English translation in progress. Untranslated passages remain in Japanese.

Dream-Devouring Siltcurrent (Canto V)

CHAPTER 05 / BOSS GUIDE

Dream-Devouring Siltcurrent (Canto V)

5-36 · Into the Darkness, Floor 3: Assembly Point Before the HeartStory guide

Stop turn 2's with a skill that wins under . Destroy to trigger self-damage through “”. Break the Fluorescent Lamp to limit recurring and , then damage the boss before it regenerates.

HP
Overall 1102 / Part 882
Level
40
Speed
2〜4
Defense Lv.
45
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. Prepare high-Base-Power or negative- skills for the first , accounting for .
  2. Destroy to meet the condition that changes the next into “”.
  3. Break the Fluorescent Lamp to limit and , then damage the boss.

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

Normally strong loses to
From turn 2, 1 sets Power to 0 for one roll. Use high Base Power or negative s that do not rely on Plus Power, or apply enemy power debuffs the turn before.
Attacks do not damage
nullifies damage below 12. Use strong attacks that deal at least 12 per hit rather than many small hits.
still applies after the Lamp breaks
prevents 's recurring , , and SP loss. It does not prevent all from attacks; some skills even increase Count on targets with the Shard.

Before deployment

Prepare an answer to the first Blind Obsession under Paralyze

  • Recommended Level 40; deployment limit 6. Turn 2's rolls 15–23, with 1 affecting your Sinners. Bring high-Base-Power or negative- skills.
  • If using Meursault's , land it on turn 1 to prepare turn 2's debuffs. Save its resources and the user's SP too.
  • Deploying fewer Sinners can give extra slots to your main units, but fewer opening actions make the start less stable. First try 6 Sinners with assigned answers to dangerous skills and .

Turn 1

Do not try to win against the unclashable terrain change

  • “” is unclashable. Powerful cannot with it to stop the terrain change. Handle regular es and prepare for next turn instead.
  • From turn 2, Sinners without receive 1 , 1 , and -3 SP. Use opening debuffs or healing, and save your main units' answers to .
  • “” creates at Turn End. Winning the does not cancel its appearance.

Turn 2 / first Blind Obsession

Win under Paralyze to prevent Sinking Deluge

  • Assign your prepared high-Base-Power or negative- skill to . affects rolls, so do not judge only by the skill's usual maximum.
  • A Sinner with multiple slots can spend in another before facing . Check action order and remaining .
  • Winning against removes HP equal to 34% of the Lamp's Max HP and gives the enemy 1 status. Repeated wins also help break the Part.
  • Do not assume alone can always prevent the first cast. If is already slotted, prepare a winning .

After Flotsam appears

Destroy Flotsam before the next Blind Obsession

  • has 50 HP and nullifies damage below 12. Use sufficient damage per hit to turn it into .
  • meets the condition for the next to become “”. Do not assume it always immediately replaces a skill the enemy has already slotted.
  • “” is unclashable and cannot be redirected, targeting . Let it resolve to damage the Lamp rather than trying to intercept it with a Sinner.
  • If intact remains when is used, its passive can deal 20 damage to a random Sinner at Turn End. Do not ignore it just because it has no actions.

Breaking the Fluorescent Lamp

Use Shard support to damage the boss

  • Break the Lamp with direct attacks, wins against , and “”'s self-damage. It remains targetable after breaking. The Lamp takes 1.5× Pierce versus the Body's 1.0×, so Pierce attackers can keep targeting it.
  • Breaking it gives all Sinners , exempting them from 's recurring , , and SP loss.
  • The Shard also supports , but you must still stop attacks. “” and “” add Count against Shard carriers, so this is not complete status immunity.
  • The Lamp regenerates 2 turns later. Keep handling and use the opening with less to finish the boss.

