English translation in progress. Untranslated passages remain in Japanese.

The Overseer (Canto X, Route B)

CHAPTER 10 / BOSS GUIDE

The Overseer (Canto X, Route B)

10-04 · Sisyphus Department Store B, B3F: Leather RoomStory guide

From Turn 2, obey the rules applied to three Sinners each turn. Eliminate s to weaken the body’s Unbreakable area attacks. Punishment is Unclashable and does not activate defense: plan targets and skill types first. Clear adds while damaging the body, and prepare for a forced turn end around half HP.

HP
5,000 (starts at 4,500)
Level
65
Speed
2~4
Defense Lv.
70
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. Each turn, check the restrictions on the three marked Sinners before equipping skills.
  2. Kill Prisoners with Sinners who can obey their rules to limit the body's area damage and healing.
  3. Win against the body's “” and “” for 80% reduction.

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

A powerful follow-up hit after my action
Violating a Tannery Rule triggers punishment at the end of that Sinner's attack. It is Unclashable and does not activate defense, so revise the actions of Sinners with rules. Distinguish the two targeting restrictions from the two restrictions on attack or defense.
Attacks are prohibited, but I need to clash
exempts . Defend, or clash with if SP and resources allow. Do not extend this exemption to rules prohibiting attacks on the Overseer or Prisoners.
Prisoners keep appearing after I kill them
For normal “”, assigning at least two attacks with that slot as their main target stops its summoning effect. Use Sinners who can obey their rules. “” summons up to four without that cancellation condition; eliminate the new Prisoners quickly.
The whole team takes damage despite a clash win
“” and Tumbling have s and gain 10% damage per Prisoner. Winning gives 80% reduction, but the attacks remain. Kill Prisoners first if possible and prepare HP recovery. In the second half, Prisoner count also increases Tumbling's Final Power.
A wounded Prisoner disappeared and healed the body
“” consumes a low-HP ally on the enemy side. Killing the target first cancels the skill; finish Prisoners rather than chipping them down. Their “” also heals the body On Hit.

Before the B3F battle

Prepare Customer Lv. 65 and flexible actions for the rules

  • Shop toward Customer Lv. 65 and Diamond rank. Both are reachable before B3F, so check unpurchased shops. Check Customer Rank separately from Identity levels outside the dungeon.
  • Yi Sang, Meursault, and Ishmael are required. Bring Identities with usable defense for turns when attacks are prohibited. Save resources, SP, and HP recovery for Unbreakable area damage.
  • Blunt 1.5, Envy 1.25, and Sloth 1.2 are favorable. Use Pwie's application to maintain damage on the body while eliminating Prisoners promptly.

Turn 2 onward, before skill selection

Assign actions according to the four prohibitions

  • First identify the three Sinners with rules. means no attacks targeting Prisoners: attack the body or defend. means no attacks on the body: attack Prisoners or defend.
  • With , do not equip a normal attack; defend instead. is exempt from this rule, so it can be used to clash if resources and SP allow.
  • With , do not equip defense. Pick a legal attack target and clash. is exempt from , not automatically from targeting restrictions.
  • Checks occur at Combat Start based on assigned targets and equipped skills. Do not confuse an automatic follow-up or defensive assist activating with manually equipping that skill. Rules are reapplied each turn; do not blindly repeat the previous turn's actions.

First half: summoning and consuming allies

Finish Prisoners and stop the summons you can

  • Prisoners have 74 HP, but gives them 20 Shield and 2 after summoning. Focus attacks from Sinners who can obey their rules, using Blunt or favorable sin affinities to finish them.
  • Each surviving Prisoner increases “” and Tumbling damage by 10%. Their Turn End survivor count also grants DMG Up next turn. Each death lowers the body's by 1 for the battle, giving another reason to kill them.
  • When normal “” appears, assign at least two Attack s with that exact slot as their main target to stop its Turn End summoning effect. Use Sinners who will not violate rules, and ensure both attacks target the same slot.
  • “” summons up to four and has no equivalent two-attack cancellation condition. Prisoners cannot exceed six alive. If the consumption skill appears, kill its low-HP Prisoner target first to prevent the Overseer's healing and buffs.

The body's Unbreakable attacks

Reduce Prisoner numbers, then win strong clashes for mitigation

  • “” has three s; Tumbling has three s and 7 Atk Weight. Winning either gives 80% damage reduction and prevents from that skill's damage.
  • Damage drops if fast Sinners kill Prisoners before the body clashes. Do not violate a rule to force that order; prioritize legal actions and winnable clashes.
  • Tumbling grants 2 to the enemy side at Combat Start. A clash win does not prevent this buff; check the other enemies' skills too.
  • , , and Unbreakable damage remain after a clash win. with Prisoners you cannot kill to prevent next-turn Power Down, loss, and .

