Hazards[]
Hazards | Applicable Ability |
---|---|
Laser Barriers | |
Shields |
Video Walkthrough[]
Overall Strategy[]
Demons first!
The small blue demons have an instakill on their bottom-right timer - depending on the floor, this can be from as long as 8 turns to as short as 4 turns. Watch this timer very carefully, and kill the demons as your priority targets whenever they appear!
Skip the shields
The Shields in this dungeon are invincible - even Shield Breakers won't kill them. Don't waste your time trying to break them.
Nothing to counter
This dungeon has no real gimmicks; as such, it is one of the most accessible Time Trials for the widest range of units. However, to make up for that, most enemies hit relatively hard.
Viable units
You can bring most any unit to this dungeon. Bounce-sling units may have an easier time killing the demons, since the demons are almost always positioned either near a wall or in a pair to allow for easy pinch-kills. At the same time, Bounce-sling units run a higher chance of getting stuck behind invincible shields. There's no right or wrong answer here; it's just a matter of comfort and experience.
Strong Carries[]
Hatcher |
Robin Hood (Evolve) - MS + AGB - SS can skip boss gauges on a good pinch |
Hatcher |
Tanpopo (Transcension) - AGB + Null Wind, Flight + Demon Slayer M - Slayer against the Demons |
Hatcher |
Gabriel (Evolve) - ADW - Bump combo makes killing multiple demons easier |
Hatcher |
Bach (Transcension) - Demonsbane + Nebulan Slayer, AW + Light Slayer - Slayer against the Demons |
Hatcher |
Belphegor (Ascend) - AW + Water Slayer - Slayer for the entire dungeon |