English translation in progress. Untranslated passages remain in Japanese.

Annette the Alterationist (Canto X, Route B)

CHAPTER 10 / BOSS GUIDE

Annette the Alterationist (Canto X, Route B)

10-04 · Sisyphus Department Store B, 3F: Alteration RoomStory guide

Each turn, have the defend while the other Sinners attack to Annette. Attacks from the target greatly increase her Power. removes her Shield, , and ; exploit the opening with 3 to deal heavy damage.

HP
3093
Level
48
Speed
1~3
Defense Lv.
56
Deployment limit
12 Sinners

Information last checked:

ContentsTotal: 6 entries
  1. 01Keys to the fight
  2. 02Unique effects and cautions
  3. 03Recommended teams and preparation
  4. 04Basic stats
  5. 05Skills and how to respond
  6. 06Passives

3 things to understand first

  1. Have the defend. Watch for follow-up and automatically triggered attacks that may still hit her.
  2. Use the other Sinners to clash and attack, raising her Threshold to break through the Shield.
  3. Win strong clashes for 75% reduction against “” and 90% against “”.

GUIDEKeys to the fight

Turn numbers indicate a typical sequence. HP loss and Stagger can change the order, so also check the names of the skills the enemy is using.

Find a response based on how you lost

Her Power and damage suddenly increased
Each hit from the gives Annette 3 Power Up, up to 9 per turn. Have that Sinner defend. Beware of Identities that still trigger follow-up or automatic attacks after manually selecting defense, and attack with the other Sinners.
The Shield refreshes every turn and I cannot damage her HP
At 30 Fabric, she gains a Shield equal to 30% max HP at Turn Start. However, every hit from a Sinner also raises her Threshold. Focus attacks from Sinners other than the target to her, then exploit the loss of Shield and Fabric.
Another Sinner cannot clash with the attack on the
“” and “” cannot be redirected. Equip defense on the for 80% damage reduction; let the other Sinners clash with normal skills and attack to her.
The area attack continues after I win the clash
Her major skills have s and still attack after a clash win. Winning against “” grants 90% reduction, gives her 4 , and prevents from that skill's damage. Keep checking HP recovery and even after winning.
Ⅰselected defense but still strengthened her
Automatic attacks and follow-ups can cause this. If a Defense changes into an Attack , check what actually activates. If its interaction is unclear, use an Identity with an ordinary or as the .

Before entering the 3F Alteration Room

Check defense and follow-ups so roles can rotate

  • Shop toward Customer Lv. 50 or higher and Sapphire rank. Customer Lv. 51 is reachable at this point. Check this separately from Identity levels raised outside the dungeon.
  • Meursault, Sinclair, and Outis are required. Check everyone's defense and whether follow-ups or automatic attacks may activate on turns when you need them to stop attacking.
  • The enemy mainly uses Slash. Prepare Slash resistance, HP recovery, and strong clashes from Sinners other than the target. Blunt, Sloth, Pride, and Envy work well offensively.

Turn 1

Win against normal skills and plan the next Alteration Target

  • with “” and “” to limit Mark and application. Their On Use Count gains still occur even if you win.
  • “”'s third is Unbreakable from the start. It can apply even after a clash win; check the recipient's HP and Mark.
  • Next turn's is the Sinner who dealt the most damage to Annette this turn. Avoid concentrating damage on someone whose follow-ups are hard to stop; aim to mark a Sinner who can switch to defense.

Turn 2 onward, before selecting actions

Have the Alteration Target defend

  • Identify the first. Set that Sinner to defense without mixing in Attack s. Equipping defense at Combat Start reduces damage taken from Annette by 80%.
  • The target gains +5 and +3 Power on their first skill, but these are not a reason to attack. Hitting Annette first grants her Power Up and worsens later allies' clashes.
  • Each hit gives her 3 Power Up, up to 9 per turn. Follow-ups and automatic attacks also trigger this. After choosing defense, make sure the setup will actually prevent attacks.
  • A able can also handle the attack. However, do not assume attacks converted from defense or automatically triggered attacks behave identically. Start with or until familiar with the interaction.

When Pin and Trim or an area attack appears

Win with a strong skill from someone other than the target

  • “” and “” can be clashed with regardless of . Assign a strong Sinner other than the .
  • At 10 or more Count, she consumes 10 for +2 Power. Do not judge Pin and Trim only by its base maximum of 15, or Coupez by 16. Remaining Count consumption and Fabric also increase damage.
  • Winning against Pin and Trim gives 75% reduction; Coupez gives 90%. Both give her 4 , reduce Fabric by 3, and prevent Sinners from being ed by that skill's damage.
  • Coupez gains Atk Weight equal to , reaching 7. and Marks may remain after winning; check HP and statuses on everyone hit by the area attack.

