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Hollow World/Floors 41-50

General[edit]

  • M is Miniboss, K is Key.

Floor 41[edit]

Map Layout
  • Talk to Tam Lin to receive the key.
  • Fight Berserker miniboss to advance further to the boss.

Boss[edit]

Difficulty BDemandingEditorial estimate
Null Counter punishes blocked attacks; choose attributes carefully.
Battle speed: 21666

Baphomet

Encounter version
HP 19,953
Battle stats Level 99 · combat values calculated
PATK
902
PDEF
1023
MATK
1671
MDEF
1206
STR
142
MAG
508
VIT
316
AGI
174
LUK
243
Elemental affinities
Phys—
FireNu
Ice—
Elec—
Force—
LightWk
DarkNu

Sandalphon

Encounter version
HP 24,180
Battle stats Level 99 · combat values calculated
PATK
1146
PDEF
1033
MATK
1820
MDEF
1194
STR
258
MAG
579
VIT
273
AGI
278
LUK
202
Elemental affinities
PhysRs
Fire—
Ice—
ElecRs
ForceNu
LightRp
DarkNu

Koumokuten

Encounter version
HP 16,362
Battle stats Level 99 · combat values calculated
PATK
1398
PDEF
1047
MATK
1696
MDEF
1118
STR
378
MAG
520
VIT
231
AGI
198
LUK
231
Elemental affinities
Phys—
Fire—
IceNu
ElecNu
ForceWk
LightRs
Dark—


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

Encounter mechanics

Note:

  • Mag Reflector works perfectly

Floor 42[edit]

Map Layout
  • Fight Tlaltecuhtli miniboss to get access to the switch. Go further and talk to the ghost to pick up the key.
  • Be sure to talk to Tam Lin again

Boss[edit]

Difficulty BDemandingEditorial estimate
Concentrate boosts team damage; interrupt or survive the burst turns.
Battle speed: 26150

Skadi

Encounter version
HP 29,235
Battle stats Level 99 · combat values calculated
PATK
932
PDEF
967
MATK
1654
MDEF
1139
STR
156
MAG
500
VIT
259
AGI
247
LUK
298
Elemental affinities
Phys—
FireWk
IceDr
Elec—
Force—
Light—
Dark—

Mothman

Encounter version
HP 23,870
Battle stats Level 99 · combat values calculated
PATK
1009
PDEF
1088
MATK
1671
MDEF
1245
STR
193
MAG
508
VIT
352
AGI
276
LUK
243
Elemental affinities
Phys—
Fire—
Ice—
ElecRs
ForceWk
Light—
Dark—


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

Encounter mechanics

Floor 43[edit]

Map Layout
  • Fight Sphinx to access the switch up top
  • Switch to purple, warp back, and get the key
  • Take a different warp to get to the second switch and switch to green. go up to access the boss door.
  • Don't forget to talk to Tam Lin yet again.

Boss[edit]

Difficulty CChallengingEditorial estimate
Titan counters can be managed while focusing Pazuzu; killing adds prematurely can trigger Overwork.
Battle speed: 18166

Titan

Encounter version
HP 16,488
Battle stats Level 99 · combat values calculated
PATK
1725
PDEF
1343
MATK
923
MDEF
1152
STR
534
MAG
152
VIT
429
AGI
187
LUK
255
Elemental affinities
PhysRs
Fire—
IceNu
Elec—
Force—
Light—
Dark—

Pazuzu

Encounter version
HP 41,040
Battle stats Level 99 · combat values calculated
PATK
1223
PDEF
1180
MATK
2217
MDEF
1417
STR
295
MAG
768
VIT
390
AGI
171
LUK
118
Elemental affinities
Phys—
Fire—
IceWk
Elec—
ForceNu
Light—
DarkNu

Titan

Encounter version
HP 16,488
Battle stats Level 99 · combat values calculated
PATK
1725
PDEF
1343
MATK
923
MDEF
1152
STR
534
MAG
152
VIT
429
AGI
187
LUK
255
Elemental affinities
PhysRs
Fire—
IceNu
Elec—
Force—
Light—
Dark—


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

Encounter mechanics

Notes:

  • Leave the Titans alive, and use Single Target Single Target attacks to take down Pazuzu.
  • With Repel/Drain Pierce + Repel/Drain Phys, and/or or sufficient Phys EV%, the Titans will keep missing and losing turns.

Floor 44[edit]

Map Layout

Boss[edit]

Difficulty AVery hardEditorial estimate
MP depletion and punishment for passing strongly restrict your turn choices.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Nidhoggr drains 9 MP and Interception punishes passing. Remove the adds first, then favor attackers that can still act without MP. Keep the party small instead of filling slots that must pass.

NyxSummon-only
HP-cost Ice damage

Veil of Night spends current HP rather than MP, so it remains usable after Excessive Eating drains the team. Ice Pierce lets the attack reach blocking Ice affinity unless the encounter has a separate Anti-Pierce rule.

Setup: Enough HP/sustain to pay the cost.

Watch out: Its HP cost adds survival pressure; do not let passing and fractional damage finish the team.

Shiva ASummon-only
No-MP Almighty normal attack

Panel 2 changes the normal attack to Almighty Physical damage and restores 1 MP. This gives a real action after the MP drain rather than another forced Pass.

Setup: Panel 2 is required; build MATK for his damage.

Watch out: Ordinary unpaneled Shiva A does not have this normal attack.

ErlkonigFusion
Passive healing fallback

Alder King heals without spending MP, supporting the attackers once active healing skills are unaffordable. This preserves a useful part of the older strategy.

Setup: Build healing/HP; use only if its recovery exceeds the damage from the forced Pass.

Watch out: He still triggers Interception when passing; an extra passive healer is not automatically an improvement.

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

Battle speed: 35766

Matador

Encounter version
HP 9,750
Battle stats Level 99 · combat values calculated
PATK
1532
PDEF
1034
MATK
858
MDEF
873
STR
442
MAG
121
VIT
190
AGI
435
LUK
282
Elemental affinities
PhysRs
Fire—
IceWk
Elec—
Force—
LightRs
DarkRs

Nidhoggr

Encounter version
HP 20,184
Battle stats Level 99 · combat values calculated
PATK
1757
PDEF
1298
MATK
896
MDEF
1093
STR
549
MAG
139
VIT
381
AGI
177
LUK
302
Elemental affinities
PhysNu
Fire—
IceNu
ElecWk
Force—
LightWk
Dark—

Dionysus

Encounter version
HP 11,670
Battle stats Level 99 · combat values calculated
PATK
1513
PDEF
1104
MATK
1146
MDEF
1017
STR
433
MAG
258
VIT
258
AGI
244
LUK
334
Elemental affinities
Phys—
FireNu
IceWk
ElecNu
Force—
Light—
Dark—


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

MP is emptied after turns and passing triggers damage. Prefer passive Phys Pierce for normal attacks; focus Matador first, and keep Charm under control.

