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Hell's Park Underside/Spike Hell Area/Fire

Spike Hell Area (weak to Fire Fire)

Overview[edit]

Difficulty AVery hardEditorial estimate
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.

AlephLimited collaboration
Fire focus fire

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.

UkanomitamaSummon-only
Fire wave clear

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.

IdunSummon-only
Natural MP recovery

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.

Huang LongFusion
Heimdall control

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.

Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.

Battle speed: 10,000

Mandrake

Encounter version
HP 7,494
Battle stats Level 55 · combat values calculated
PATK
727
PDEF
594
MATK
752
MDEF
600
STR
176
MAG
188
VIT
135
AGI
114
LUK
166
Elemental affinities
Phys—
FireWk
IceWk
Elec—
Force—
Light—
DarkNu

Heimdall

Encounter version
HP 28,547
Battle stats Level 60 · combat values calculated
PATK
801
PDEF
716
MATK
801
MDEF
716
STR
198
MAG
198
VIT
210
AGI
118
LUK
184
Elemental affinities
Phys—
FireWk
IceNu
Elec—
ForceDr
LightNu
DarkRs

King Frost

Encounter version
HP 14,497
Battle stats Level 55 · combat values calculated
PATK
775
PDEF
688
MATK
824
MDEF
700
STR
199
MAG
222
VIT
210
AGI
82
LUK
164
Elemental affinities
Phys—
FireWk
IceNu
Elec—
Force—
LightRs
Dark—

Mandrake

Encounter version
HP 7,494
Battle stats Level 55 · combat values calculated
PATK
727
PDEF
594
MATK
752
MDEF
600
STR
176
MAG
188
VIT
135
AGI
114
LUK
166
Elemental affinities
Phys—
FireWk
IceWk
Elec—
Force—
Light—
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 King Frost first with Fire damage before the MP drain snowballs; use Divine brands where needed.

Earlier recommended alternatives
PhoenixBanner exclusive
Banner: first-turn Fire burst
Fire Tornado’s repeated area damage targets the King Frost-first plan, and Fire Pierce avoids blocked hits.
Needs: Build MATK/MP for a first-turn clear. Banner option for unrestricted clears only; not legal for a fusible-only or 4★-only challenge.
Watch for: His first-strike benefits require enough battle speed. Do not let King Frost survive to drain the team’s MP.
Earlier recommended alternatives
BaphometAlternative
Area-specific option
Use Fire attacks and the matching Underside skill where available. For Phys, Cerberus also supplies Intimidation through Hell Claw.
Earlier recommended alternatives
Huang LongAlternative
Fusible defence
Five Elements can suppress Heimdall’s Almighty magic. Keep the chosen attack element available through transfers.
Earlier recommended alternatives
CybeleAlternative
Fusible damage
Build specifically for Fire damage and the challenge’s legal archetype. Check accuracy for physical attacks and preserve MP.
Kit-based options; tested clears remain in the guide’s team section.


Skills on multiple demons:

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

Skills on Mandrakes only:

Dark Pierce [weak] Underside
Used by: Mandrake

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
Hellsent: Dark
Used by: Mandrake

+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 Heimdall only:

Stout Horn [Underside]6 MP
Used by: Heimdall

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.

Source

Stout Horn [Underside] · encounter screenshot
Hell Eater
Used by: Heimdall

Activates the following Chain Effect at the start of enemy turn: Inflicts Almighty damage (Magic, Power: 20) on all enemies and drains 4MP.

Source

Hell Eater · encounter screenshot
Hell Mega Booster
Used by: Heimdall

+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: Phys
Used by: Heimdall

+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.

Source

Hellbound: Phys · encounter screenshot

Skills on King Frost only:

Ice Pierce [weak] Underside
Used by: King Frost

Gains Ice Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Ice attribute.

Source

Ice Pierce [weak] Underside · encounter screenshot
Cold World [Underside]7 MP
Used by: King Frost

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.

Source

Cold World [Underside] · encounter screenshot
Hellsent: Ice
Used by: King Frost

+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.

Source

Hellsent: Ice · encounter screenshot

Explanation

  • Hellbound: Phys will apply 5 stacks of Spirit Chains of Suppression to you.
  • 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.