Body around 2,500 HP

Prepare for a forced turn end and Prisoner replenishment

  • Around half max HP, the turn forcibly ends and the second half begins. Do not assume queued healing or Prisoner cleanup will still resolve; heal early. The exact boundary check remains unconfirmed, so expect the transition around 2,500 HP.
  • At transition, Prisoners are replenished to six and the enemy side gains . Attack Level +3 and −3 make them easier to damage but strengthen incoming attacks.
  • In the second half, “” gains +1 Final Power per Prisoner On Use while the body's HP is below 50%. Do not judge the clash by its base maximum of 18 with many Prisoners alive.
  • First-half passives stop generating extra slots in the second half, but skill-based summons and prohibitions continue. Keep stopping “” and eliminating Prisoners while finishing the body with Blunt or .

NOTESUnique effects and cautions

Easy-to-miss details

  • From Turn 2, three Sinners receive rules each turn. Distinguish restrictions on targets from restrictions on attack or defense.
  • is exempt from . Do not assume it is also exempt from prohibitions on targeting the Overseer or Prisoners.
  • The violation follow-up cannot be clashed with and does not activate defense. Check assigned actions before receiving it after your attack.
  • Normal “”'s summon is stopped by at least two attacks with the same slot as their main target. This does not apply to “”.
  • The body has 5,000 max HP and starts at 4,500. Expect a forced turn end and Prisoner replenishment around 2,500 HP.
  • Prisoner count affects the body's damage and later Power. Do not keep attacking only the body after summons.

If an Attack targets a at Combat Start, remove this rule and gain 1 . The rule also expires at Turn End.

Attack the body or defend. Let other Sinners handle Prisoners.

If an Attack targets the Overseer at Combat Start, remove this rule and gain 1 . The rule also expires at Turn End.

Attack Prisoners or defend. Let other Sinners handle the body's clashes.

Equipping an Attack at Combat Start gives 1 . skills are exempt. This rule expires at Turn End.

Defend, or use after checking resources and SP.

Equipping a Defense at Combat Start gives 1 . This rule expires at Turn End.

Do not equip defense; clash or attack a legal target.

Maximum 1. Take 30% more damage from the Overseer. At the end of the Sinner's attack, receive “”, then remove this effect. The follow-up is Unclashable, does not activate defense, and triggers extra attacks from three Prisoners.

Prevent violations through pre-combat skill assignments rather than planning to tank the punishment.

Maximum 1. At Turn Start, gain 20 Shield and 2 ; expires at Turn End. Applied to Prisoners summoned by “” skills.

Do not estimate required damage from 74 HP alone. Include the Shield and just after summoning and finish them.

Attack Level +3 and −3. The enemy side, including the Overseer, gains it at the second-half transition.

Prepare for higher damage in the second half while continuing Prisoner cleanup and major clashes.

At −20 SP or lower, Final Power +1 and inflict 1 on other allies at Turn Start. At −45 SP or lower, also inflict 1 DMG Down. If ked at Turn End, SP returns to 30.

Low SP does not necessarily lower the body's Power. Plan clashes using predicted Power and Prisoner count.

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

Customer Lv. 65 and Diamond rank are reachable before B3F. Check unpurchased shops.

PARTYRecommended teams and preparation

What to prepare first

  • Finish shopping toward Customer Lv. 65 and Diamond rank. Check usable defense on the required Yi Sang, Meursault, and Ishmael too.
  • Prepare Blunt, Envy, and Sloth damage and enough to kill Prisoners first. You can also exploit Pwie's application, maintaining to damage the body.
  • All of the body's attacks are Blunt. Bring Blunt resistance, HP healing, and high-Power skills for major clashes. Check SP and resources when using under .

Clash roles that adapt to the rules

Available Sinners change each turn. Avoid relying on only one major-clash specialist; use defense and to avoid violations.

Fast Prisoner cleanup and body damage

Kill adds to reduce area damage and healing, then exploit the body's lowered defense.

HP recovery and Blunt resistance

Heal Unbreakable damage remaining after clash wins and prepare for second-half buffs.

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, B3F encounter in Canto X. The body is Lv. 65 with 5,000 max HP, but starts at 4,500 HP and 45 SP. Base is 70. Prisoners are Lv. 60 with 74 HP and base 59. Base values exclude and loss from killing Prisoners. Yi Sang, Meursault, and Ishmael are required; up to 12 Sinners can deploy. Identity levels in this dungeon follow , and Identities below III are raised to III; is unchanged. The exact transition boundary around 50% HP remains unconfirmed.

