Foreword
Due to various health issues ruining the past few days, I have been unable to do as much as I normally would like. Thankfully, I have Fantastic friends and the Magnificent Melvin has kindly given permission to repost his Alt. Ruler of Hell’s Halls Guide.
Melvin is a real life friend and we used to play Board Games on a regular basis until Covid but thankfully, his zest for PAD has not waivered and he actively plays on NA and JP.
His writing style differs from mine and I have preserved his content with only minimal formatting adjustments.
Introduction
Hey guys! It’s the Marvelous/Magnificent Melvin here! You guys may better known me as the Luscious Leilan though! I made a few appearance on Mantastic’s stream before but due to the Covid pandemic, I was unable to make any more appearances nor play more board games with him. Here’s to hoping that this pandemic ends soon so everything returns to normal but I digress, I had a lot of spare time on my hand during this quarantine thing and thought I create a Alt. Ruler of Hell’s Halls guide for the community! This is probably the only other chance to achieve the Devil title so here’s to hoping that this guide will be of some use to you all! Best of luck to all those attempting for the Devil title!
I know I said this in a previous guide I made but welcome to NA’s newest AND hardest dungeon! Since Ruler of Hell’s Halls (SR2) has been out for some time now, this guide will assume that you know all the mechanics and spawns of SR2 as this guide will purely go over the main difference between the SR2 and Alt. Ruler of Hell’s Halls (ASR2). Just like its previous incarnation SR2, ASR2 features many spawns with super resolves and crazy mechanics that players must overcome should they wish to beat this dungeon. To some extent, I guess this knowledge can be applied to SR2 runs but I will mainly be jotting down the stats of every spawn in ASR2. Now that I got that off of my chest, let’s do a floor by floor breakdown of ASR2!
Dungeon Mechanics
- There are NO damage absorb spawns in this ASR2
- There are however, 2 notable floors with attribute absorb. Please do yourself a favour and have an attribute absorb active in your team somewhere. I’ve seen SO many runs end on F12 due to a spawn absorbing the team’s main damage attribute.
- There is only 1 key change between F1-7 in ASR2. Instead of 50% super resolve, all spawns have 75% super resolve
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- F1-F7 had no changes in terms of skills or premptives. The main difference between the two dungeons is that they hit harder
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- Because F4 was removed in favour of a new floor, tape resist is no longer required in ASR2. Although not required, cloud res is recommended if you wish to block F1 15 turn cloud preemptive
Recommended Utility
- Past F7 (F8 in SR2), there will be many spawns with the physical typing. So physical killers will greatly benefit players in ensuring they kill floors past F7 (F8 in SR2)
- This is most imperative if Sun Quan spawns! Especially for Seina teams!
- Due to the sheer amount of insane defense this dungeon features, it is HIGHLY recommended to bring some form of guard break. Especially for F2 and F4 in SR2
- Not as prevalent as in SR1/ASR1, poison and jammer surge are not required. However, for teams that have some sort of HP multiplier, I would recommend the poison surge over the jammer surge should F5 spawns Ifrit. Not required but it will help with a smoother run
- A fast CD sub with TE buff is highly recommended (e.g. Diao Chan) for this dungeon as there are many floors that debuffs your TE by 50% or more
Guide Breakdown
For F1-F7 (F1-F8 in SR2), I will highlight the spawns in green
Please read if you are referring to this guide but trying to beat SR2: floor count will be different by 1. I will bold the current floor for SR2 whereas the floor that is not bolded will be referring to ASR2. Furthermore, their SR2 stats will be bolded
- I will be highlighting new pre-emptives AND new floors in yellow. For players tackling SR2, kindly ignore the yellow highlights 🙂
Disclaimer: this guide will not go over what leads/teams that can tackle this dungeon.
Please read before moving on: Before I go into the floor by floor breakdown, I would like to reiterate that all super resolves were increased to 75% from 50% in ASR2!!! 50% > 75%!!! Furthermore, just like in SR2, if there is only one enemy left, they will increase their ATK by 7x. 7x!!! These only apply to floors F1-F7 (F1-F8 in SR2). Please bear these in mind whilst tackling ASR2.Thank you for listening to my Ted talk.
F1:
The first 3 carbuncles are guaranteed to spawn whereas a random red or purple carbuncle will spawn. Since this floor does not have any status shield, it makes a great floor to take advantage of by bringing delays. Moreover, it is imperative that you have some form of cleric (bind clear) on your team because the yellow carbuncle does not discriminate and binds your entire team for 10 turns.
