Critical Threat: Hell House Hunt Guide

Critical Threat: Hell House Hunt

Enemy Info

Hell House [Level 60]

  • HP: 399,920
  • PATK: 7,029
  • MATK: 1,757
  • PDEF: 300
  • MDEF: 100
  • HEAL: 0

Damage Resistances: None

Elemental Resistances:

  • Fire: -50%
  • Ice: -50%

Immunities:

  • Poison
  • Silence
  • Darkness
  • Stun
  • Fatigue
  • Fog
  • PATK Down
  • PDEF Down
  • MATK Down

Description:

  • When Force Gauge: [Scorching] or Force Gauge: [Freezing] hits 0, inflicts PATK Down on itself.
  • Deplete Force Gauge: [Scorching] using ice-element abilities, and Force Gauge: [Freezing] using fire-element abilities.

Effective Strategies:

  • Magic attacks and MDEF Down are effective against this enemy.

Moveset:

Toy Bomb [Phys. Fire]
100% Phys. Fire Damage [Range: Single Enemy]
â”” 30s MATK Down (+30s) (Low -> Extreme) [Range: Single Enemy]

Greater Toy Bomb [Phys. Fire]
100% Phys. Fire Damage [Range: All Enemies]
â”” 30s MATK Down (+30s) (Low -> Extreme) [Range: All Enemies]

Chair Launch [Phys. Fire]
150% Phys. Fire Damage [Range: Single Enemy]

Chair Salvo [Phys. Fire]
80% Phys. Fire Damage [Range: All Enemies]

Ice Pick [Phys. Ice]
250% Phys. Ice Damage [Range: Single Enemy]

Chair Salvo Deluxe [Phys. Ice]
80% Phys. Ice Damage [Range: All Enemies]

Jetstream [Phys. Fire]
1000% Phys. Fire Damage [Range: All Enemies]
â”” End Force Gauge [Range: Self]
â”” Reset Resistances [Range: Self]
â”” Cancel Effect(s): PATK Down [Range: Self]
â”” 600s Fire Resistance Down (+600s) (Low -> Extreme) [Range: All Enemies]
â”” Remove Permanent Buffs [Range: Self]

Icestream [Phys. Ice]
1000% Phys. Ice Damage [Range: All Enemies]
â”” End Force Gauge [Range: Self]
â”” Reset Resistances [Range: Self]
â”” Cancel Effect(s): PATK Down [Range: Self]
â”” 600s Ice Resistance Down (+600s) (Low -> Extreme) [Range: All Enemies]
â”” Remove Permanent Buffs [Range: Self]

Heavensward [Phys. Non-elem.]
1800% Phys. Non-elem. Damage [Range: All Enemies]
â”” Cancel Effect(s): PATK Down [Range: Self]
â”” End Force Gauge [Range: Self]
â”” Reset Resistances [Range: Self]
â”” Remove Permanent Buffs [Range: Self]

Barrier Shift [Mag. Non-elem.]
Begin Force Gauge: Scorching [Range: Self]
â”” Change Resistances: 100% Fire, -200% Ice [Range: Self]
â”” Cancel Effect(s): PATK Down, PDEF Down, MATK Down, MDEF Down [Range: Self]

Barrier Shift [Mag. Non-elem.]
Begin Force Gauge: Freezing [Range: Self]
â”” Change Resistances: -200% Fire, 100% Ice [Range: Self]
â”” Cancel Effect(s): PATK Down, PDEF Down, MATK Down, MDEF Down [Range: Self]

God House Mode [Mag. Non-elem.]
Change Resistances: 99% Phys., 99% Mag. [Range: Self]

Stalled… [Mag. Non-elem.]
End Force Gauge [Range: Self]
â”” Reset Resistances [Range: Self]
â”” Permanent Buff Effect: -200 PDEF, -75 MDEF [Range: Self]
â”” 600s PATK Down (+600s) (Extreme) Ignores Resists [Range: Self]
â”” 20s Stun (+0s) Ignores Resists [Range: Self]

Enダウン解除 [Mag. Non-elem.]
Remove Permanent Buffs [Range: Self]

Thermal Exhaust [Mag. Non-elem.]
Begin 25s Phase -> Jetstream

Cold Exhaust [Mag. Non-elem.]
Begin 25s Phase -> Icestream

Hellbound [Mag. Non-elem.]
Begin Force Gauge: Scorching [Range: Self]
â”” Change Resistances: 100% Fire, -200% Ice [Range: Self]
â”” Cancel Effect(s): PATK Down, PDEF Down, MATK Down, MDEF Down [Range: Self]
â”” Begin 15s Phase -> Heavensward

Begin Countdown [Mag. Non-elem.]
Cancel Effect(s): PATK Down [Range: Self]

Three… [Mag. Non-elem.]
No Effect

Two… [Mag. Non-elem.]
No Effect

One… [Mag. Non-elem.]
No Effect

Summon Bomb [Mag. Non-elem.]
Change Force Gauge: -334 [Range: Self]
â”” Call Reinforcements: 2x Bomb

Summon Ice Bomb [Mag. Non-elem.]
Change Force Gauge: -334 [Range: Self]
â”” Call Reinforcements: 2x Ice Bomb

Why participate in the critical threat event?

Victory Draw Rewards:

  • Defeating the Hell House rewards various Victory Draw Tickets.
  • These tickets can be used to perform a Victory Draw.
  • Types and quantities of tickets vary based on the difficulty level.

Leveling Up Victory Draw:

  • By collecting all Jackpot Prizes, you can level up the Victory Draw.
  • This exclusive event draw offers limited-time weapons, character-specific weapon parts, and Draw Tickets.
  • Each level has specific Jackpot Prizes.
  • Advancing to the next level requires obtaining all corresponding Jackpot Prizes.
  • Prize contents change upon reaching the next level.
  • Note: Advancing to a higher level locks you out from returning to the previous level.

Hell House Cannon:

  • Obtain Barret's exclusive weapon, the Hell House Cannon, up to 11 times from the Victory Draw or by clearing event battles.
  • Gathering multiple Hell House Cannons allows for Overboosting.

Unlocking the Event:

  • This event unlocks after completing "Genesis Copy" in CHAPTER 1 MAIN SECTION 3 EP 6 of the CC FINAL FANTASY VII story.

What is the most effective method for clearing the stages?

The Hell House requires a fire and ice magic damage dealer to manage its mechanics. Magical defense debuffs are also beneficial. It frequently employs physical ice and fire attacks, making it crucial to bring a method to boost the party's physical defense, particularly in later stages. Equipping the party with weapons offering ice and fire resistance, such as the farmable weapons from the summon trials, is also advisable.

Who are the best characters to use, and which weapons should they wield?

Aerith Gainsborough

Snowflake
Sun Umbrella
Fairy of Snowfall

Sephiroth

Edged Wings
Nameless
Edged Wings Training Garb

Barret Wallace

Flame Projector
Shiva Cannon

Conclusion

Here you have a guide to the Hell House Critical Threat event. Stay tuned to Evercrisis.gg for more in-depth guides in the future!

Dirk
Dirk

Dirk is a devoted stay-at-home dad. His days are filled with the joyful chaos of raising two amazing sons. When he's not in full dad mode, you often find him diving into the world of video games, where he can escape into fantastic adventures and challenges.

Articles: 124