Earlier recommended alternatives
Guan YuBanner exclusive
Normal-attack carry
Passive Phys Pierce lets his ordinary attacks hit Nidhoggr when active skills cannot be funded. Build accuracy and durability.
Earlier recommended alternatives
Fionn mac CumhaillBanner exclusive
Banner: passive Phys Pierce
His passive Pierce lets normal attacks hit through Nidhoggr’s Null Phys after the MP reset. Opening buffs and high critical/accuracy bonuses help that basic-attack plan.
Needs: Build PATK, accuracy and enough bulk for the fractional pass penalty.
Watch for: Do not select him only for Moon-White Blade’s extra icon: the fight can leave that active skill unaffordable.
Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: passive Pierce alternative
Berserker Armor gives passive Phys Pierce, physical damage and crit bonuses, so ordinary attacks remain an option without MP.
Needs: Add accuracy and budget passive/item healing for a bulky normal-attack team.
Watch for: His self-inflicted max-HP damage increases the recovery burden. Prefer Fionn or another passive-Pierce option if sustain is already marginal.
Earlier recommended alternatives
ShivaAlternative
Panelled normal-attack option
His upgraded normal-attack plan can work without MP. Check the panels/Pierce needed for the chosen build rather than relying on a piercing active skill.
Earlier recommended alternatives
ErlkonigAlternative
MP-free recovery
Alder King heals without casting a skill. Compare healing with the damage from his necessary passes; do not fill spare slots with demons forced to pass every action.
Earlier recommended alternatives
DaisoujouAlternative
Charm control
Use his immune cleanser role against Dionysus, with Divine brands and a levelled cleansing skill. The MP reset still limits when he can cast.
Kit-based options; tested clears remain in the guide’s team section.

Encounter mechanics

Earlier team examples and contributor notes

Tested Teams[edit]

Tested by Patfast

Party 1: Templar Dragon

Strategy: Rama dodges literally everything while Daisoujou clears charm and The Boys drain Phys attacks.

Damage Buff Cleric Damage
Asura Lord Rama Daisoujou Masakado
Great Aim Dodge Evade Epitome of Aggression
Savage Glee Evade Epitome of Madness Enduring Soul

Notes:

  • Slaughter All, Luster Candy, Cleansing Shout, and Occult Flash were all max level. It's particularly important that you max out Cleansing Shout, so that Daisoujou can use it every turn (in combination with divine brands).
  • Templar Dragon's skill Speed Loader will make it so that items will only consume half a turn icon when used. This makes it so that you can revive at least 2 demons per turn, so long as one survives.
  • Excessive Eating makes it so that your team's MP is reset to 0 at the end of every turn, and Interception will penalize you every time you pass. Therefore, the best strategy here is to use strong demons with Phys Pierce, so that you can simply spam normal attacks to win the fight.
  • Nidhoggr and Dionysus don't have particularly high AGI, so you won't have to worry about Rama being killed by them. However, Matador is extremely fast and strong, so make him your highest priority target. None of the demons here have revival skills, so you don't have to worry about Revive Sealing any of them.
  • Dionysus's Euphoric Frenzy will charm you any time you hit him with a physical attack, which is why we're bringing along Daisoujou.
  • Make sure that Daisoujou is faster than the other team members; naturally, he has 164 AGI, which is more than anyone else, but given that these are popular PvP demons, check to make sure their AGI mitama doesn't exceed his.
  • Rama should have life and dodge brands to maximize his evasion, and to give him a plan B in case he does take a hit. Asura Lord and Masakado should have war and aim brands for obvious reasons, while Daisoujou should have divine and dodge brands.
  • Rama had Panel 2 unlocked and Masakado has panels 1 & 2 unlocked.

---

Tested by Cyberknight

General strategy: Party 1 outspeeds the enemies and kills both sidekicks, so it won't be necessary to cleanse Ailments. Party 2 comes in and do Piercing Normal Attacks, while Erlkonig heals everybody between turns with Passive Alder King.

Party 1
Sonic
Skills
Good Aim
Agility Amp I
Brands
Speed, Aim, Critical%
Requirements
-
Huang Long
Skills
Speedster
-
Brands
Divine, Speed
Requirements
-
Alice
Skills
-
-
Brands
Divine + Guard
Requirements
-
Masakado
Skills
Great Aim
Good Aim
Brands
Divine + Aim or Guard
Requirements
-

Notes:

  • Nidhoggr's Interception will cause Fractional Damage every time a turn is passed, so the speedy Demons have to be able to attack or cast Skills that won't cause activation of the Chain Effect or Press Turn loss (e.g., by missing a Phys Attack or hitting NDR without Piercing.)
    • Sonic was chosen to meet the Battle Speed requirement and to attack first with his Force (Phys) Piercing Spin Dash, which has a high chance of Crit, spending just half Press Turn. He may be of any Archetype and have any Skills, although Agility Amp I (or superior) helps increase Battle Speed and Hit Rate, Good Aim (or superior, like Great Aim) helps increase hit rate (Accuracy), Luck Amp I (or superior) helps increase Hit Rate and Crit Rate, and Bloody Glee (or superior, like Savage Glee) helps increase Crit Rate. Wear Speed Brands and/or Brands with Speed% to reach necessary Battle Speed, Aim to increase Accuracy (and lowering the risk of missing), and/or with Critical% to increase chance of critical hits.
    • Huang Long can cast Luster Candy if Yellow Yellow, or Five Elements after Sonic's attack, so it also won't need to Pass (both Skills are irrelevant, they are only used to Pass the half-turn left by Sonic, because Nidhoggr's Nastrond will heal it after its sidekicks are killed, undoing all extra damage brought by Luster Candy, and none of the enemies have any Magic Skills, so Five Elements will never be triggered.)
    • Any other speedy Demon or Demons may be used, like Kartikeya and Hresvelgr. Usually, there won't even be a problem regarding taking damage for passing Turns, as long as the sidekicks are killed.
  • Alice and Masakado were chosen for their Mortal Skills, Die for Me! and Occult Flash, respectively.
    • Mortal Skills are not strictly necessary, as long as the pesky sidekicks are eliminated before Party 2 engages.
    • It's important that Dionysus is killed first, because if something goes wrong, it's still possible for Party 2 to kill Matador later on (he will Mute everybody, but that's not a big problem, as there won't be enough MP to cast any Skills, anyway,) while the same may not be said about Dionysus, who will annoyingly Charm everyone.
    • Alice's and Masakado's Archetypes are not really important, as their purpose is to cast their Mortal Skills to remove the sidekicks, but resistance against Ailments or Physical attacks may help. They'll probably need Divine Brands to cast their Mortal Skills T1. Because of Nidhoggr's Excessive Eating, if they can't cast them T1, then they won't have a chance to cast them at all.
Party 2
Erlkonig
Skills
Resist Fire
-
Brands
Heal, Dodge, Guard
Requirements
-
Guts
Skills
Bloody Glee
Phys Amp
Brands
War, Guard, Destruct
Requirements
P2
Kali
Skills
Bloody Glee
Great Aim
Brands
War, Guard, Destruct
Requirements
-
Guan Yu
Skills
Phys Amp
Bloody Glee
Brands
War, Guard, Destruct
Requirements
-

