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Baba Yaga (Canto II)

CHAPTER 02 / BOSS GUIDE

Baba Yaga (Canto II)

2-19 · J-03 Branch, Floor 3: Castle of Slumbering NeighborsStory guide

Build SP and resources in Wave 1, then defeat all enemies within 4 turns in each of Waves 2–4. Rather than ing against every attack, use fast Blunt attacks to enemies and stop their remaining actions. The deadline causes a forced defeat that HP cannot withstand.

HP
41
Level
15
Speed
1〜4
Defense Lv.
13
Deployment limit
5 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. Wave 1 has no time limit. Raise SP through es against its 3 enemies and collect resources for the you plan to use before advancing.
  2. Clear each of Waves 2–4 within 4 turns. At the start of that Wave's fifth turn, reaches 0 and forces defeat.
  3. Every enemy is weak to Blunt and has a Threshold at 50% HP. Use fast attacks to them and stop their remaining actions. Multi-target Blunt is also effective.

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

My team was wiped out despite having HP remaining
At 0 , deployed units die and the fight ends in defeat. Healing or defense cannot extend the time limit. Watch the remaining counter in each Wave and keep attacking.
There are too many enemy actions to against them all
ing an enemy before it acts also stops its later actions. Use a fast Blunt attack, then direct other actions toward remaining enemies instead of wasting them on other slots of an enemy that will be stopped.
The last enemy became tough despite clearing the others
grants based on how many of the enemy's allies died during the Wave. If possible, defeat multiple enemies in the same turn; use strong attacks against weaknesses to finish survivors.

Wave 1 / 3 enemies

Prepare while there is no time limit

  • 2 Slumber-broken Neighbors and 1 Rearisen Neighbor. The 4-turn limit does not apply here.
  • Raise SP through winning es and prepare resources for later multi-target Blunt . There is no need to take unnecessary hits to stockpile resources, but avoid rushing ahead with low SP.
  • Defeating all enemies advances to the next Wave. Later Waves have deadlines, so check HP, SP, and available skills before finishing this one.

Wave 2 / 4 enemies / within 4 turns

Stagger enemies before they act to stop multiple actions

  • 2 of each Neighbor type. All enemies receive 4 , decreasing each turn.
  • Every enemy has ×2 Blunt resistance and a Threshold at 50% HP. them with fast Blunt attacks to stop their remaining actions. Check that the attacker will move before the enemy.
  • Defeat all enemies before the start of this Wave's fifth turn. or other damage at the end of turn 4 can still finish them in time, but do not rely solely on uncertain damage over time.

Wave 3 / 5 enemies / within 4 turns

Reduce enemy actions with multi-target Blunt attacks

  • 2 Slumber-broken Neighbors, 1 Rearisen Neighbor, and 2 Freezing Miner Slaves. The countdown starts at 4 again when this Wave begins.
  • If available, use multi-target Blunt such as Representation Emitter or Land of Illusion to or defeat several enemies. Check and actual targets; do not assume every enemy will be hit.
  • The slaves' “” reaches 12 Power. Rather than losing with a weak skill, them first or block with a strong . More enemy deaths grant to survivors, so also aim for multiple kills in the same turn.

Wave 4 / 5 enemies / within 4 turns

Finish the last enemies with Sloth and Blunt

  • 2 Freezing Miner Slaves and 3 Shivering Miner Slaves. All have ×2 Blunt and ×2 Sloth resistance. Use remaining skills and to clear them before the deadline.
  • from “” can prevent early attacks next turn. Take necessary es and quickly finish ed enemies.
  • Suppressing all 4 Waves ends the fight. At 0, causes forced defeat rather than a normal high-damage attack; remaining HP cannot keep you alive.

