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Hell's Park Underside/Spike Hell Area/Phys

Spike Hell Area (weak to Phys Phys)

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

Use true Phys-attribute damage against King Frost and remove him before MP drain. Counter/accuracy support and the enrage deadline matter more than a slow generic tank team.

Berserker GutsLimited collaboration
Targeted Phys burst

Berserk’s repeated single-target hits ignore counter and death-prevention effects. Crits help stretch the first turn against King Frost.

Setup: Panel 3 for additional uses; enough accuracy and healing for his self-damage.

DormarthSummon-only
Phys affinity and damage buffs

Death’s Guard Dog lowers Phys affinity before attacks and buffs Physical damage. Hound Hunt is focused damage with counter immunity and an extra turn.

Setup: Use the Phys branch here; the Dark branch is not the preferred weakness plan.

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
PhysWk
Fire—
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
PhysWk
Fire—
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
PhysWk
Fire—
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
PhysWk
Fire—
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 Phys damage before the MP drain snowballs; use Divine brands where needed.

Earlier recommended alternatives
Fionn mac CumhaillBanner exclusive
Banner: physical burst
Phys Pierce, high crit/accuracy bonuses and Moon-White Blade’s follow-up damage fit rapid add removal.
Needs: Build PATK/accuracy and enough MP for the opening. Banner option for unrestricted clears only; not legal for a fusible-only or 4★-only challenge.
Watch for: Going-first support requires meeting the speed threshold. Extra area hits are useful here, unlike Sanzu’s strict kill order.
Earlier recommended alternatives
CerberusAlternative
Area-specific option
Use Phys 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
YoshitsuneAlternative
Fusible damage
Build specifically for Phys 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 Phys Phys 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.
  • For survival, it's recommended to use Repel Almighty Magic (such as from Huang Long) or Spirit Chains of Intimidation (such as from Cerberus). 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.

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
Yoshitsune
Skills
Butcher
Tetra Break
Brands
PATK% Divine or War
Requirements
-
Cu Chulainn
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Cerberus
Skills
Merciless Blow
Resist Ice
Brands
PATK% Divine or War
Requirements
-
Flauros
Skills
Phys Amp
Resist Ice
Brands
PATK% Divine or War
Requirements
-
Horkos
Skills
Horkos (Underside)
God's Hand
Brands
PATK% War
Requirements
-

Team notes:

  • Purple Yoshitsune: 198 strength, has 30% AoE/random damage boost on P3, 25% phys damage boost on P4. Purple has Phys Amp. P1 has 25% crit, P3 has 50% crit. Phys Hassou Tobi (360 power random). If P2, he also starts the battle with Charge, Might, and an a 1-turn ATK Buff
  • Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Phys Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
  • Yellow Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. Phys Hell Claw (420 power random w/ 50% crit). 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. Needs Resist Ice.
  • Purple Flauros: 192 strength, P3 gives 15% phys damage, Purple has Epitome of Carnage. Phys Iron Fist grants ATK and EVAC buffs. Needs Resist Ice.
  • Ice Ice weaknesses are covered on everyone, to prevent King Frost from getting extra turns.

Other options worth considering:

  • Astaroth:
  • Asura Lord: 242 strength, Purple has Master Assassin while Red has Gigantomachia, P4 has 20% Phys damage. Grants his team a 20-60% crit rate and 15-55% crit damage aura, depending on his panels. Automatically casts ATK + EVAC buffs and DEF + EVAC debuffs at the start of the battle, helping to swing buffs in your favor. He will probably need to transfer a strong-but-cheap Phys skill though, as Red's Phys Gigantomachia is expensive at 7 MP (6 MP if P3).
  • Red Shiva: 229 strength, has Serial Killer, P1 has 15% damage. Has 20% crit rate, P2 has 20% crit, P4 has 50% crit. Standard attack is 0 MP Phys Vorpal Blade (140 power AoE). Red has Phys God's Hand (200 power single). Standard attack is free and God's Hand is 5 MP if P3, so he won't have MP problems and can safely run War brands.
  • Seth: 248 strength, p1 has 15% damage, p4 has 25% damage. Phys Ouas (160 power single-target with 50% crit). P3 makes Ouas cost 4 MP, so he shouldn't have MP problems and can run War brands.
  • Asura: 212 strength, 60% random-target damage boost, 30% crit rate. P1 has 20% crit rate, P3 has 30% random-target damage aura. Phys Ashura (50 power AoE w/ 50% crit + 250 power random w/ 80% crit). Using Ashura also removes all enemy buffs. Needs Resist Ice.
  • Red Gogmagog: Good damage based on PDEF, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Horkos Underside, though.
  • Red Titan: Good damage based on PDEF.
  • Clear Odin: 176 str, P3 gives 10% phys damage, Clear has Merciless Blow. Phys Gungnir (145 power AoE w/ 30% crit). He's expensive to panel, however.
  • Red Wu Kong: 235 str, has Phys Boost, P3 gives 10% phys damage, P2 gives 10% crit. Phys Titanomachia (125 power AoE w/ 30% crit) and Phys Oni-Kagura (135 power single w/ 30% crit).
  • Red Girimekhala: 216 str, P3 gives 10% phys damage. Phys Megaton Press (105 power AoE w/ 30% crit) and Phys Binge Eating (140 power single). Mega Boost gives himself both Charge and Might.
  • Clear Hanuman: 223 str, P3 gives 10% phys damage. Phys Vorpal Blade (140 power AoE) and Phys Madness Nails (130-195 power random).
  • Clear Yatagarasu: 184 str, P3 gives 10% phys damage, Clear has Phys Boost. Phys Hades Blast (120 power AoE). Needs Resist Ice.
  • Clear Valkyrie: 196 str, has Phys Boost. Phys Heat Wave (85 power AoE w/ 10% crit), Phys Fatal Sword (100 power single).
  • Clear Fomorian: 183 str, Clear has Back Attack. Phys Herculean Strike (100 power AoE).