Notes:

  • Due to Nidhoggr's Excessive Eating Passive, the Demons won't be able to cast most Skills after T1, and because of its Null Phys Attribute, the Demons must have innate Phys Pierce, instead of Attack Skills with Piercing Effects, so their Normal Phys Attacks will pass through. Any Demons with innate Phys Piercing will do (from Passives or Panels), as long as they are bulky enough to survive Nidhoggr's attacks and Fractional Damage every time Erlkonig passes his Turn.
    • Erlkonig was chosen due to his Passive Healing Skill Alder King, which will heal the whole Party at the beginning of his Turn without needing MP, despite not being able to attack, forcing him to pass his Turns and, consequently, triggering Interception and bringing Fractional Damage to the Party. Due to that, it's essential that the total healing is greater than the total damage taken per Turn.
    • Guts gets Phys Piercing with P2 unlocked. Having P1 unlocked may also help, causing even more damage if his HP falls below 50% every Turn.
    • Erlkonig works much better with P3 unlocked, what's not so difficult to get, as it can be fused relatively cheap.
    • Purple Purple Kali has Phys Amp (Awaken Skill), as does Yellow Yellow Guan Yu (gacha Skill), what helps with the Normal Phys Attacks, but any Archetypes would do (as well as Skills).
    • If you don't have enough Demons with innate Phys Piercing, leave the slots empty, because Erlkonig and one Phys Attacker is enough to kill Nidhoggr. Allocating Demons that cannot attack will force you to pass their Turns, activating Interception and eventually getting the whole Party killed (remember that Erlkonig will already have to pass his Turns).
  • Because all damage will come from the Strength Stats, Demons should primarily wear War Brands to enhance their Normal Phys Attacks, except Erlkonig, who should wear Heal (to restore HP of the whole Party), Dodge (to make the enemy lose Press Turns) and/or Guard (to take less damage, mainly if P3 is not unlocked).
  • This configuration works even in Auto-Fighting mode, as long as the sidekicks are properly killed by the first Party.
    • Erlkonig could benefit from Phys Pierce (weak), but it isn't necessary for this strategy to work (besides, it could induce him to attack and miss instead of passing the Turn, as he's not exactly a very nimble Demon).

Floor 45[edit]

Map Layout

Boss[edit]

Difficulty BDemandingEditorial estimate
Higher enemy stats and encounter-specific skills reward a prepared team.
Battle speed: 20966

Beiji-Weng

Encounter version
HP 24,400
Battle stats Level 99 · combat values calculated
PATK
932
PDEF
988
MATK
2242
MDEF
1300
STR
156
MAG
780
VIT
278
AGI
286
LUK
278
Elemental affinities
Phys—
FireWk
IceNu
Elec—
Force—
LightRs
DarkNu

Cu Chulainn

Encounter version
HP 25,898
Battle stats Level 99 · combat values calculated
PATK
2032
PDEF
1237
MATK
2288
MDEF
1298
STR
680
MAG
802
VIT
266
AGI
202
LUK
176
Elemental affinities
PhysRs
Fire—
Ice—
Elec—
ForceNu
LightNu
Dark—

Prometheus

Encounter version
HP 20,445
Battle stats Level 99 · combat values calculated
PATK
1230
PDEF
980
MATK
2234
MDEF
1219
STR
298
MAG
776
VIT
206
AGI
141
LUK
241
Elemental affinities
Phys—
FireNu
IceWk
ElecNu
Force—
LightRs
Dark—


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

Floor 46[edit]

Map Layout

Boss[edit]

Difficulty AVery hardEditorial estimate
99% reduction to non-Almighty damage requires an appropriate damage plan.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Self Defense leaves only Almighty damage effective. Deal with the side enemies and their Magic reflection first; Michael’s Light attacks also need an actual anti-Pierce affinity pairing.

Shiva ASummon-only
Almighty Physical offense

Third Eye is Almighty Physical, so it reaches Michael through Self Defense without being a Magic spell reflected by Makarakarn+. Its counter immunity and buffs help the sustained boss phase.

Setup: Build MATK; max skill and Panel 3 reduce the MP cost.

DemiurgeSummon-only
Light anti-Pierce and reflection control

False God can protect a Repel Light partner; Almighty retaliation supplies damage when it repels Michael. Panel 2 removes enemy Repel Magic, easing access for Magic damage dealers.

Setup: Pair with actual Repel Light; Panel 2 for enemy-reflect removal.

Watch out: A general Light Null is not enough to activate his Repel-Pierce effect.

SamaelFusion
Repel Light partner

His natural Repel Light works with Demiurge, and he has an Almighty attack for the Self Defense phase. Purple Infinite Chakra helps the long fight.

Setup: Purple for Infinite Chakra; use Magic only after enemy Repel Magic is removed.

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

Battle speed: 22066

Anubis

Encounter version
HP 21,400
Battle stats Level 99 · combat values calculated
PATK
896
PDEF
921
MATK
2162
MDEF
1222
STR
139
MAG
742
VIT
225
AGI
142
LUK
339
Elemental affinities
Phys—
Fire—
Ice—
Elec—
Force—
LightNu
DarkNu

Michael

Encounter version
HP 23,172
Battle stats Level 99 · combat values calculated
PATK
1303
PDEF
1051
MATK
2534
MDEF
1344
STR
333
MAG
919
VIT
255
AGI
289
LUK
217
Elemental affinities
Phys—
Fire—
IceNu
ElecNu
Force—
LightRp
DarkWk

Dantalian

Encounter version
HP 28,920
Battle stats Level 99 · combat values calculated
PATK
896
PDEF
1066
MATK
2246
MDEF
1388
STR
139
MAG
782
VIT
357
AGI
231
LUK
261
Elemental affinities
Phys—
FireRs
IceRs
ElecWk
ForceNu
LightWk
DarkRs


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

Remove the side enemies, then use Almighty damage against Michael’s extreme non-Almighty mitigation. Match Repel/Drain Light with an anti-Pierce support; elemental DPS alone is not the solution.

