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
Baphomet · original encounter screenSandalphon · original encounter screenKoumokuten · original encounter screen
Activates the following Counter Effect when the enemy Nulls an ally attack: Inflicts 10% fractional damage (1,000 max) on all enemies based on their max HP. Fractional damage will not be affected by stat/damage increase or reduction effects.
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
Skadi · original encounter screenMothman · original encounter screen
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
Titan · original encounter screenPazuzu · original encounter screenTitan · original encounter screen
Inflicts 50% fractional damage (3000 max) on all enemies based on their MAX HP. The demon with this skill will be downed upon activation. Fractional damage will not be affected by stat/damage increase or reduction effects.
This skill can only be used when own HP is under 40%.
When this demon is downed, it will fully revive at the beginning of own turn after 1 turn. Effect will not activate if own party is wiped out before it can revive.
Source
Interval · encounter screenshot
Notes:
Leave the Titans alive, and use 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.
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.
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.
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.
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.
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
Matador · original encounter screenNidhoggr · original encounter screenDionysus · original encounter screen
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.
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.
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.
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.
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.
Inflicts 5% fractional damage (100 max) on all enemies based on their max HP and reduces their MP by 9. Fractional damage will not be affected by stat/damage increase or reduction effects.
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.
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, 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'sNastrond 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.
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'sArchetypes 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.
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 Kali has Phys Amp (Awaken Skill), as does 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).
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
Beiji-Weng · original encounter screenCu Chulainn · original encounter screenPrometheus · original encounter screen
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.
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-onlyLight 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.
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
Anubis · original encounter screenMichael · original encounter screenDantalian · original encounter screen
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.
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.
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
Gremlin · original encounter screenAnanta · original encounter screenGremlin · original encounter screen
When this demon is downed, it will fully revive at the beginning of own turn after 1 turn. Effect will not activate if own party is wiped out before it can revive.
Source
Beckonings · encounter screenshot
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.
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.
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
King Frost · original encounter screenBaal · original encounter screenAbaddon · original encounter screen
Activates the following Chain Effect at the beginning of own turn when 3 or more Deity/Tyrant demons are alive: Inflicts Force (Physical) damage (Power: 50) on all enemies.
The damage inflicted by this skill is dependent on Mag ATK.
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).
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.
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.
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.
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.
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
Shiva · original encounter screenVishnu · original encounter screen
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.
When this demon is downed, it will revive at the beginning of next own turn at 25% HP and activate the following Chain Effect: Heal all party members (Power: 300) and increase their ATK, DEF and EV/AC by 20%. (2 turns) Effect will not activate if own party is wiped out before it can revive. Battle cannot be won by defeating only the Boss if the demon with this skill is on the battlefield.
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
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.
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-onlyControlled 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.
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.
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
Rama · original encounter screenSeraph · original encounter screenAlilat · original encounter screen
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.
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
Harmonious Realm
Used by: Ixaya (Seraph form)
Heals all party members (Power: 30) at the beginning of own turn and increases their ATK, DEF and EV/AC by 20%.
Source
Harmonious Realm · encounter screenshot
Luminous Realm6 MP
Used by: Ixaya (Seraph form)
Inflicts 20% fractional damage (2500 max) on all enemies based on their max HP. Fractional damage will not be affected by stat/damage increase or reduction effects.
While the demon with this skill is alive, -33% to all damage received by Herald party members.
Source
Subjugated Realm · encounter screenshot
End Realm10 MP
Used by: Ixaya (Seraph form)
Inflicts Almighty (Physical) damage (Power: 200) on all enemies.
The damage inflicted by this skill is dependent on Mag ATK.
This skill has a chance of having a Critical effect or a Miss which are dependent on their respective rates.
Counter effects will not work on this skill.
This skill can only be used when own HP is under 30%.
Source
End Realm · encounter screenshot
Drain Counter
Used by: Ixaya (Rama form)
Activates the following Counter Effect when the enemy Drains an ally attack: Inflicts 25% fractional damage (2,000 max) on all enemies based on their max HP with 50% chance to inflict Mute on all enemies. Fractional damage will not be affected by stat/damage increase or reduction effects.
Source
Drain Counter · encounter screenshot
Repel Counter
Used by: Ixaya (Alilat form)
Activates the following Counter Effect when the enemy Repels an ally attack: Inflicts 25% fractional damage (2,000 max) on all enemies based on their max HP with 50% chance to inflict Bind on all enemies. Fractional damage will not be affected by stat/damage increase or reduction effects.
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.
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
Black Ooze · original encounter screen
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.
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.
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
I can still go
Used by: Ixaya (final form)
Ixaya’s cry.
Source
I can still go · encounter screenshot
I want to become human
Used by: Ixaya (final form)
Ixaya’s cry.
Source
I want to become human · encounter screenshot
I don’t want to perish
Used by: Ixaya (final form)
Ixaya’s cry.
Source
I don’t want to perish · encounter screenshot
Notes:
The name of the game here is 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.
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.
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.
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).
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
Unicorn · original encounter screenHua Po · original encounter screenArahabaki · original encounter screen
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
Lailah · original encounter screenSetanta · original encounter screenVirtue · original encounter screen
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 · original encounter screenCamazotz · original encounter screenForneus · original encounter screen
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 · original encounter screenFomorian · original encounter screenIncubus · original encounter screenFomorian · original encounter screen
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
Incubus · original encounter screenNue · original encounter screenKurama Tengu · original encounter screenIncubus · original encounter screen
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
Angel · original encounter screenTake-Minakata · original encounter screenShadow · original encounter screenAngel · original encounter screen
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
Abraxas · original encounter screenSuparna · original encounter screenAbraxas · original encounter screen
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
Shadow · original encounter screenYaksini · original encounter screenYaksini · original encounter screenShadow · original encounter screen
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
Angel · original encounter screenRaijuu · original encounter screenOni · original encounter screenShiisaa · original encounter screen
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 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.
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 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).