Hell's Park Underside/Blood Pond Area/Dark
Blood Pond Area (weak to
Dark)
Overview[edit]
Jatayu
Encounter version- PATK
- 601
- PDEF
- 505
- MATK
- 664
- MDEF
- 520
- STR
- 116
- MAG
- 146
- VIT
- 81
- AGI
- 242
- LUK
- 177
Fafnir
Encounter version- PATK
- 646
- PDEF
- 679
- MATK
- 696
- MDEF
- 691
- STR
- 124
- MAG
- 148
- VIT
- 210
- AGI
- 166
- LUK
- 183
Orochi
Encounter version- PATK
- 677
- PDEF
- 613
- MATK
- 792
- MDEF
- 640
- STR
- 152
- MAG
- 207
- VIT
- 163
- AGI
- 144
- LUK
- 163
Jatayu
Encounter version- PATK
- 601
- PDEF
- 505
- MATK
- 664
- MDEF
- 520
- STR
- 116
- MAG
- 146
- VIT
- 81
- AGI
- 242
- LUK
- 177
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:
Gains Phys Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Phys attribute.
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 left
Jatayu only:
+50% chance to inflict status ailments.
Activates the following Chain Effect at the beginning of enemy turn: Cast Mahajuon.
+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.
Skills on
Fafnir only:
Inflicts Phys (Physical) damage with 80% crit rate on all enemies with 80% chance to inflict Poison on hit Power: 150
+20% to EV/AC/Critical hit rate.
Activates the following Chain Effect when the enemy strikes first at the start of battle: Increases the party's DEF and EV/AC by 20%. (1 turn)
While the one with this skill is alive, all party members will receive the following effect: +300% chance to inflict status ailments. Furthermore, all enemies will receive the following effect: +1500% to damage taken from Poison and -150% to damage dealt for each type of status ailment afflicted with.
+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 Phys damage (Physical, Power: 300) with a Bulwark-piercing effect and a 100% Critical hit rate on all enemies.
Skills on
Orochi 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.
+50% chance to inflict status ailments.
The following Counter will trigger when hit with an enemy Physical attack, Magic attack, or Fractional damage: 100% chance to inflict Poison with a 100% chance to the enemy. (Activates up to 2 times per turn)
Activates the following Chain Effect at the beginning of enemy turn: Cast Mahapoismaon after removing Barriers from all enemies..
+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 Ice damage (Physical, Power: 200) with a Bulwark-piercing effect and a 100% critical hit rate on all enemies.
Skills on right
Jatayu 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.
+50% chance to inflict status ailments.
Activates the following Chain Effect at the beginning of enemy turn: Cast Madezoreton.
+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
- Hellbound: Phys will apply 5 stacks of
Spirit Chains of Suppression to you. - Fafnir starts the battle by casting a 1-turn
DEF Buff and
EV/AC Buff. - The enemy starts each turn with various effects in this order:
Curse from the left Jatayu,
Weak from the right Jatayu, Barrier Break from Orochi, and finally
Poison from Orochi.
- Fafnir's passive makes you take +1500% damage per tick of
Poison (effectively 16x, or 80% of your max health), and applies 150% reverse damage boost per ailment that is on you. - If Orochi is hit by physical, magic, or fractional damage, then he will
Poison the demon that attacked him (up to twice per turn). - Fafnir's Blight+ will inflict
Poison to your team whenever he casts it. - 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. Fafnir will do one too, if he isn't dead by his third turn.
General strategy[edit]
- You need to cleanse off all the ailments before you can deal meaningful damage. This can be done with a cleanser, or by using an
Amrita Shower.
Kaiwan with the skill
Kaiwan (Underside) will automatically cleanse all ailments.- If you go with a cleanser, then note that the cleanser doesn't need to have any immunities. Ideally the cleanser should act first, allowing you to start dealing damage ASAP, and so nobody has to eat the massive
Poison damage (80% of max HP). - Among fusibles, cleansers need to rely on Prayer or Silent Prayer for cleansing, but those require pulling from the gacha to transfer them. Alternatively, a few fusibles have access to these skills innately:
- Up to 2 times per turn, Orochi deals a revenge
Poison to any demon that attacks him, which then immediately ticks for 80% of max HP. There are multiple ways to deal with this:
- Option 1: Bring
Kaiwan with the skill
Kaiwan (Underside), or
Dominion with
Dominion (Underside), as he will automatically give
Barriers to all team members, blocking the Poison. - Option 2: Just eat the Poison damage, then cleanse it and heal the lost HP later. For efficient turn usage, use items in half-turns after hitting a weakness - one
Amrita Shower to cleanse both attackers, then two
Beads to heal the HP. - Option 3: Kill Fafnir first, preferably with single-target attacks. Doing this will de-activate the increased poison damage and the DPS penalty while ailmented, making Orochi and the Jatayus into non-threats.
