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Game Mode Guide

Delusions Den

Wave-based roguelite challenge mode. Pick a blessing, draft buffs between waves, and push for top score.

What is Delusions Den?

Delusions Den is a repeating wave-based challenge mode where you run a 5-hero team through 7 progressive waves, selecting buffs between each wave to build toward a final scoring stage. Top players on a server reach 230-236 points in the scoring stage. The mode resets periodically and tracks server leaderboards.

Core Loop: Select a starting blessing, fight through 7 waves, pick one buff after each wave, and maximize enemy kills in the final scoring stage.
Requirements: Delusions Den unlocks after completing Chapter 31. Maximum difficulty is Level 6. The mode resets periodically and tracks server leaderboards.

Rewards for ranks

Avatar Frame
Avatar Frame
Profane Gaze
Cosmetic frame awarded to top-ranking players on your server.
Oculus Token
Oculus Tokens
Shop Currency
Spent in the Den Shop to purchase items.

How a Run Works

Blessing
Stage 1 Lvl 1-6 6 waves
Stage 2 Lvl 7 1 wave
Stage 3 Lvl 8-11 3 waves
Stage 4 Lvl 12-14 2 waves
Stage 5 Lvl 15-17 2 waves
Stage 6 Lvl 18 1 wave
45s S7 Scoring Lvl 18-20
Pick one blessing before the run. Clear all waves in a stage to earn a buff pick. Stage 7 is a 45s timed kill challenge.

Blessings

Choose one blessing before combat begins. Your choice determines the entire team-building and buff-selection strategy for the run. Blessings scale as your Total Genre Level increases.

Ripper
Ripper Alternative

When damaging enemies on their half, gains 20% crit rate and 20% crit damage.

Why this works

Only works when your heroes are fighting on the enemy's side of the field, so melee fighters get full value while ranged backline heroes barely benefit. Good if your roster is built around close-range fighters but weaker than Mask of Sorrow for most teams.

  • Use melee heroes like Heracles or any other melee fighter/assassin who naturally rush forward into the enemy side.
  • Pick crit rate and crit damage buffs every wave - the blessing multiplies on top of them.
  • DEF Ignore on CRIT is especially powerful here since your crit rate will be very high.
Lv 2 When damaging enemies on their half, gains 30% crit rate and 40% crit damage.
Lv 5 When damaging enemies on their half, gains 40% crit rate and 60% crit damage.
Mask of Sorrow
Mask of Sorrow Recommended

Invalidates the middle backline ally's attacks, but empowers other allies with 100% normal attack speed.

Why this works

Doubles your heroes' normal attack speed, which stacks on top of every attack-speed buff you pick between waves. The one downside - the middle backline hero stops attacking - is turned into an advantage: place a support like Dionysus or Caishen there and they still give the team their passive bonuses without needing to attack.

  • Always fill the middle backline slot with a passive support (Dionysus, Caishen).
  • Focus all buff picks on attack speed and crit - that is the entire strategy.
Lv 2 Invalidates the middle backline allys's attacks, but empowers other allies with 100% attack speed and reduced skill cooldowns.
Lv 5 Invalidates the middle backline ally's attacks, but empowers other allies with 100% attack speed and reduced skill cooldowns.
Divine Nectar
Divine Nectar Alternative

All Allies gain additional 30 energy each second and Damage dealt by non-ultimate skills is reduced by 50%.

Why this works

Generates energy constantly, letting your team cast ultimates far more often than usual. The trade-off is that regular skills deal half damage, so this only works if your team's main damage comes from ultimates, not normal skills.

  • Skip attack speed buffs entirely - pick ultimate damage and energy buffs every wave.
  • Avoid this blessing if your carries deal most damage through regular skills.
Lv 2 All Allies gain additional 50 energy each second and Damage dealt by non-ultimate skills is reduced by 50%.
Lv 5 All Allies gain additional 75 energy each second and Damage dealt by non-ultimate skills is reduced by 50%. Ultimate Damage is increased by an additional 50%.
Horn of Doom
Horn of Doom Alternative

Enemies take DMG equal to 10% of their max HP every 5s. Allies take DMG equal to 1% of their max HP every 5s.