F2:
This floor features the all powerful and notorious dragon seed, his older brothers, and 2 random slimes. By locking the team’s target onto itself, players will be unable to target the rest of the enemies. To fix this, it is much better to mass attack all enemies and pray you are able to surpass the dragon seed’s 2 billion defense. However, this can easily be overcome by using a guard break active to void the seed’s insane defense.
F3:
This floor features 3 goblins and a random starter dragon. There’s not much to go through about this floor other than that both the red and green goblin will kill you if you do not kill them in time with each attack coming out to be 630,000 and 357,000 damage respectively. This floor can be delayed but keep in mind that the blue goblin has a status shield. Not a really good place to stall so I would advise to kill this floor as soon as possible.
F4:
There are two variants here! If running SR2, look for F4, otherwise continue onward
This floor features the first of two 7×6 checks. Spawning one of each, the blue ogre will spawn a 99 turn 1×1 cloud when a 7×6 board already exists. Because the red ogre awoken binds you first, there is no way of blocking this cloud attack. Moreover, another form of cleric is required for this floor as the green ogre pre-emptively binds your leads for 10 turns. An important note about this floor is that when you do proc the red ogre’s super resolve however, be prepared to tank his 600,000 (still 600,000 in SR2) attack, so a shield active is highly recommended in order to tank this hit. Finally, although an active that fully recovers binds might seem required, keep in mind that bind clear awakenings exist. So equips/weapons that gives bind clear awakenings might find some uses here and save you an active.
F4:
This floor has been omitted for a much harder floor in ASR2. This floor was only included because I was afraid people who are attempting SR2 might refer to this guide but I digress. This floor features everyone’s favourite one of each metal dragon and a random dublit spawn. Unlike the early floors of SR2, this floor features normal 50% resolves with the aforementioned resolves being fake. Meaning they will not kill you if you accidentally one shot them. Important note here is that the dublits have a defense value of 1 billion. If you heeded my advice earlier to bring a sub with a guard break awakening, then you should have no problem in dealing with the lits. For the people who did not heed my warning, you may find yourself wasting an active to overcome the dublit’s defense. On the bright side, once you do pop their resolve, a single ping will kill them.
F5 (F6):
Next up we have the toy dragons and a random late bloomer dragon. If you are attempting to lead swap SR2/ASR2, please remember about the 400% HP gravity!!! With that out of the way, there is not much to say about this floor. All spawns hit between 62,100-63,600. Make sure your team has 100% skill bind as checks if the player brought 5 SBR or more. Finally, should you manage to spare some space with your latents, I would recommend a poison surge latent to block the poison skyfall from Ifrit as many teams tackling SR2/ASR2 will have some sort of HP multiplier.
F6 (F7):
One of my least favourite floors. This mainly because of the new addition of Will-O’-Wisp in ASR2. Will-O’-Wisp does not spawn in SR2 so players who are tackling the original will not need to worry about this guy spawning. For players who are trying to beat ASR2, make sure you have a board change of some sort prior to coming to this floor. Will-O’-Wisp will change your entire board to heart orbs if there is no jammer or poison orbs on your board. This is vital as many leads today require combos or specific attributes to match to receive their shield. This little guy screws every possible lead there is by just changing the entire board to heart orbs. So to prevent your run from dying, make sure you have a viable board change in case Will-O’-Wisp spawns!!! Other than that, you will need some form of active to overwrite the heavy TE debuff applied by the pendra earlier. For players who are feeling bold or audacious, you can try to stall the debuffs for 2 turns. I’ve done this multiple times personally and it’s difficult so I highly recommend using an active to overwrite the TE and RCV debuff to survive/pass this floor.
F7 (F8):
Another floor that I used to hate but finally have a reliable way to counter. This floor spawns 2 ninjas and 3 random lits. The first lit’s pre-emptive will ALWAYS block matching their corresponding attribute. In other words, if the first lit that spawns is a light lit, that means I will be unable to match light orbs for 3 turns. The next two lit’s pre-emptives will to randomly spawn 6 of their corresponding attribute. Using the previous example, along with the light lit, a water and wood lit spawned along with it. Therefore the water and wood lit will randomly creates 6 water and wood orbs respectively.
