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.
It’ll be all right is single-target Light damage with death-prevention ignore and revive sealing. Kill Nidhoggr with it first, then the skulls; keep the automatic attacks from other party members under control.
Setup: Limited collaboration; never target Ixtab before the adds are finished.
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.
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.
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
Chatterskull · original encounter screenIxtab · original encounter screenNidhoggr · original encounter screenChatterskull · original encounter screen
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.
Use the signature single-target Light 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.
The matching Underside skill recasts Evade Mortal at turn start, with its stated battle limit. Keep the demon alive and refresh protection when needed.
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.
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.
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.
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.
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.
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.
Vengeance Blow - When a Chatterskull is killed, it will cast an 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.
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 Arianrhod with the skill Arianrhod (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 Light! - 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, 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 weaknesses, as Ixtab will spam Dark AoEs during her turn.
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 30% Light 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 for the fusibles ruleset. The other colors don't offer anything useful for a Light build.
However, using White Slash (Underside) or Thunderclap (Underside) is risky, as their AOE might kill the Chatterskulls before Nidhoggr. Due to this, single-target attacks are preferred for consistency.
Brands
MATK% Spell, if using a magic-based attack.
PATK% War, if using a strength-based attack (such as White Slash)
Due to her MP discount, Divine's MP regen is probably not necessary.
Misc notes
She also has a 150% healing boost, but it isn't very helpful in practice. At level 50, maxed Media heals about 300 HP, while maxed Diara heals about 1400 HP. For comparison, Ixtab and the Chatterskulls deal about 500 damage per hit (with ATK Debuff + DEF Buff, but without Nu/Dr/Rp's 70% reduction), so Arianrhod's innate healing skills are unlikely to make a big difference. Stick with your healing items.
She must be alive at the start of a turn in order to grantEvade Mortal.
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.
However, using Thunderclap (Underside) is risky, as its AOE might kill the Chatterskulls before Nidhoggr. Due to this, single-target attacks such as Hamadyne or the innate Hama are preferred for consistency.
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★.
The Spirit Chains of Suppression prevent Anat from wasting her Concentrate on her random-hit chain effect, meaning she can use it to spam every second Thunderstorm instead.
Anat and Izanami both boost the team's Elec damage, and grant a total 2 MP discount for the team's Elec skills.
Ishtar: Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Mahamaon afterwards. Red offers Thunderclap as a single-target attack option.
All weaknesses to Dark are covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
This is technically optional with P3 Ishtar, as she's just bulky enough to be the sole survivor of the weakness spam (even with her own weakness open), and can then finish Ixtab. This will eventually stop working at around level 50, however, at which point you need the DPS from the team surviving to win.
From there, just use whatever Light units are available, with whichever damage boosters you have. Try not to boost your AoE damage too much, as to not kill Chatterskulls too early.
Despite Arianrhod's Light damage aura, this sample party goes for mostly Elec, since it can more-safely AoE everything down.
Other options worth considering:
Michael: 183 magic, P2 has 30% Light damage. However, Soul Judgement's random targeting can be a problem if it kills a Chatterskull too soon. Consider using him in Red for Thunderclap, or transferring Hamadyne.
Jack Frost (with Jack Frost (Underside) skill): 179 magic, has 15% Light damage and a Concentrate once (87% damage on average across 2 actions on first turn). Automatically casts ATK Buff multiple times per turn. Clear has innate Hama, but transferring Hamadyne is recommended.
If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
Zeus: Pushes a lot of single-target Elec damage on Nidhoggr. Also has Null Dark for 70% damage reduction.
Anat: AoE Elec damage with Thunderstorm, which also applies ATK Debuff, DEF Debuff, and Concentrate. If panel 2, also gives a 10% Elec damage aura and -1 MP cost of Elec skills for the team.
Izanami: AoE Elec damage, and a team Elec damage aura (20% if Panel 3, 10% if not). If panel 4, she also discounts the team's Elec skills by 1 MP. Also has Drain Dark for 70% damage reduction.
Ishtar: Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Mahamaon afterwards. Red offers Thunderclap as a single-target attack option.
Her weakness to Dark is covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
At higher levels, note that this team can kill Nidhoggr with AOEs without killing the Chatterskulls. Once you've reached this point, it is not necessary to cast Tetraja on the first turn (since the skulls will not die), so you can squeeze in some more damage instead. Make sure to cast it on your second turn when you do expect the skulls to die, though.
Other options worth considering:
Odin A: Strong Elec attacker that applies Zenith and Gloom, as well as boosts the team's Elec damage, crit damage, and crit rate. However, note that his effect to prevent spending a press turn won't work, and he cannot gain boost levels on his skill while under Spirit Chains of Suppression.
Vishnu A: AoE Light damage. Also has Null Dark for 70% damage reduction. A small caveat is that his automatic Dark AoE will be repelled back at him, but it doesn't hurt very much.
Ishtar: Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Mahamaon afterwards. Red offers Thunderclap as a single-target attack option.
All weaknesses to Dark are covered, to ensure the team survives Ixtab's first turn and then kills her on your second turn.
This is technically optional with P3 Ishtar, as she's just bulky enough to be the sole survivor of the weakness spam (even with her own weakness open), and can then finish Ixtab. This will eventually stop working at around level 50, however, at which point you need the DPS from the team surviving to win.
From there, just use whatever Light units are available, with whichever damage boosters you have. Try not to boost your AoE damage too much, as to not kill Chatterskulls too early.
In this setup, Queen Mab eats both revenge hits from the Chatterskulls, so make sure to heal her before ending your turn.
Jack Frost (with Jack Frost (Underside) skill): 179 magic, has 15% Light damage and a Concentrate once (87% damage on average across 2 actions on first turn). Automatically casts ATK Buff multiple times per turn. Clear has innate Hama, but transferring Hamadyne is recommended.