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.
Soul Levy’s single-target hits and revive seal remove Nidhoggr without a native all-target damage chain. This helps enforce the required Nidhoggr → Chatterskulls → Ixtab order.
Setup: Keep other demons’ automatic AoEs out of this setup.
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 Dark 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 Shiki-Ouji with the skill Shiki-Ouji (Underside), then he 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 Dark! - 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 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% 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.
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. However, keep in mind that Lucifuge is a strong demon that can satisfy this requirement instead.
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.
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 strongest skill he can use, but the cost of maxing it is very high.
However, using Hell Gaze (Underside) is risky, as its AOE might kill the Chatterskulls before Nidhoggr. Due to this, a single-target attack such as Mudodyne is preferred for consistency.
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.
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.
We're running both Maziodyne and Hell Gaze so she can switch to Hell Gaze once Ixtab is alone.
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.
Lucifuge: 206 magic, has Dark Amp. Light Devourer (170 power single-target). P3 also has a 10% damage boost, however it is ridiculously expensive to unlock it.
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).
If you don't have Shiki-Ouji, put Tetraja on your fastest unit, so you can cast it ASAP.
Mephisto: 243 magic, has 25% Dark damage and Epitome of Wisdom 2. P1 has 15%, P3 has 20%. Purple has Dark Vital. Soul Levy (300 power single-target). Also has Drain Dark for the 70% reduction.
Gives a 10% damage aura to Tyrants, and can be upgraded to 20% at P3. Aside from Shiki-Ouji, everyone in this sample team is a Tyrant, so they benefit from this bonus.
Hecate: 201 magic, P3 has 20% Dark damage. Purple has Dark Enhancement. Hell's Trivia (140 power single-target + 80 power AoE). Also has Repel Dark for the 70% reduction.
Samyaza: 202 magic, has 20% Elec/Force damage, another 10% from Thunderforce levels. P1 has 15%, P3 has 20%. Purple has Master Assassin (the sample team's Samyaza is Red, and uses Master Assassin as a transfer instead). Thunder Reign (180 power single-target). Also decreases the team's magic skill costs by 1 MP, which is very helpful for demons that are MP-hungry. Also has Null Dark for the 70% reduction.
He's here for the battery effect, and to assassinate Nidhoggr as fast as possible. The Tyrant damage boost is also a nice bonus.
Other options worth considering:
Beelzebub (Human): 193 magic, P3 has 20% Elec/Dark damage. Great Chaos (160 power Dark single-target + 80 power Elec AoE). Also has Repel Dark for the 70% reduction.
Tezcatlipoca: 201 magic, has Dark Amp. Yohuallipoca (120 power AoE + 150 power random). Also has Repel Dark for the 70% reduction.
The AoE and random component have a chance to kill a Chatterskull too early and mess you up, so transferring Hell Gaze (or using him in Red ) might be a good idea.
Beelzebub☆ (the 5★ one): 220 magic, has Butcher. Can automatically set up ATK Buff and DEF Debuff. Also has Repel for the 70% reduction. Will need a transferred attack skill.
Loki: 198 magic, P3 has 5% damage. Clear has discounted Ziodyne (160 power single-target).
Baphomet: 196 magic. Red comes with discounted Mudodyne (160 power single-target). Also has Null Dark for the 70% reduction.
Alternatively, Purple comes with Dark Boost if you'd rather use a different attack.
Beelzebub (the 4★ one): 184 magic (p1). Gluttony (130 power AoE), Mudodyne (160 power single-target), Mazionga (100 power AoE). Also has Null Dark for the 70% reduction. May have MP problems, however.
Pazuzu: 192 magic. Red has discounted Mamudodyne (120 power AoE). Also has Null Dark for the 70% reduction.
Mishaguji: 183 magic, has Elec Boost, P1 has 5% Elec damage. Mazionga (100 power AoE). Also has Null Dark for the 70% reduction.
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).