English translation in progress. Untranslated passages remain in Japanese.

Brazen Bull - Tearful (4-6)

CHAPTER 04 / BOSS GUIDE

Brazen Bull - Tearful (4-6)

4-6 · ReturnStory guide

You need not with every attack. Stop the easier “” to weaken the enemy, then break the revealed head for a major opening.

HP
523
Level
30
Speed
1〜4
Defense Lv.
37
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. Prepare 5 Sinners, aiming for Level 30 and III or higher on your main units. Check their Blunt resistances and Gloom/Sloth damage options.
  2. Prioritize winning against “”. Each win weakens the Bull; after 3 wins, the Head appears next turn.
  3. Focus damage on the Head. ing it s all Parts next turn; breaking it also gives all Parts 3 for the rest of the battle.

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

Everyone is ing, but you keep losing
The charging attacks roll up to 14 and 17. Use a Blunt-resistant Sinner's Defense against attacks you cannot beat, saving stronger skills and damage for the Head.
You can only target the resistant Body, not the Head
The Head appears the turn after you win 3 es against “”. It is normal for it to be unavailable at the start.
The fight gets harder once the Head appears
The Head uses skills that roll up to 18 and 20, and gains buffs from wins. Stop them with powerful , or defend while focusing your other attacks on the Head.
keeps dealing damage until your Sinners fall
“” increases Count. Redirect it away from low-HP allies with heavy , and prevent hits by winning the or Evading.

Before deployment

Prepare Blunt-resistant defenders and damage to break the Head

  • Raise 5 Sinners toward the recommended Level 30, with III to unlock 3. Check resistances so your whole team is not weak to Blunt.
  • Blunt, Gloom, and Sloth work well against the Body. Pierce and Pride work well against the Head, so select attackers for both Parts from your roster.
  • Check which can beat the Head's maximum roll of 20, and save the resources to use them. Healing also helps manage damage.

Turn 1

Use resistances and Defense Skills against charges you cannot beat

  • The opening includes charging attacks and “”. where you can win; otherwise, use a Blunt-resistant Sinner's Defense .
  • Defense s do not guarantee zero damage. Check the target's HP, , and predicted damage before choosing who takes the hit.
  • “” increases Count. Keep it away from Sinners already carrying heavy , and answer it with a strong skill or .

Turn 2 onward

Beat “Overflowing Sorrow” to reveal the Head

  • “” rolls up to 11, making it easier to beat than the other attacks. Prioritize its to prevent SP loss and a raised Threshold.
  • Each win gives the Bull 1 . From the next turn, it applies equal to its value, making other es easier too.
  • End a turn with at least 3 to reveal the Head next turn. Save powerful skills so you can stop the Head's high rolls.

After the Head appears

Stagger and break the Head to create a team-wide opening

  • Focus damage on the Head's weaknesses, including Pierce and Pride. It has 179 HP and lower Defense than the Body.
  • Losing to the Head's skills also strengthens its attacks next turn. Use that can win, or defend with a resistant Sinner while directing unopposed attacks at the Head.
  • ing the Head s all Parts next turn. Breaking it gives all Parts 3 for the rest of the battle. Land your remaining attacks that turn, then finish the Body.

NOTESUnique effects and cautions

Easy-to-miss details

  • The Head does not appear in 4-3. This page's instructions for revealing it apply to 4-6.
  • The Body and Head have different resistances. Focusing only Blunt damage on the Head is not always the best choice.
  • weakens attacks at the next Turn Start. Winning its does not immediately weaken the remaining attacks that same turn.
  • After the Head breaks, its slots disappear at Turn End. Return your attacks to the Body afterward.

The Bull gains this when it loses a with “”. At Turn Start, gain equal to its value. Having at least 3 at Turn End leads to the Head appearing.

Winning against this skill both weakens the enemy and helps reveal the Head.

The state in which the Head appears and the Bull's skill set changes.

When the Head appears, adjust for its weaknesses and reassign es to and break it.

At the next Turn Start, gain , , or equal to its value, then remove this effect.

Check next turn's predictions for Sinners hit by the Head's skills; do not keep assigning the same defender automatically.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Level 30 and III or higher on your main units. Check Blunt resistance for attacks you cannot beat, strong ing , and HP healing.
  • Select Blunt/Gloom damage for the Body and Pierce/Pride damage for the Head from your roster.

Blunt-resistant defender

Use Defense s against attacks you are unlikely to beat, preserving allies' actions and HP.

Overflowing Sorrow specialist

Reliably beat its maximum roll of 11 to weaken the Bull and reveal the Head.

