English translation in progress. Untranslated passages remain in Japanese.

Dead Rabbits Boss (6-33)

CHAPTER 06 / BOSS GUIDE

Dead Rabbits Boss (6-33)

6-33 · MattStory guide

gives the boss more slots and SP, plus buffs next turn. Handle the henchmen with clashes or Defense s, and let Heathcliff take clashes he can win against the boss. Stop “” and focus damage on the boss during its at 60% HP.

HP
929
Level
44
Speed
2〜5
Defense Lv.
47
Deployment limit
6 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. Aim for Lv.44 and III or higher on your main team. Prioritize Identities with strong opening clashes and resistances that can withstand Blunt attacks.
  2. Keep the henchmen alive, handle them with clashes or Defense s, and focus damage on the boss. If an area attack also kills henchmen, account for the extra slots and next-turn buffs.
  3. Save a strong skill that can beat “”. Give Heathcliff clashes he can win, and prepare enough damage to finish the boss after its at 60% HP.

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

The fight suddenly becomes harder after clearing the henchmen
Each henchman's death permanently adds a boss slot for the encounter and heals it for 15 SP. If a Sinner kills the henchman, the boss also gains and next turn. Start by keeping the henchmen alive and handling their attacks.
Losing clashes from the start
The boss heals 15 SP every turn and gains +2 Power when the target's current HP exceeds its own. Use Identities with strong opening clashes, and lower the boss's SP through clashes Heathcliff can win.
“” s or kills a Sinner
and strengthen the clash, and III deals additional Pierce damage equal to Potency × Count. Save a strong skill or for this attack, and prevent debuffs from building up on the preceding turn.

Opening–Turn 2

Keep the henchmen alive and stabilize clashes against the boss

  • Handle henchman attacks with winning clashes or Defense s, and direct damage at the boss. Using area attacks indiscriminately can strengthen the boss by killing its henchmen.
  • The boss heals 15 SP at Turn Start. Using a strong skill for a clash Heathcliff can win lowers the boss's SP by 10 and inflicts 2 next turn, up to once per turn.
  • Offset with a Defense , or have another Sinner clash with an attack instead. Avoid triggering its next-turn buff unnecessarily.

“Upheaval” on Turn 3

Check Rupture and Bleed, and save a strong clash

  • With all 3 henchmen alive, the usual Turn 3 pattern is “” and 2 uses of “”. Check the actual skills and reserve a strong response.
  • “” gains +1 Power for at least 5 on its target, and another +1 for at least 5 . can also activate based on current HP, so do not judge it solely by the listed maximum of 17.
  • If using a debuffing , check its resource costs and activation order. If a poor hand repeatedly leads to hits, review your opening clashes and team.

Stagger at 60% HP–finish

Focus damage on the boss during Stagger

  • After ing the boss at 557 HP, focus effective damage such as Gloom and Envy on it. Defeating it also removes the remaining henchmen.
  • At 60% HP or below, becomes a regular . It cannot be offset with a Defense , and the first Sinner to attack takes the counterattack. Check their remaining HP and resistances.
  • If you accidentally kill a henchman, reassess the extra action and next turn's and . Do not face the next “” with the same plan unchanged.

NOTESUnique effects and cautions

Easy-to-miss details

  • Killing henchmen does not necessarily make the fight easier. Defeating the boss also clears the remaining enemies.
  • Regular s cannot be offset with Defense s. Do not treat them like before 60% HP.
  • Bringing fewer Sinners can give your main attackers more actions, but reduces total available HP and opening actions. A solo clear is not required from the outset.
  • Do not apply the next encounter's 6-34 defeat condition to this fight.

Ally deaths heal the boss for 15 SP and add 1 slot. If a Sinner lands the kill, the boss also gains and next turn.

Keep the henchmen alive and handle their attacks. If killing one, first prepare to handle the extra action.

At 60% HP or below, the boss replaces with a regular .