The Alteration Target has 9 Mark of Shearing

Defend against the enhanced alteration skill too

  • “” targets the and cannot be redirected. Both s are Unbreakable, and the final hit applies 9 Mark. Prioritize the target's defense and healing instead of trying to redirect it.
  • If the has 9 Mark at Turn Start, the skill changes to “”. It has four s and scales with and Potency.
  • If the target has defense equipped, Annette gains 4 On Use, and the skill's damage cannot the target. Combine this with the 's 80% reduction.
  • If the target has no defense equipped, Annette gains 10 Fabric next turn. ing also inflicts equal to half the Sinner's Final Power, so do not insist on countering with a strong attack. After use, all Marks are consumed and she also gains next turn.

Other Sinners' attacks and the body's Stagger

Clear her buffs with Stagger and exploit 3 Fragile

  • Every hit from a Sinner raises Annette's Threshold by 0.8% of her max HP. Keep attacking with Sinners other than the target to seek even while her Shield remains.
  • removes all Shield, , and and gives her 3 . The can also attack during this ; concentrate strong skills to deal heavy damage.
  • is not among the effects removed by . She regains 30 Fabric at Turn Start after recovering, so use the entire opening, then identify the next and rotate defense and attack roles.
  • From a Turn Start at 60% HP or less, lost HP increases her Power and Slash damage. “”'s last and “”'s second also become Unbreakable. Watch post-clash damage and healing while seeking another to finish her.

NOTESUnique effects and cautions

Easy-to-miss details

  • Attacks from the grant her Power Up. Do not choose attacks just because the target gains +5 or +3 Power.
  • Beware of Identities with follow-up or automatic attacks even after choosing defense. Interactions when defense changes into an attack remain unconfirmed.
  • “” and Surfile cannot be redirected. Use the target's own defense for 80% reduction.
  • “”'s third is always Unbreakable. At 60% HP or less, its second and “”'s last also become Unbreakable.
  • removes Shield, Fabric, and , but remains. She regains 30 Fabric after recovery.
  • The exact skill sequence is partly unconfirmed. Check the , Marks, and current skills before acting.

Applied at Turn Start to the Sinner who dealt the most damage last turn. +5 minimum and maximum ; +3 Power on the first skill used. If defense is equipped at Combat Start, take 80% less damage from Annette. Loses 1 at Turn End. Each Attack hit from the target gives Annette 3 Power Up, up to 9 per turn.

Have the target defend and stop follow-up and automatic attacks. The other Sinners attack; rotate the target each turn.

Maximum 9. Lowers by Stack. Sinners attacking Annette also gain 1, up to 5 per Sinner per turn. If the has 9 at Turn Start, “” becomes “”.

Even at 9 Mark, use the target's defensive reduction rather than forcing an attack clash.

Maximum 30. s that gain or consume Count or special deal Stack% more damage. Loses 5 at Turn End, or 10 if the Shield broke that turn. At Turn Start, gain a Shield equal to Stack% max HP and heal SP equal to Stack. Gains 30 at Stage Start and after recovering from .

Remove it together with the Shield by ing her, then attack before Fabric returns after recovery.

Maximum 3. Deal +(5 + Stack ×5)% damage to Sinners, up to 20%. s against the gain Power equal to Stack. Also enhances “” and Coupez's Atk Weight, and Surfile's Power and damage.

removes all of it. Do not let the target attack while it is stacked and further increase her Power.

Special . Starts at 1 Potency and 0 Count, with a base maximum of 20 Count; loses 1 Count at Turn End. Gain 1 Potency per cumulative 10 Count consumed. At 3 or more / 5 or more Potency, maximum Count increases by 5 / 10. gain and loss effects also apply.

Many skills are enhanced at 10 or more Count. Check both , which remain through , before choosing clashes.

Maximum 30. At Turn Start, gain 1 HP Healing Down per 6 Stack, up to 5. Power against “” and “” is reduced by Stack.

Defend against the enhanced skill on the target; avoid stacking this by clashing with an attack.

At −20 SP or lower, take +7.5% damage and gain 1 Count when hit. At −45 SP or lower, take +15% damage and gain 1 when hit, once per skill and up to 5 times per turn. If ked at Turn End, SP returns to 30.

Attack during her weakened state to seek , but do not assume her low SP can be maintained indefinitely.

Raised by department-store shopping with eyeballs; determines dungeon Identity levels.

Aim for Customer Lv. 50 or higher and Sapphire rank, with your strongest available clashes and healing.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Customer Lv. 50 or higher and Sapphire rank. Check defense and automatic attacks on the required Meursault, Sinclair, and Outis too.
  • Blunt 1.2 and Sloth, Pride, and Envy 1.25 are favorable. Pierce, Wrath, Lust, and Gloom are 0.75; check your main damage types.
  • Prepare Slash-resistant recipients, HP recovery, and high-Power skills to win against major attacks clashable regardless of . Ensure the other Sinners can handle clashes while the defends.

Defender receiving alterations

Rotates according to the previous turn's top damage dealer. Stops attacks with or to use the 80% reduction.

Clashes and repeated hits from other Sinners

Attack without increasing her Power, raising her Threshold on hit to break her Shield and buffs.

