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Hell Raid Guide

All Bosses + Mini-Bosses

By: C0NNECT1NG (on Global)


FAQ:
Who the hell are you?
I’m C0NNECT1NG, I’m on the Global server, and I’ve been playing since December
2018. I hang out in high Challenger, and I’m a vice-captain for the guild InfinityX. I have
written this guide, because I believe that if I can beat Hell Raid, you can too.

Who is this guide for?


I know a lot of people have been doing Hell Raid for a while now, and are used to the
mechanics of Arahakan and Karkanis. However, I wrote this guide for people who are
just beginning to start Hell Raid. That being said, I also assume you have at least a
passing familiarity with Normal Raid. I hope the veterans can bear with me, and I hope
the beginners find this useful.

Why should I do Hell Raid?


Aside from the Abyss Set and the Arena Sets, Hell Raid is the only place where you can
obtain Level 88 gear. This gear has higher maximum substats than Level 85 gear, and a
well-rolled piece can drastically increase the strength of one of your heroes. Also, it is a
good challenge, and a break from the tedium of farming hunts.

Where do I get Hell Raid Entry Tokens?


1 from defeating Queen Azumashik in Normal Raid, Weekly Reset
1 from the Shop under the tab “Ancient Coin” for 1200 Ancient Coins, Weekly Reset
1 from the Shop under the tab “Normal” for 3 Labyrinth Compasses, Weekly Reset
For a total of at least 12 entries per month.

If I can get all the Hell Raid Entry Tokens I need without having to do Normal Raid,
should I still do Normal Raid?
Yes. Normal Raid provides some valuable drops that you do not want to miss out on.
● In the shop, Queen Azumashik’s Gift has a chance to give you a Molagora Seed.
Since these are so rare, I consider it a worthwhile purchase.
● Also in the shop are an Immunity Set weapon and a Speed Set Chest. While they
are only level 67, they can roll quite well.
● Normal Raid can also drop Galaxy Bookmarks, which can accumulate to become
a chance to get Arbiter Vildred. (But let’s face it, it’ll be an Elson.)

How often does Hell Raid reset?


Unlike Normal Raid, Hell Raid Resets on the first of every month.
What do I do with the “Queen’s Guard Badge”?
Once you collect enough of them, you will have the option to buy:
● an Epic Catalyst for the cost of one “Queen’s Guard Badge”
● an Epic Artifact, Necklace, or Ring Charm for 3 “Queen’s Guard Badges”
● One of the pieces of Level 88 gear for 10 “Queen’s Guard Badges”
It is strongly recommended that you only buy the Level 88 gear, as they are by far the
more valuable options. Details will be listed in the “Shop” section below.

What’s the minimum number of runs to kill all Hell Raid Bosses if I have a high morale
team?
You can only kill one boss per entry, thus forcing you to do 5 separate runs. This lets
you play around with different team compositions, because morale won’t be as
impactful, especially once the teleports are unlocked.

What does it mean that the other Bosses have gone into hiding?
You can only kill one boss per entry into Hell Raid. Once one Boss is killed, the others
become unavailable until you exit Hell Raid and re-enter with another entry ticket.

Do mini-bosses drop Level 88 gear?


Yes, mini-bosses have a chance to drop a Level 88 Defense Set Ring with randomized
main and sub stats.

I’m having a rough time with Mini-bosses, will you be discussing those?
Yes, under each Boss there will be a short section about the mini-bosses in that section.

When you say “Ken” do you mean the RGB version or the ML version?
I will always use the full name of the hero I am referring to. Thus, “Ken” would denote
Fire Ken, and ML Ken will always be referred to as “Martial Artist Ken”. Similarly,
“Cecilia” would denote Fire Cecilia and ML Cecilia will always be referred to as “Fallen
Cecilia”.

I’m having trouble surviving, what do I do?


There are usually 3 solutions.
1. Bring an additional healer. If you only have 1 healer, consider bringing a second
healer. This can also help solve any debuff problems
2. Bring a Knight with Aurius. Try and bring a Knight that does something other than
tank, Falconer Kluri is a great choice.
3. Bring more DPS. On the opposite end of the spectrum, maybe your comp is too
turtle-y. This happens often with single DPS teams. The Bosses all have
stackable increases in attack and speed, so there is a soft time limit on fighting
the bosses. Consider bringing Def Break or a second DPS.
Where are your stats?
https://imgur.com/a/G3NTTrF
Note: I’d say I’m overgeared; it’s possible to beat all bosses with much lower stats. (It’s
the “Mad” minibosses that are the real problem.)
What Path Do I Take?
For Your First Runs
For your first run on each Boss, you cannot use the teleport location, thus you must
attack the bosses by walking. These are the first paths to take and morale required.
Note: I assume that Arahakan is killed before Vera, and Karkanis is killed before
Juleeve, an order which I very strongly recommend.
Link for high res: https://i.imgur.com/El79JQ1.png
For All Subsequent Runs:
Any run conducted after your first, will allow you to use the teleport location. Usage of
these will drastically reduce the morale required to kill all Mini-bosses. These are the
optimal paths for subsequent runs:
Note: Order does not matter here, as the paths for each area never cross.
Link for high res: https://i.imgur.com/ZxibR9l.png
Boss Summaries
In other words, which Boss should/can I kill?
If this is your first time doing Hell Raid, I would strongly recommend that you kill the
bosses in the following order: Arahakan, Karkanis, Vera, Juleeve, Queen.

Devourer Arahakan (Level 72, Dark Warrior)


You will likely find this fight to be the easiest. Strong AoE damage is recommended, but
not a necessity. Cleanse is also recommended. Buffs are not very strong in this fight,
due to the unbuffable debuff Arahakan uses. Behaves very similar to Normal Raid, but
takes longer to kill.

Executioner Karkanis (Level 72, Fire Thief)


Although he is the same level as Arahakan, Karkanis will prove to be more difficult to
fight. You will need on-demand AoE and cleanse. A strong single-target DPS is
recommended, as is defense break. Earth heroes are strongly discouraged, due to the
high probability of activating Karkanis’s passive even with no debuffs. Behaves very
similar to Normal Raid but hits much harder.

Secretary Vera (Level 76, Earth Mage)


Vera may surprise veterans of Normal Raid, where she was one of the weaker bosses.
In Hell Raid, she has new mechanics that make the fight significantly more difficult than
her Normal Raid counterpart. AoE damage is recommended as well as a strong single-
target damage dealer. Cleanse or immunity is also recommended. Vera has received
the most drastic changes.

Juleeve Council (Level 76, Light Ranger)


Juleeve is fairly straightforward, if not quite annoying to deal with. It is recommended to
bring heroes without debuffs on their S1, as well as consistent cleanse. Constant
healing also makes the split phase for Juleeve much easier. Strip is also strong, but not
a necessity. Likely the second easiest fight. Juleeve is more or less the same as its
Normal Raid counterpart, except it has more HP and ignores effect resist.