Focused Head damage

and break the Head before its powerful skills build momentum, then use the all-Part to finish the fight.

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 4-6. Deployment limit: 5 Sinners. The story encounter in 4-6. Its HP and action conditions differ from the drone encounter in 4-3, the Canto IV dungeon event, Luxcavation, and Mirror Dungeons. The Head is initially absent; end a turn with at least 3 to reveal it next turn.

Brazen Bull - Tearful (Body)Part: Body

Brazen Bull - Tearful (Body) appearance
HP
523
Level
30
Speed
1〜4
Defense Lv.
37
Stagger Thresholds
25% / 0% (131 / 0)

Physical resistances

SlashSlash
×0.5
PiercePierce
×0.5
BluntBlunt
×1.25

Sin Nullification

Wrath
×0.5
Lust
×1.0
Sloth
×1.5
Gluttony
×0.5
Gloom
×2.0
Pride
×1.0
Envy
×1.0
  • The Body resists Slash and Pierce but is weak to Blunt. Gloom deals 2× damage; Sloth deals 1.5×.
  • Each of the Body's skill slots has a weight of 2. Even a skill with multiple will not necessarily hit multiple slots.

Brazen Bull - Tearful (Head)Part: Head (appears after meeting the condition)

Brazen Bull - Tearful (Head) appearance
HP
179
Level
30
Speed
3〜5
Defense Lv.
26
Stagger Thresholds
30%(54)

Physical resistances

SlashSlash
×1.0
PiercePierce
×2.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×0.5
Lust
×1.0
Sloth
×1.0
Gluttony
×0.5
Gloom
×1.5
Pride
×2.0
Envy
×1.0
  • Its resistances differ from the Body's: Pierce and Pride are effective. Reassign your attackers when the Head appears.
  • ing it s all Parts next turn. Breaking it reduces all Parts' Attack Power by 3 for the rest of the battle.
  • You can keep attacking it on the turn it breaks. Its slots disappear at Turn End, preventing further attacks on the Head.

SKILLSSkills and how to respond

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

The regular encounter's 6 skills. The two charging attacks are distinguished by count. Some and effects are listed as [Heads Hit], following the source footnotes. The Japanese description of duplicates another passive's description; its response also includes the footnote's interpretation.

Brazen Bull - Tearful (Body)

01

Ram (2 Coins)

WrathBluntBlunt
Displayed Power
4〜14
Base Power
4
Coin Power
+5
No. of Coins
2
AttackLevel
29Enemy Lv. -1
Attack Weight
1

ⅠOn Hit Inflict 3 .

Ⅱ[Heads Hit] Inflict 3 .

How to respond

A Blunt attack that rolls up to 14. If you cannot win, use a Blunt-resistant Sinner's Defense and save your winning skills and damage for other actions. Watch for added .

Brazen Bull - Tearful (Head)

01

Heated Cries

GloomBluntBlunt
Displayed Power
8〜18
Base Power
8
Coin Power
+10
No. of Coins
1
AttackLevel
32Enemy Lv. +2
Attack Weight
1

[ Win] Gain and 1 next turn.

ⅠOn Hit Inflict 1 .

[Heads Hit] Increase Count by 3.

How to respond

The Head's Blunt attack, rolling up to 18. Losing gives the enemy and next turn. Use a winning , or defend while focusing other unopposed attacks on the Head.

PASSIVESPassives

Brazen Bull - Tearful (Body)

Enemy passives

Downed by the Horns

Condition: Head broken

When the Head is broken, all Parts become ed next turn. All Parts then gain 3 for the rest of the battle.

Impact on the fight

Target the Head to all Parts next turn and apply lasting 3 . Use the rest of the breaking turn for follow-up attacks too.

Enemy passives

Expanding Sorrow

Condition: At least 3 at Turn End

At Turn End, if is at least 3, the Head appears next turn and the skill pattern changes.

Impact on the fight

Win against “” 3 times to reveal the Head next turn. Save powerful skills and damage before it appears.

Enemy passives

Inconsolable Sorrow

Condition: After the Head breaks; at least 3

At Turn End, if is at least 3, the Head appears next turn and the skill pattern changes.

Impact on the fight

The Japanese description says the Head is created, but the source footnote interprets this as a next-turn after the Head breaks. Do not plan around repeatedly revealing new Heads.

Brazen Bull - Tearful (Head)

Enemy passives

Taken by the Horns

Condition: Head ed

When the Head becomes ed, all Parts become ed next turn.

Impact on the fight

Simply ing the Head also s all Parts next turn. Focus damage on breaking it from there.

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

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