Focus damage during to reduce the number of counterattacks after it recovers.

Heathcliff is mandatory. He normally gains , which lowers SP, but his Wild Hunt Identity gets Unending instead.

Check how the chosen Identity handles SP, and provide winning clashes and recovery for him.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Lv.44 and III or higher, with strong opening clashers and a well-developed Heathcliff.
  • Prepare Gloom and Envy damage, strong clash skills, SP recovery, and enemy debuffs. Check whether you can build the required resources from 0.
  • Prioritize Blunt resistance while accounting for the additional Pierce damage, , and .

Strong opening clasher

Compete with the enemy's high SP and stop “”.

Heathcliff

Winning clashes against the boss lowers its SP and inflicts . Account for Heathcliff being mandatory and unable to retreat.

Defender to handle henchmen

Avoid unnecessary kills while directing damage at the boss.

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 6-33. Deployment limit: 6 Sinners. at 6-33. All enemies are Lv.44. The boss has 929 HP and 47; the 2 Bizarre Henchmen and 1 Veiled Henchman each have 186 HP and 36. Heathcliff is mandatory. The boss takes only 0.8× damage from all three Physical types, so also exploit Sin affinities such as Gloom and Envy. Mirror Dungeon variants are excluded.

Dead Rabbits BossPart: Body

Dead Rabbits Boss appearance
HP
929
Level
44
Speed
2〜5
Defense Lv.
47
Stagger Thresholds
60% / 0% / −10% (557 / 0 / −93)

Physical resistances

SlashSlash
×0.8
PiercePierce
×0.8
BluntBlunt
×0.8

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.8
Gluttony
×0.5
Gloom
×1.5
Pride
×1.0
Envy
×1.5
  • Starts with 3 actions: 2 attacks and . Each henchman's death adds a slot.
  • At 60% HP or below, becomes . Focus damage during .
  • The listed 0% and negative retain the source values. The threshold normally reachable before defeat is 60%.
  • Defeating the boss also kills the remaining henchmen.

Bizarre Dead Rabbits HenchmanPart: Adds

Bizarre Dead Rabbits Henchman appearance
HP
186
Level
44
Speed
2〜4
Defense Lv.
36
Stagger Thresholds
65% / 30% / 0% (121 / 56 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×0.8
Gluttony
×0.5
Gloom
×2.0
Pride
×1.0
Envy
×1.5
  • 2 appear at the start.
  • Dies when the boss is defeated. Killing it first increases the boss's slots and SP.

Veiled Dead Rabbits HenchmanPart: Adds

Veiled Dead Rabbits Henchman appearance
HP
186
Level
44
Speed
2〜4
Defense Lv.
36
Stagger Thresholds
65% / 30% / 0% (121 / 56 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×0.8
Gluttony
×0.5
Gloom
×2.0
Pride
×1.0
Envy
×1.5
  • 1 appears at the start.
  • Dies when the boss is defeated. Killing it first increases the boss's slots and SP.

SKILLSSkills and how to respond

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

The boss has 5 skills; each henchman has 4. Their counters are regular s, not able attacks. Distinguish “”'s base range of 5–17 from its , , and clash bonuses, and from its Heads Hit bonuses to later s. “”'s amount is unspecified; do not infer it from its 1 .

Dead Rabbits Boss

01

Bat Bash

EnvyBluntBlunt
Displayed Power
4〜10
Base Power
4
Coin Power
+3
No. of Coins
2
AttackLevel
44Enemy Lv. +0
Attack Weight
1

ⅠOn Hit Increase Count by 3.

ⅡOn Hit Inflict 3 .

How to respond

Hits build and also trigger 's extra damage. Win clashes from the opening to prevent buildup.

Bizarre Dead Rabbits Henchman

01

Taking Ca...

WrathBluntBlunt
Displayed Power
3〜9
Base Power
3
Coin Power
+6
No. of Coins
1
AttackLevel
49Enemy Lv. +5
Attack Weight
1

ⅠOn Hit Inflict 4 .