- Option 4: Transfer Null Poison to your first 2 attackers, meaning you don't take Poison damage at all. This is a gacha-exclusive skill, though. A few fusibles have it innately, but none of them are good at dealing Elec damage.
- Option 1: Bring
Underside skill demons[edit]
Kaiwan (Underside) effect overview
- Self gets 50% HP, 180% Dark damage, 20% accuracy, 3 MP discount for Dark skills, and immunity to
Spirit Chains of Suppression - The team gets 30% Dark damage and 30% accuracy.
- When your first team member is about to act, Kaiwan cleanses your team's ailments and gives everyone
Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Colors
Clear for the fusibles ruleset.
Red for
Mamudoon.
- Skill Transfer
Hell Gaze (Underside) is ideal, otherwise use the highest-damage AoE attack skill you have. For example:
Mamudodyne.
Mamudoon (from red or transferred) works as a cheap alternative.
Red should use a damage booster, such as Dark Amp or Back Attack (you cannot transfer Dark Boost since he already has it). If Hell Gaze (Underside) becomes available, then use that attack instead of a damage booster.
- Brands
- MATK% Spell.
- Due to his MP discount, Divine's MP regen is probably not necessary.
- Misc notes
- Generally speaking: If Mamudoon will be your main attack, use Red. If you have Hell Gaze (Underside), use Clear.
Dominion (Underside) effect overview
- Self gets 50% HP, 180% Elec damage, 20% accuracy, 3 MP discount for Elec skills, immunity to
Spirit Chains of Suppression, and immunity to
Curse,
Poison, and
Weak, - The team gets 30% Elec damage and 30% accuracy.
- When your first team member is about to act, Dominion cleanses your team's ailments and gives everyone
Barriers. This saves you a Press Turn that would've been spent on cleansing, and the Barriers protect your team from Orochi's revenge Poison.
- Colors
Clear for the fusibles ruleset.
Red for
Ziodyne. This frees up the transfer slot to run a damage booster.
- Skill Transfer
Thunder Reign (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example:
Thunder Reign.
Ziodyne (from Red or transferred) works as a cheap alternative.
Red should use a damage booster, such as Elec Amp or Elec Boost. If either version of Thunder Reign becomes available, then use that attack instead of a damage booster.
- Brands
- MATK% Spell.
- Due to his MP discount, Divine's MP regen is probably not necessary.
- Misc notes
- Generally speaking: If Ziodyne will be your main attack, use Red. If you have Thunder Reign (regular or Underside version), use Clear.
Jack Frost (Underside) effect overview
- 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.
- Colors
- (Any)
- Skill Transfer
- Use
Mudodyne. - Jack Frost does not have any MP discounts, so 7 MP skills such as
Hell Gaze may be too expensive to cast repeatedly.
Hell Gaze (Underside) starts at 7 MP, then becomes 6 MP at max level. This is the best skill he can use, but the cost of maxing it is very high.
- Brands
- MATK% Spell or Divine.
- Misc notes
- If using
Hell Gaze (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:
Lucifuge: 206 magic, has Dark Amp.
Light Devourer (170 power single-target). Grants 20% damage to Tyrants, and another 20% if p3. P1 has 10% Dark/Almighty damage for all teammates, and another 20% if p4.
- If the team has 3 Tyrants (which this sample team does), Lucifuge gets
Concentrate at start of turn (just once, due to Suppression). If p4, he further adds +50% Dark/Almighty damage for the party.
- If the team has 3 Tyrants (which this sample team does), Lucifuge gets
Tzitzimitl: 190 magic, has 20% Dark damage, and another 40% when below half health. P1 has 20% dark damage, P3 has 30%.
Disastrous Eclipse (300 power AoE) usable after one turn of setup with Dark Premonition.
Beelzebub: 184 magic (p1).
Gluttony (130 power AoE),
Mudodyne (160 power single-target).
Izanami: 226 magic, has Merciless Blow and up to 35% Elec/Dark damage for herself (10% at p0, 35% at p4), another 20% Elec/Dark damage for party (10% at p0, 20% at p3), and -1 MP cost for the party's Elec/Dark skills at p4. Will need a
Dark transfer if not Red.