Earlier recommended alternatives
DemiurgeBanner exclusive
Banner defensive alternative
Repel/Drain support and Almighty retaliation can speed the defensive approach. Keep its triggers aligned with the enemy’s actual attacks.
Earlier recommended alternatives
AinzBanner exclusive
Banner: innate Almighty carry
Fallen Down supplies Almighty Bulwark Pierce, with Concentrate and self MP recovery supporting repeated attacks through Michael’s non-Almighty mitigation.
Needs: Build MATK and remove/control the side enemies before the sustained boss phase.
Watch for: His mitigation excludes Light, so retain the Light anti-Pierce defensive plan; do not assume his personal bulk answers Michael.
Earlier recommended alternatives
Shiva ABanner exclusive
Banner: physical Almighty alternative
Third Eye is Almighty physical damage with Bulwark Pierce, fitting the required damage type without an Almighty transfer.
Needs: Build MATK despite its physical attack type, and invest in accuracy/MP and Boost progression.
Watch for: Physical attacks can miss. His Almighty damage does not benefit from an elemental Berserk boost here.
Earlier recommended alternatives
SamaelAlternative
Accessible Light-repel anchor
Repel Light plus an Almighty transfer and Purple Infinite Chakra suit the sustain plan. Choose attacks that can actually hit the remaining boss.
Earlier recommended alternatives
AlilatAlternative
Repel protection
Repel Pierce reinforces a teammate’s Repel Light. She needs transfers/items to contribute beyond the defensive passive.
Earlier recommended alternatives
LuciferAlternative
Almighty carry
Morning Star supplies the required damage type. Its MP cost needs a sustained plan because Almighty gains no Berserk elemental boost here.
Kit-based options; tested clears remain in the guide’s team section.

Encounter mechanics

Notes:

  • Mortal the sides with team 1, then have team 2 enter with Repel/Drain Pierce + Repel/Drain Light.
  • Ensure that team 2 has some Almighty Almighty skills - it's the only way you're able to do damage in this fight.
  • Use Templar Dragon in team 2 for half-press-turn healing items.
  • Almighty Almighty cannot be boosted by Berserk levels, so this fight is going to be long.

Notable demons:

  • Samael has Repel Light, an Almighty skill, and Infinite Chakra in Purple Purple. He's also fusible for cheap, by 4x4 fusion paths.
  • Demiurge punishes the enemy with an Almighty attack whenever an attack is repelled, speeding up the fight a bit.

Floor 47[edit]

Map Layout

Boss[edit]

Difficulty BDemandingEditorial estimate
Fractional damage and reviving adds require Curse protection and target control.
Battle speed: 27600

Gremlin

Encounter version
HP 1,966
Battle stats Level 99 · combat values calculated
PATK
978
PDEF
905
MATK
1217
MDEF
962
STR
178
MAG
292
VIT
193
AGI
273
LUK
193
Elemental affinities
Phys—
FireWk
IceRs
ElecRs
ForceNu
Light—
Dark—

Ananta

Encounter version
HP 34,944
Battle stats Level 99 · combat values calculated
PATK
1051
PDEF
1050
MATK
2297
MDEF
1347
STR
213
MAG
806
VIT
309
AGI
282
LUK
250
Elemental affinities
Phys—
FireNu
IceNu
ElecNu
ForceWk
LightNu
Dark—

Gremlin

Encounter version
HP 1,966
Battle stats Level 99 · combat values calculated
PATK
978
PDEF
905
MATK
1217
MDEF
962
STR
178
MAG
292
VIT
193
AGI
273
LUK
193
Elemental affinities
Phys—
FireWk
IceRs
ElecRs
ForceNu
Light—
Dark—


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

Encounter mechanics

Notes:

  • If you can Revive Seal both Gremlins, then the boss is effectively harmless. It heavily prioritizes healing (until it runs out of charges) and debuffing over its basic attack.
  • The boss's fractional damage cannot kill you if you're already at 1 HP, so you don't need to heal at all if the side enemies have already been sealed.
  • Ananta will fully buff himself at the start of his turn, and at the start of your turn. If you plan to make use of debuffs, you will need to attack right after using the debuffs, while it is still your turn - if you wait for your next turn, Ananta will already be fully buffed again.
    • Xi Wangmu's Goddess' Fan removes Ananta's buffs + applies full debuffs. Cast this towards the start of your turn for the max benefit.

Floor 48[edit]

Map Layout

Notes:

  • To start the second Hecatoncheires fight, you must have talked to Chagrin on every floor that he appears on before this point. If you missed one, check the pause menu when you try to switch floors to see where Chagrin is.

Boss[edit]

Difficulty BDemandingEditorial estimate
Race-triggered chains and revival reward careful target priority.
Battle speed: 21533

King Frost

Encounter version
HP 9,548
Battle stats Level 99 · combat values calculated
PATK
1070
PDEF
1102
MATK
1734
MDEF
1260
STR
222
MAG
538
VIT
352
AGI
139
LUK
276
Elemental affinities
Phys—
FireWk
IceNu
Elec—
Force—
LightNu
Dark—

Baal

Encounter version
HP 36,108
Battle stats Level 99 · combat values calculated
PATK
1016
PDEF
1000
MATK
1564
MDEF
1131
STR
196
MAG
457
VIT
271
AGI
284
LUK
253
Elemental affinities
Phys—
Fire—
IceWk
ElecNu
ForceDr
LightRs
Dark—

Abaddon

Encounter version
HP 12,684
Battle stats Level 99 · combat values calculated
PATK
1725
PDEF
1194
MATK
1028
MDEF
1028
STR
534
MAG
202
VIT
294
AGI
223
LUK
219
Elemental affinities
Phys—
FireRp
Ice—
ElecWk
Force—
Light—
Dark—


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

Encounter mechanics

Notes:

  • If you can Revive Seal one enemy with team 1, then have team 2 consist of Repel/Drain Pierce + Repel/Drain Force, the boss is effectively harmless.
  • Transfer some Ice Ice spells onto team 2 to take down the boss quickly.

Floor 49[edit]

Map Layout

Fastest route:

  • Go south towards Gucumatz's key and flip the switch just north of it. Defeat Gucumatz to the west, and then get the key.
  • Go west and flip the switch at the dead end.
  • Go south, then east to get around the wall, then south as far as you can go, and west to the switch. Flip it.
  • Go south then west and fight Rakshasa. Go back the way you came to the switch and flip it again. (Tip: If possible, try to NOT use the save point here. See next point for why)
  • Go west and north, and flip the switch in the corner. Go far north and collect Rakshasa's key, then return to the switch and flip it back. (Tip: If you did NOT save at the southernmost save point, then as soon as you get Rakshasa's key, leave the floor and come back to be teleported next to the boss room).
  • You don't need to flip any more switches now. Make the long walk back up to the boss room at the north-east end of the map (or do the save warp mentioned above).

Boss[edit]

Difficulty AVery hardEditorial estimate
Linked for Life requires dealing with both enemies and their revival effects.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Linked for Life can restore a defeated enemy and heal/buff the pair. Use controlled revive-sealing finishes and remove both; stopping after only one kill does not complete the encounter.

MephistoSummon-only
Controlled revive-sealing finish

Soul Levy provides single-target Dark damage, ignores death prevention and seals kills, directly addressing a sealed first kill on Shiva or Vishnu. The innate kit has no automatic offensive AoE cascade.

Setup: Manual target selection; max skill for MP efficiency.

NyxSummon-only
Ice revive-sealing finisher

Veil of Night ignores death prevention and seals the defeated enemy. This supports a coordinated finish on the pair instead of repeatedly letting Linked for Life restore one.