Queen Azumashik (Level 80, Light Warrior)


As in Normal Raid, Queen is the most difficult Boss. Not only does she hit harder and
have higher HP, but now she will grant Greater Attack and Greater Defense buffs to
allies, and gradually decrease your healing. Consistent Dispel is a must, and AoE is
very strong.
Devourer Arahakan
Mini-Boss Guide
There are five mini-bosses in Devourer Arahakan’s section of Hell Raid. Similarly, all
sections of Hell Raid have five mini-bosses. The different types, their skills, and
strategies for defeating them are all listed below.

Striker
Skill: The mini-boss has decreased speed, but increased damage. In addition, any time
the mini-boss is attacked, there is a chance for it to dispel all debuffs on itself.
Strategy: Do not rely too heavily on debuffs. Well-geared DPS heroes will kill this mini-
boss quickly. This one is kind of like a gear check.

Defender
Skill: The mini-boss increases self CR when an ally is attacked, and casts a barrier over
all allies at the beginning of the mini-boss’s turn.
Strategy: Target down the boss and avoid AoE damage. Once the boss is dead, the
mobs should be easy pickings.

Mad
Skill: The mini-boss has stackable increased attack and speed granted at the beginning
of a turn (max 5 times), as well as a chance to be granted an extra turn at the end of its
turn.
Strategy: Focus the mini-boss down. Strong single-target damage and defense break
will help. A tanky front-line hero and/or a Knight with Aurius will also be beneficial.

Masochist
Skill: The mini-boss is granted stackable attack increase every time it is attacked (max
30 times) and has a chance to increase CR by 30% when attacked.
Strategy: Similar to the “Mad” mini-boss type, strong single-target damage and defense
break will help to target the mini-boss down. Avoid hitting the boss with healers or tanks.

Commander
Skill: The mini-boss increases CR for all allies, including itself when it is attacked.
Strategy: Strong AoE damage will help eliminate the adds, which will significantly
decrease the amount of incoming damage.
Arahakan’s Skills
I’m sure most of you are familiar with Arahakan’s skills from Normal Raid, as they are
functionally the same, but I’ll quickly describe them here. I have taken the liberty of
shortening the skill descriptions as much as possible.

Skill Implication
Dash (Default Attack): Bring some cleanse so your more vital
Single-target with 75% chance to stun heroes don’t get perma-stunned.

Corrupted Web (3 turn cooldown): Having immunity up before he uses this


AoE, 2 turn speed decrease, 50% CR skill is very helpful, or having cleanse to
reduction, and summons two Azimanus cleanse the speed decrease.
Scouts. Can only be used when all allies
except the caster are dead.

Stance Change (Passive): This is the core mechanic of Arahakan.


If Corrupted Web can be used, grants Kill the minions to get him to use
undispel-able Immunity, and decreases Corrupted Web, then damage him until
damage taken. If Corrupted Web can’t be Corrupted Web is off cooldown. Repeat.
used, inflicts Unbuffable on the enemy, Buffs will not be available during the
that cannot be dispelled and ignores damage phase. Debuffs will not be
immunity, and the enemy cannot receive effective during his defensive stance.
CR increase.

Incubate Venom (Passive): Not much to say. This skill boosts his
Increases Attack and Speed at the end of damage, and means that you want to kill
each turn. If Corrupted Web can be used, the adds asap.
grants stackable increased Attack and
Crit Chance.

Crisis Response (Passive): Be wary of when you bring Arahakan


If the Caster’s Health is below 50% when below 50%. He will use his AoE the
attacked, grants an extra turn and moment you attack him and he is below
decreases skill cooldown by 3 turns. Can 50%.
only be used once per battle.
Arahakan Strategy
Stance Change
Arahakan’s Stance Change skill is the core of this fight. It’s the same as the Normal
Raid counterpart. The fight will proceed in a cycle, with Arahakan changing between a
defensive stance, and a damage stance.

Recommended Mechanics to Bring:


AoE Damage, Def Break, Cleanse and/or Immunity, Unhealable

Phase 1: Defensive Stance


● Arahakan will have Corrupted Web available, as well as 2 adds. Once you kill the
adds, Arahakan will activate Corrupted Web and proceed onto Phase 1.
● Use your S1 attacks to kill the starting adds, in order to save cooldowns for
Phase 2.
● Adds steal buffs with their S2, so be wary of using Buffs.

Phase 1.5: Corrupted Web


● Make sure to have Immunity up before Corrupted Web is cast to avoid the
decrease Speed debuff and decrease in CR. Or have a cleanse ready.

Phase 2: Damage Stance


● Arahakan will summon 2 adds and will no longer have immunity and the damage
reduction.
● Cast all AoE, Def Break, and Unhealable skills at Arahakan as soon as possible.
Target down Arahakan and ignore the adds until Corrupted Web is ready again
and you return to Phase 1.
○ Note: The adds will heal the ally with the lowest health, so if you do not
have unhealable, make sure to keep one of the adds on low hp so they
get healed instead of the Boss. Or kill the adds quickly.
● Using lots of AoE attacks allows you to kill the adds while still targeting
Arahakan. Ideally you want to kill the adds with AoE before Corrupted Web is
ready to cast again, thus reducing Phase 1 to just 1 turn. If you do not have
sufficient AoE, it is more important to target the Boss.
Arahakan Suggested Heroes, Team Compositions, and
Example Teams
Below, I have listed, in alphabetical order, some Heroes who I believe perform well
against Hell Devourer Arahakan.

Angelic Montmorancy
Angelica (preferably with Potion Vial)
Arbiter Vildred
Bellona
Champion Zerato
Charles
Dizzy (Manual)
Luluca
Seaside Bellona
Tamarinne (unfortunately, her usefulness is mostly negated during Phase 2)

I have also listed some team compositions that I would recommend for Arahakan.

2 Healer + 2 DPS (at least 1 AoE)


1 Healer + 1 Knight with Aurius + 2 DPS (at least 1 AoE)
1 Healer + Dizzy + 2 DPS (at least 1 AoE)

Below, I have listed example teams to use to defeat Arahakan, along with their morale
and corresponding camping lines. I also note the teams that I know can be set to auto.

Angelic Montmorancy, Tamarinne, Charles, Seaside Bellona (Auto), +29 morale


Angelic Montmorancy: Comforting Cheer, Charles: Joyful Memory
This is the team I use to auto Arahakan. Angelic Montmorancy occupies the leader
position.

Angelic Montmorancy, Bellona, Seaside Bellona, Dizzy. +24 morale


Bellona: Happy Memory, Seaside Bellona: Food Story

Angelic Montmorancy, Tamarinne, Commander Lorina, Luluca, +39 morale


Angelic Montmorancy: Comforting Cheer, Luluca: Sad Memory

Next: Executioner Karkanis


Executioner Karkanis
Mini-Boss Guide
Counter
Skill: Upon being dealt enough damage, the boss counterattacks and remains ready to
counterattack for 1 turn.
Strategy: There’s not much to worry about since the damage threshold is high enough
that unless you purposefully set up to deal massive burst damage, you won’t pass that
threshold.