General strategy[edit]

  • Your primary objective is to kill King Frost with Fire Fire attacks on the first turn. If you don't, then he will hit into your Ice 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.
  • If you have a Baphomet with the skill Baphomet (Underside), bring him.
  • For survival, it's recommended to use Repel Almighty Magic (such as from Huang Long) or Spirit Chains of Intimidation (such as from Lost Name). If neither is available, go all-in on attack.
    • Repel Almighty Magic will stop Heimdall from using his unique Almighty Almighty attack. Now, Heimdall will resort to standard attacks.
  • 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.

Underside skill demons[edit]

Baphomet
Baphomet (Underside) effect overview
  • Self gets 50% HP, 180% Fire damage, 20% accuracy, 3 MP discount for Fire skills, and immunity to Spirit Chains of Suppression.
  • The team gets 20% Fire damage and 20% accuracy.
  • If any team member hits a weak point, Baphomet restores 2 MP to the whole team (up to 3 times per turn).
Colors
  • Clear Clear for the fusibles ruleset. The other colors don't offer anything useful for a Fire build.
Skill Transfer
  • Fire Trisagion (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example: Fire Trisagion.
  • Fire Agidyne works as a cheap alternative.
  • His innate Fire Maragi can be leveled cheaply by transferring it from 2★.
Brands
  • MATK% Spell.
  • Due to his MP discount and MP restores (counteracting the enemy's MP drains), Divine's MP regen is probably not necessary.
Jack Frost
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 Fire Agidyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Fire Trisagion may be too expensive to cast repeatedly.
    • Fire Trisagion (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

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
Huang Long
Skills
Speedster
Tetrakarn
Brands
Divine
Requirements
Panel 4
Cybele
Skills
Fire Boost
Back Attack
Brands
MATK% Divine
Requirements
Panel 3
Metatron
Skills
Butcher
Maragidyne
Brands
MATK% Divine
Requirements
Panel 3
Surt
Skills
Fire Boost
Fire Amp
Brands
MATK% Divine
Requirements
Panel 3
Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Divine
Requirements
-

Team notes:

  • 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 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 Fire Maragidyne so he can contribute his own damage.
  • Surt pushes damage against King Frost.
  • Remember to use Tetrakarn or use a Phys Reflector just before Heimdall does his Phys enrage!

Other options worth considering:

Race challenges[edit]

Beast, Vile, Tyrant[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Beast, Vile, Femme, Tyrant, or Godly.
Lv 6-8 All 5 demons must be of the races Beast, Vile, Femme, or Godly.
Lv 9+ All 5 demons must be of the races Beast, Vile, or Tyrant.
Sample party
Lost Name
Skills
Fire Boost
Assassin
Brands
HP% Life or Divine
Requirements
-
Moloch
Skills
Fire Survivor
Fire Boost
Brands
HP% Life or Divine
Requirements
-
Belial
Skills
Serial Killer
Fire Boost
Brands
PATK% Divine
Requirements
-
Surt A
Skills
Butcher
Fire Boost
Brands
MATK% Divine
Requirements
-
Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Divine
Requirements
-

Team notes:

  • 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 Fire Fatal Burn to just 4 MP at max skill level.
  • Moloch: Does decent damage based on HP, and provides a 40% Fire damage aura.
  • Purple Surt A: 201 magic, has Fire Amp and 20% damage, P3 gives 25% damage. Fire 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 Fire 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!

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
Baphomet
Skills
Baphomet (Underside)
Trisagion
Brands
MATK% Spell
Requirements
-
Prometheus
Skills
Merciless Blow
Serial Killer
Brands
MATK% Spell
Requirements
Panel 3
Queen Mab
Skills
Fire Enhancement
Elec Enhancement
Brands
MATK% Spell
Requirements
-
Moloch
Skills
Fire Survivor
Fire Boost
Brands
HP% Life
Requirements
-
Quetzalcoatl A
Skills
Serial Killer
Fire Boost
Brands
MATK% Spell
Requirements
-

Team notes:

  • Prometheus: 226 magic, has Fire Boost, p3 has 10% fire damage. Fire Agidyne and discounted Fire Maragidyne. Satisfies the 4★ requirement. Purple Purple is also an option, swapping out the Maragidyne for Infinite Chakra.
  • 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. Fire 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. Fire 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:

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) - - -