Setup: Check the target’s Ice defense and keep HP available.

Watch out: Both enemies must be removed; do not assume the first kill ends the fight.

DaisoujouSummon / multifusion
Ailment control

His personal ailment immunity and Cleansing Shout address Mad Darkness/Mad Freeze support effects and debuffs before the other demons act. The skill also removes debuffs and restores MP.

Setup: First in action order.

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

Battle speed: 25250

Shiva

Encounter version
HP 34,830
Battle stats Level 99 · combat values calculated
PATK
1814
PDEF
1174
MATK
950
MDEF
968
STR
576
MAG
165
VIT
256
AGI
291
LUK
276
Elemental affinities
PhysRs
FireDr
IceWk
ElecDr
Force—
Light—
Dark—

Vishnu

Encounter version
HP 29,235
Battle stats Level 99 · combat values calculated
PATK
1083
PDEF
1003
MATK
1404
MDEF
1079
STR
228
MAG
381
VIT
259
AGI
214
LUK
278
Elemental affinities
Phys—
FireWk
IceDr
Elec—
Force—
LightNu
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

Linked for Life makes finishing both enemies and controlling revival more important than a tier label. Match Fire to Vishnu and Ice to Shiva; avoid leaving the surviving partner free to undo progress.

Earlier recommended alternatives
Frost AceBanner exclusive
Focused Ice finisher
Ice single-target damage suits Shiva’s weakness. Accuracy and timing matter when bringing both partners into finishing range.
Earlier recommended alternatives
IdunBanner exclusive
Banner support
MP recovery and damage reduction support longer attempts. Recovery buys time but does not replace the linked-enemy kill plan.
Earlier recommended alternatives
NyxBanner exclusive
Banner: Ice death-prevention bypass
Veil of Night offers Ice Pierce and same-target Special Ice hits that ignore death prevention, useful for controlling a finish on Shiva.
Needs: Build MATK. Coordinate the finishing sequence so neither partner survives to revive and heal.
Watch for: Her automatic lowest-HP chains can alter the planned order. Her own fractional/Mortal effect is capped and may meet immunity.
Earlier recommended alternatives
AlephBanner exclusive
Banner: Fire damage + support
A targeted Fire Buddy attack pressures Vishnu, while Naja can recover the party during a coordinated two-enemy finish.
Needs: Build PDEF and plan Buddy selection/MP for the intended turn.
Watch for: Extra area and kill chains can upset synchronised finishing; preview both enemies’ HP rather than treating a single kill as victory.
Earlier recommended alternatives
Lost NameAlternative
Focused Fire finisher
Fatal Burn supplies single-target Fire with death-prevention bypass. Use it on the Fire-vulnerable partner rather than spreading damage blindly.
Earlier recommended alternatives
BarongAlternative
Accessible sustain
Barong Dance refreshes party buffs and healing while you prepare the finish. Maintain enough MP to keep the team stable.
Kit-based options; tested clears remain in the guide’s team section.

Encounter mechanics

Floor 50[edit]

Map Layout

Notes:

  • Straight-forward last floor: defeat the bosses from F10, F20, F30, and F40 to advance.
  • Defeat White Rider > go through Barrier > defeat Beelzebub > go through barrier > defeat Mara > collect 1st key and go through barrier > defeat Orcus > collect 2nd key and go through barrier > final boss time

Final Boss[edit]

Difficulty AVery hardEditorial estimate
Drain/Repel counters, heavy mitigation and recurring recovery demand a tailored team.
Recommended demonsKit-based options · reviewed 14 Oct 2026

Target Rama with Elec/Force/Light/Dark and Alilat with Phys/Fire/Ice. Their Anti-Pierce and Drain/Repel Counters punish inappropriate attacks, including automatic AoEs. Remove a side form before focusing Seraph, then burst its last 30% to avoid End Realm.

MephistoSummon-only
Controlled revive-sealing finish

Soul Levy provides single-target Dark damage, ignores death prevention and seals kills, directly addressing Rama with controlled Dark single-target damage. The innate kit has no automatic offensive AoE cascade.

Setup: Manual target selection; max skill for MP efficiency.

Ose HallelSummon-only
Controlled Phys attack on Alilat

Heavenly Sword is single-target Phys, one of the permitted routes into Alilat, with Might/Charge for turn economy. The native kit does not force an offensive all-target follow-up into Rama’s Drain Phys.

Setup: Manual targeting; do not attack Rama with Phys.

Berserker GutsLimited collaboration
Alternative Alilat finisher

Berserk gives single-target Phys hits with crit support and counter/death-prevention ignore. This is a controlled alternative to elemental AoE chains hitting the wrong form.

Setup: Panel 3 for enough uses; sustain self-damage.

Watch out: Keep every Phys hit on Alilat or an appropriate Seraph target, not Rama.

IdunSummon-only
MP and survival

Golden Apple’s MP recovery and Fortify protection support the long two-form fight; revivals provide a fallback when not sealed.

Setup: Panel 1 gives personal Null Mortal and ailment immunity.

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

Battle speed: 25433

Rama

Encounter version
HP 16,760
Battle stats Level 99 · combat values calculated
PATK
1135
PDEF
1049
MATK
1135
MDEF
1049
STR
253
MAG
253
VIT
290
AGI
246
LUK
253
Elemental affinities
PhysDr
FireDr
IceDr
Elec—
Force—
Light—
Dark—
Encounter skills
Brahmastra (7 MP), Drain Pierce, Drain Phys-Fire-Ice, Subjugated Realm, Drain Counter, Null Mortal

Seraph

Encounter version
HP 16,984
Battle stats Level 99 · combat values calculated
PATK
1064
PDEF
1039
MATK
768
MDEF
969
STR
219
MAG
78
VIT
296
AGI
273
LUK
258
Elemental affinities
PhysRs
FireRs
IceRs
ElecRs
ForceRs
LightRs
DarkRs
Encounter skills
Harmonious Realm, Luminous Realm (6 MP), Free Realm, Subjugated Realm, End Realm (10 MP)

Alilat

Encounter version
HP 18,264
Battle stats Level 99 · combat values calculated
PATK
795
PDEF
1012
MATK
1133
MDEF
1093
STR
91
MAG
252
VIT
330
AGI
244
LUK
330
Elemental affinities
PhysRs
Fire—
Ice—
ElecRp
ForceRp
LightRp
DarkRp
Encounter skills
Megidolaon (8 MP), Repel Pierce, Repel Force-Elec-Light-Dark, Subjugated Realm, Repel Counter, Null Mortal


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

Use single-target attacks: Elec/Force/Light/Dark for Rama, Phys/Fire/Ice for Alilat. Remove a side enemy before pushing Seraph; multi-element chains must not hit the wrong anti-Pierce affinity.