Plagued
Skill: Inflicts 1 Poison debuff on each enemy at the beginning of the caster’s turn. Has a
chance to inflict 2 Poison debuffs on an attacking enemy when attacked.
Strategy: Bring cleanse or immunity. The poison debuffs are annoying, but as long as
you can consistently cleanse them or prevent yourself from receiving them with
Immunity or high resist, this boss is relatively easy.

Defender
Skill: The mini-boss increases self CR when an ally is attacked, and casts a barrier over
all allies at the beginning of the mini-boss’s turn.
Strategy: Target down the boss and avoid AoE damage. Once the boss is dead, the
mobs should be easy pickings.

Commander
Skill: The mini-boss increases CR for all allies, including itself when it is attacked.
Strategy: Strong AoE damage will help eliminate the adds, which will significantly
decrease the amount of incoming damage.

Striker
Skill: The mini-boss has decreased speed, but increased damage. In addition, any time
the mini-boss is attacked, there is a chance for it to dispel all debuffs on itself.
Strategy: Do not rely too heavily on debuffs. Well-geared DPS heroes will kill this mini-
boss quickly. This one is kind of like a gear check.
Karkanis’s Skills
I’m sure most of you are familiar with Karkanis’s skills from Normal Raid, as they are
functionally the same, but I’ll quickly describe them here. I have taken the liberty of
shortening the skill descriptions as much as possible.

Skill Implication
Slice (Default Attack): Cleanse is very important. You do not
Single target, 2-turn def break want Def Break sticking around.

Wild Slash (3 turn cooldown): Make sure to keep your heroes healthy.
AoE, 2-turn stun for one random enemy.
If target HP is below 50%, they lose 99%
of their HP. When silenced, this skill will
not be activated and will only increase
cooldown count. Will only be activated
when the caster is below 40% HP.

Inner Peace (Passive): You really don’t want to be debuffed.


When attacking, grants stackable Keep consistent cleanse or immunity, and
increase Attack and Speed. Increase do not attack Karkanis with a debuffed
chance to evade when attacked by a hero.
debuffed enemy. Counterattacks after
evading. Counterattack always crits with
2-turn def break.

Death Sentence (Passive): Below 40% HP, Karkanis gets very scary.
Grants permanent increased attack and Kill him fast.
speed when below 40% HP and an extra
turn (only once per battle). Activates Wild
Slash after using Slice if Wild Slash is off
cooldown.

Shadow (Passive): Bring AoE. Knocking Karkanis out of


Grants an extra turn when below 70% HP stealth is very important. He gets enough
(once per battle). 2-turn stealth every stackable attack and speed, he doesn’t
other turn. If the caster begins a turn with need any more. And he heals for quite a
stealth, recovers health and grants bit.
permanent increased attack and speed. Note: Arky does not knock Karkanis out of
Does not activate once below 40% HP. stealth.
Karkanis Strategy
Inner Peace
Inner Peace is one of two very important mechanics for Karkanis. It forces you to not
attack him with debuffed heroes, and to not bring Earth heroes, who naturally have a
50% chance to miss on him. This also requires you to bring good amounts of cleanse.
Note: Counterattacks, dual attacks, and extra attacks will not trigger the dispel nor the
counterattack (in the case of dual attacks).

Shadow
Shadow is the other very important mechanic for Karkanis. It forces you to bring AoE in
order to knock him out of stealth. His heal and stackable attack and speed increase is
too strong to let happen, so bring AoE.

Recommended Mechanics to Bring:


AoE Damage, Cleanse, Immunity, Def Break, Single-Target Damage

Phase 1: Above 70% HP


● Relatively straightforward, don’t attack him with debuffed heroes and just focus
Karkanis down. Debuff and buff at will.
○ It is very useful to put someone who is difficult to debuff, like Angelic
Montmorancy, or Champion Zerato in front.
● The Adds
○ The adds revive, so don’t bother hitting them.
○ Put up team-wide immunity before the adds use their S2, which will debuff
your whole team. Pay attention to their skills. They can be stunned, slept,
or provoked to delay usage of their S2.
○ The adds also dispel and inflict Attack Down debuff, so you must have
cleanse and not just immunity.

Phase 2: 40%-70% HP
● This is where AoE becomes very important. You likely do not have many AoE
skills, due to Phase 3 (which we’ll discuss in a moment), so use those AoE
attacks wisely.
○ Note: Arky will not knock Karkanis out of stealth (nor will any guardian)
● Otherwise, this is the same as Phase 1.

Phase 3: Below 40% HP


● This is where things get crazy. Karkanis gets a large speed and attack boost, and
gets more stackable speed and attack increases the more times he attacks, so
you’ll have to nuke him down quickly. It is highly recommended you have def
break and a dedicated Single-Target DPS, (which will likely reduce the number of
AoE skills you have). Arky can be helpful here as well.
● Keep your team healthy. If Karkanis uses Wild Slash on someone below 50% hp,
that hero is as good as dead. Consistent healing is important.
● Keep up with consistent cleanse. 2-turn stun hurts, but Wondrous Potion Vial can
help, as well as heroes who are more or less immune to stuns, such as Angelic
Montmorancy and Champion Zerato.
○ Champion Zerato is also useful in that he can return Karkanis’s def
breaks, thus not having to rely on his own.
● Speed down, attack down, and miss debuffs will help a lot to slow down
Karkanis’s onslaught. (Weird, I hear someone screaming “Yamete” in the
distance.)

Dizzy
● Dizzy is a risky hero to bring to Karkanis, but if managed well, she can make the
fight much easier.
● Dizzy’s S3 will always be countered by Karkanis. (Pray that she lands that attack
down and that miss debuff.) However, her debuffs are applied after Karkanis
cleanses, so he will receive the debuffs.
● Dizzy’s S2 is also helpful in preventing Karkanis from taking a turn, which is
especially crucial in Phase 3. She can also be used to delay the adds’ S2 to give
you enough time to get immunity up.
● Dizzy’s S1 can be both a godsend or the bane of your existence.
○ It stuns, so it can stun an add and prevent them from using their S2, giving
you enough time to get immunity up.
○ It stuns, so it can stun an add and prevent them from using their S2 until
after your immunity runs out.
○ It’s AoE, so it can knock Karkanis out of stealth.
○ It’s AoE, so she’ll always hit Karkanis. Thus, when she is debuffed, you
should just summon Arky instead of attacking with her.
● I would recommend giving her Etica’s Scepter if you plan on using her. Karkanis
has extra turn mechanics so he can extra turn his way out of your debuffs and
give you some trouble, so the more often Dizzy can debuff or extend debuffs, the
better.
Karkanis Suggested Heroes, Team Compositions, and
Example Teams
Below, I have listed, in alphabetical order, some Heroes who I believe perform notably
well against Hell Executioner Karkanis.