NOTESUnique effects and cautions

Easy-to-miss details

  • The limit is 4 turns for each of Waves 2–4, not 4 turns for the entire fight.
  • Wave 1 has no limit, but from Wave 2 onward, healing and defense alone will not advance the fight.
  • The deadline causes instant death and forced defeat. Even a large amount of remaining HP cannot withstand it.
  • Survivors gain based on the number of their allies who died. Retain enough damage to finish the final enemy.
  • Miner Slaves in this encounter are Lv. 15 with 41 HP. Do not use the earlier Lv. 14, 40 HP stats.

At the start of Waves 2–4, grant 4 to all enemies. Decreases by 1 as each turn passes. If it reaches 0 at the start of that Wave's fifth turn, all deployed units die, forcing defeat. Backup and support units are excluded from this instant death, but cannot prevent defeat.

Finish each Wave within 4 turns. The effect is absent in Wave 1, so use that time to prepare SP and resources.

Enemies fought directly have at 50% HP. ing one stops its remaining actions.

Instead of assigning a separate to every enemy action, use 1 fast Blunt attack to an enemy and stop several actions.

PARTYRecommended teams and preparation

What to prepare first

  • Deploy 5 Sinners. Use the dungeon's recommended Lv. 15 as a guide and prepare SP and resources in Wave 1.
  • All enemies are weak to Blunt. Wrath and Pride also work against Neighbors; Sloth works against the slaves. Pierce resistance is ×0.75, making a Pierce-only team less effective.
  • Check available multi-target Blunt and its resource and SP costs. Without it, you can still progress by repeatedly using fast Blunt attacks to enemies and defeat them individually.

Fast Blunt attackers

enemies before they act to reduce the action-count disadvantage.

Multi-target Blunt E.G.O

or defeat multiple enemies together to help clear each Wave before the deadline.

High damage to finish survivors

Defeat the final enemy with before the deadline.

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 2-19. Deployment limit: 5 Sinners. A 4-Wave battle on Floor 3 of the Canto II dungeon. All 4 enemy types fought directly are Lv. 15 with 41 HP. Miner Slaves are also Lv. 15 here, unlike the Lv. 14 versions encountered earlier. Progress by clearing each Wave rather than attacking Baba Yaga's main body.

Slumber-broken NeighborPart: Body

Slumber-broken Neighbor appearance
HP
41
Level
15
Speed
1〜4
Defense Lv.
13
Stagger Thresholds
50%(21)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×2.0

Sin Nullification

Wrath
×2.0
Lust
×1.0
Sloth
×1.0
Gluttony
×0.75
Gloom
×1.0
Pride
×1.5
Envy
×0.75
  • 2 in Wave 1, 2 in Wave 2, and 2 in Wave 3. Parts cannot be broken.
  • ×2 Blunt and ×2 Wrath resistance. Gains when allies die, so reassess survivors after reducing enemy numbers.

Rearisen NeighborPart: Body

Rearisen Neighbor appearance
HP
41
Level
15
Speed
1〜4
Defense Lv.
13
Stagger Thresholds
50%(21)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×2.0

Sin Nullification

Wrath
×2.0
Lust
×1.0
Sloth
×1.0
Gluttony
×0.75
Gloom
×1.0
Pride
×1.5
Envy
×0.75
  • 1 in Wave 1, 2 in Wave 2, and 1 in Wave 3. Shares stats and skills with Slumber-broken Neighbor.
  • From Wave 2 onward, gains 4 at the start of each Wave.

Freezing Miner SlavePart: Body

Freezing Miner Slave appearance
HP
41
Level
15
Speed
1〜4
Defense Lv.
12
Stagger Thresholds
50%(21)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×2.0

Sin Nullification

Wrath
×1.5
Lust
×1.0
Sloth
×2.0
Gluttony
×0.75
Gloom
×1.0
Pride
×1.0
Envy
×0.75
  • 2 in Wave 3 and 2 in Wave 4. In this boss fight, Lv. 15 with 41 HP, unlike the earlier Lv. 14, 40 HP version.
  • ×2 Blunt and ×2 Sloth resistance. “” has a maximum Power of 12, so do not let it through unopposed as if it were a weak normal enemy's attack.

