|2||x2||9000||5(2)||90000||2000||The lower the enemy's HP, the higher its ATK, to the max of 2x.||lvl1|
|2||9000||5(1)||90000||2000||The lower the enemy's HP, the higher its ATK, to the max of 2x.||lvl1|
|3||12070||2(2)||238332||660||When there is enemy survive, it will revive dead companion to full HP.|
|3||9820||2(1)||252325||420||When there is enemy survive, it will revive dead companion to full HP.|
|4||1||1(1)||539700||5000||Every turn when enemy attacks, enemy will deduct 90% of summoner's HP. (Ignore damage reduction and tumbler, except for leader skill)|
|6||10892||1(1)||1200||290||Enemy will reset all actives upon entry.|
|6||8000||1(1)||600||10||Summoner need to dissolve 1 set of 5 or more runes for that attribute to deal damage to enemy.|
|7||4213||1(1)||201532||260||Enemy will weather 2 random runes per turn. When weathered rune is touched, rune spinning stops immediately and 30% of summoner's HP is deducted. Enemy attacks additionally for every weathered rune undissolved. Recovery surplus will be converted to damage. Enemy is immune to other attacks.||lvl1|
- Complete the stage within 20 turns.
- Team consists of 3 or more races
- Hidden: Team consists of member of 3 or more attributes.
To get 3 races, diablo team cannot works and hegemony team have to force in off colour member for 3 attributes. Douman-Daji team is the best bet here. Just 1 off colour member and you are ready to go. If you does not manage to clear in 20 turns, do so with your speed clear team, like Diablo team.
Douman + PR Pisces + PR Molly + PR Dagon + Stolas/Randeng/JZY + PR Daji
R1: Just kill them all.
R2: Aim at the CD2 one, then make a full attack of water and kill them all.
R3: Just kill both at the same time, your recovery and make it.
R4: Pisces + Molly burst
R5: Just hit 6 times.
R6: One set of 5 water/dark/third colour + some random combo will do.
R7: Focus on dissolving weathered rune, when 2 converters are ready, life will be easier. Burst heal with Molly when she is ready again.
|1||3042||1||342880||40||Ignore damage reduction and tumbler.|
|1||15952||5||339550||40||Ignore damage reduction and tumbler.|
|1||5972||2(3)||351130||40||Ignore damage reduction and tumbler.|
|2||7891||3(1)||784870||350||The lower the enemy's HP, the higher its ATK, to the max of 2x.|
|2||7762||3(3)||809390||380||The lower the enemy's HP, the higher its ATK, to the max of 2x.|
|3 (random)||10243||2||1645700||890||Convert heart rune to its own attribute every turn.|
|3 (random)||10193||2||1734250||1050||Convert heart rune to its own attribute every turn.|
|4||12453||3||1384690||720||Enemy converts rune stones at fixed position to masked rune every rune and greatly increase drop rate of masked rune.|
|4||8240||2||1254560||810||When enemy first attacks, 6 runes at the center will be converted to fire rune. When enemy attacks for the second time, runes at the border will be converted to fire runes. The above effect runs as a cycle.|
|5||20843||2(4)||2345880||1280||Enemy is immune to all control skill. When enemy's HP is more than 50%, the next attack will not kill it. When enemy's HP become 1, enemy will fully recover HP (only once), and ATK become 200%. (Ignore damage reduction and tumbler)|
|6||100||2(2)||807340||260||Every time when enemy attacks, 70% of summoner's HP is deducted. (Ignore damage reduction and tumbler)|
|6||100||2(1)||824350||240||Every time when enemy attacks, 70% of summoner's HP is deducted. (Ignore damage reduction and tumbler)|
|7||13542||2||2087860||1210||After enemy is defeated, all runestones will be converted to masked rune.||lvl1 (100%)|
|8 (random)||12273||1(2)||31540||1060||Water, Fire, Earth, Light and Dark need to be dissolved to inflict damage to enemy.|
|8 (random)||12593||1(2)||29870||1090||Summoner need to dissolve runes according to the frame shape to inflict damage to enemy. (Cannot dissolve together with rune outside of frame.)|
|8 (random)||100||1(2)||28260||1030||Every time when enemy attacks, 70% of summoner's HP is deducted. For every heart rune dissolved, 5% of enemy's HP is deducted. Enemy is immune to other attack.|
|9||8732||1||2678980||1360||Enemy will weather 1 rune and remove all effect on play upon entry. Every turn, enemy will change all runes on the board. After enemy attacks, enemy will weather 1 rune. When enemy received damage from attack of its own attribute, damage received - 75%.|
|10a||10592||1||1092600||1630||For 3 turns, summoner's ATK become 0. After enemy attacks, enemy will convert all heart runes to earth runes.|
|10b||4797||1||886540||1630||Enemy will weather 2 runes per turn. When weathered rune is touched, rune spinning stops immediately and 3000HP will be deducted. The lower the enemy's HP, the more rune it weather, to the max of 5. Enemy attacks additionally for every weathered rune left undissolved. Recovery surplus will be converted to damage. Enemy is immune to other attacks.||lvl1|
- Do not use diamond for revival.
- Team consists of only elves.
- Hidden: Team consists of 3 or more Fire Members. (Team skill excluded)
Diablo team is the most ideal team for this stage. For the other 2 fire elves, we can choose Magrence as a partner for combine skill, Clara as booster or even Fire slime as converter!!!. For the other 2 slots, you have many choices, Morris is the MVP here as he do the job to maintain the heart flow for the team. The last slot seriously can be any elves, preferable one of the elves for diablo team skill. Ally can be princess woodbury or PR Saruman.
PR Diablo + Magrence + Fire Slime + Morris + Isabelle + PR Saruman
R1: Aim at the fire one, kill everyone in 5 turns.
R2: Just keep healing and hitting, use Morris/slime if rune drought happens.
R3: Here is the trick. Before he attacks, just attack normally. After he attacks for the first time, you use Morris immediately. Then 2 turns later, he attacks. Now your Morris can only convert 2 runes, hold on, attack for 1 turn, then use Morris to convert 3 heart and heal. After you get hit again, Morris won't be ready in time, use fire slime. This runs as a 6 turns cycle.
1: Get hit, use Morris and heal
2: Attack normally
3: Get hit, attack normally
4: Use Morris, heal
5: Get hit, use Fire slime and heal
6: Attack normally.
So, there is no need to burst here. However, if you are using Clara/green toy, just burst here with 1 converter will do.
R4: Again, a little trick here. When both of them have CD1, use Diablo's plunder of life and see how you survive it. This gives you 6 more turns to survive and enough time for you to kill both of them.
R5: Diablo Combine skill with Magrence + Saruman's boost active will kill it in 2 turns with like 6 combo per turn.
R6: 1 set of heart to heal and you are immortal. Use Morris/slime if necessary
R7: Heal back once every 2 turns, nice place to stall again. After it die, use Diablo's board reshuffle active to clear the masked rune.
R8: Byakhee and Light ED are joke for you. For Faugn, use Morris/slime if necessary
R9: Always make sure there are 3 hearts before you spin. Use Morris/slime or even Saruman's full heal if necessary.
R10a: Use Isabelle, spin your best for 3 turns. Within these 3 turns, your heart won't be turned away so no worry. After that, use a converter and he should be dead.
R10b: Combine skill + Saruman, overkill.
Attribute Restriction: Earth only
Race Restriction: None
Charging Condition: Dissolve Earth Runestones (Initial Dissolve only)
Skill I: For 1 turn, team recovery + 50%.
Skill II: For 1 turn, Earth's ATK + 30%.
Skill III: For 1 turn, ignore all attribute relation.