Before all this however, the dark ninja will pre-emptively awoken bind you for 5 turns. In the best case scenario, players would have brought an active that clears awoken bind AND unmatchable status 5+ turns as actives that clears both awoken bind and unmatchable has been very prevalent lately. Lastly, be prepared to think of some way to take down both ninjas. Although they both only have a paltry 10 million HP, they’re backed up by their insane 900 million defense. As stated before, a sub with guard break awakening will greatly help players in dealing with their defense. Defense void is another way to tackle this problem but for players who did not bring any form of defense void or guard break, you will find yourself burning an active or two to overcome their high defense
F8 (F9):
Finally, we’re done with multi-spawn floors until the last floor. The first of the many annoying bosses in SR2 and ASR2. This is a fairly easy floor to deal with. Keep in mind that both spawns WILL kill you if you accidentally popped their resolve, so plan accordingly on how you want to kill these bosses. Moreover, they will be slightly harder to kill in ASR2 since both Trailo and Weejas receive new passives where they take 50% less damage against certain types or attributes. If you are running SR2, disregard the previous statement. Finally, remember to override Weejas’ TE debuff if you have an active that does so.
F9 (F10):
Ah, this floor was the bane of my existence prior to the Marvel collab. Either Awoken Ganesha or Awoken Sun Quan will spawn here. Awoken Ganesha is the easier of the two but has more mechanics to deal with whereas Awoken Sun Quan is guaranteed death if you are unable to deal bring him below half health.
First off, let’s talk about Awoken Ganesha. He will always absorb the following combinations of attribute:
- Fire and water
- Water and wood
- Wood and light
- Light and dark
- Dark and fire
Although the easier of the two, he is much more mechanically challenged as he requires a VDP and a FUA to kill. You can definitely stall out his attribute absorb but doing so will result in him delaying your skills by 10 turns and increasing his attacks by 1.5x for 999 turns. Furthermore if you somehow chipped him below 50% HP and stalled 5 turns, he will absorb one of the attribute combinations mentioned earlier for an additional 5 turns. My advice? If you ever do get the chance to kill him, then kill him. Stalling here gets more dangerous as time passes.
Next up is Sun Quan, whom I’ve despised ever since the release of SR2 but have come to relish in killing him. The more problematic of the two. Although he does provide the player with a 7×6 board to work with, he reduces all incoming damage by 90%. Not to mention he has 1.2 billion (1 billion in SR2) HP. Effectively speaking, players will need to dish out 6 billion (5 billion in SR2) damage in order to bring Sun Quan below 50%. And all this has to be done within the span of 3 turns. Failure to do so will and players will then be greeted with the “Game Over” screen. First thing to note is that on his very first turn, he will deal 556,290 (506,880) damage to the player. This is only made more difficult in ASR2 as Sun Quan now takes 50% reduced damage from attacker and healer types (RIP Seina). To alleviate this, physical killers are a great asset should Sun Quan spawn. Not only will physical killers assist in killing Sun Quan, but it will also help in killing the previous and next floor. Moving on, Seina players and leads with the same parameters as Seina, having around 139,072 (126,720) HP will be more than enough to tank his first attack. Should players manage to bring him below 50%, Sun Quan will hit them with a 10 turn attack debuff of 75% and increase his attacks by 2x. Make sure you have an active that overrides the attack debuff! I pray to all those Seina players manage to overcome this beast should he spawn during your SR2/ASR2 runs.
F10 (F11):
Another annoying floor. Before killing the previous floor, make sure you have a board change active to deal with both spawns. Okuninushi spawns an entire board of mortal poison board right after awoken binding you and Awoken Liu Bei converts all heart orbs to wood orbs, all the while whacking the player with a hard pre-emptive. That’s all I have to say about this floor. Avoid stalling on either of them since their onslaught only gets worse with each passing turn. If you get the chance to kill them, then kill them. On a final note and as stated previously, both Okuninushi and Awoken Liu Bei have physical typing so a physical killer will greatly help you in killing this floor. Especially in ASR2 for Seina players since Awoken Liu Bei now resists fire attribute by 50%.
(NEW) F11:
If you are running SR2, skip this floor!!! Otherwise, welcome to the “free” gem floor!! Why the quotations you ask? Keep on reading to find out! If you manage to get this far in ASR2, then congratulations are in order but you’re not out of the woods yet! Featuring on this floor are SRevo gems and Qilin dragon, all very sought after for further evolutions. Don’t take these gems lightly though! Unlike in ASR1 where they merely tickled the player with 38,000 damage, gems in ASR2 are packing 300,000 damage each!!! You read that right: 300,000 damage!!! Putting us at a grand total of 600,000 damage each turn!!! Just like the old gems in ASR1, they all have a 50% super resolve and you get a free turn when you kill one of the gems so make sure you at the very least have a shield of some sort to tank this monstrosity. For players running Seina and leads with similar parameters as her, you will need at least 150,000 HP to tank their onslaught without a shield. That’s all there is about this floor!