Other options worth considering:
Anubis: 217 magic, has Dark Boost, p3 has 10% damage, Purple has Merciless Blow.
Mudodyne (160 power single-target).
Titania: 235 magic, Purple has Back Attack. Transfer
Mudodyne (160 power single-target) + Dark Boost.
Tsukuyomi: 216 magic, P3 has 5% damage. Red has
Mudoon (140 power single). He's weak to
Phys, so he needs a Resist Phys transfer to cover it.
Black Frost: 201 magic, p1 has 15% AoE damage. If the enemy is Cursed, gets another 15% damage boost, plus the party gets another 15% (p3).
Go to Hell! (110 power AoE).
Lilith: 190 magic, p1 has 15% Dark damage.
Allure (110 power AoE).
Azrael: 194 magic, p3 has 10% Dark damage.
Mudodyne (160 power single-target).
Pazuzu: 192 magic.
Mamudodyne (120 power AoE).
Rangda: 174 magic, p3 has 5% damage boost.
Mudodyne (160 power single-target).
Kudlak: 163 magic, p3 has 8% Dark damage. If the enemy is Cursed, gets another 15% damage boost.
Mudodyne (160 power single-target).
Skadi: 206 magic.
Mamudoon (100 power AoE).
Race challenges[edit]
Vile, Fallen, Night[edit]
Team restrictions:
| Difficulty | Restriction |
|---|---|
| Lv 3-5 | All 5 demons must be of the races Vile, Fallen, Night, Tyrant, or Enigma. |
| Lv 6-8 | All 5 demons must be of the races Vile, Fallen, Night, or Tyrant. |
| Lv 9+ | All 5 demons must be of the races Vile, Fallen, or Night. |
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Team notes:
- When this challenge was initially run, the enemy Fafnir and Orochi's resistances were bugged to be weak to Elec, not Dark. This sample team was made while the bug was active.
- Kaiwan is here to deal with the mechanics, but otherwise there is little reason to build
Dark - it would only kill the Jatayus faster, not Orochi or Fafnir. Instead, build into
Elec or single-target
Ice (do not build AoE Ice, as Orochi Nulls it).
Queen Mab: 25% Elec damage aura for the team, and high damage output from herself with
Concentrate. Her chain effects will not work, though.
Botis: His reverse damage reduction and chain effects won't work, but he still deals respectable Elec damage with
Accursed Lightning.
Lilith: 190 magic.
Maziodyne and
Allure.
Mishaguji: 183 magic.
Mazionga.
Other options worth considering:
Succubus: 204 magic.
Mazionga and
Bufudyne.
Tezcatlipoca:
Yohuallipoca.
Pazuzu:
Mamudodyne.
Murmur:
Dynamic Evil Spear.
Baphomet:
Mudodyne.
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:
Anubis: 217 magic, has Dark Boost, p3 has 10% damage, Purple has Merciless Blow.
Mudodyne (160 power single-target).
Other options worth considering:
Tzitzimitl: 190 magic, has 20% Dark damage, and another 40% when below half health. P1 has 20% dark damage, P3 has 30%.
Disastrous Eclipse (300 power AoE) usable after one turn of setup with Dark Premonition.
Lilith A:
Baphomet:
Murmur:
Tezcatlipoca:
Ame no Futotama:
Lamia:
Titania: 235 magic, Purple has Back Attack. Transfer
Mudodyne (160 power single-target) + Dark Boost.
Tsukuyomi: 216 magic, P3 has 5% damage. Red has
Mudoon (140 power single). He's weak to
Phys, so he needs a Resist Phys transfer to cover it.
Black Frost: 201 magic, p1 has 15% AoE damage. If the enemy is Cursed, gets another 15% damage boost, plus the party gets another 15% (p3).
Go to Hell! (110 power AoE).
Lilith: 190 magic, p1 has 15% Dark damage.
Allure (110 power AoE).
Azrael: 194 magic, p3 has 10% Dark damage.
Mudodyne (160 power single-target).
Beelzebub: 184 magic (p1).
Gluttony (130 power AoE),
Mudodyne (160 power single-target).
Pazuzu: 192 magic.
Mamudodyne (120 power AoE).
Rangda: 174 magic, p3 has 5% damage boost.
Mudodyne (160 power single-target).
Kudlak: 163 magic, p3 has 8% Dark damage. If the enemy is Cursed, gets another 15% damage boost.
Mudodyne (160 power single-target).
Skadi: 206 magic.
Mamudoon (100 power AoE).
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