The OverseerPart: Body

The Overseer appearance
HP
5,000 (starts at 4,500)
Level
65
Speed
2~4
Defense Lv.
70
Stagger Thresholds
0%(0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.2
Gluttony
×0.8
Gloom
×0.8
Pride
×0.8
Envy
×1.25
  • Starts at 90% HP and 45 SP.
  • Base defense excludes second-half and reductions from Prisoner deaths.
  • Around half HP, ends the turn, replenishes Prisoners, and changes patterns.

Tanned PrisonerPart: Body

Tanned Prisoner appearance
HP
74
Level
60
Speed
1~3
Defense Lv.
59
Stagger Thresholds
60% / 20% (44 / 14)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.2
Gluttony
×0.8
Gloom
×0.8
Pride
×0.8
Envy
×1.25
  • After summoning, watch for 's 20 Shield and 2 .
  • On death, lowers the Overseer's by 1 for the battle.
  • Summons cannot exceed six living Prisoners.

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 SP, Prisoner count, , and start-of-combat buffs. Only normal “”'s summon can be stopped with two assigned attacks; “” has no such condition. Rule violations are checked at Combat Start based on assigned targets and equipped skills. After a violation, the follow-up comes at the end of that Sinner's attack.

The Overseer

01

Flaying

PrideBluntBlunt
Displayed Power
4〜12
Base Power
4
Coin Power
+4
No. of Coins
2
AttackLevel
66Enemy Lv. +1
Attack Weight
1

ⅠOn Hit Increase Count by 3.

On Hit Count +3

ⅡOn Hit Inflict 2 .

On Hit Inflict 2

How to respond

Two normal Blunt s. Adds and ; clash with a Sinner who can obey their rules.

Tanned Prisoner

01

Brain Fat Spray

GluttonyBluntBlunt
Displayed Power
2〜10
Base Power
2
Coin Power
+4
No. of Coins
2
AttackLevel
60Enemy Lv. +0
Attack Weight
1

ⅠOn Hit Inflict 2

ⅡOn Hit Inflict 2 next turn

How to respond

Applies and next turn. with Prisoners you cannot finish to avoid weakening next turn's response to the body.

PASSIVESPassives

The Overseer

Enemy passives

Reaping Raw Hide: Original Sin Style

Condition: First half: two or fewer Prisoners; Turn End survivor count

At Turn Start, if two or fewer Tanned Prisoners exist on the field, generate an extra slot.

At Turn End, gain 1 DMG Up next turn per Tanned Prisoner on the field.

Impact on the fight

Leaving Prisoners alive increases next-turn damage. Reducing their numbers also brings extra summons, but keep eliminating them while obeying the rules to limit damage from the body.

Enemy passives

Retanning Preparation

Condition: First half: another enemy below 80% HP

If another ally on the field is below 80% max HP, generate an extra slot.

Impact on the fight

Finish wounded Prisoners before they are consumed. Extra slot generation stops in the second half.

Enemy passives

Tannery of the Original Sin: Full Operation

Condition: Body around half HP

When the body's HP falls below 50% max HP, end the turn, change patterns, and grant to all allies, including self, for this battle.

Impact on the fight

Prepare for the forced turn end and Prisoner replenishment. raises the enemy side's Attack Level by 3 and lowers by 3.

Enemy passives

Rules of the Tannery

Condition: Turn Start from Turn 2 onward

From Turn 2, at each Turn Start, apply one randomly selected effect below to 3 random enemies:

- Rule:

- Rule:

- Rule:

- Rule:

Violating a rule inflicts 1 .

Impact on the fight

Check the three Sinners with rules before equipping actions. Distinguish attack targets from attack and defense skill types.

Enemy passives

The Battle Continues

Condition: Encounter start

At Stage Start, begin at 90% HP and 45 SP.

Impact on the fight

Maximum HP is 5,000, but starting HP is 4,500. Do not calculate the halfway transition from the starting 4,500 HP.

Enemy passives

Fixed Panic

Condition: Receives a Type change effect

When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.

Impact on the fight

Do not assume changing its special will stop its actions. Continue normal clashes and rule management.

Enemy passives

Panic Recovery

Condition: ked at Turn End

If ked at Turn End, SP becomes 30.

Impact on the fight

SP returns to 30. Do not assume it can be kept at low SP indefinitely.

Tanned Prisoner

Enemy passives

Tanned Prisoner

Condition: On a Prisoner's death

On death, permanently lower the Overseer's by 1 for this battle.

Impact on the fight

Each kill lowers the body's by 1 for the battle. Do not assume merely being consumed grants the on-death effect.

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

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