Earlier recommended alternatives
Ose HallelBanner exclusive
Alilat finisher
Heavenly Sword is single-target Phys with Bulwark Pierce and repeated Might/Charge. Do not use ordinary attacks into Rama’s Drain Phys.
Earlier recommended alternatives
MephistoBanner exclusive
Banner: Rama-side finisher
Single-target Dark damage with death-prevention bypass and revive sealing fits Rama’s allowed elements without an uncontrolled area follow-up.
Needs: Build MATK/MP efficiency and direct Soul Levy at Rama.
Watch for: Dark is the wrong element for Alilat’s anti-Pierce coverage. Choose targets manually.
Earlier recommended alternatives
Berserker GutsBanner exclusive
Banner: Alilat-side finisher
Berserk supplies focused Phys damage, Bulwark Pierce and death-prevention bypass, fitting Alilat’s side of the elemental split.
Needs: Build PATK/accuracy and enough recovery for his self-damage between enemy turns.
Watch for: Do not aim Phys attacks into Rama’s Drain coverage. Keep Seraph’s threshold and both side enemies in mind.
Earlier recommended alternatives
SethAlternative
Rama damage
Ouas can choose Force against Rama and provides self-healing. Check which element the skill selects before attacking a different target.
Earlier recommended alternatives
AliceAlternative
Rama Dark alternative
Die for Me! supplies piercing Dark damage; enemies have Null Mortal, so assess the damage rather than expecting an instant kill. Budget its uses.
Earlier recommended alternatives
BarongAlternative
Accessible recovery
Healing and full buffs help the two-stage fight. Divine brands support repeated dances; avoid pushing Seraph’s threshold before the team is ready.
Kit-based options; tested clears remain in the guide’s team section.

Encounter mechanics

Final Boss Reloaded[edit]

Difficulty AVery hardEditorial estimate
Drain/Repel counters, heavy mitigation and recurring recovery demand a tailored team.
Recommended demonsKit-based options · reviewed 14 Oct 2026

This is the separate Black Ooze-shaped final form, with 35,040 recorded HP. The transcribed cries do not document a complete offensive kit. Favor stable sustained damage; do not assume the earlier Rama/Alilat targeting rules apply here.

AinzLimited collaboration
Affinity-independent damage

Fallen Down supplies Almighty damage without needing an undocumented elemental weakness, and Strongest Magic Caster supports repeated casting.

Setup: Build MATK and max the active skill.

IdunSummon-only
MP and survival

Golden Apple’s MP recovery and Fortify protection support a sustained final-form fight; revivals provide a fallback when not sealed.

Setup: Panel 1 gives personal Null Mortal and ailment immunity.

DemeterSummon-only
Defensive support

Her Bulwarks, Fortify and buff support provide a stable backline while the recorded offensive mechanics remain incomplete.

Setup: Cover weaknesses; this is a general support option, not a claimed special counter.

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

Enemy-mechanic evidence is incomplete for this final form; these are conservative kit-based options.

Battle speed: 20800

Black Ooze

Encounter version
HP 35,040
Battle stats Level 99 · combat values calculated
PATK
1060
PDEF
951
MATK
1060
MDEF
951
STR
217
MAG
217
VIT
217
AGI
208
LUK
217
Elemental affinities
Phys—
Fire—
Ice—
Elec—
Force—
Light—
Dark—



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

The reloaded form’s three named cries are transcribed as flavour text, not additional combat rules. Keep sustained damage and recovery available after the preceding phase; the recommendations here are general follow-up options, not counters to unverified mechanics.

Earlier recommended alternatives
IdunBanner exclusive
MP + recovery support
Passive MP and repeatable revival provide insurance while a surviving party member remains. Do not count on revival after a wipe.
Earlier recommended alternatives
Ose HallelBanner exclusive
Focused damage option
Repeatable single-target damage with Might/Charge gives a controllable attack sequence. Confirm the form’s damage rules before committing turns.
Earlier recommended alternatives
AlephBanner exclusive
Banner: flexible sustained role
Naja offers party recovery and cleansing, while the Fire Buddy provides focused damage; this gives flexibility after the preceding fight.
Needs: Preserve MP and choose the Buddy according to the current form’s needs.
Watch for: The three named cries in the transcription are flavour text, not verified special combat effects. Do not infer hidden counters from their names.
Earlier recommended alternatives
BarongAlternative
Sustained recovery
Unlimited-use healing/buffs help a prolonged follow-up fight; keep MP available after the preceding phase.
Kit-based options; tested clears remain in the guide’s team section.

Encounter mechanics

Notes:

  • The name of the game here is Single Target Single Target attacks of specific elements: Rama can only be damaged by Elec/Force/Light/Dark, while Alilat can only be damaged by Phys/Fire/Ice.
  • There are no weaknesses here, so try to bring skills that can crit or skills that have Remnants for extra press turns. Alternatively, attribute affinity down can be used to open up a weakness.
  • Seraph will take effectively no damage until you've dealt with at least one of the side enemies.
Earlier team examples and contributor notes

Tested Teams[edit]

Tested by Boblers

Party 1: Kangaroo Boxer

Strategy: Go first and try to deal some damage to Rama and Alilat. This is basically just fodder so team 2 doesn't have speed problems, so don't think too hard about it.

Speedster Speedster damage damage
Kartikeya Hresvelgr Mastema Mahakala
Speedster Light Boost
Resist Phys Hamadyne

Brands:

  • War, PAtk % on Kartikeya
  • Spell, MAtk% on others.

Party 2: Templar Dragon

Strategy: take down Alilat and Rama with the proper elements. Barong provides healing + full buffs, OseH + Seth get crits for extra turns and ensure the boss stays fully debuffed.

Heal + Buffs Damage + crits + debuffs Damage Damage + crits
Barong Ose Hallel Alice Seth
Death Blow Dark Boost
Phys Boost

Brands:

  • Divine on Barong
  • Divine, PAtk% on OseH and Seth
  • Spell, MAtk% on Alice (Divine works too)

Panels:

  • Alice is P2.

Notes:

  • Barong should refresh buffs and heal as needed. Keeping up heal demands will get easier as the fight progresses.
  • Have OseH spam Heavenly Sword on Alilat as much as possible. If he doesn't have enough MP, pass the turn (do not use his normal attack).
  • Once Alilat is down, OseH can start attacking Seraph to get in some damage and extra press turns. Try to damage Seraph as much as possible without passing the 30% HP threshold for End Realm.
  • Alice and Seth should focus their damage on Rama.
  • Once OseH's boost level is high enough, he will fully debuff the boss at the start of your turn.
    • The boss will fully buff itself at the start of its turn, effectively meaning the boss is neutral on your turn and full-buffed on its turn.
    • Have Seth cast Debilitate once. This will shift the buff cycle so the boss is full-debuffed on your turn and neutral on its turn. After this, Seth doesn't need to cast debilitate again for the rest of the fight - go back to spamming Ouas.
  • Once Seraph is alone, try to set up his HP such that the team can finish him in one turn. It's recoverable if you mess up, but we want to avoid him casting End Realm if possible (happens if he survives below 30% HP).