F12 (F12):
You’re so close!! For SR2 runners, this is your second last floor! For ASR2 runners, this is your third last floor! This floor features the ex-GFE Sherias and GFE Sherias Roots. Both packing annoying pre-emptives with them. Although I would put Sherias over Roots since the former is much more annoying.
Let’s go over Sherias first. The Saviour Dragon Knight’s most annoying tactic is his pre-emptive to absorb one random attribute for 99 turns. I’ve stated at the very beginning that I’ve seen SO many runs die because players refuse to bring some form of attribute absorb void. Do yourself a favour and bring one, preferably one that lasts 2+ turns. You’re already this far, don’t let one attribute absorb end your run! All I have got to say about this Sherias is that it is fairly tame compared to his counterpart; either hitting for 264,040 (164,000) or sticky blinding 15 orbs with a 250,838 (155,800) attack. For fire teams, it will take at most 2 turns to one shot Sherias whereas wood teams will have field day here, given that Sherias do not absorb wood attribute.
Moving onto Roots, probably the easier of the two since he does not absorb any attribute but puts up a shield that reduces incoming damage by 75%. Just like his water counterpart, he has two skills: hitting for 272,020 (169,000) damage or converting one random orb to mortal poison orbs with a 258,419 (160,550) attack. Unlike his counterpart however, every team should easily be able to kill as Roots has FAR less HP and defense than his blue equivalent. This will be made much easier if players have a dedicated devil killer, which they should if they want to kill Gilles.
Lastly, there is one thing the two dragons have in common, both dragons WILL kill players should 5 turns have passed. Don’t even think about tanking his this since his nuke is in the millions. If somehow you manage to bring them below 50% HP, they will prioritize increasing their attack by 2x and halving your RCV by 50% for 99 turns. Make sure you have an active to overwrite this debuff! Also, for players running SR2, you do not need to worry about the highlighted part as you can stall indefinitely
(NEW) F13:
For players taking on SR2, you do not have to worry about this floor, move onto the boss floor! However, ASR2 runners do! This floor spawns the base evolutions of everyone’s favourite MPdra with Radra and Yomidra missing for some strange reason. Scheherazade Dragon spawns here too but I personally never encountered her here. All MPdra’s pre-emptives are the same with one sole difference which I went over in the table above. Scheradra is basically the same as you encountered her in AA2.
First off, Shivadra. His movesets are relatively similar to his Revo boss in A6/AA4; with only two movesets, he will either randomly spawn 9 locked bomb orbs, hitting 291,200 or attack you with a multi-hit of 331,968. Should you manage to bring him below 50%, he will put up a 100 million damage void for 999 turns and disallow skyfalls for 10 turns. He is probably the easiest of the 4 to kill since he does not have any annoying mechanics to deal with other than his 100 million damage void. However, I would highly recommend some sort of burst to overcome his 75% damage reduction to secure his death.
Next up is Nepdra. Unlike his Revo counterpart in A6/AA4, he pre-emptively spawns 4 spinners in very annoying locations. His two skills, just like Shivadra, are relatively simple: randomly locks 15 orbs with a 286,400 attack or attack you with a multi-hit of 326,496. Before bringing him below 50%, make sure you have a board change to counter his mortal poison board. Before that though, he will give players a 10 turn poison skyfall which will hurt in the long run. Especially if you are attempting to stall for skills on the boss floor.
Last of the MPdras is Odindra. Personally I have never encountered this behemoth during any of my runs so I can’t say how difficult he is to deal with. Looking at his movesets though, I can see him being relatively annoying: randomly spawns 15 wood orbs with a 295,600 attack or multi-hit of 336,984 attack. The former one might be the most annoying skill since it can rid of heart orbs, forcing players to burn an active just to spawn heart orbs to heal up from his attack. Fortunately we have leads with loopable actives such as Seina so players running this lead shouldn’t find Odindra much of a problem such as myself. Be sure to bring an active that can fully heal the 10 turns of awoken bind. Moreover, the first time he’s below 50%, he will block heart orbs from matching for 3 turns and binds your entire team by 10 turns topped with a 295,600 attack so be prepared for that. Before I move onto Scheradra, I’d like to point out that Odindra might be the tankiest of the four spawns, sporting 500,000,000 defense. Make sure you come prepared to kill this guy should he spawn during your run.