Achates
Angelic Montmorancy (She is the MVP)
Angelica (preferably with Potion Vial)
Arbiter Vildred
Cecilia
Cermia
Challenger Dominiel
Champion Zerato
Chaos Sect Axe
Commander Lorina
Elena
Kise
Luluca
Luna
Seaside Bellona
Tamarinne
Tenebria

I have also listed some team compositions that I would recommend for Karkanis.

2 Healer + 2 DPS (1 AoE, 1 Single-target)


1 Healer + Dizzy + 2 DPS (1 AoE, 1 Single-target)

Below, I have listed example teams to use to defeat Karkanis, along with their morale
and corresponding camping lines. I also note the teams that I know can be set to auto.

Angelic Montmorancy, Tamarinne, Champion Zerato, Commander Lorina (Auto), +30


Angelic Montmorancy: Comforting Cheer, Tamarinne: Cute Cheer
This is the team I use to auto Karkanis. Champion Zerato occupies the leader position.

Angelic Montmorancy, Dizzy, Ken, Seaside Bellona, +28 morale


Ken: Dream, Ken: Food Story
Angelic Montmorancy, Tamarinne, Cecilia, Blood Blade Karin (Auto), +31 morale
Angelic Montmorancy: Comforting Cheer, Cecilia: Advice

Angelic Montmorancy, Tamarinne, Luluca, Commander Lorina, +39 morale


Angelic Montmorancy: Comforting Cheer, Luluca: Sad Memory

Next: Secretary Vera


Secretary Vera
Mini-Boss Guide
Counter
Skill: Upon being dealt enough damage, the boss counterattacks and remains ready to
counterattack for 1 turn.
Strategy: There’s not much to worry about since the damage threshold is high enough
that unless you purposefully set up to deal massive burst damage, you won’t pass that
threshold.

Commander
Skill: The mini-boss increases CR for all allies, including itself when it is attacked.
Strategy: Strong AoE damage will help eliminate the adds, which will significantly
decrease the amount of incoming damage.

Mad
Skill: The mini-boss has stackable increased attack and speed granted at the beginning
of a turn (max 5 times), as well as a chance to be granted an extra turn at the end of its
turn.
Strategy: This “Mad” mini-boss is significantly more difficult than the one found in
Arahakan’s section. I’d suggest doing this boss manually, and saving skills in the
previous fight. There are two strategies that I have tried that work pretty well.
● Bruiser Team: Using a team of Angelic Montmorancy, Tamarinne, Ken (on
Sigurd Scythe), and Seaside Bellona, I was able to pretty consistently kill this
mini-boss on auto. Seaside Bellona’s counters punish the extra turns, Ken’s S3
stun and attack down are also very helpful. Tama’s CR push is also important.
With a tanky frontline hero (Ken), consistent damage for Seaside Bellona, even
while being outsped, and consistent healing were key here.
● Nuke’em: Using a team of Angelic Montmorancy, Tamarinne, Falconer Kluri, and
Commander Lorina, I was able to kill pretty consistently manually. This team was
designed to also kill Juleeve, and would not work for Vera. However, the essence
is a def breaker and a very strong Single-Target DPS. Don’t be afraid to Soul
Burn often for this fight. A very tanky front-line, in this case, Falconer Kluri, also
lets you tank for enough turns for your Single-Target DPS to kill.
● With both these teams, I’ve found that having lots of healing is important. Both
teams have 2 healers and a secondary source of healing: Sigurd Scythe for Ken,
and Falconer Kluri’s passive for the second team.
Even with a well-designed team, RNG could be fickle and you could wipe. Don’t be
discouraged, it happens to the best of us.
Plagued
Skill: Inflicts 1 Poison debuff on each enemy at the beginning of the caster’s turn. Has a
chance to inflict 2 Poison debuffs on an attacking enemy when attacked.
Strategy: Bring cleanse or immunity. The poison debuffs are annoying, but as long as
you can consistently cleanse them or prevent yourself from receiving them with
Immunity or high resist, this boss is relatively easy.

Corrupted
Skill: Has a chance to inflict 3 poison debuffs when attacking. Deals 3% enemy max HP
damage when the caster is below 50% hp every time an enemy turn begins.
Strategy: Have consistent healing and cleanse. This miniboss doesn’t deal much
damage, so being able to heal back that 3% max HP and cleanse the poisons makes
this a walk in the park.

---------------------------------------------------------------------------------------------------------------------

Vera’s Skills
Vera’s skills differ somewhat compared to her Normal Raid counterpart. Unlike
Arahakan and Karkanis, who are more or less carbon copies of their counterparts,
except with more health and more attack, Vera has some new mechanics. I have taken
the liberty of shortening the skill descriptions as much as possible.
Skills Implications

Spew Rock (Default Attack): Bring either immunity or cleanse. Getting


2-target with 50% chance to stun for 1 stunned sucks.
turn. Chance increases when no allies are
present.

Incubate Egg (3 turn cooldown): Vera will consistently summon adds and
Summons up to 4 Azimanus Watchers. reduce the cooldowns on those adds.
Existing allies have skill cooldowns Bring AoE to kill the adds quickly, as
reduced by 3 turns and are granted an they’ll debuff you when they hatch.
extra turn. If there are no existing allies,
then summons 4 Azimanus Watchers and
1 ally (not the caster) gets skill cooldown
reduced by 3 turns and an extra turn.

Mystery of Life (Passive): You want strong AoE damage to kill the
Recovers health and grants stackable adds to prevent Vera from healing and
increased attack and speed when an gaining stackable attack and speed
Azimanus Watcher hatches. Increases increase. Otherwise, unhealable debuff
CR when an Azimanus Watcher takes works as well.
damage. If there are no Azimanus
Watchers grants an extra turn for every
five times attacked (count resets when
Vera starts a turn).

Protective Instinct (Passive): Debuffs are not as useful on her. AoE will
Dispels a debuff from caster and grants not be as damaging for her while there
stackable increased attack and speed at are allies. Quickly kill all the adds before
the start of a turn. If there are allies targeting Vera down. Try not to attack
remaining, reduces AoE attack damage Vera with single-target attacks while there
by 70%, and single attacks on Vera will are allies, or do so with Immunity. The
activate an AoE counterattack with 75% counterattack is not something you can
chance to stun for 1 turn. This attack can just ignore.
be triggered by dual attacks and
Counterattacks. Azimanus watcher are
unaffected by max HP scaling damage.

Prepare Evolution (Passive): It’s not possible to 1-shot her before the
If the caster's HP is 50% or less when cocoon phase anymore.
attacked, AoE attacks and transforms into
a cocoon and summons two Karax
Chargers. Damage suffered in 1 attack
does not exceed 50% of HP.