Race challenges[edit]

Lady, Beast, Genma[edit]

Team restrictions:

Difficulty Restriction
Lv 3-5 All 5 demons must be of the races Lady, Beast, Genma, Deity, or Drake.
Lv 6-8 All 5 demons must be of the races Lady, Beast, Genma, or Deity.
Lv 9+ All 5 demons must be of the races Lady, Beast, or Genma.
Sample party
Cu Chulainn
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
Panel 4
Cerberus
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Fionn mac Cumhaill
Skills
Back Attack
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Nuwa
Skills
Back Attack
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Kali A
Skills
Phys Accele
Phys Boost
Brands
PATK% Divine or War
Requirements
-

Team notes:

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
Oumitsunu
Skills
Phys Amp
Merciless Blow
Brands
PDEF% Guard x2
Requirements
-
Cu Chulainn
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
Panel 4
Zhong Kui
Skills
Assassin
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Cerberus
Skills
Merciless Blow
Phys Boost
Brands
PATK% Divine or War
Requirements
-
Horkos
Skills
Horkos (Spike Hell: Underside)
God's Hand
Brands
PATK% War
Requirements
-

Team notes:

  • Oumitsunu: High damage based on PDEF.
  • Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Phys Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
  • Zhong Kui: Good Phys damage at panel 5.
  • Yellow Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. Phys Hell Claw (420 power random w/ 50% crit). 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.

Other options worth considering:

  • Purple Flauros: 192 str, P3 gives 15% phys damage, Purple has Epitome of Carnage. Phys Iron Fist grants ATK and EVAC buffs, complementing Horkos's debuffs.
  • Asura: 212 strength, 30% crit rate, P1 has 20% crit rate, P3 has 30% random-target damage aura. Phys Ashura (50 power AoE w/ 50% crit + 250 power random w/ 80% crit). Using Ashura also removes all enemy buffs, and panel 4 removes all debuffs on your party.
  • Seth: 248 strength, p1 has 15% damage, p4 has 25% damage. Phys Ouas (160 power single-target with 50% crit). P3 makes Ouas cost 4 MP, so he shouldn't have MP problems.
  • Red Siegfried: 201 str, has 30-40% phys damage. Phys Titanomachia (125 power AoE w/ 30% crit) and Phys Berserker God (160 power single).
  • Red Gogmagog: Good damage based on PDEF, and has Repel Ice for 30% Ice damage reduction. May have accuracy issues if you don't have Koumokuten Underside, though.
  • Red Titan: Good damage based on PDEF.
  • Red Wu Kong: 235 str, has Phys Boost, P3 gives 10% phys damage, P2 gives 10% crit. Phys Titanomachia (125 power AoE w/ 30% crit) and Phys Oni-Kagura (135 power single w/ 30% crit).
  • Clear Odin: 176 str, P3 gives 10% phys damage, Clear has Merciless Blow. Phys Gungnir (145 power AoE w/ 30% crit). He's expensive to panel, however.
  • Red Girimekhala: 216 str, P3 gives 10% phys damage. Phys Megaton Press (105 power AoE w/ 30% crit) and Phys Binge Eating (140 power single). Mega Boost gives himself both Charge and Might.
  • Clear Hanuman: 223 str, P3 gives 10% phys damage. Phys Vorpal Blade (140 power AoE) and Phys Madness Nails (130-195 power random). Can be re-used for the race challenge.
  • Clear Yatagarasu: 184 str, P3 gives 10% phys damage, Clear has Phys Boost. Phys Hades Blast (120 power AoE).
  • Clear Valkyrie: 196 str, has Phys Boost. Phys Heat Wave (85 power AoE w/ 10% crit), Phys Fatal Sword (100 power single).
  • Clear Fomorian: 183 str, Clear has Back Attack. Phys Herculean Strike (100 power AoE). Can be re-used for the race challenge.
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) - - -