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.
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 Phys damage before the MP drain snowballs; use Divine brands where needed.
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.
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 Phys 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.
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. 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. Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. 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.
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 Gigantomachia is expensive at 7 MP (6 MP if P3).
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 Vorpal Blade (140 power AoE). Red has 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. 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. Ashura (50 power AoE w/ 50% crit + 250 power random w/ 80% crit). Using Ashura also removes all enemy buffs. Needs Resist Ice.
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.
Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. 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.
Cu Chulainn: 201 strength, P1 has 20% damage, P3 has 20% damage, P4 has 25% damage. Has 100% crit rate at P4. Gae Bulg (400-600 power random). However, he will have accuracy issues if not panel 4.
Cerberus: 170 str, P3 gives a 20% phys damage aura, 20% all-damage to Beast race, and 50% crit to self. 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:
Flauros: 192 str, P3 gives 15% phys damage, Purple has Epitome of Carnage. 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. 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. Ouas (160 power single-target with 50% crit). P3 makes Ouas cost 4 MP, so he shouldn't have MP problems.
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.
Hanuman: 223 str, P3 gives 10% phys damage. Vorpal Blade (140 power AoE) and Madness Nails (130-195 power random). Can be re-used for the race challenge.