Reversion (Passive): Don’t bother targeting the Karax


When a Karax Charger dies, it becomes a Chargers, as they’ll just come back once
cocoon, unable to receive damage or Vera hatches.
move. When Vera hatches, surviving
Karax Chargers are restored to max HP
and all debuffs dispelled, while the
cocoons will hatch into Karax Chargers.
All Karax Chargers get Speed Buff and
Barrier.

Turbulence (Passive): Avoid hitting the Cocoon with your


Increases CR of allies when the caster is healers or tanks. Only hit it with your
attacked, and grants stackable speed DPS.
increase. Immune to skill cooldown
increases.

Fetal Movement (Default Attack): Unhealable works nice here, or you can
Recovers health. Grants continuous just try to burst her down before she
healing for one turn if already at max heals.
health.

Complete Hatching (3 turn cooldown): You want to kill the egg. Having Vera
Summons Vera with increased attack, hatch with increased attack, defense, and
defense, and speed. If the caster dies speed is an avoidable complication.
before using this skill, Vera will have
decreased attack, defense and speed.
Vera will be granted 3 turn immunity.

Final Evolution (Passive): There’s a time limit on you. Luckily, you


Grants Vera stackable attack, defense, killed the egg before it hatched, right?
and speed increases.

Spew Rock (Default Attack): Cleanse or immunity is nice. Immunity will


2 target w/ 50% chance for 1-turn stun. be dispelled by Karax Chargers though.

Boulder Vortex (2 turn cooldown): Have cleanse to cleanse the attack down.
AoE 75% chance to decrease attack. Otherwise, the Veras will not do much
Summons two Secretary Vera’s eggs. even if they hatch.

---------------------------------------------------------------------------------------------------------------------

Vera Strategy
Mystery of Life + Protective Instinct
Vera’s two passives, “Mystery of Life” and “Protective Instinct,” make up her core
mechanics. Quickly killing the adds prevents Vera from healing and gaining stackable
increased attack and speed. In addition, it prevents the adds from hatching and
debuffing your team. Thirdly, killing the adds allows you to attack Vera directly without
being counterattacked, which is a big benefit, since the counterattacks will eventually
deal quite a bit of damage, and the stuns can often be crippling.

Recommended Mechanics to Bring:


AoE damage, Def Break, Cleanse and/or Immunity

Phase 1: Above 50% HP


● Phase 1 contains the majority of the mechanics and complexity of this fight, so
strap in.
● You want to prevent the adds from hatching, for multiple reasons.
○ They heal Vera when they hatch
○ They debuff your team when they hatch
○ They grant Vera stackable attack and speed increase when they hatch
○ They’ll become additional damage dealers (hence the name “add”)
● Concentrate all attacks on the adds, be it AoE or single-target damage. You want
to kill the adds before Vera’s “Incubate Egg” comes off cooldown. Use Arky if
need be. If you fail to kill the adds before Vera’s “Incubate Egg” comes off
cooldown, not only will you miss the damage phase, but Vera will also let the
adds hatch, which we established previously is not a good thing.
○ Don’t bother attacking Vera with single-target attacks. It’s not worth it. Her
counterattacks are no joke, and she will stun your most important heroes,
because RNG.
● Once the adds are dead, Vera will no longer counterattack you when attacked
with a single target, and she no longer reduces AoE damage. Go all out. Similar
to Arahakan’s Phase 2, dump as much damage as you can on her, but save AoE
skills for the next wave of adds.
● Once Vera summons another wave of adds, proceed to AoE and kill those too.
Rinse and repeat until Vera is below 50%.

Phase 2: Cocoon
● Relatively simple, the cocoon heals, and the adds attack you. Just target down
the cocoon and ignore the adds. Make sure to kill the cocoon before it hatches,
otherwise Phase 3 will be significantly more difficult.
● The adds will dispel and decrease CR by 100% with their default attack and
provoke with their S2. Make sure to have cleanse ready to cleanse the provoke.
The dispel and CR decrease you’ll just have to live with, unless you bring high
effect resistance heroes.

Phase 3: Post-Cocoon
● Also relatively straightforward. Vera will attack with a default attack which can
stun, and the S2 is now AoE attack down. Vera will summon mini-Veras as well
as the Karax Chargers. Ignore the adds and target down Vera.

Skill Cooldown Shenanigans


● In Normal Raid, if you bring Vera to below 50% HP using a skill that increases
cooldown, then Vera will skip over the egg phase, and continue in Phase 1 until
she dies. I’m not sure if this works for Hell Raid.
● You may not want to do this, because Phase 1 is the most annoying, while
Phase 2 and 3 are pretty straightforward.

---------------------------------------------------------------------------------------------------------------------

Vera Suggested Heroes, Team Compositions, and


Example Teams
Below, I have listed, in alphabetical order, some Heroes who I believe perform notably
well against Hell Secretary Vera

Alencia
Angelic Montmorancy
Angelica
Arbiter Vildred
Bellona
Champion Zerato
Charles
Seaside Bellona
Tamarinne
Tenebria
Vildred

I have also listed some team compositions that I would recommend for Vera:

2 Healer + 2 DPS (at least 1 AoE)


1 Healer + 1 Knight with Aurius + 2 DPS (at least 1 AoE)

Below, I have listed example teams to use to defeat Vera, along with their morale and
corresponding camping lines.

Angelic Montmorancy, Tamarinne, Seaside Bellona, Ken, +29 morale


Angelic Montmorancy: Comforting Cheer, Ken: Dream
This is the team I used. It can auto all mini-bosses and mobs consistently, but Vera
must be beaten with manual control. Ken occupies the leader position.

Angelic Montmorancy, Tamarinne, Seaside Bellona, Charles, +29 morale


Angelic Montmorancy: Comforting Cheer, Charles: Joyous Memory

Angelic Montmorancy, Vivian, Blaze Dingo, Yufine, +28 morale


Vivian: Myth, Angelic Montmorancy: Comforting Cheer
Next: Juleeve Council
Juleeve Council
Mini-Boss Guide
Counter
Skill: Upon being dealt enough damage, the boss counterattacks and remains ready to
counterattack for 1 turn.
Strategy: There’s not much to worry about since the damage threshold is high enough
that unless you purposefully set up to deal massive burst damage, you won’t pass that
threshold.