Lastly, Scheradra is the last spawn to talk about before moving onto the main boss himself. I’m sure there will be many players who farm for her knows her move sets but for players who didn’t, this guide is just for you! She probably has the most straight forward move set out of the four. She will only be attacking players with a multi-hit of 209,000 every other turn. However, once you pop her super resolve, this is where things get tricky. She will put up a shield that reduces all incoming damage by 90% and then increases her attacks by 10x. That’s right, 10x. That means you WILL be burning some actives to kill her. Sitting at 500,000,000 HP after ridding her of super resolve, players will need to dish out 5,000,000,000 damage to kill her should they wish to continue on. Failure to do so will quickly result in a game over. I hope you have a dedicated dragon killer should she spawn.
On a final note about this floor, all MPdra spawns WILL kill the player once their 75% damage reduction shield expires, or 10 turns. Not only that, but they will also kill the player should they leave the MPdras with 10% HP or less. Plan carefully and take out this floor!
F14 (F13):
Welcome to the final floor of SR2/ASR2 players! Featuring Revo Gilles, this guy is a force to be reckoned with! First off, allow me to list the following skills Gilles will throw at the player after his pre-emptive:
- Spawns 2 roulettes for 1 turn with an attack of 340,560 (228,800)
- Multi-hit with 371,520 (249,600)
- No skyfall for 1 turn, attacking with a force of 340,560 (228,800)
- Locks entire board, hitting the player with 309,600 (208,000)
- Changes own attribute with a power of 356,040 (239,200). Uses only above 50% HP
- If own attribute is not dark, attacks the player with 402,480 (270,400) and changes own attribute to dark. Uses once only below 50% HP
- Locks jammer orbs with a power of 402,480 (270,400)
- Prioritizes this move above all else if non-locked jammer exists
The pillars are there to provide a variety of debuffs to the players which I will now list:
- Reduce TE by 4 seconds for 1 turn
- Reduces team’s damage by 50% for 1 turn
- Reduces RCV by 50% for 1 turn
- Jammer skyfall for 1 turn
- Poison skyfall for 1 turn
- Sticky blind skyfall for 1 turn
Lastly, Gilles first skill set when below 50% is the following and in order:
- Awoken bind for 5 turns
- Blocks light orbs from matching for 5 turns
- Changes own attribute to dark
- Attempts to kill players with 650,160 (624,000) attack
Upon killing Gilles for the first time, the right pillar will revive him, forcing players to kill him again. But don’t worry, this time you do not have to worry about his crazy skill below 50% HP; it was a one time thing only. Killing him the second time will result in the pillars self-destructing, granting players the famous “Clear” message they so longed to see.
A shield will be required to tank Gilles attack once he is below 50% HP for the first time! Be prepared for a long and drawn out battle, it is theoretically possible to stall here for actives given you have a way to heal up from Gilles onslaught. A word of advice: if you wish to stall but Gilles is dangerously close to 50% HP, target the pillars and avoid matching 5+ connected orbs so you don’t accidentally bring Gilles below 50%.
If you manage to clear SR2/ASR2, then congratulations but for real this time! You managed to beat one of the five hardest dungeon PAD has to offer! That’s right, I said five. Gung-Ho recently announced SR3 will be coming next week and it was confirmed that all bosses in SR3 will be animated so expect to see many SRevo and Mega Awoken bosses in that dungeon with the end game boss of that dungeon to be a black version of Hexazeon (possibly Revo Hexazeon). Look forward to that guide when it does come out!
Creds to Pocari for assisting me in making this guide
Conclusion
Alt. Ruler of Hell’s Halls has numeorus difficulty increases compared to the non-Alt. version. Thankfully, the clear rewards are significantly more rewarding along with the chance at another Devil Title for the next few days.
If you wish to add Melvin in PAD, his ID is 392 750 306 for North America.
Happy Puzzling!
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Very impressive guide – I’m a long time, better than average player but…. yeah, this is just way above my ceiling. Kudos to those who can beat it.
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Awesome article! What team do you find it easier to clear?
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probably seina or nadeko
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Seina has been my best option thus far but fantastic has got to gilles many times with Nadeko but I keep messing up
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