
CHAPTER 10 / BOSS GUIDE
Annette the Alterationist (Canto X, Route B)
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
3 things to understand first
- Have the defend. Watch for follow-up and automatically triggered attacks that may still hit her.
- Use the other Sinners to clash and attack, raising her Threshold to break through the Shield.
- 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

- HP
- 3093
- Level
- 48
- Speed
- 1~3
- Defense Lv.
- 56
- Stagger Thresholds
- Initially 50% (1,546); rises when hit
Physical resistances
Slash
- ×1.0
Pierce
- ×0.75
Blunt
- ×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
Trimming
- 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 .
Cutting
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +2
- Attack Weight
- 1
On Use
- At 2 or more , Atk Weight +1
- At 10 or more Count, Power +1
On Use Gain 4 Count
ⅠOn Hit Inflict 3 and increase Count by 2
ⅡOn Hit Gain 3 Count
On Hit Inflict 2
Ⅲ.
On Hit Inflict 3
On Hit Without Breaking Gain 1 next turn
On Hit Without Breaking At 12 or more Count, consume 4 Count to trigger Burst; reduce the target's Count by 1
How to respond
The third is always Unbreakable; the second also becomes Unbreakable under the 60% HP condition. At 2 or more , Atk Weight +1. Check Marks and area damage that remain after a clash win.
Pin and Trim Along the Patterns
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 51Enemy Lv. +3
- Attack Weight
- 1
Can clash with this skill regardless of
On Use
- At 10 or more Count, consume 10 Count for +2 Power
· Consume up to 20 remaining Count; damage +1% per Count consumed (max 20%)
[ Lose]
- Lose 3
-Damage -75%
- Gain 4
- The target cannot be ed by this skill's damage
Ⅰ.
On Hit Gain 3 Count
Ⅱ.
On Hit Without Breaking Inflict 4
Ⅲ.
On Hit Without Breaking Inflict 3 Count
Ⅳ.
On Hit Inflict 5
On Hit Trigger Burst; reduce the target's Count by 1
On Hit Without Breaking Gain 3 next turn
On Hit without Coin Destruction Trigger Burst; reduce the target's Count by 1
How to respond
able regardless of , with four s. Winning gives 75% reduction, gives the enemy 4 , and prevents from this skill's damage. Use a strong skill from someone other than the .
Coupez dans le Biais
- Displayed Power
- 4〜16
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 52Enemy Lv. +4
- Attack Weight
- 4
Can clash with this skill regardless of
On Use
- Increase Atk Weight by Stack (max 3)
- At 10 or more Count, consume 10 Count for +2 Power
- Consume up to 20 remaining Count; damage +1% per Count consumed (max 20%)
[ Lose]
- Lose 3
-Damage -90%
- Gain 4
- The target cannot be ed by this skill's damage
Ⅰ.
On Hit Inflict 2
Ⅱ.
On Hit Inflict 2
Ⅲ.
On Hit Count +3
Ⅳ.
On Hit If the target is the main target, inflict 5
On Hit Trigger Burst once; reduce the target's Count by 1
On Hit Without Breaking Gain 1 next turn
On Hit Without Breaking On the main target, trigger Burst twice; reduce the target's Count by 2
How to respond
Base 4 Atk Weight increases by , up to 7. able regardless of ; winning gives 90% reduction, gives the enemy 4 , and prevents . Prioritize a strong clash.
Patterning
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 48Enemy Lv. +0
- Attack Weight
- 1
[Cannot be redirected]
Targets the
Ⅰ.
Ⅱ.
On Hit Inflict 9
How to respond
An attack on the that cannot be redirected. Both s are Unbreakable, and a hit inflicts 9 Mark. Equip defense on the target for 80% reduction while the others attack to her.
Surfile à la Chaîne
- Displayed Power
- 3〜19
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 4
- AttackLevel
- 52Enemy Lv. +4
- Attack Weight
- 1
[Cannot be redirected]
Targets the
For each on self, Final Power +1 and damage +20% (max 3 and 60%, respectively)
Damage +4% per Potency on self (max 20%)
On Use If the target Sinner has a Defense
- Equipped: gain 4 ; this skill's damage cannot the target
- Not equipped: gain 10 next turn
After Attack
- If a clash occurred, inflict equal to half the Sinner's skill's Final Power (max 20)
- Consume all on the target
- Turn End Gain 1 next turn
Ⅰ.
On Hit Count +3
Ⅱ.
On Hit Inflict 3
Ⅲ.
Ⅳ.
On Hit Trigger Burst once; reduce the target's Count by 1
On Hit Without Breaking Trigger Burst twice; reduce the target's Count by 2
How to respond
Four s against an with 9 Mark. Equip defense for 80% reduction, 4 on the enemy, and immunity to from this skill's damage. ing with an attack strengthens her and also inflicts .
PASSIVESPassives
Annette the Alterationist
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.
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 .
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.
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 .
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.