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.
Hell's Park Underside/Spike Hell Area/Force
Spike Hell Area (weak to
Force)
Overview[edit]
Remove King Frost with Force before the MP-drain cycle begins, then isolate Heimdall. Check Ice weaknesses on the whole team.
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.
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.
Choose complementary roles from demons you own. These are matchup suggestions, not a verified automatic-clear team.
Mandrake
Encounter version- PATK
- 727
- PDEF
- 594
- MATK
- 752
- MDEF
- 600
- STR
- 176
- MAG
- 188
- VIT
- 135
- AGI
- 114
- LUK
- 166
Heimdall
Encounter version- PATK
- 801
- PDEF
- 716
- MATK
- 801
- MDEF
- 716
- STR
- 198
- MAG
- 198
- VIT
- 210
- AGI
- 118
- LUK
- 184
King Frost
Encounter version- PATK
- 775
- PDEF
- 688
- MATK
- 824
- MDEF
- 700
- STR
- 199
- MAG
- 222
- VIT
- 210
- AGI
- 82
- LUK
- 164
Mandrake
Encounter version- PATK
- 727
- PDEF
- 594
- MATK
- 752
- MDEF
- 600
- STR
- 176
- MAG
- 188
- VIT
- 135
- AGI
- 114
- LUK
- 166
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.
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
Earlier recommended alternatives
Earlier recommended alternatives
Earlier recommended alternatives
Skills on multiple demons:
Adds Null Bind/MortaI. +80% to hit rate. +300 to Phys ATK and Mag ATK. +300% to status ailment auto recovery rate.
+20% to Max HP. +100 to Phys ATK and Mag ATK. +25% to damage dealt. +100% to Healing skill effectiveness.
Skills on
Mandrakes only:
Gains Dark Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Dark attribute.
+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.
Skills on
Heimdall only:
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: Inflicts Almighty damage (Magic, Power: 20) on all enemies and drains 4MP.
+30% to Max HP. +200 to Phys ATK and Mag ATK. +50% to damage dealt. +200% to Healing skill effectiveness.
+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.
Skills on
King Frost only:
Gains Ice Pierce. Damage received by enemy through this skill is reduced by 70% if the enemy has Null, Repel or Drain Ice attribute.
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.
+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.
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 Cold World Underside when he attacks (as well as applying
). When Heimdall falls below 50% HP, his
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 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.
- 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 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.
- Example 5★ demons with innate NDR Phys: Teal
Quetzalcoatl, Teal
Gogmagog,
Zaou-Gongen,
Erlkonig,
Fafnir,
Masakado A,
Beelzebub☆ - Example 4★ demons with innate NDR Phys:
Girimekhala,
Rangda,
Hecatoncheires, Teal
Wu Kong
- Example 5★ demons with innate NDR Phys: Teal
- 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 (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 for the fusibles ruleset.
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,
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.
- While this seems useful to counteract the enemy's MP draining, it might not be necessary. The most-expensive skill she should be using,
- Skill Transfer
Killing Wind (Underside) is ideal, otherwise use the highest-damage single-target attack skill you have. For example:
Killing Wind.
Zandyne works as a cheap alternative.
- 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 (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
Zandyne. - Jack Frost does not have any MP discounts, so 7 MP skills such as
Killing Wind may be too expensive to cast repeatedly.
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
- If using
Killing Wind (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.
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 |
Notes regarding fusibles:
- Multi-fusions count.
Beelzebub☆ counts, despite needing a gacha-exclusive material to make him.- For limited-time multi-fusions, only the ones that are currently-available will count.
Pixie and
Slime count, even though you cannot fuse them.
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Team notes:
Baal: 204 magic, has Force Amp, Purple has Merciless Blow, p1 has 20% damage. 50% team damage aura (20% at p0, 30% at p3, 50% at p4). 140 power single-target normal attack, and
Tempest is a 140 power AoE that applies
ATK Buff and
DEF Debuff.
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.
Seth: 248 strength, Purple has Force Amp, p1 has 15% damage, p4 has 25% damage.
Ouas (160 power single-target with 50% crit).
Oberon: 216 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target).
Other options worth considering:
Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage.
Mazandyne (120 power AoE).
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Zandyne + Force Boost.
Titania: 235 magic, Purple has Back Attack. Transfer
Zandyne + Force Boost.
Long: 183 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target). Yellow has
Concentrate.
Garuda: 190 magic, p1 has 10% Force damage.
Zandyne (160 power single-target). Innately has Auto-Rakunda to apply
DEF Debuff.
Loki: 198 magic, p3 has 5% damage.
Zandyne (160 power single-target).