Mad
Skill: The mini-boss has stackable increased attack and speed granted at the beginning
of a turn (max 5 times), as well as a chance to be granted an extra turn at the end of its
turn.
Strategy: This “Mad” mini-boss is significantly more difficult than the one found in
Arahakan’s section. I’d suggest doing this boss manually, and saving skills in the
previous fight. There are two strategies that I have tried that work pretty well.
● Bruiser Team: Using a team of Angelic Montmorancy, Tamarinne, Ken (on
Sigurd Scythe), and Seaside Bellona, I was able to pretty consistently kill this
mini-boss on auto. However, this team was made to kill Vera, and would not work
against Juleeve, but the essence is bringing a team of tankier heroes who deal
consistent damage.
● Nuke’em: Using a team of Angelic Montmorancy, Tamarinne, Falconer Kluri, and
Commander Lorina, I was able to kill pretty consistently manually. The essence
is a def breaker and a very strong Single-Target DPS. Don’t be afraid to Soul
Burn often for this fight. A very tanky front-line, in this case, Falconer Kluri, also
lets you tank for enough turns for your Single-Target DPS to kill.
● With both these teams, I’ve found that having lots of healing is important. Both
teams have 2 healers and a secondary source of healing: Sigurd Scythe for Ken,
and Falconer Kluri’s passive for the second team.
Even with a well-designed team, RNG could be fickle and you could wipe. Don’t be
discouraged, it happens to the best of us.

Striker
Skill: The mini-boss has decreased speed, but increased damage. In addition, any time
the mini-boss is attacked, there is a chance for it to dispel all debuffs on itself.
Strategy: Do not rely too heavily on debuffs. Well-geared DPS heroes will kill this mini-
boss quickly. This one is kind of like a gear check.
Masochist
Skill: The mini-boss is granted stackable attack increase every time it is attacked (max
30 times) and has a chance to increase CR by 30% when attacked.
Strategy: Similar to the “Mad” mini-boss type, strong single-target damage and defense
break will help to target the mini-boss down. Avoid hitting the boss with healers or tanks.

Greedy
Skill: Steals 1 buff when attacking, gains 3 buffs when an ally dies.
Strategy: Be careful when you buff. Target down the boss first. If the boss has too many
buffs, dispel can be useful. Otherwise, pretty straightforward; the boss doesn’t do much
damage, so there’s not much threat.

---------------------------------------------------------------------------------------------------------------------

Juleeve Skills
The main difference between Normal Raid and Hell Raid Juleeve is that Hell Raid
Juleeve ignores effect resistance and will steal souls. Otherwise, the skills are very
similar. I have taken the liberty of shortening the skill descriptions as much as possible.

Skill Implication

Spread Disease (Default Attack): Immunity won’t help too much here, you’ll
Dispels one buff, poisons for 2 turns, want to bring a lot of cleanse. Also, don’t
grants stackable increased attack and debuff Juleeve. Perhaps bring dispel as
speed. Poison ignores effect resistance. well.
Activates this skill a second time. If
buffed, activates this skill a third time.

Group Ambush (3 turn cooldown): Once again, Immunity isn’t too helpful
AoE, dispels all buffs, extends debuff since it will get dispelled. Try to limit the
duration by 2 turns. Ignores effect number of debuffs to prevent too much
resistance when the caster is buffed. def penetration.
Penetrates defense by 15% per debuff
inflicted on target

Plague (Passive): Clear poisons as fast as possible. There


Poisoned enemies will poison themselves is a glitch here: the poison will go to 2
and one more enemy for two turns. Does random heroes, not always the hero
not apply when split. whose turn it is.
Black Death (Passive): The damage dealt is relatively low, so
At 70% and 40% HP, the caster splits into consistent healing makes this segment
3. Inflicts damage proportional to enemy pretty easy. Either use AoE or single-
max HP, dispels one buff, and removes 2 target DPS to kill each of the groups until
souls every time an enemy takes a turn. you find the core. AoE is not a necessity
Can trigger dual attack when split. When since the incoming damage is easily
unsplitting, reappears with 70% or 40% healable.
HP, not the HP it had when it split.

Inflict Curse (Passive): Don’t debuff Juleeve. And bring some


When attacked while debuffed, dispels all dispel for when Juleeve drops to below
debuffs and grants a random buff for 2 40% HP to dispel those buffs.
turns for every debuff dispelled, up to 3.
When below 40% HP, grants a random
buff for two turns at the end of every turn.

---------------------------------------------------------------------------------------------------------------------

Juleeve Strategy
Poison
The poison will spread quickly throughout your team, so having lots of cleanse is very
important. Not only will the poisons deal additional damage, but Juleeve’s skill “Group
Ambush” will penetrate defense by 15% for every debuff on your heroes, so it’s
important to keep it under control. Immunity also doesn’t work well here, because
Juleeve dispels with both its default attack as well as it’s S2.

Splitting
Once split, you’ll receive max HP scaling damage and your buffs will be dispelled. It’s
not a big deal, as the damage you’ll be receiving is relatively low. You should be able to
out heal that damage. Just kill all the groups with AoE or target them down one by one
until you kill the core.

No Debuffing
Don’t debuff Juleeve. Debuffs turn into buffs, which means Juleeve will only poison you
more and ignore more effect resistance.

Phase 1: Poison Phase


● This phase is the same as it was in Normal Raid, except Juleeve dispels one buff
before inflicting Poison. Therefore, cleanse is much more powerful than immunity
against Juleeve.
○ The poison will also spread faster as it’ll spread to 2 targets instead of
one. So be on top of your cleanse game.
○ Juleeve’s S2 will also penetrate defense for every debuff, so keep those
debuffs off. Although I must say, Juleeve’s damage is pretty low.
● Aside from cleansing your team, focus down Juleeve with your DPS, which
should not have debuffs on their S1. In fact, no hero on your team should have
debuffs on their S1, except for the ones Juleeve is immune to, e.g. stun, sleep.
● Once below 40% HP, Juleeve will buff itself. You will want to remove those
random buffs before Juleeve takes another turn, or else the poison debuffs could
get out of hand, with Juleeve landing 3 every turn, instead of 2.

Phase 2: Split Phase


● Once split, you will be receiving damage every time one of your heroes takes a
turn. However, this damage is pretty low, so 2 healers could easily outheal the
damage.
● You will also be having one buff dispelled every time one of your heroes takes a
turn. Not a big deal, not having an attack buff isn’t very important when you’re not
going to die anytime soon anyways, because you’re outhealing the damage.
● Killing the Core can also be done with single-target damage, because, once
again, outhealing the damage inflicted isn’t too difficult. AoE is faster though, so
you won’t have to search through each of the groups to find the core.
● Once you kill the core, it’s back to the poison phase.

---------------------------------------------------------------------------------------------------------------------

Juleeve Suggested Heroes, Team Compositions, and


Example Teams
Below, I have listed, in alphabetical order, some Heroes who I believe perform notably
well against Hell Juleeve Council

Angelic Montmorancy (once again, the MVP)


Arbiter Vildred
Blood Blade Karin
Commander Lorina
Elena
Falconer Kluri
Kise
Lena
Lilias
Luna
Ravi
Sol
Tamarinne (her S3 cleanse can come in clutch. Give her potion vial.)
Vildred

I have also listed some team compositions that I would recommend for Juleeve:

2 healers + 2 DPS
3 healers + 1 DPS
2 healers + 1 Knight with Aurius + 1 DPS

Below, I have listed example teams to use to defeat Juleeve, along with their morale
and corresponding camping lines.