Shivering Miner SlavePart: Body

Shivering Miner Slave appearance
HP
41
Level
15
Speed
1〜4
Defense Lv.
12
Stagger Thresholds
50%(21)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×2.0

Sin Nullification

Wrath
×1.5
Lust
×1.0
Sloth
×2.0
Gluttony
×0.75
Gloom
×1.0
Pride
×1.0
Envy
×0.75
  • 3 in Wave 4. Shares stats and skills with Freezing Miner Slave.
  • Parts cannot be broken. From Wave 2 onward, all enemies in each Wave must be defeated within 4 turns.

SKILLSSkills and how to respond

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

The 2 Neighbor types share skills, as do the 2 Miner Slave types, giving 12 entries separated by user. “”'s +1 On Use is not included in its displayed Base Power. “” and “” use Minus s.

Slumber-broken Neighbor

01

Beak Pick

PrideSlashSlash
Displayed Power
3〜8
Base Power
3
Coin Power
+5
No. of Coins
1
AttackLevel
13Enemy Lv. -2
Attack Weight
1

No additional unique effects.

How to respond

A Slash attack with a maximum Power of 8. A Blunt attack that s it first also stops its later actions. Check that the intended attacker acts first.

Rearisen Neighbor

01

Beak Pick

PrideSlashSlash
Displayed Power
3〜8
Base Power
3
Coin Power
+5
No. of Coins
1
AttackLevel
13Enemy Lv. -2
Attack Weight
1

No additional unique effects.

How to respond

A Slash attack with a maximum Power of 8. A Blunt attack that s it first also stops its later actions. Check that the intended attacker acts first.

Freezing Miner Slave

01

Beak Peck

GloomPiercePierce
Displayed Power
3〜8
Base Power
3
Coin Power
+5
No. of Coins
1
AttackLevel
14Enemy Lv. -1
Attack Weight
1

No additional unique effects.

How to respond

A Pierce attack with a maximum Power of 8. With the deadline in mind, exploit weaknesses to enemies rather than only assigning a separate to every attack.

Shivering Miner Slave

01

Beak Peck

GloomPiercePierce
Displayed Power
3〜8
Base Power
3
Coin Power
+5
No. of Coins
1
AttackLevel
14Enemy Lv. -1
Attack Weight
1

No additional unique effects.

How to respond

A Pierce attack with a maximum Power of 8. With the deadline in mind, exploit weaknesses to enemies rather than only assigning a separate to every attack.

PASSIVESPassives

Slumber-broken Neighbor

Enemy passives

Shuddering Terror

Condition: An ally dies during this Wave

Gain equal to the number of allies who died during this Wave (max 5).

Impact on the fight

Taking too long to defeat enemies one by one makes survivors tougher. Use multiple kills in the same turn or strong attacks against weaknesses to finish within 4 turns.

Rearisen Neighbor

Enemy passives

Shuddering Terror

Condition: An ally dies during this Wave

Gain equal to the number of allies who died during this Wave (max 5).

Impact on the fight

Taking too long to defeat enemies one by one makes survivors tougher. Use multiple kills in the same turn or strong attacks against weaknesses to finish within 4 turns.

Freezing Miner Slave

Enemy passives

Shuddering Terror

Condition: An ally dies during this Wave

Gain equal to the number of allies who died during this Wave (max 5).

Impact on the fight

Taking too long to defeat enemies one by one makes survivors tougher. Use multiple kills in the same turn or strong attacks against weaknesses to finish within 4 turns.

Shivering Miner Slave

Enemy passives

Shuddering Terror

Condition: An ally dies during this Wave

Gain equal to the number of allies who died during this Wave (max 5).

Impact on the fight

Taking too long to defeat enemies one by one makes survivors tougher. Use multiple kills in the same turn or strong attacks against weaknesses to finish within 4 turns.

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

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