Tsukuyomi: 216 magic, p3 has 5% damage.
Zanma (140 power single-target). Needs Resist Phys. Can be re-used for the race challenge.
Sandalphon: 170 magic (p1), has 10% damage on p3.
Zandyne (160 power single-target).
Isis: 148 magic, Purple has Back Attack.
Zandyne (160 power single-target).
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. |
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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
Barbed Spear.
- His color does not really matter.
Cu Chulainn: 190 magic, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage.
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.
- Her Reverse damage reduction in Peerless Beauty and Panel 2 don't work under Hell's Park Underside rules.
Tsukuyomi: 216 magic, P3 has 5% damage.
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, so he has Resist Phys transferred to cover it. - Damage-wise, he prefers using max-level
Zanma plus a damage booster, over using
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.
- He's weak to
Other options worth considering:
Garuda A: Good Force damage with
Gale Talon.
Izanami: 226 magic (246 with maxed Yomotsu Okami), has Merciless Blow. Will need a Force transfer. Her panels do not help a Force build, so you can use a p0 copy (or just unlock p2 for the +100 MATK).
Norn: 193 magic, has Merciless Blow. Automatic cast of Luster Candy, and can do decent damage if given a Force transfer.
Ishtar: 247 magic,
Mesopotamian Star casts Luster Candy and Debilitate. Will need a Force transfer.
Lakshmi: 248 magic. Will need a Force transfer (Twister isn't very good).
Kurama Tengu: 134 mag.
Zanma (140 power single).
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. |
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Team notes:
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.
Wind Trick (100 power AoE, +2 MP restored to party).
Cu Chulainn: 190 magic, p1 has 15% AoE damage, p4 has 25% AoE damage.
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.
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:
Tengu: 100% crit rate boost. 30% damage boost. Has Wretched Blow. p1 has 20% damage, p3 has 30% damage. Yellow has 20% damage. 20-35% damage aura for the team. When going first, gives self
Might and sets up
ATK Buff and
DEF Debuff.
Tengu's Buddhist Might (100 power single-target + 100 power AoE, gives self
Might, sets up
ATK Buff and
DEF Debuff)
Kumbhanda:
Souljack deals high-crit physical Force damage, and applies
Spirit Chains of Corrosion to increase the team's DPS.
Albion: Deals high damage based on PDEF. Purple has Wretched Blow. 15% damage from p1, 30% damage from p3. 30% damage aura for the team.
Pure All-Out Ruin (200 power single-target, pierces bulwarks). Also has an Order Crest that frequently hits the lowest-HP enemy with a 100-power single-target attack (inscribes when an ally hits an enemy weakness, an enemy hits your party's weaknesses, or a party member is revived).
Pendragon: 235 magic, 120% damage boost, p1 has 20% boost, p3 has 30% boost.
Garuda A: 200 magic, has Force Amp, p3 has 25% Force damage.
Gale Talon is 160-400 power random-target, pierces bulwarks.
Schierke: 190 magic, 15% damage from p1, 15% damage from p4, 20% team damage aura from p3. 120-power AoE. If panel 2, applies
ATK Buff on the 1st turn.
Oberon: 216 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target).
Titania: 235 magic, Purple has Back Attack. Transfer
Zandyne + Force Boost.
Anubis: 217 magic, Purple has Merciless Blow. Transfer
Zandyne + Force Boost.
Jack Frost with
Jack Frost (Underside): 179 magic,
Concentrate once (63% damage boost on average across 2 actions on first turn). Transfer
Zandyne.
Long: 183 magic, has Force Boost, p3 has 10% damage.
Zandyne (160 power single-target).
Garuda: 190 magic, p1 has 10% Force damage.
Zandyne (160 power single-target). Innately has Auto-Rakunda to apply
DEF Debuff.
Loki: 198 magic, p3 has 5% damage.
Zandyne (160 power single-target).
Tsukuyomi: 216 magic, p3 has 5% damage.
Zanma (140 power single-target). Needs Resist Phys. Can be re-used for the Genma race challenge.
Sandalphon: 170 magic (p1), has 10% damage on p3.
Zandyne (160 power single-target).
3★ options
Lilim: 197 magic.
Zandyne (160 power single-target) and
Mazanma (100 power AoE).
Purple swaps out Zandyne for Magic Amp II instead.
Isis: 148 magic, Purple has Back Attack.
Zandyne (160 power single-target).
Illuyanka: 175 magic.
Zanma (140 power single-target) and
Mazanma (100 power AoE).
Purple swaps out Mazanma for Magic Amp II instead.
Unicorn: 185 magic, Purple has Serial Killer.
Mazan (80 power AoE).
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