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.
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 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.
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 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! - 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% 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 for the fusibles ruleset.
Red for Bufudyne. This frees up the transfer slot to run a damage booster.
Skill Transfer
Ice Age is ideal, otherwise use the highest-damage single-target attack skill you have, such as 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 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.
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, which can be useful in Light areas of HPU.
Red for Bufula, as it's stronger than his innate Bufu.
Skill Transfer
Jack Frost does not have any MP discounts, so 7 MP skills such as Ice Age may be too expensive to cast repeatedly.
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 can level up Bufu and transfer a damage booster, but transferring level 1 Bufudyne will do more damage.
Bufu, Bufula, Mabufu, and 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.
If you don't have Tiamat, put Tetraja on your fastest unit, so you can cast it ASAP.
We focus on Elec AoE to kill Nidhoggr first, while lightly damaging the Chatterskulls. 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.
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.
Thor has Maziodyne transferred, as this is more consistent than Mjolnir in hitting Nidhoggr while splashing damage on everyone else. Clear is viable if you happen to have one, as that comes with Maziodyne innately.
Other options worth considering:
Flexible:
Ishtar: Mesopotamian Star sets up buffs and debuffs (both for offense, and for helping survive Ixtab's attacks), then she can switch to using a transferred attack afterwards. Might need Resist Dark, especially if not P3 for the HP boosts.
Hresvelgr: 180 magic, has Ice Boost, North Wind levels have 15% Ice damage, P3 has 20% Ice damage aura. Bufudyne. Purple has Auto-Rakunda to apply a 3-turn DEF Debuff. Will need Resist Phys. North Wind won't activate due to Suppression, so he can safely use Bufudyne to hit just 1 target at a time.