Why this works

Deals percentage-based damage to all enemies over time, regardless of your heroes' attack stats. Good for newer players who lack invested heroes, since the damage scales with enemy HP rather than your own strength. Your allies take a small self-damage tick in return, so bring healing or survival support.

  • Prioritize healing or shield buffs to offset the self-damage your team receives.
  • Works better in early Den runs before your heroes are fully invested.
Lv 2 Enemies take DMG equal to 10% of their max HP every 5s. Allies take DMG equal to 1% of their max HP every 5s.
Lv 5 Enemies take DMG equal to 10% of their max HP every 3s.
Megafungus
Megafungus Alternative

The ally deity with the highest attack grows in size and gains 20% of the Energy generated by other deployed deities.

Why this works

Whoever has the highest ATK in your team becomes the carrier - they grow in size and absorb a share of every ally's attack and HP. That means buffing your supports' ATK also makes your main damage dealer stronger. Focus buff picks on energy and ultimate damage so your carrier can cast as often as possible.

  • Pick ATK buffs for all heroes - the carrier inherits 50% of every ally's ATK at max level.
  • Starting Energy (+1000) is a top priority - it lets your carrier reach the first ultimate much faster.
  • Shield on Ultimate plus Energy Regen on Shield create a strong energy loop - take both when available.
Lv 2 The ally deity with the highest attack grows in size and gains immunity to crowd control. That deity also gains 20% of the Energy generated by other deployed allies and 20% of their ATK and HP.
Lv 5 The ally deity with the highest attack grows in size and gains immunity to crowd control. That deity also gains 20% of the Energy generated by other deployed allies and 50% of their ATK and HP.

Buffs

55 buffs
Buff Levels: Each buff card has its own level that increases each time you pick it. A buff evolves once at level 5, then again every 10 levels, and is fully evolved at level 15. The five genre icons at the top of the screen track progress across your buff categories.

One buff is offered after each combat wave. The priority badges at the bottom of each card show how valuable that buff is for each blessing: 1 = top priority, 2 = strong pick, 3 = situational, skip = avoid. Unconfirmed buff names are marked with an asterisk (*).