Angelic Montmorancy, Tamarinne, Falconer Kluri, Commander Lorina, +33 morale


Angelic Montmorancy: Comforting Cheer, Angelic Montmorancy: Sad Memory
This is the team I used to clear Juleeve Council. If not for the “Mad” mini-boss I would
likely have brought Lilias instead of Falconer Kluri. Falconer Kluri occupies the leader
position. Angelic Montmorancy was not in that position due to the ignore effect
resistance nature of Hell Juleeve.

Angelic Montmorancy, Tamarinne, Lilias, Commander Lorina, +32 morale


Angelic Montmorancy: Comforting Cheer, Commander Lorina: Heroic Cheer

Elena, Tamarinne, Blaze Dingo, Luna, +20 morale


Elena: Advice, Elena: Myth

Next: Queen Azumashik


Queen Azumashik
Mini-Boss Guide
Defender
Skill: The mini-boss increases self CR when an ally is attacked, and casts a barrier over
all allies at the beginning of the mini-boss’s turn.
Strategy: Target down the boss and avoid AoE damage. Once the boss is dead, the
mobs should be easy pickings.

Masochist
Skill: The mini-boss is granted stackable attack increase every time it is attacked (max
30 times) and has a chance to increase CR by 30% when attacked.
Strategy: Similar to the “Mad” mini-boss type, strong single-target damage and defense
break will help to target the mini-boss down. Avoid hitting the boss with healers or tanks.
Since the “Masochist” skill maxes out at x30, it’s actually possible to just tank the mini-
boss with a knight and slowly chip away at it. Provoke helps with this strategy.

Mad
Skill: The mini-boss has stackable increased attack and speed granted at the beginning
of a turn (max 5 times), as well as a chance to be granted an extra turn at the end of its
turn.
Strategy: Welcome to the WTF section of Hell Raid. This “Mad” mini-boss is significantly
more difficult than the ones found in any other section. (And is arguably more difficult
than any of the actual bosses.) I’d suggest doing this mini-boss manually, and saving
skills in the previous fight. You may also wish to skip this mini-boss entirely, as it can be
extremely RNG heavy. Unfortunately, barring good RNG, the only strategy I have come
up with to defeat this particular mini-boss is using Dizzy. (I’ve had multiple failed runs
featuring def break+single-target nuker, or bruiser teams; the mini-boss just gets an
extra turn every turn and ends up being 400 speed with the ability to 1-shot every hero,
no matter how tanky, before my team takes a third turn.) However, Dizzy doesn’t help
very much against Queen, so that strategy may not be viable for this section. Even with
a well-designed team, RNG could be fickle and you could wipe. Don’t be discouraged, it
happens to the best of us.

Corrupted
Skill: Has a chance to inflict 3 poison debuffs when attacking. Deals 3% enemy max HP
damage when the caster is below 50% hp every time an enemy turn begins.
Strategy: Have consistent healing and cleanse. This miniboss doesn’t deal much
damage, so being able to heal back that 3% max HP and cleanse the poisons makes
this a walk in the park.

Counter
Skill: Upon being dealt enough damage, the boss counterattacks and remains ready to
counterattack for 1 turn.
Strategy: There’s not much to worry about since the damage threshold is high enough
that unless you purposefully set up to deal massive burst damage, you won’t pass that
threshold.

---------------------------------------------------------------------------------------------------------------------

Queen Skills
Hell Queen is quite similar to Normal Raid Queen. However, there are some key
differences. She will receive Greater Attack and Greater Defense buff if not stripped,
and grant them to all allies as well. She will also decrease healing starting in Phase 2. I
have taken the liberty of shortening the skill descriptions as much as possible.

Skill Implication

Hellish Cut (Default Attack): Keep your team healthy, and be prepared
Increase skill cooldown by 1 turn, then to have your skill cooldown increased.
dispels all buffs. Increases CR of all non- Immunity will protect from skill cooldown,
invincible allies by a random amount since the dispel is after the cooldown
between 15%-35%. If Queen has Greater increase. Having someone with high
Attack Buff or if the target is below 50% effect resist in the front line helps a lot.
HP, additional AoE attack that dispels 1
buff.

Death Trap (3 turn cooldown): This puts a timer on your team. If used
AoE attack that dispels all buffs and too many times, your team can basically
inflicts stackable decreased defense and no longer heal. Try to kill quickly once she
healing, before dispelling all debuffs on all is below 50%.
allies. Damage dealt increases
proportional to lost HP. Only used when
below 50% HP.

Queen’s Terror (Passive): Keep your team healthy. Low health


Decreases Attack, Effect Resistance, and means slower heroes and your heroes
Speed of enemies as HP decreases. At don’t hit as hard. You also don’t want to
the start of Queen’s turn, stuns an enemy be stunned either. Also note that your
with 30% HP or less. When above 50% heroes can still be debuffed even if they
HP, decrease CR effects on Queen are have over 170% effect resistance due to
halved, when below 50% HP, immune to this passive reducing effect resistance.
decrease CR.

Queen’s Servant (Passive): This splits the fight up into 2 phases.


After taking damage the first time, Don’t attack the Queen when she is
summons 2 Arahakans. Queen absorbs buffed and the Raqix have hatched
some of the damage dealt to the unless you absolutely need to.
Arahakans. When below 50% HP after
being attacked, gets extra turn, summons
2 Raqix, and heals. Raqix counterattacks
when Queen has buffs and is attacked.
Eggs are invincible and immune before
hatching.

Queen’s Authority (Passive): You really want to bring dispel for this
Grants Increase Attack and Defense buffs fight. Having to face an entire team with
before granting stackable increases in Greater Attack and Greater Defense buffs
attack and speed. If Queen has Attack is a nightmare. Also, manage your
and Defense buffs before the end of her debuffs so that she doesn’t get an extra
turn, she gets Greater Attack and Greater turn. She doesn’t need more turns.
Defense Buffs. If Queen has the Greater Finally, Arky, Daydream Joker, and
buffs, grants them to all allies, which Poison are relatively useless here, since
cannot be dispelled and ignores she is immune to max HP scaling
unbuffable. 3 or more debuffs on Queen damage.
grants and extra turn and dispels all
debuffs on Queen. Unaffected by max HP
scaling damage.

