Table of Contents
Key Points
- Level 10 DMG Threshold: 168M
- 0 DEF, MRES, Dark DMG, and Light RES
- You gain 4 SP per turn. The description says that you don't gain any, but as of the practice battles, you actually do gain SP per turn.
- Skill sequence, depending on the team:
- S1 → C1 → C2 → S2 → S3 → S4, if you're running Diana
- S1 → S2 → S3 → C1 → C2 → S4, if you're not running Diana, or you're using Angelica.
- Bring DEF gear.
Skill Rundown
Target, Destroy, Launch
Have your physical units tank this hit so they can get a huge attack boost. Afterwards, trigger C1 if you're on a Diana team.
(Pretend that it's Sacred Justia in that image)
Danger, Elimination, Silence
If you have triggered both C1 and C2 after S1, all of the Fiend Buffs will have worn out, which means that the Fiend shouldn't be killing anyone at this point.
However, if you're triggering C1 and C2 after S3 instead, you should have the units who took damage from S1 (if any) dodge this attack.
Humanity, Extinct, Void
Put your Light DPS front and center to tank this hit, and simply have anyone else dodge it. If you haven't triggered C1 and C2 yet, do so right after.
Delete, Mission, Complete
A team wipe! Your next team then takes the stage as the Fiend loops back to S1 and refreshes its conditional skills.
High Risk, Target, Deterred
Trigger: Stack 7 or more chains on any tile.
Have a non light unit tank the hit by putting them front and center, then put your light units to their side to receive the Property DMG buff.
Trigger C2 afterwards.
Emergency, Emergency, Emergency
Trigger: Stack 12 or more chains on any area (C1 takes priority if it hasn't been triggered yet).
Nuke turn! Unless you're using Sacred Justia who is attacking every turn.
Hunting the Fiend
S1 → C1 → C2 → S2 → S3 → S4
Use this skill sequence if you're playing a physical team that has Diana, so that you get a balance of ATK and Property DMG buffs from the fiend.
S1 → S2 → S3 → C1 → C2 → S4
Use this skill sequence if your physical team does not have Diana (i.e. you're running two ATK buffers), or if you're playing a "magic" team (pretty much Angelica, or uh Jayden). This sequence can be hard to use since you'd have to avoid triggering the conditional skills until after S3 (You can use a transition team to go S1 → C1 → C2 → S2, then swap mid cycle, but that's also a DPS loss).
Light DPS Review
There's no funny business this Fiend Hunt, so all you have to bring are your Light DPS units and their best amplifiers. So instead, I'll review each Light DPS:
Sacred Justia — Undisputedly the best light DPS for this Fiend Hunt, and most Dark Fiend Hunts for that matter. Her incredible AoE on top of her scaling damage makes her way above rate for this mode. It's pretty expensive to spam Justia's skill however, so it may be better to either have a battery on her team, or use her on team 2 after generating SP with team 1.
Do note that Justia's range potential doesn't make her hit any more tiles (×9 AoE), so it's not a priority for this Hunt!
Yuri — Her damage is great and all, but Comeback Idol needs Zenith/Rigenette to have a decent AoE multiplier (×5 AoE with Concentrated Fire, ×2 AoE without). Whitebolt does have ×8 AoE, however.
Ventana — She's joined at the hip with Zenith, but her damage is great and she has ×6 AoE on Snow White. Kind of unfortunate that Comeback Idol is single target (×2 AoE on a weak spot).
Angelica — Pool Party has × 7 AoE, and The Fallen has ×4 AoE, which is great, but since there is currently no magic counterpart to Game Club Rafina, her damage falls off compared to her peers. Trigger C1 and C2 after S3 if you still want to use her, so she gets 350% Property DMG from the Fiend.
Layla — A good budget DPS, and a battery to boot! You will likely be using her if you want to squeeze in a bit more damage while also preparing SP for another team.