Recommended demons

Follow the selected challenge’s roster/archetype rules. Special bonuses require the matching Underside skill, not merely the same demon name. Kill Nidhoggr first, Chatterskulls next and Ixtab last. Keep Evade Mortal active; uncontrolled area follow-ups can cause a wipe.

Earlier recommended alternatives
Queen MabBanner exclusive
Secondary weakness option
The guide identifies Elec damage for Nidhoggr’s weakness. Check roster rules and avoid accidental premature kills of the other enemies.
Earlier recommended alternatives
ApsuBanner exclusive
Banner: controlled Ice damage
Use the signature single-target Ice attack to remove Nidhoggr before the skulls, then finish Ixtab last. This avoids choosing an uncontrolled area carry for a strict kill-order fight.
Needs: Build the appropriate attack stat and MP; retain the guide’s Evade Mortal provider. Banner option for unrestricted clears only; not legal for a fusible-only or 4★-only challenge.
Watch for: Check every automatic follow-up in the whole team. Revive sealing, mitigation and Null Mortal do not let you ignore Ixtab’s fixed-damage death trigger.
Earlier recommended alternatives
TiamatAlternative
Area-specific Mortal protection
The matching Underside skill recasts Evade Mortal at turn start, with its stated battle limit. Keep the demon alive and refresh protection when needed.
Earlier recommended alternatives
Jack FrostAlternative
Controlled elemental alternative
With Jack Frost (Underside), use a single-target Ice transfer. Avoid area chain variants that kill Ixtab early.
Kit-based options; tested clears remain in the guide’s team section.


Skills on multiple demons:

Phys Pierce [weak] Underside

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
Dark Pierce [weak] Underside

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

Source

Dark Pierce [weak] Underside · encounter screenshot
Hell Recovery

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

+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
Hellsent: Phys

+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
Hellsent: Dark
Used by: Chatterskull

+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 Dark damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.

Source

Hellsent: Dark · encounter screenshot

Skills on Chatterskulls only:

Vengeance Blow
Used by: Chatterskull

Activates the following Chain Effect when downed during the enemy turn: Inflict Almighty (Power: 150) damage to the attacker, with 100% chance to inflict Mortal. Nullifies all death prevention skills. Won't activate when your party is wiped out.

Source

Vengeance Blow · encounter screenshot

Skills on Ixtab only:

Yaxche [Underside]
Used by: Ixtab

Activates the following Chain Effect when the skill holder is downed: Inflicts 10,000 damage with a Bulwark-piercing effect 4 times to all enemies, with a 100% chance to inflict Mortal while ignoring all death prevention skills. However, this effect will not activate if the party is wiped out.

Source

Yaxche [Underside] · encounter screenshot
Hell Mega Booster
Used by: Ixtab

+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: Dark
Used by: Ixtab

+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 Dark damage (Physical, Power: 300) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.

Source

Hellbound: Dark · encounter screenshot

Skills on Nidhoggr only:

Nastrond [Underside]
Used by: Nidhoggr

Activates the following Chain Effect when an ally is downed: Restores 80% HP to the skill holder, then grants the skill holder a Bulwark with 20% of their HP. (1 turn)

Activates the following Chain Effect at the end of enemy turn: Revives a random downed ally with 100% HP.

Source

Nastrond [Underside] · encounter screenshot

Explanation

  • Hellbound: Dark will apply 5 stacks of Spirit Chains of Suppression to you.
  • Vengeance Blow - When a Chatterskull is killed, it will cast an Almighty Almighty hit with Mortal on their attacker.
  • Nastrond Underside - When an enemy dies, Nidhoggr gets a full heal and a 20% HP Bulwark. When your turn ends, a random enemy gets revived at 100% HP.
  • Yache Underside - When Ixtab is killed, she will deal 4 AoE hits of 10,000 fixed damage + Mortal, which also pierce Bulwarks and ignore endures. The gist is that she will wipe your party unless she dies last.
  • 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. Ixtab will do one too, if she isn't dead by her third turn.

General strategy[edit]

  • Set up Evade Mortal (with Tetraja, for example) as soon as possible, and refresh it when it runs out. Make sure it's active to shield the revenge Mortal hit whenever you kill a Chatterskull.
    • If you bring Tiamat with the skill Tiamat (Underside), then she will automatically cast Evade Mortal at the start of your turn.
  • Focus on killing Nidhoggr first (preferably with single-target attacks), then kill the Chatterskulls, and kill Ixtab last.
    • If Nidhoggr does not die first, then he will get a full heal and a 20% HP bulwark when each of the Chatterskulls die.
    • If Ixtab is not killed last, then you will wipe.
    • Do not simply AoE everything down with Ice Ice! - if you try that, then the skulls will die first, Nidhoggr will heal + bulwark, then Ixtab will die, leaving Nidhoggr still alive, and you will wipe.
    • Nidhoggr is also weak to Elec Elec, and nobody NDR's it. Therefore, Elec AoE units such as Queen Mab can heavily damage Nidhoggr while only lightly damaging the other enemies.
  • Try to cover your Dark Dark weaknesses, as Ixtab will spam Dark AoEs during her turn.