Encounters[edit]

Hua Po Phys Reduction+[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 22133

Unicorn

Encounter version
HP 9,830
Battle stats Level 99 · combat values calculated
PATK
1114
PDEF
1033
MATK
1305
MDEF
1079
STR
243
MAG
334
VIT
280
AGI
174
LUK
176
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
Force—
LightNu
DarkNu

Hua Po

Encounter version
HP 8,592
Battle stats Level 99 · combat values calculated
PATK
974
PDEF
939
MATK
1226
MDEF
999
STR
176
MAG
296
VIT
225
AGI
310
LUK
208
Elemental affinities
Phys—
FireNu
Ice—
ElecWk
Force—
Light—
Dark—

Arahabaki

Encounter version
HP 13,416
Battle stats Level 99 · combat values calculated
PATK
881
PDEF
1153
MATK
1205
MDEF
1230
STR
132
MAG
286
VIT
439
AGI
190
LUK
231
Elemental affinities
PhysRs
FireWk
IceWk
ElecWk
ForceWk
LightRs
DarkRs


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

Setanta Phys Reduction+[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 20533

Lailah

Encounter version
HP 8,275
Battle stats Level 99 · combat values calculated
PATK
1011
PDEF
933
MATK
1385
MDEF
1022
STR
194
MAG
372
VIT
211
AGI
192
LUK
282
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceRs
LightNu
DarkWk

Setanta

Encounter version
HP 9,086
Battle stats Level 99 · combat values calculated
PATK
1314
PDEF
1045
MATK
1087
MDEF
991
STR
338
MAG
230
VIT
247
AGI
195
LUK
230
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceNu
Light—
DarkWk

Virtue

Encounter version
HP 9,756
Battle stats Level 99 · combat values calculated
PATK
843
PDEF
1014
MATK
1278
MDEF
1118
STR
114
MAG
321
VIT
321
AGI
229
LUK
284
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceNu
LightNu
DarkWk


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


Forneus Final Measure[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 21800

Forneus

Encounter version
HP 12,193
Battle stats Level 99 · combat values calculated
PATK
1268
PDEF
1110
MATK
1045
MDEF
1057
STR
316
MAG
210
VIT
316
AGI
144
LUK
243
Elemental affinities
Phys—
Fire—
IceDr
ElecRs
Force—
Light—
DarkNu

Camazotz

Encounter version
HP 8,595
Battle stats Level 99 · combat values calculated
PATK
1192
PDEF
975
MATK
839
MDEF
891
STR
280
MAG
112
VIT
210
AGI
366
LUK
266
Elemental affinities
PhysWk
Fire—
Ice—
ElecWk
Force—
LightWk
Dark—

Forneus

Encounter version
HP 12,193
Battle stats Level 99 · combat values calculated
PATK
1268
PDEF
1110
MATK
1045
MDEF
1057
STR
316
MAG
210
VIT
316
AGI
144
LUK
243
Elemental affinities
Phys—
Fire—
IceDr
ElecRs
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

Orthrus + Nights[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 19725

Orthrus

Encounter version
HP 7,337
Battle stats Level 99 · combat values calculated
PATK
1215
PDEF
1030
MATK
1072
MDEF
996
STR
291
MAG
223
VIT
255
AGI
249
LUK
157
Elemental affinities
Phys—
FireNu
IceWk
ElecWk
Force—
Light—
DarkRs

Fomorian

Encounter version
HP 9,211
Battle stats Level 99 · combat values calculated
PATK
1284
PDEF
1162
MATK
900
MDEF
1070
STR
324
MAG
141
VIT
360
AGI
136
LUK
236
Elemental affinities
Phys—
FireWk
IceNu
Elec—
Force—
Light—
Dark—

Incubus

Encounter version
HP 6,604
Battle stats Level 99 · combat values calculated
PATK
1087
PDEF
954
MATK
1022
MDEF
939
STR
230
MAG
199
VIT
214
AGI
268
LUK
247
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceRs
Light—
Dark—

Fomorian

Encounter version
HP 9,211
Battle stats Level 99 · combat values calculated
PATK
1284
PDEF
1162
MATK
900
MDEF
1070
STR
324
MAG
141
VIT
360
AGI
136
LUK
236
Elemental affinities
Phys—
FireWk
IceNu
Elec—
Force—
Light—
Dark—

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

Kurama Tengu + Incubuses[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 25550

Incubus

Encounter version
HP 6,604
Battle stats Level 99 · combat values calculated
PATK
1087
PDEF
954
MATK
1022
MDEF
939
STR
230
MAG
199
VIT
214
AGI
268
LUK
247
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceRs
Light—
Dark—

Nue

Encounter version
HP 7,569
Battle stats Level 99 · combat values calculated
PATK
1274
PDEF
1058
MATK
959
MDEF
983
STR
319
MAG
169
VIT
268
AGI
309
LUK
234
Elemental affinities
Phys—
Fire—
Ice—
ElecRs
ForceWk
Light—
Dark—

Kurama Tengu

Encounter version
HP 6,391
Battle stats Level 99 · combat values calculated
PATK
995
PDEF
919
MATK
1097
MDEF
944
STR
186
MAG
235
VIT
202
AGI
309
LUK
250
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceNu
Light—
Dark—

Incubus

Encounter version
HP 6,604
Battle stats Level 99 · combat values calculated
PATK
1087
PDEF
954
MATK
1022
MDEF
939
STR
230
MAG
199
VIT
214
AGI
268
LUK
247
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceRs
Light—
Dark—

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

Take-Minakata + Angels[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 22150

Angel

Encounter version
HP 7,516
Battle stats Level 99 · combat values calculated
PATK
894
PDEF
964
MATK
1265
MDEF
1053
STR
138
MAG
315
VIT
265
AGI
204
LUK
230
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
Force—
LightNu
DarkWk

Take-Minakata

Encounter version
HP 8,211
Battle stats Level 99 · combat values calculated
PATK
1278
PDEF
1099
MATK
864
MDEF
1000
STR
321
MAG
124
VIT
304
AGI
210
LUK
218
Elemental affinities
Phys—
FireWk
Ice—
ElecRs
Force—
Light—
Dark—

Shadow

Encounter version
HP 9,356
Battle stats Level 99 · combat values calculated
PATK
934
PDEF
1026
MATK
1335
MDEF
1121
STR
157
MAG
348
VIT
312
AGI
268
LUK
127
Elemental affinities
PhysRs
Fire—
Ice—
Elec—
ForceWk
LightWk
DarkNu

Angel

Encounter version
HP 7,516
Battle stats Level 99 · combat values calculated
PATK
894
PDEF
964
MATK
1265
MDEF
1053
STR
138
MAG
315
VIT
265
AGI
204
LUK
230
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
Force—
LightNu
DarkWk

