
CHAPTER 06 / BOSS GUIDE
Dead Rabbits Boss (6-33)
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
3 things to understand first
- 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.
- 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.
- 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

- HP
- 929
- Level
- 44
- Speed
- 2〜5
- Defense Lv.
- 47
- Stagger Thresholds
- 60% / 0% / −10% (557 / 0 / −93)
Physical resistances
Slash
- ×0.8
Pierce
- ×0.8
Blunt
- ×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

- HP
- 186
- Level
- 44
- Speed
- 2〜4
- Defense Lv.
- 36
- Stagger Thresholds
- 65% / 30% / 0% (121 / 56 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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

- HP
- 186
- Level
- 44
- Speed
- 2〜4
- Defense Lv.
- 36
- Stagger Thresholds
- 65% / 30% / 0% (121 / 56 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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
Bat Bash
- 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.
Smackdown
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel
- 45Enemy Lv. +1
- Attack Weight
- 1
[ Win] Gain and 1 next turn.
ⅠOn Hit Increase Count by 3.
ⅡOn Hit Inflict 3 .
ⅢOn Hit Inflict 3 .
On Hit Inflict equal to the target's .
How to respond
An enemy clash win gives it buffs next turn. also increases the inflicted, making the subsequent “” dangerous.
Upheaval
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
If the target has at least 5 , Power +1.
If the target has at least 5 , Power +1.
[ Win] Increase Count by 3.
Ⅰ[Heads Hit] Next Power +1.
Ⅱ[Heads Hit] Next Power +2.
ⅢOn Hit Inflict 3 next turn.
On Hit Deal Pierce damage equal to the target's Potency × Count.
How to respond
Stopping this is the highest priority. At least 5 and at least 5 each grant +1 Power, and may strengthen it further. III deals Pierce damage equal to Potency × Count, so reserve a strong skill or .
Guard
- Displayed Power
- 15〜25
- Base Power
- 15
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel
- 47Enemy Lv. +3
- Attack Weight
- 1
On Use Gain 1 next turn.
How to respond
Gains 1 next turn On Use. If an attack is targeting this Defense , offset it with a Defense to avoid triggering it unnecessarily.
Counter
- Displayed Power
- 8〜16
- Base Power
- 8
- Coin Power
- +8
- No. of Coins
- 1
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
On Use Gain 1 next turn.
How to respond
A regular that replaces at 60% HP or below. It cannot be offset with a Defense . Check the first attacking Sinner's resistances and HP, or aim to finish the boss with that attack.
Bizarre Dead Rabbits Henchman
Taking Ca...
- 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.
Remo...ve...
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
On Use If the target has at least 3 Potency, gain +1 Base Power.
ⅠOn Hit Inflict 2 .
On Hit Increase Count by 2.
ⅡOn Hit Inflict 2 .
On Hit Inflict 6 .
How to respond
Gains +1 Base Power at 3 or more Potency. It adds and Count, so do not let it hit a Sinner with heavy .
Hold... Them Ba...
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
On Use Deal 3 SP damage to the target.
On Use If the target has , gain +1 Base Power per 4 Potency, up to 3.
ⅠOn Hit Inflict 6 .
On Hit Inflict 6 .
ⅡOn Hit Inflict 3 .
On Hit Inflict 1 next turn.
How to respond
The 3 SP damage On Use applies even if you win the clash. Potency can grant up to +3 Base Power; hits also inflict and next turn.
Cou...
- Displayed Power
- 4〜7
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
If the target has , gain +1 Final Power.
ⅠOn Hit Inflict 2 .
How to respond
A regular . Gains +1 Final Power if the target has and inflicts more on hit. Do not trigger it carelessly with a weak unopposed attack.
Veiled Dead Rabbits Henchman
M...ove
- 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.
Get... Out of My...
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
On Use If the target has at least 3 Count, gain +1 Base Power.
ⅠOn Hit Inflict 2 .
On Hit Increase Count by 3.
ⅡOn Hit Inflict 2 .
On Hit Inflict 6 .
How to respond
Gains +1 Base Power at 3 or more Count. Inflicts and , weakening later clashes too. Prevent its hits.
Break...through
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
On Use Deal 3 SP damage to the target.
On Use If the target has , gain +1 Base Power per 3 Count, up to 3.
ⅠOn Hit Increase Count by 4.
On Hit Inflict 8 .
ⅡOn Hit Inflict 3 .
On Hit Inflict 1 next turn.
How to respond
Deals 3 SP damage On Use and gains up to +3 Base Power based on Count. Its Count increases, , , and compound, so check the current clash prediction and stop it.
...nter...
- Displayed Power
- 3〜7
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 1
- AttackLevel
- 49Enemy Lv. +5
- Attack Weight
- 1
If the target has , gain +1 Final Power.
On Hit Inflict 2 .
How to respond
A regular with +1 Final Power against targets with . When keeping henchmen alive, avoid hitting them and triggering it.
PASSIVESPassives
Dead Rabbits Boss
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.
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.
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.
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.
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.
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 .
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.
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
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.
・・・
Condition: On Lose
Deal 3 SP damage to the opponent.
Impact on the fight
Winning still costs SP, but prevents hit-triggered debuffs.
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
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.
・・・
Condition: On Lose
Deal 3 SP damage to the opponent.
Impact on the fight
Winning still costs SP, but prevents hit-triggered debuffs.
Panic Recovery
Condition: In at Turn End
Reset SP to 0.
Impact on the fight
Do not assume will disable them for long.