Underside skill demons[edit]

Tiamat
Arianrhod (Underside) effect overview
  • Self gets 50% HP, 180% Ice damage, 20% accuracy, 3 MP discount for Ice skills, and immunity to Spirit Chains of Suppression.
  • The team gets 30% Ice damage and 30% accuracy.
  • At the start of your team's turn, your entire team gets Evade Mortal (up to 3 times per battle). This saves a Press Turn you would've needed to spend on casting Tetraja.
Colors
  • Clear Clear for the fusibles ruleset.
  • Red Red for Ice Bufudyne. This frees up the transfer slot to run a damage booster.
Skill Transfer
  • Ice Ice Age is ideal, otherwise use the highest-damage single-target attack skill you have, such as Ice Bufudyne (from Red or transferred).
    • However, using Ice Age (Underside) is risky, as its AOE might kill the Chatterskulls before Nidhoggr. Due to this, single-target attacks are preferred for consistency.
  • Red Red should use a damage booster, such as Ice Amp or Ice Boost. If Ice Age 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 Bufudyne will be your main attack, use Red. If you have Ice Age, use Clear.
  • She also has a 150% healing boost, but it isn't very helpful in practice. Stick with your healing items.
  • She must be alive at the start of a turn in order to grant Evade Mortal.
Jack Frost
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 Clear for the fusibles ruleset. It also gives Light Hama, which can be useful in Light areas of HPU.
  • Red Red for Ice Bufula, as it's stronger than his innate Ice Bufu.
Skill Transfer
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Ice Ice Age may be too expensive to cast repeatedly.
    • Ice Ice Age (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.
    • However, using Ice Age (Underside) is risky, as its AOE might kill the Chatterskulls before Nidhoggr. Due to this, single-target attacks are preferred for consistency.
  • Clear Clear can level up Ice Bufu and transfer a damage booster, but transferring level 1 Ice Bufudyne will do more damage.
  • Red Red should level up Ice Bufula and transfer a damage booster, such as Ice Amp, Merciless Blow, or Ice Boost. This will outdamage a transferred Ice Bufudyne.
  • Ice Bufu, Ice Bufula, Ice Mabufu, and Light Hama can all be leveled cheaply - run Chapter 1 Leveling Quest for Slimes to feed him for skill points, then transfer skill dupes from 1★-3★ to level his skills.
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
Tiamat
Skills
Tiamat (Underside)
Ice Age
Brands
MATK% Spell
Requirements
-
Indrajit
Skills
Elec Amp
Elec Boost
Brands
PATK% 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
-
Thor
Skills
Maziodyne
Elec Amp
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • If you don't have Tiamat, put Tetraja on your fastest unit, so you can cast it ASAP.
  • We focus on Elec Elec AoE to kill Nidhoggr first, while lightly damaging the Chatterskulls. Ice Ice AoE is not recommended, as it will probably kill the skulls too quickly. Most of the fusible Ice options are AoE, and they don't have as much synergy as the Elec options.
  • Anat: Deals a lot of AoE Elec damage, plus Elec Thunderstorm applies ATK Debuff and DEF Debuff.
  • Anat and Izanami both boost the team's Elec damage, and grant a total 2 MP discount for the team's Elec skills.
  • Thor has Elec Maziodyne transferred, as this is more consistent than Elec Mjolnir in hitting Nidhoggr while splashing damage on everyone else. Clear Clear is viable if you happen to have one, as that comes with Maziodyne innately.

Other options worth considering:

Flexible:

Elec Elec AoE users:

Ice Ice single-target users:

Race challenges[edit]

Deity, Snake, Drake[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Deity, Snake, Drake, Brute, or Avatar
Lv 6-8 All 5 demons must be of the races Deity, Snake, Drake, or Brute
Lv 9+ All 5 demons must be of the races Deity, Snake, or Drake.
Sample party
Tiamat
Skills
Tiamat (Underside)
Ice Age
Brands
MATK% Spell
Requirements
-
Zeus
Skills
Elec Survivor
Elec Boost
Brands
PATK% Divine or War
Requirements
-
Vritra
Skills
Assassin
Elec Boost
Brands
MATK% Spell
Requirements
-
Apsu
Skills
Assassin
Ice Boost
Brands
PATK% Divine or War
Requirements
-
Ym
Skills
Merciless Blow
Bufudyne
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

Other options worth considering: Flexible:

  • Ardha: Will need an Elec or Ice transfer.
  • Lugh: Will need an Elec or Ice transfer.
  • Thoth: Will need an Elec or Ice transfer.

Elec Elec users:

  • Otohime: bring Elec boosters (via transfers or teammates) to swing her element auto-select towards Elec instead of Ice.
  • Odin A:

Ice Ice single-target users:

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) - - -