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

Suparna + Abraxas[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 25333

Abraxas

Encounter version
HP 6,372
Battle stats Level 99 · combat values calculated
PATK
1242
PDEF
977
MATK
1242
MDEF
977
STR
304
MAG
304
VIT
201
AGI
255
LUK
140
Elemental affinities
PhysDr
FireWk
IceWk
ElecWk
ForceWk
LightWk
DarkWk

Suparna

Encounter version
HP 6,691
Battle stats Level 99 · combat values calculated
PATK
1133
PDEF
971
MATK
961
MDEF
930
STR
252
MAG
170
VIT
219
AGI
310
LUK
219
Elemental affinities
Phys—
Fire—
Ice—
ElecRs
Force—
LightRs
DarkWk

Abraxas

Encounter version
HP 6,372
Battle stats Level 99 · combat values calculated
PATK
1242
PDEF
977
MATK
1242
MDEF
977
STR
304
MAG
304
VIT
201
AGI
255
LUK
140
Elemental affinities
PhysDr
FireWk
IceWk
ElecWk
ForceWk
LightWk
DarkWk


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

Yaksinis + Shadows[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 23400

Shadow

Encounter version
HP 9,356
Battle stats Level 99 · combat values calculated
PATK
934
PDEF
1026
MATK
1335
MDEF
1121
STR
157
MAG
348
VIT
312
AGI
268
LUK
127
Elemental affinities
PhysRs
Fire—
Ice—
Elec—
ForceWk
LightWk
DarkNu

Yaksini

Encounter version
HP 7,980
Battle stats Level 99 · combat values calculated
PATK
1331
PDEF
1097
MATK
1037
MDEF
1027
STR
346
MAG
206
VIT
291
AGI
200
LUK
157
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceNu
Light—
Dark—

Yaksini

Encounter version
HP 7,980
Battle stats Level 99 · combat values calculated
PATK
1331
PDEF
1097
MATK
1037
MDEF
1027
STR
346
MAG
206
VIT
291
AGI
200
LUK
157
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
ForceNu
Light—
Dark—

Shadow

Encounter version
HP 9,356
Battle stats Level 99 · combat values calculated
PATK
934
PDEF
1026
MATK
1335
MDEF
1121
STR
157
MAG
348
VIT
312
AGI
268
LUK
127
Elemental affinities
PhysRs
Fire—
Ice—
Elec—
ForceWk
LightWk
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

Variety Fight[edit]

Difficulty FRoutineEditorial estimate
Normal floor encounter; a developed team with suitable elemental attacks should handle it comfortably.
Battle speed: 23350

Angel

Encounter version
HP 7,516
Battle stats Level 99 · combat values calculated
PATK
894
PDEF
964
MATK
1265
MDEF
1053
STR
138
MAG
315
VIT
265
AGI
204
LUK
230
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
Force—
LightNu
DarkWk

Raijuu

Encounter version
HP 6,889
Battle stats Level 99 · combat values calculated
PATK
1020
PDEF
956
MATK
953
MDEF
940
STR
198
MAG
166
VIT
230
AGI
284
LUK
265
Elemental affinities
Phys—
Fire—
Ice—
ElecRs
ForceWk
Light—
Dark—

Oni

Encounter version
HP 6,980
Battle stats Level 99 · combat values calculated
PATK
932
PDEF
940
MATK
961
MDEF
947
STR
156
MAG
170
VIT
235
AGI
163
LUK
250
Elemental affinities
Phys—
Fire—
Ice—
ElecWk
Force—
Light—
Dark—

Shiisaa

Encounter version
HP 6,748
Battle stats Level 99 · combat values calculated
PATK
1137
PDEF
975
MATK
932
MDEF
926
STR
254
MAG
156
VIT
222
AGI
283
LUK
274
Elemental affinities
Phys—
FireRs
Ice—
Elec—
ForceRs
LightRs
Dark—

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

Farming Teams[edit]

Budget[edit]

Garuda
Skills
Mazanma
Mazionga
Brands
Spell, Speed
Requirements
1600MATK
Barong
Skills
Speedster
Mahamaon
Brands
Spell, Speed
Requirements
Heal AI or Support AI and low MATK
Thor
Skills
Mazionga
Elec Boost
Brands
Spell, Speed
Requirements
1500MATK
Izanami
Skills
Bufudyne
Back Attack
Brands
Spell, .
Requirements
1700MATK
  • Many elemental All Targets All Targets attacks must be covered, not just Elec Elec for this particular team to work.
  • Forneus are not beaten by this team. The team actually does not (must not) do too much damage to Forneus.
    • They will suicide themselves with Final Measure (Inflict fractional 25% HP ). If their HP were to be too close to 0, they would kill you instead.
  • Barong is destined to heal the team.
    • Having him with Support AI instead of Heal is a good option so he would constantly use 1 Dance per battle... However you will need to reduce his MAtk, 900 was the threshold with a Purple Purple Barong and 80 Berserk lvl, else he will rarely dance.
    • Heal AI has also its pros/cons. But the frequency at which he will Dance still depend on his MATK, which needs to be somewhat low.
  • The Team was tested in a 80+ Berserk lvl on all elements-condition.

Expensive[edit]

Garuda
Skills
Mahamaon
Mazionga
Brands
Speed, Speed
Requirements
19% speed, 1500MATK
Gabriel
Skills
Light Boost
Brands
Spell
Requirements
1900MATK
Izanami
Skills
Maziodyne
Elec Boost
Brands
Spell, Lead
Requirements
Panel 2, 2100MATK
Baal
Skills
Force Enhancement
Butcher
Brands
Divine, Speed
Requirements
1900MATK
  • Garuda/Baal/Izanami is a very effective core to build an AG2 farming team around. The fourth demon doesn't need to be Gabriel; Black Frost and Mastema (with light pierce [weak] or panel 4) can work just as well.
  • If you use Black Frost, consider giving Deadly Curse to your other All Targets All Targets sweepers for extra damage.
  • With the listed MATK values and skills (as well as 80+ Berserk), this team clears the Forneus encounter in one turn. See here for a video example. It's important that the demons in slots 1 and 3 can hit Camazotz's weaknesses in order to generate enough press turns.
  • It can be difficult to hit the required battle speed without Speedster or Panel 3 on Garuda, but it is possible (maxing out Agility mitamas on everyone helps).

Alice A cheese team[edit]

Example team

Nekomata A
Skills
Mahajuon
Brands
Speed, Speed
Requirements
high ailment infliction%
Alice A
Brands
Speed
  • The gist of this team is to have a Demon apply curse on the enemy, while Alice A kills them on the next press turn with Do Me A Favor
  • The demon that goes first should:
    • be a fast to go first in each battle (BS=25550 required)
    • have a high ailment infliction rate to make sure that curse sticks on the enemy
  • Popular choices for the first demon are Nekomata A, Gurr, or any Speedster demon, really
  • Even the infamous AG50 Forneus encounter is cleared in two press turns using this strategy