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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.)
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.
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”.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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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
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.
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.
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.
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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.
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.
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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:
Below, I have listed example teams to use to defeat Vera, along with their morale and
corresponding camping lines.
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.
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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
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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.
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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.
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.
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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 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.
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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
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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:
Below, I have listed example teams that have been used to defeat Queen, along with
their morale and corresponding camping lines.
Horn of Desire 1
Nightmare Mask 1