Buff Effect
MoS DN MF RP HoD
DMG
Attack
ATK +15%. Especially valuable in Megafungus runs - Skadi inherits 50% of all allies' ATK.
3
2
2
2
skip
DEF
CC Immunity with Shield
Has a 25% chance to resist debuffs while Shielded.
3
3
3
3
3
CRIT
CRIT DMG
CRIT DMG +50%. A higher-tier variant exists: +75% (seen at CRIT Genre Lv 1-2).
2
2
2
1
3
CRIT
CRIT DMG (High Tier)
CRIT DMG +75%. Higher-tier variant seen at CRIT Genre Lv 1-2.
2
2
2
1
3
CRIT
CRIT DMG (HP Bonus)
CRIT hits deal bonus DMG equal to 5% of the target's max HP.
2
3
2
1
3
CRIT
CRIT Execution
CRIT hits execute enemies with less than 25% HP.
1
3
2
2
2
ATK
CRIT Hit on Normal Attack
Normal Attacks that CRIT trigger 1 extra attack.
1
skip
2
1
skip
CRIT
CRIT Rate
CRIT Rate +30%. Unconditional flat CRIT Rate boost. Distinct from the vs-CC variant (+60%) and the high-HP variant. Seen at CRIT Genre Lv 1-2.
2
2
2
1
2
CRIT
CRIT Rate (High HP)
When HP is above 95%, CRIT Rate +30%.
3
3
2
2
skip
CRIT
CRIT Rate (vs CC)
CRIT Rate +60% against units being CC'd. Synergizes with Poseidon CC and Stun on CRIT.
2
2
2
2
3
ATK
CRIT Rate on Normal Attack
Normal Attack's CRIT Rate +60%.
1
2
2
1
2
DMG
Damage Bonus
DMG Bonus +5%. A higher-tier variant exists: +10% (seen at Base Genre Lv 13-15).
2
2
2
2
skip
DMG
Damage Bonus (High Tier)
DMG Bonus +10%. Higher-tier variant seen at Base Genre Lv 13-15.
2
2
2
2
skip
DEF
Damage Reduction
DMG RED Rate +3%. A lower-tier variant exists: +2% (seen at Base Genre Lv 13-15).
3
3
3
3
skip
DEF
Damage Reduction (Low Tier)
DMG RED Rate +2%. Lower-tier variant seen at Base Genre Lv 13-15. Upgrades to +3% at higher Genre levels.
3
3
3
3
3
DEF
DEF
Armor & M-RES +25%.
3
3
3
3
skip
CRIT
DEF Ignore on CRIT
CRIT DMG ignores 100% of the target's DEF. Extremely strong. Take before wave 3 (fixed break) if available.
2
2
2
1
skip
NRG
Energy on Kill
Kill: Energy +25. A higher-tier variant exists: +100 Energy per kill (seen at Base Genre Lv 13-15).
2
2
1
2
3
NRG
Energy on Kill (High Tier)
Kill: Energy +100. Higher-tier variant seen at Base Genre Lv 13-15. Significantly more energy per kill than the base +25 variant.
3
1
1
2
3
CRIT
Energy Regen on CRIT
CRIT: Energy +35 (CD: 1s).
skip
2
1
2
3
NRG
Energy Regen on Shield
Restores 100 Energy when a shield expires. CD: 1s. Strong synergy with Shield on Ultimate. At higher Energy Genre levels the card changes to Energy Regen SPD +20% or +50% while a shield is active - these are separate buff entries.
skip
2
2
3
3
ULT
Energy Regen on Ultimate
Casting an Ultimate restores 200 Energy.
skip
1
1
3
3
NRG
Energy Regen SPD on Shield (High Tier)
Energy Regen SPD +50% while a shield is active. Higher-tier variant of the shield energy regen speed buff. Seen at Energy Genre Lv 1-2.
skip
2
1
3
3
NRG
Energy Regen SPD on Shield (Low Tier)
Energy Regen SPD +20% while a shield is active. Separate buff from the 'Restores 100 Energy on shield expiry' variant. Seen at Energy Genre Lv 2-3.
skip
2
2
3
3
DEF
HP
Max HP +25%. In Megafungus runs Skadi also inherits 50% of all allies' HP.
3
3
2
3
skip
DEF
HP Conversion to Shield
50% of overhealing is converted into shield for 5s.
3
3
3
3
skip
ATK
HP Regen on Normal Attack
Normal Attack: Has a 15% chance to restore 5% max HP.
3
3
3
3
1
ULT
HP Regen on Ultimate
Ultimate: Heals self for 10% max HP.
skip
2
2
3
2
DMG
HP Steal on DMG
Deals additional DMG equal to 5% of max HP. CD: 5s. Seen in Base Genre runs. Passive on-hit bonus damage with a lifesteal-like effect. CD is per-proc, not per-hero.
2
2
2
2
2
DEF
Last Stand HP Regen