High-Power skills and HP recovery

Win major clashes for 75% / 90% reduction and heal the remaining Unbreakable damage.

One ally can fill several roles. First choose a main fighter who can win Clashes, then assign responsibilities for dangerous attacks and special mechanics.

STATUSBasic stats

Stats for 10-04. Deployment limit: 12 Sinners. Covers the Route B, 3F encounter in Canto X. Annette starts at Lv. 48 with 3,093 HP, base 56, 30 SP, and at 1 Potency and 0 Count. Her initial Threshold is 50% HP (1,546) and rises when hit. On , she creates a new threshold at 0 HP. Meursault, Sinclair, and Outis are required; up to 12 Sinners can deploy. Identity levels in this dungeon follow , and Identities below III are raised to III; is unchanged.

Annette the AlterationistPart: Body

Annette the Alterationist appearance
HP
3093
Level
48
Speed
1~3
Defense Lv.
56
Stagger Thresholds
Initially 50% (1,546); rises when hit

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×1.2

Sin Nullification

Wrath
×0.75
Lust
×0.75
Sloth
×1.25
Gluttony
×1.0
Gloom
×0.75
Pride
×1.25
Envy
×1.25
  • Starts at 30 SP with at 1 Potency and 0 Count.
  • On , creates a new Threshold at 0 HP.
  • removes Shield, Fabric, and and gives her 3 .

SKILLSSkills and how to respond

Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.

Displayed Power excludes bonuses from , , HP, and attacks by the . “”'s third is always Unbreakable. The effects and tips explain how “”'s last and “”'s second become Unbreakable at 60% HP or less. Some action sequences remain unconfirmed; check the current skills and rather than relying on a fixed turn table.

Annette the Alterationist

01

Trimming

LustSlashSlash
Displayed Power
3〜9
Base Power
3
Coin Power
+3
No. of Coins
2
AttackLevel
50Enemy Lv. +2
Attack Weight
1

On Use

- At 10 or more Count, Power +1

- If this unit has , damage +( Stack ×10)% (max 30%)

On Use If Count is below 15, gain 2 Count

ⅠOn Hit Inflict 2 ; inflict 2 Count

ⅡOn Hit Gain 2 Count

On Hit Inflict 2

How to respond

At 10 or more Count, Power +1. From a Turn Start at 60% HP or less, the last also becomes Unbreakable. with someone other than the to limit Marks and .

PASSIVESPassives

Annette the Alterationist

Enemy passives

Shower of Stinging Sunshine

Condition: Already enhanced units

Levels are increased by the sunlight effect

Impact on the fight

The reference encounter is enemy Lv. 48. Raise and prepare your available strong clashes and healing.

Enemy passives

Alteration

Condition: Turn Start: previous turn's top damage dealer; when hit

At Turn Start, inflict 1 on the Sinner who dealt the most damage to this unit last turn, then use “”.

- If that Sinner has 9 , “” activates as “”.

Whenever hit by a Sinner:

- Inflict 1 on that Sinner (max 5 per Sinner per turn).

- Gain 1 Count.

Whenever hit by an Attack from a Sinner with , gain 3 Power Up (max 9 per turn).

Impact on the fight

Have the defend. Their attacks give her 3 Power Up, up to 9. Let the other Sinners attack to seek .

Enemy passives

Tailoring

Condition: Stage Start, after recovery, and each turn

At Stage Start, or at Turn Start after recovering from , gain 30 .

Fixed applies; if ked at Turn End, SP becomes 30.

At Turn Start:

- Gain a Shield equal to ( Stack)% max HP (max 30%).

- Heal SP equal to Stack.

Impact on the fight

30 Fabric supplies Shield and SP recovery. Remove Fabric through and deal heavy HP damage before the Shield returns. also resets SP to 30 at Turn End, so do not rely on keeping her SP low.

Enemy passives

Scissors That Do Not Rest

Condition: When hit by Sinners, on , and Turn Start at 60% HP or less

Whenever Annette the ist is hit by a Sinner, raise her Threshold by 0.8% max HP.

On becoming ed, lose all Shield, , and and gain 3 .

At Turn Start, if at 60% HP or less:

- Gain 1 Power Up and 1 Slash DMG Up per 20% HP lost (max 3 each).

- “”'s last and “”'s second become Unbreakable.

Impact on the fight

Hits raise her Threshold, so attacks matter even against a thick Shield. removes Shield, Fabric, and ; attack during 3 .

Enemy passives

Inertia of Drifting

Condition: Per cumulative 10 Count consumed

During this battle, gain 1 Potency for every cumulative 10 Count consumed.

At 3 or more / 5 or more Potency, maximum Count +5 / +10.

Impact on the fight

Consuming Count builds Potency, with higher Count caps at 3 and 5 Potency. This growth survives ; avoid a prolonged fight.

Updates may change enemy stats, effects, or behavior. Also check the information shown during battle.

← Back to boss guides