MP drain and boosted enemy attacks demand resource control and the right damage plan.
Recommended demonsKit-based options · reviewed 14 Oct 2026
Kill King Frost first with Fire before he strips MP and hits Ice weaknesses. Then remove the Mandrakes and control Heimdall; do not wait for their enrage deadlines.
His repeated single-target Fire hits and affinity lowering are suited to removing King Frost early. His self-MP recovery and extra turn help offset the encounter’s economy pressure.
Setup: Build PDEF; prefer the damage form for the first-turn objective.
Miketsu’s Judgment lowers Fire/Light affinities, ignores counters and adds a turn after its successful follow-up. Use the Fire-favored matchup to remove the weak adds quickly.
Setup: Teal or another Ice-weakness cover; the Fire branch must be the useful branch here.
Golden Apple adds +2 natural MP recovery, helping the attackers keep acting through Hell Eater and Cold World’s MP drain. Fortify adds survivability while the team focuses King Frost.
Setup: Cover Ice weakness and sustain the damage core.
Watch out: Natural MP support does not guarantee you recover from a full-team MP drain.
Five Elements supplies Repel Magic including Almighty, which the documented AI avoids for Stout Horn. It is a way to control Heimdall after King Frost is removed.
Setup: Max the skill; Panel 4 improves the Magic team’s damage and defense.
Watch out: Heimdall can switch to basic Physical attacks; cover those separately.
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
Mandrake · original encounter screenHeimdall · original encounter screenKing Frost · original encounter screenMandrake · original encounter screen
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Follow the selected challenge’s roster/archetype rules. Special bonuses require the matching Underside skill, not merely the same demon name. Kill King Frost first with Fire damage before the MP drain snowballs; use Divine brands where needed.
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.
Inflicts Almighty damage (Magic, Power: 200) to a single enemy, and activates the following Chain Effect if the attack is successful: Increases the ATK, DEF, and EV/AC of all party members by 20%. (1 turn) This skill becomes Heroic Horn: Underside when the skill holder's HP becomes 50% or less. Heroic Horn: Underside Inflicts Almighty damage (Magic, Power: 200) to a single enemy, and activates the following Chain Effect if the attack is successful: Inflicts 25% Fractional damage (Max: 1000) based on Max HP on all enemies, and then reduces their MP by 2.
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.
Inflicts Ice damage (Magic, Power: 130) with a Bulwark-piercing effect on all enemies, then reduces their DEF by 20% (3 turns)and reduces their MP by 2.
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.
Hell Eater drains your MP whenever your turn starts, and King Frost will drain your MP with Cold World Underside when he attacks (as well as applying ). When Heimdall falls below 50% HP, his Stout Horn Underside will also start draining your MP.
If you fail to kill the adds by the start of their second turn, they will hit you with a bulwark-piercing, 100%-crit enrage AoE. Heimdall will do one too, if he isn't dead by his third turn - however his lacks phys pierce, so it can be reflected back at him with Repel Physical.
Your primary objective is to kill King Frost with Fire attacks on the first turn. If you don't, then he will hit into your Ice weaknesses, apply DEF Debuff to you, and steal all your MP. The Mandrakes should go down easily afterwards, allowing you to isolate Heimdall.
MP management is very tight in this fight, consider running Divine brands on as many demons as possible.
Repel Almighty Magic will stop Heimdall from using his unique Almighty attack. Now, Heimdall will resort to standard attacks.
If possible, have Huang Long at panel 4 for his magic damage aura (+20% magic dealt and -20% magic received for the party while under Repel Magic). In this case, cast Five Elements ASAP to help push damage against King Frost.
Heimdall doesn't have Phys Pierce, so Demons with innate Null/Repel/Drain Phys or a Null Phys transfer can wall Heimdall's standard attacks and his enrage.
If you cast Tetrakarn or use a Phys Reflector (for Repel Physical) just before Heimdall's enrage, then you can reflect it back at him, potentially dealing a lot of damage to finish him off.
However, you cannot have both Repel Physical and Repel Magic active at the same time, so only take this chance if you are sure the reflect will kill Heimdall. If Heimdall survives, then he will be free to use his Almighty attack, and might kill you.
If you plan to do this, make sure Heimdall doesn't have any stacks of Intimidation, as those will reduce the power of the reflected damage.
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.
Everyone should have Divine brands, due to the tightness of MP in this fight.
Huang Long for Repel Almighty Magic and his panel 4 magic damage aura. Yellow can also buff with Luster Candy to push more damage. He should go first in the party, so he can activate his magic damage aura ASAP.
Cybele satisfies the Clear requirement, offers a team Fire damage aura (10% at base, 20% at p3), and has good innate Fire skills.
Metatron for his panel 3's 20% magic damage aura. He also has Maragidyne so he can contribute his own damage.
Remember to use Tetrakarn or use a Phys Reflector just before Heimdall does his Phys enrage!
Other options worth considering:
Cerberus: 170 str and 150 mag, P3 gives a 20% phys/fire damage aura, 20% all-damage to Beast race, and 50% crit to self. Agidyne. War Cry for ATK and DEF Debuffs, and Yellow has War Dance for ATK and DEF Buffs. Hell Claw also applies Spirit Chains of Intimidation to help survival.
Lost Name is easily accessible, does good damage based on HP, and applies Spirit Chains of Intimidation to help the team survive. His panel 1 helps significantly, dropping the cost of Fatal Burn to just 4 MP at max skill level.
Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage. Eruption (120 power AoE + ramping 100-175 power random). Applies DEF Debuff when Eruption is used. Panel 2 can also change his Standard Attack into magic, allowing him to attack without needing MP.
The remaining members are just whatever Fire users are available.
Remember to use Tetrakarn or use a Phys Reflector just before Heimdall does his Phys enrage!
Cerberus: 170 str and 150 mag, P3 gives a 20% phys/fire damage aura, 20% all-damage to Beast race, and 50% crit to self. Agidyne. War Cry for ATK and DEF Debuffs, and Yellow has War Dance for ATK and DEF Buffs. Hell Claw also applies Spirit Chains of Intimidation to help survival.
Queen Mab: 223 magic, has Merciless Blow and 15% damage, P1 gives 20% damage, P3 gives 30% damage. Also has 25% Fire damage aura for the team. Cuailnge (180 power AoE w/Concentrate). Sets up a 1-turn ATK Buff at start of combat.
Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
Quetzalcoatl A: 190 magic, has Fire Amp, P3 gives 25% damage. Aztec Pulse (ramping 120-160 power AoE). Applies ATK and DEF debuffs after every cast of his unique. Also, if he dies, then he will revive himself on your turn, cleansing off his own Spirit Chains of Suppression (since that disappears upon death), and casts a 1-turn Luster Candy. If he dies a second time, he will repeat this, on top of granting bulwarks and healing to the team.
Other options worth considering:
Cerberus: 170 str and 150 mag, P3 gives a 20% phys/fire damage aura, 20% all-damage to Beast race, and 50% crit to self. Agidyne. War Cry for ATK and DEF Debuffs, and Yellow has War Dance for ATK and DEF Buffs. Hell Claw also applies Spirit Chains of Intimidation to help survival.
Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage. Eruption (120 power AoE + ramping 100-175 power random). Applies DEF Debuff when Eruption is used. Panel 2 can also change his Standard Attack into magic, allowing him to attack without needing MP.