Each Deity gains immunity to death once and heals HP upon triggering it. Exact effect text partially obscured in screenshot - needs verification.
2
2
2
2
1
ATK
Normal Attack ATK & DEF Drain
Normal Attacks drain 5% of the target's ATK and DEF for 10s.
2
skip
skip
2
skip
ATK
Normal Attack DMG
Normal Attack DMG +100%. A lower-tier variant exists: +50% (seen at Normal Attack Genre Lv 0-1).
1
skip
3
1
skip
ATK
Normal Attack DMG (Low Tier)
Normal Attack DMG +50%. Lower-tier variant seen at Normal Attack Genre Lv 0-1. Upgrades to +100% at higher Genre levels.
2
3
3
2
skip
ATK
Normal Attack Energy Drain
Each Normal Attack drains 50 Energy.
3
skip
skip
3
skip
ATK
Normal Attack HP Steal
Normal attacks steal HP from the target.
2
skip
3
2
2
ATK
Normal Attack Knockback
Normal Attacks have a 40% chance to knock back and stun the target for 1s.
3
skip
skip
2
skip
ATK
Normal Attack SPD
Normal Attack Speed +60%. A lower-tier variant exists: +30% (seen at Base/Normal Attack Genre Lv 0-1). A conditional variant also exists: +50% after not moving for 3s.
1
skip
3
1
3
ATK
Normal Attack SPD (Low Tier)
Normal Attack Speed +30%. Lower-tier variant seen at Normal Attack Genre Lv 0-1. Upgrades to +60% at higher Genre levels.
2
skip
3
2
3
ATK
Normal Attack SPD (on Heal)
Normal Attack SPD +50% for 5s after receiving healing.
2
3
3
2
3
ATK
Normal Attack SPD (on Wait)
Normal Attack Speed +50% for 5s after not moving. Conditional variant that triggers after holding position.
2
skip
3
1
3
DMG
Opening Stun *
Deals DMG equal to 30% of the target's max HP and stuns them at the start of battle. Exact stun duration not visible in screenshot - needs verification.
1
2
2
2
2
DEF
Periodic HP Regen
Restores HP equal to 50% of lost HP every 10s.
3
2
2
3
1
DEF
Shield Damage Reflect
Reflects a portion of damage back to attackers while a shield is active.
3
3
3
3
3
DEF
Shield Explosion on Expiration
Deals DMG equal to 100% of ATK to surrounding enemies when a shield expires.
3
3
3
3
3
CRIT
Shield on CRIT Hit
CRIT: Gains a Shield equal to 100% of ATK. (CD: 5s).
3
3
3
2
skip
ATK
Shield on Normal Attack
Normal Attack: Has a 15% chance to gain a Shield equal to 100% of ATK.
3
skip
3
3
skip
ULT
Shield on Ultimate
Ultimate: Gains a Shield equal to 150% of ATK. Pairs well with Energy Regen on Shield for a strong energy loop. Upgrades to 300% of ATK at higher levels.
skip
2
2
3
skip
NRG
Starting Energy
Allies + 1,000 Energy when the battle starts. Extremely valuable in Megafungus runs. Allows Skadi to reach her first ultimate much faster.
2
2
1
3
3
DEF
Starting Shield
Gains a Shield equal to 10% of max HP at combat start (activates 5 times).
3
2
2
3
skip
CRIT
Stun on CRIT
CRIT hits stun the target for 3s. CD: 3s for each unit.
3
2
2
2
3
ULT
Ultimate ATK SPD
Ultimate: ATK SPD +40% for 10s. Exception for Mask of Sorrow runs - can take if no better option exists.
3
1
1
3
3
ULT
Ultimate DMG
Ultimate DMG +20%. Base variant. Upgrades to +40% at higher levels.
skip
1
1
skip
skip
ULT
Ultimate DMG (AOE)
For every 4 ultimates cast by allies, deal DMG equal to 10% of the target's max HP. Variant A: AOE damage scaling with ally ultimate casts.
skip
1
1
skip
skip
ULT
Ultimate DMG (AOE+Stun)
For every 4 ultimates cast by allies, deal DMG equal to 10% of the target's max HP and stun for 2s. Variant B: AOE damage with stun effect.
skip
1
1
skip
skip
ULT
Ultimate DMG Bonus
Each Ultimate cast during battle increases the DMG of the next Ultimate by 5%. Stacks over the course of a battle - more ultimates cast means a higher bonus on the following one.
skip
1
1
skip
skip

