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Hell's Park Underside/Spike Hell Area/Force

Spike Hell Area (weak to Force Force)

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

Remove King Frost with Force before the MP-drain cycle begins, then isolate Heimdall. Check Ice weaknesses on the whole team.

DaphneSummon-only
Force damage amplification

Laurel Wreath opens Force affinity before attacking and amplifies weakness damage. Daphne’s Beat combines Force pressure and extra turns against the Force-weak group.

Ongyo-Ki MSummon-only
Force burst and defense

Soul-Hunting Strike supplies Force damage and a turn, while the Zenith package keeps the team more stable through the waves. Panel 2 opens Force affinity without first needing an attack to connect.

Setup: Panel 2 for affinity lowering; Panel 3 if using the ailment-immunity benefit.

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—
Fire—
IceWk
Elec—
ForceWk
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—
FireDr
IceNu
Elec—
ForceWk
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—
Fire—
IceNu
Elec—
ForceWk
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—
Fire—
IceWk
Elec—
ForceWk
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 Force damage before the MP drain snowballs; use Divine brands where needed.

Earlier recommended alternatives
KumbhandaBanner exclusive
Banner: focused Force burst
Souljack offers high-power single-target Force/Ice damage with Bulwark Pierce and an extra icon, useful for removing King Frost.
Needs: Build PATK/accuracy and confirm Force is the selected element. Banner option for unrestricted clears only; not legal for a fusible-only or 4★-only challenge.
Watch for: Automatic element selection and fractional follow-up are not substitutes for checking the enemy’s affinities.
Earlier recommended alternatives
MermaidAlternative
Area-specific option
Use Force 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
BaalAlternative
Fusible damage
Build specifically for Force 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 Ice Ice Cold World Underside when he attacks (as well as applying ). When Heimdall falls below 50% HP, his Almighty Almighty 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 Force Force 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 Mermaid with the skill Mermaid (Underside), bring her.
  • 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]

Mermaid
Mermaid (Underside) effect overview
  • Self gets 50% HP, 180% Force damage, 20% accuracy, 3 MP discount for Force skills, and immunity to Spirit Chains of Suppression.
  • The team gets 20% Force damage and 20% accuracy.
  • If any team member hits a weak point, Mermaid restores 2 MP to the whole team (up to 3 times per turn).
Colors
  • Clear Clear for the fusibles ruleset.
  • Purple Purple for Infinite Chakra (+1 MP regen, like Divine brands).
    • While this seems useful to counteract the enemy's MP draining, it might not be necessary. The most-expensive skill she should be using, Force Killing Wind, costs 7 MP and she discounts that to 4 MP. Her team-wide MP recovery also means she should have plenty of MP to work with.
Skill Transfer
Brands
  • MATK% Spell.
  • Due to her 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 Force Zandyne.
  • Jack Frost does not have any MP discounts, so 7 MP skills such as Force Killing Wind may be too expensive to cast repeatedly.
    • Force Killing Wind (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
Baal
Skills
Force Boost
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Susano-o
Skills
Force Boost
Force Amp
Brands
PATK% Divine or War
Requirements
-
Seth
Skills
Force Boost
Master Assassin
Brands
PATK% Divine or War
Requirements
-
Oberon
Skills
Assassin
Back Attack
Brands
MATK% Divine or Spell
Requirements
-
Mermaid
Skills
Mermaid (Underside)
Killing Wind
Brands
MATK% Spell
Requirements
-

Team notes:

Other options worth considering:

Race challenges[edit]

Megami, Genma, Avian[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Megami, Genma, Avian, Herald, or Vile.
Lv 6-8 All 5 demons must be of the races Megami, Genma, Avian, or Herald.
Lv 9+ All 5 demons must be of the races Megami, Genma, or Avian.
Sample party
Garuda
Skills
Merciless Blow
Auto-Taruka
Brands
MATK% Divine
Requirements
-
Cu Chulainn A
Skills
Serial Killer
Force Boost
Brands
PATK% Divine
Requirements
-
Cu Chulainn
Skills
Merciless Blow
Force Amp
Brands
MATK% Divine
Requirements
-
Cleopatra
Skills
-
-
Brands
-
Requirements
-
Tsukuyomi
Skills
Resist Phys
Force Boost
Brands
MATK% Divine
Requirements
-

Team notes:

  • Garuda innately has Auto-Rakunda to apply DEF Debuff. We have Auto-Taruka transferred to apply ATK Buff as well, providing a full buff swing.
  • Cu Chulainn A: deals good damage with Force Barbed Spear.
    • His color does not really matter.
  • Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Force Mazandyne (120 power AoE).
  • Cleopatra: casts Spirit Chains of Corrosion at the beginning of the battle, greatly reducing enemy defenses even at higher levels. Doesn't need a Force transfer, as she can simply skip her turn.
  • Tsukuyomi: 216 magic, P3 has 5% damage. Force Zanma (140 power single). This skill costs 4 MP due to Lunar Blessing, meaning he can attack every turn if he has Divine brands, regardless of the enemy's MP draining.
    • He's weak to Phys Phys, so he has Resist Phys transferred to cover it.
    • Damage-wise, he prefers using max-level Force Zanma plus a damage booster, over using Force Zandyne with no damage booster. Zanma can be leveled cheaply using 3★ fodder.
    • His color does not really matter, unless you specifically need more HP from Purple.

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
Mermaid
Skills
Mermaid (Underside)
Killing Wind
Brands
MATK% Spell
Requirements
-
Harpy
Skills
Force Boost
Serial Killer
Brands
MATK% Divine or Spell
Requirements
-
Susano-o
Skills
Force Boost
Force Amp
Brands
PATK% Divine or War
Requirements
-
Cu Chulainn
Skills
Force Boost
Force Amp
Brands
MATK% Divine or Spell
Requirements
-
Cu Chulainn A
Skills
Force Boost
Serial Killer
Brands
PATK% Divine or War
Requirements
-

Team notes:

  • Purple Susano-o: 235 strength, has Assassin, Purple has Merciless Blow, p1 has 15% damage, p3 has 25% damage, p4 has 25% damage. Kusanagi is 200 power single-target, and applies ATK Buff.
  • Harpy: 160 magic, 20% damage boost, p3 has 30% damage. 20% team damage aura on p2. Force Wind Trick (100 power AoE, +2 MP restored to party).
  • Cu Chulainn: 190 magic, p1 has 15% AoE damage, p4 has 25% AoE damage. Force Mazandyne (120 power AoE).
  • Cu Chulainn A: 201 strength, p3 has 20% damage boost. 10% Phys/Force aura and 10% AoE aura for the party. Force Barbed Spear is a 105 power AoE followed by 125 power random-target. Very high crit chance. If p3, applies DEF Debuff on the 1st turn.

Other options worth considering:

3★ options

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) - - -