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Hell's Park Underside/Sanzu River Area/Light

Sanzu River Area (weak to Light Light)

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.

Madoka KanameLimited collaboration
Controlled Light kill

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.

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—
LightWk
DarkNu

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—
Ice—
Elec—
Force—
LightWk
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—
IceNu
ElecWk
Force—
LightWk
Dark—

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—
LightWk
DarkNu

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
AbdielBanner exclusive
Banner: controlled Light damage
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.
Earlier recommended alternatives
ArianrhodAlternative
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 Light 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.
  • 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 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 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]

Arianrhod
Arianrhod (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 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 Clear for the fusibles ruleset. The other colors don't offer anything useful for a Light build.
Skill Transfer
Brands
  • MATK% Spell, if using a magic-based attack.
  • PATK% War, if using a strength-based attack (such as Light 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 Recovery Media heals about 300 HP, while maxed Recovery 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 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.
Skill Transfer
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Light Thunderclap may be too expensive to cast repeatedly.
    • Light 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 Light Hamadyne or the innate Light Hama are preferred for consistency.
  • Clear Clear can level up Light Hama and transfer a damage booster, but transferring level 1 Light Hamadyne will do more damage.
  • Light 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

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
Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
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
-
Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
  • 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.
  • Ishtar: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
  • All weaknesses to Dark 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 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 Elec, since it can more-safely AoE everything down.

Other options worth considering:

Race challenges[edit]

Holy, Megami, Deity[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Holy, Megami, Deity, Herald, or Kishin.
Lv 6-8 All 5 demons must be of the races Holy, Megami, Deity, or Herald.
Lv 9+ All 5 demons must be of the races Holy, Megami, or Deity.
Sample party
Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
Brands
MATK% Divine or Spell
Requirements
-
Zeus
Skills
Elec Survivor
Elec Boost
Brands
PATK% Divine or War
Requirements
-
Anat
Skills
Serial Killer
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Izanami
Skills
Maziodyne
Elec Boost
Brands
MATK% Divine or Spell
Requirements
-
Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • 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 Elec damage on Nidhoggr. Also has Null Dark for 70% damage reduction.
  • Anat: AoE Elec damage with Elec 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 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: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
    • Her weakness to Dark 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:

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
Arianrhod
Skills
Arianrhod (Underside)
Thunderclap
Brands
MATK% Divine or Spell
Requirements
-
Sukuna-Hikona
Skills
Light Boost
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-
Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Divine or Spell
Requirements
-
Baldur
Skills
Back Attack
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-
Ishtar
Skills
Merciless Blow
Resist Dark
Brands
MATK% Divine or Spell
Requirements
-

Team notes:

  • If you don't have Arianrhod, put Tetraja on your fastest unit, so you can cast it ASAP.
  • Queen Mab: Her chains won't work, due to Spirit Chains of Suppression. But that's fine, as a couple casts of Cuailnge should already be a lot of Elec Elec damage against Nidhoggr.
  • Baldur: Applies -1 MP cost to the team's Light skills, and offers a 5-15% Light damage aura. He's also a 4★, to help meet challenge requirements.
  • Ishtar: Almighty Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using Light Mahamaon afterwards. Red Red offers Light Thunderclap as a single-target attack option.
  • All weaknesses to Dark 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 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.

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) - - -