Hero Compositions

Comps that work well in Delusions Den. The right choice depends on your roster depth and hero investment.

Megafungus - Phoenix Carry Blessing: Megafungus
  • Focus on ATK buffs for all heroes - the carrier inherits 50% of every ally's ATK at max level.
  • Also go for all Crit buffs you can get - DEF Ignore on Crit is especially valuable.
  • If Starting Energy +1000 appears, take it.
  • Ares Boss: Can replace Yuelao with Momus if needed.
  • Shield on Ultimate + Energy Regen on Shield form a strong energy loop - take both if offered.
Mask of Sorrow - Basic Attack Core Blessing: Mask of Sorrow
  • Dionysus must occupy the middle backline slot. Focus only on normal attack buffs.
  • Ares Boss: Can replace Yuelao with Heracles and swap back again after the stage.
  • Use Keystone of Wonders as totem.
Divine Nectar - Skadi Control Blessing: Divine Nectar
  • Energy generation is critical - prioritize all energy buffs whenever they appear.
  • Focus entirely on ultimate damage, energy regeneration, and cooldown reduction.
  • Ares Boss: Can replace Yuelao with Momus if needed.
  • Shield on Ultimate + Energy Regen on Shield form a strong energy loop - take both if offered.
Divine Nectar - Hladgunnr Carry Blessing: Divine Nectar
  • Energy generation is critical - prioritize all energy buffs whenever they appear.
  • Focus entirely on ultimate damage, energy regeneration, and cooldown reduction.
  • Ares Boss: Can replace Yuelao with Momus if needed.
  • Shield on Ultimate + Energy Regen on Shield form a strong energy loop - take both if offered.
Horn of Doom - Beginner Setup Blessing: Horn of Doom
  • If you struggle as a beginner to even pass this stage, try using Horn of Doom with a Tank / DPS / Healer setup. You may not reach high scores at the end but that should not be the focus at this point.
  • Dionysus at base copy is fine here.
  • Swap out Hladgunnr for a tank if you don't have her (Momus, Geb, Ares, Khepri) - or any other melee fighter.
  • Focus on ATK buffs, or go for all Crit buffs you can get - DEF Ignore on Crit is very valuable.
  • If Starting Energy +1000 pops up, take it.
Megafungus - Skadi Carry Blessing: Megafungus
  • Focus on ATK buffs for all heroes - Skadi inherits 50% of every ally's ATK at max blessing level.
  • Also go for all Crit buffs you can get - DEF Ignore on Crit is especially valuable.
  • If Starting Energy +1000 appears, take it.
  • Ares Boss: Can replace Yuelao with Momus if needed.
  • Shield on Ultimate + Energy Regen on Shield form a strong energy loop - take both if offered.

Reaching Top Score

The final wave (scoring stage) is a timed kill-count challenge. Your team's accumulated buffs and hero investment determine how many enemies you can clear before time expires. Top server scores sit at 230-236 points. Here is how to maximize:

1
Pick a blessing before you start. Your choice will guide how you build your team and choose buffs during the run. The effects of blessings get stronger as your Total Genre Level goes up.
2
Stack the right buffs for your blessing. Only pick buffs that match your strategy. If you clear all the waves in a stage, you get a chest of random buffs. In Stage 7 you have 45 seconds to complete a timed kill challenge - so be prepared with good buffs and a strategy.
3
Buff levels matter. Each buff card has its own level that increases each time you pick it. A buff evolves once at level 5, then again every 10 levels, and is fully evolved at level 15. The five genre icons at the top of the screen track progress across your buff categories.
4
Prioritize healing or shield buffs for Horn of Doom. This ability deals damage to all enemies over time based on a percentage of their health - helpful for new players. Keep in mind your team will take a bit of damage each turn, so bring some healing or ways to keep your heroes alive.
5
Use the Keystone of Wonders totem. Activating all 5 faction suits grants bonus damage dealt and damage reduction. Build your team with this in mind even if it means a slightly weaker individual hero.