---------------------------------------------------------------------------------------------------------------------

Queen Strategy
Too Many Mechanics
There is no core mechanic that really encompasses Queen, and as such, I will be
focusing more on the strategy than describing the mechanics themselves. That being
said, there are some things to remember. Dispel her buffs as soon as possible, don’t
give her more than 3 debuffs, and try not to attack her when she is buffed and the Raqix
Flying Troops have hatched.
Recommended Mechanics to Bring:
Dispel, Cleanse, Def Break, AoE, Immunity, Extra Attacks/Counters

Phase 1: Above 50%


● After attacking Queen once, she will summon two Arahakans, and the battle will
begin.
○ The Arahakans stun on their default attack, CR pushback (50%), and
inflict speed down on their S2. They behave like the Arahakan boss,
except without the passives.
● There are two strategies here: the first is to go for Queen directly, ignoring the
Arahakans as much as possible, which I recommend. Or to kill the Arahakans
first, then bring Queen below 50% HP.
● Strategy 1: Attacking Queen Directly
○ This strategy requires some strong healing, and cleanse and/or immunity.
Ignoring the Arahakans means more incoming damage, as well as stuns,
speed debuffs, and CR decreases.
○ Cleanse the stuns as much as possible, and have immunity up for the
Arahakans’ S2. But otherwise, don’t bother targeting the Arahakans. Their
survival is actually key to getting through Phase 2 quicker.
○ As for Queen, since you are attacking her directly, and you have at least 1
dedicated dispel on your team, you shouldn’t need to worry too much
about her buffs. Just make sure they aren’t up for too long.
● Strategy 2: Killing the Arahakans First
○ This strategy will take a bit longer, but will involve less complication and
incoming damage during this Phase.
○ Focusing down the Arahakans means that the incoming stuns, decrease
speed, and CR decreases will be gone by the time you reach Phase 2.
○ Be sure, however, to dispel the Queen’s buffs in the meantime.
○ Once the Arahakans are gone, target down the Queen.
○ This strategy is only recommended if you can’t handle the Arahakans’
debuffs and damage otherwise. Strategy 1 is better otherwise.

Phase 2: Below 50% HP


● Once below 50% HP, Queen will summon 2 Raqix Flying Troops, and heal a bit.
○ The Raqix inflict bleed on their default attacks, and transfer 1 debuff and
inflict unhealable with their S2 (damage increases proportional to debuffs
on the enemy).
● The Raqix will counterattack if you attack the Queen while she is buffed, so be
sure to strip her. Although if you have AoE dispel and do not target the Queen
directly, (i.e. you tap/click on another target,) they will not counterattack.
● Depending on what strategy you took in Phase 1, there will be two possibilities.
● Extra attacks and counterattacks will not activate the Raqix counterattacks, so
they are quite useful at this stage.
● Strategy 1: Arahakans are still alive
○ If the Arahakans are still alive, the situation is high risk, high reward. You
will have more ways to damage Queen, due to the damage sharing
between her and the Arahakans, but the Arahakans will also be dealing
damage to you along with the Raqix.
○ Attack the Queen when she doesn’t have buffs, and if she does, and it’s
not your dispeller’s turn, attack one of the Arahakans.
○ Try to kill Queen quickly. Taking your time in this phase is deadly, as
every time Queen uses “Death Trap,” you will heal less and less, until the
damage overwhelms you.
○ Also make sure you are dispelling Queen’s buffs asap. The Raqix are no
joke and will hit hard if they have Greater Attack Buff, not to mention the
Arahakans are still alive.
○ This strategy requires strong burst damage to kill them before they kill
you. However, strong AoE attacks will speed up this process as they deal
more damage to Queen, due to her passive absorbing damage from the
Arahakans.
○ Consistent healing and cleansing is important here to keep your team
alive.
● Strategy 2: Arahakans are dead
○ If the Arahakans are dead, there is less incoming damage, but this phase
will likely be slower, and thus a bit more dangerous.
○ Continually dispel buffs from Queen to allow yourself to attack her without
being counterattacked, and attack the Raqix if you are forced to attack
while Queen has buffs and you can’t dispel.
○ Do not try to target the Raqix down, as that will take too long and give
Queen too many turns to use “Death Trap.”
○ While you could take it slow in Phase 1, you can no longer take it slow in
Phase 2. The decreased healing, once stacked up to around 5 or more,
will more or less negate your healers.
○ It may be beneficial to attack the Queen at times even when she is buffed
and just take the counterattack, especially if you have an upcoming heal.
○ AoE is not as influential in this strategy, since there is no damage sharing
between Queen and the Raqix.

Crescent Moon Rin


● With 2 dispels, Crescent Moon Rin is a good choice for Queen. She gets her own
section here, because she is actually able to steal the Greater Attack and
Greater Defense buffs, which will make your runs much safer.

---------------------------------------------------------------------------------------------------------------------

Queen Suggested Heroes, Team Compositions, and


Example Teams
Below, I have listed, in alphabetical order, some Heroes who I believe perform notably
well against Hell Queen Azumashik

Angelic Montmorancy (Really, if you haven’t built her, what are you doing?)
Angelica
Bellona
Champion Zerato
Charles
Falconer Kluri
Seaside Bellona
Tamarinne

I have also listed some team compositions that I would recommend for Queen:

2 Healers + 2 DPS (at least 1 AoE)


1 Healer + 1 Knight with Aurius + 2 DPS (at least 1 AoE)

Below, I have listed example teams that have been used to defeat Queen, along with
their morale and corresponding camping lines.

Angelic Montmorancy, Tamarinne, Charles, Seaside Bellona, +29 morale


Angelic Montmorancy: Comforting Cheer, Charles: Joyful Memory
This is the team I used to defeat Queen. Seaside Bellona’s S2 and Charles with Elbris
brought a bevy of uncounterable damage, making it that much easier to ignore the
Raqix. Also, Charles’s Smash dispel is very useful. Angelic Montmorancy occupies the
leader position.

Tamarinne, Champion Zerato, Apocalypse Ravi, Vivian, +37 morale


Apocalypse Ravi: Myth, Vivian: Criticism
Angelic Montmorancy, Tamarinne, Violet, Seaside Bellona, +32 morale
Angelic Montmorancy: Comforting Cheer, Tamarinne: Cute Cheer
Shop Guide
What’s in the Shop?
Item Cost (number of Queen’s Guard
Badges required to purchase)

Horn of Desire 1

Nightmare Mask 1

Black Curse Powder 1

The Heart of Hypocrisy 1

Greater Azimanus Fighter’s Dagger 10


Greater Azimanus Fighter’s Armor 10
Greater Azimanus Fighter’s Necklace 10
Epic Artifact Charm 5
Epic Necklace Charm 3
Epic Ring Charm 3

What should I buy?


Only the Level 88 gear are worth your Queen’s Guard Badges. The epic catalysts are
easily farmable from the AP shop and craftable in the Alchemist’s Steeple. Necklace
and Ring Charms can be bought with Ancient Coins (though not Epic, but it’s still not
worth it), and Artifact Charms can be bought with Powder of Knowledge, Silver Transmit
Stones, or Brave Crests (a.k.a. Guild Currency).

So Which Level 88 Gear Should I Buy?


The Necklace, being an Attack% Main Stat Necklace, has niche use, as most DPS
prefer Crit Damage or Crit Chance Necklaces.
The weapon is the most universally useful gear in the shop, so if you’re in doubt, buy
the weapon.
The chest is also very useful, but only if you need an Immunity piece. It will often come
in handy, but is not as universal as the weapon.

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