How to respond

A single- attack that inflicts 4 . Handle it with a winning clash or Defense rather than strengthening the boss by killing its user.

Veiled Dead Rabbits Henchman

01

M...ove

WrathBluntBlunt
Displayed Power
4〜10
Base Power
4
Coin Power
+6
No. of Coins
1
AttackLevel
49Enemy Lv. +5
Attack Weight
1

ⅠOn Hit Increase Count by 3.

How to respond

Adds 3 Count. Even a single- hit is dangerous on a Sinner who already has high Potency.

PASSIVESPassives

Dead Rabbits Boss

Enemy passives

Dead Rabbits Boss?

Condition: Turn Start / ally death

Grant 1 to the 2 other allies with the lowest SP. Each ally death adds 1 slot for the rest of the encounter.

Impact on the fight

Do not force henchman kills; focus damage on the boss.

Enemy passives

Antagonism

Condition: The target's current HP exceeds the user's

Power +2; damage +20%.

Impact on the fight

Compares current HP values, not HP percentages. Recheck clash predictions against your main attackers as the boss loses HP.

Enemy passives

Long-awaited Moment

Condition: results / hits against Heathcliff

Heal 5 SP on Win. On Lose against Heathcliff, lose 10 SP and gain 2 next turn (once per turn). If no skill hits Heathcliff during the turn, lose 5 SP at Turn End.

Impact on the fight

Reserve clashes Heathcliff can win for him. Do not make him handle attacks he cannot beat as well.

Enemy passives

Useless Fools...

Condition: An enemy kills an ally / up to 3 times per turn

Gain 1 and 1 next turn.

Impact on the fight

Avoid strengthening the next turn by killing several henchmen at once.

Enemy passives

Spiked Bat

Condition: On attack hit

Deal additional Pierce damage equal to 50% of the damage dealt.

Impact on the fight

Blunt resistance alone does not guarantee safety. Win clashes to prevent the hits themselves.

Enemy passives

Heart of Vengeance

Condition: Turn Start / Turn End / recovery

At Turn Start, heal 15 SP unless at −45 SP. If ked at Turn End, recover next turn and reset SP to 0. If was removed at Turn End, gain 2 at the next Turn Start.

Impact on the fight

Lowering SP alone cannot keep the boss disabled. Prepare strong responses for its recovery from .

Enemy passives

Fixed Panic

Condition: Receives an effect that changes Type

Type does not change; apply effects intended for targets without SP instead.

Impact on the fight

Do not base the strategy on changing Type.

Enemy passives

Cannot Retreat

Condition: During this encounter

Heathcliff Identities' retreat-related functions do not activate.

Impact on the fight

Do not plan to retreat and swap him out.

Bizarre Dead Rabbits Henchman

Enemy passives

It's... you...

Condition: At Combat Start, target is the enemy with the lowest HP

Deal +10% damage.

Impact on the fight

Avoid letting henchman attacks concentrate on wounded Sinners.

Enemy passives

・・・

Condition: On Lose

Deal 3 SP damage to the opponent.

Impact on the fight

Winning still costs SP, but prevents hit-triggered debuffs.

Enemy passives

Panic Recovery

Condition: In at Turn End

Reset SP to 0.

Impact on the fight

Do not assume will disable them for long.

Veiled Dead Rabbits Henchman

Enemy passives

It's... you...

Condition: At Combat Start, target is the enemy with the lowest HP

Deal +10% damage.

Impact on the fight

Avoid letting henchman attacks concentrate on wounded Sinners.

Enemy passives

・・・

Condition: On Lose

Deal 3 SP damage to the opponent.

Impact on the fight

Winning still costs SP, but prevents hit-triggered debuffs.

Enemy passives

Panic Recovery

Condition: In at Turn End

Reset SP to 0.

Impact on the fight

Do not assume will disable them for long.

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

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