Key Points
- Level 10 DMG Threshold — 366M.
- Fiend Stats — 0 DEF & MRES, 100 Water DMG, 50 Fire RES.
- 10 Initial SP, 3 SP gained per turn.
- This fiend offers no fiend buffs, but trigger C2 for extra turns!
- Your first team will face a survival check from C1, so you may want to have your ace team be team 2.
- Bring DEF gear.


Skill Rundown
Roar of the Guardian

Triggers on the Fiend’s first turn, only for team 1.
This is a significant challenge, and it will really push your team’s ability to survive at higher difficulty levels. Because this effect cannot be removed, you might want to assign your strongest team members to team 2 so they can avoid dealing with this skill. Consider your team composition carefully to maximize your chances of success.
Savage Onslaught

Trigger: Stack 20 chains on any tile. This ability can trigger twice per team.
Reaching 20 chains is challenging for a skill that only benefits the user and doesn’t provide team-wide buffs, but activating this skill can grant you up to 2 additional turns during battle. Just position a support tank to consistently use this skill at the front of your team.
Claws of Frailty

Be sure to keep your damage dealers safe from this attack. A tank can step forward and absorb the damage, creating safe zones in both back corners for your carries.
Charging Resolve

Keep your units away from the attacked tiles so their buffs don’t get dispelled.
Raging Frost
Everyone on the enemy team has been eliminated! Now, your team takes over, and the Fiend returns to Stage 1, resetting its Stage 2 triggers.
Hunting the Fiend
C1 activates on the Fiend’s very first turn, and it only affects team 1. This results in team 1 potentially taking a lot more damage, but they also get an additional turn to inflict damage. If your team can handle the increased damage – Anti-Dystopia Diana will be extremely helpful in this situation – then it’s best to designate your strongest team as team 1 to take advantage of that extra turn. If you’re worried about surviving, just put them on team 2 to avoid the extra damage check.
This enemy doesn’t provide any benefits to your team, meaning activating C2 simply grants you additional turns. This is quite significant because it can happen up to two times per team, and opportunities to deal damage are limited if you don’t activate C2. Use either Celia or Refithea to reach 20 chains.
DPS Review





Tyr (\times11 AoE) – Tyr’s cone-shaped attack completely avoids the Fiend’s head tile, making her a strong choice for team 1. Although her tile coverage is excellent, she’s a little limited by how long it takes for her skill to recharge. Her team needs to activate C2 at least once to let her use her skill three times.
Yomi (×6 AoE) – Yomi covers half the tiles that Tyr does and deals half the damage, but maintains similar damage output consistency. She’s an affordable choice, though not particularly outstanding.
Hikage (×3 AoE) – Hikage has an advantage: she applies 12 chains with each attack, which makes activating C2 quite simple. However, her tile coverage isn’t as good as Tyr’s, making her less effective overall.
Nebris (×4-5 AoE) – This fiend doesn’t provide any benefits to your team, so New Hire Nebris isn’t ideal for this hunt. However, her skill is active fairly often, which helps a little.
The High Elf Archer (deals damage to 6-7 enemies at once) is effective at targeting weak points. She can hit two weakspots in the enemy back row – even the entire back row if positioned correctly – making repeatedly using her skill on the back row a solid tactic. Because of her 1-turn cooldown, the damage she deals to the Fiend is nearly as high as Tyr’s.


Venaka (×12 AoE) — Venaka’s must have for wind teams due to her wind vulnerability debuff.
Dalvi (×12 AoE) – Dalvi offers excellent tile coverage, especially with her summer outfit. However, she needs to target the tile where the fiend’s head appears. Consider placing her on team 2 to avoid triggering C1 repeatedly.
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2025-10-01 21:38