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Hazards[]

Hazards Applicable Ability
Damage Walls Null Damage Wall
Ability Lock

Video Walkthrough[]

Overall Strategy[]

Reduce Ability Locks
The boss will cause Ability Locks; there's not much you can do about it other than deal with them. However, the Robot enemies will also cause Ability Locks as well - try to kill them quickly to reduce the amount of Ability Locks going around.

Reduce Damage Walls
Likewise, the boss's drones will create Damage Walls and you can't do much about it, but the Ninja enemies will also create Damage Walls too. Try to kill Ninjas to reduce the amount of Damage Walls on the board (because you will end up with a unit being Ability Locked on their turn, so fewer Damage Walls means less risk).

Viable units
All units should be Null Damage Wall. However, with a little luck and some careful shots, it is possible to carry non-Null Damage Wall units through this dungeon - but taking a full team of Null Damage Wall is strongly advised until you know the dungeon very well.

Strong Carries[]

1743
Hatcher
Gabriel (Evolution)
- NDW, Dark Slayer
- Slayer for the entire dungeon + strong bump
2239
Hatcher
Uriel (Transcension)
- NDW
- Command SS
1509
Hatcher
Arthur (Ascension)
- NDW
- No gauge means you can fling quickly, good when there's a timer going
2399
Hatcher
Pandora (Ascension)
- NDW, Grant Barrier
- Strong bump for clearing
- Barrier can prevent ability lock
1032
Hatcher
Lucifer (Ascension)
- NDW
- Motivate SS
- Barrier can prevent ability lock
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