NOTESUnique effects and cautions

Easy-to-miss details

  • The Lamp can still act after breaking. Do not stop assigning es simply because it is broken.
  • Destroying differs from removing it entirely. Let “” target the remaining wreckage.
  • The initial 1 weakens Plus skills. Choose based on current and action order rather than the usual maximum roll.
  • Continue answering attacks during from the status. Do not switch everyone to unopposed attacks based only on the animation.

All Sinners gain this when the Lamp breaks. At Turn Start, gain 3 and 2 Count. 's recurring debuffs target Sinners without this effect.

It does not prevent all from attacks. Also check “” and “”'s conditions.

The enemy's unique status causes at 3. It is separate from the Attack of the same name. Do not assume this automatically stops its actions.

Build it through wins and self-damage while continuing to answer the currently slotted skills.

50 HP; no actions. Reducing its HP turns it into , enabling and becoming the target of the next “”.

Deal at least 12 per hit and destroy it before the next is selected.

Meursault's base , which can prepare enemy debuffs for next turn.

To answer the first , land it on turn 1.

A Canto V dungeon aid. Raises Ishmael to Level 40 if below 40 and assists / to IV. Grants each battle.

Prepare other main units, resistances, and healing rather than rushing to raise only Ishmael.

Ishmael begins combat at -25 SP. At Turn Start, if SP is below 0, gain 3 .

Prioritize SP recovery and durability, and watch for at low SP.

PARTYRecommended teams and preparation

What to prepare first

  • Prepare high-Base-Power or negative- skills that win under , opening enemy debuffs, and HP/SP recovery.
  • Assign separate breakers and Lamp attackers, using Pride/Envy and Slash/Pierce damage.

First Blind Obsession Clash

Win under and prevent Deluge.

Early Flotsam destruction

Turn later casts into self-damaging skills.

Focused Lamp damage

Limit recurring debuffs and create openings for your main attackers.

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 5-36. Deployment limit: 6 Sinners. The regular Canto V encounter. Overall HP is 1102, Body HP is 882, and Fluorescent Lamp HP is 330; is not added to determine overall HP. The Lamp remains targetable and can act after breaking, then regenerates 2 turns later. Ishmael must deploy while alive and cannot be replaced with a Support Identity. assists her to Level 40 and / IV. She begins each fight at -25 SP, so do not rely on her alone for strong opening es or costly .

Dream-Devouring Siltcurrent (Body)Part: Body

Dream-Devouring Siltcurrent (Body) appearance
HP
Overall 1102 / Part 882
Level
40
Speed
2〜4
Defense Lv.
45
Stagger Thresholds
50% / 0% (441 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×0.5

Sin Nullification

Wrath
×0.75
Lust
×0.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×0.5
Pride
×1.5
Envy
×1.5
  • The Body cannot be broken. Pride and Envy are effective; Blunt deals 0.5× damage.
  • Shared skills such as are assigned between Body and Lamp, prioritizing Parts that are not ed.
  • Continue answering planned attacks even during caused by the status.

Dream-Devouring Siltcurrent (Fluorescent Lamp)Part: Fluorescence

Dream-Devouring Siltcurrent (Fluorescent Lamp) appearance
HP
330 (separate from 1102 overall HP)
Level
40
Speed
2〜4
Defense Lv.
45
Stagger Thresholds
0% / -50% (0 / -165)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×0.5

Sin Nullification

Wrath
×0.75
Lust
×0.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×0.5
Pride
×1.5
Envy
×1.5
  • Remains targetable and can act after breaking. Regenerates 2 turns later.
  • Losing a with , or completing “”, removes HP equal to 34% of this Part's Max HP.
  • Breaking it grants all Sinners , reducing exposure to 's recurring debuffs.

FlotsamPart: Flotsam

Flotsam appearance
HP
50
Level
40
Speed
1
Defense Lv.
40
Stagger Thresholds
None

Physical resistances

SlashSlash
×2.0
PiercePierce
×2.0
BluntBlunt
×2.0

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.5
Gluttony
×1.0
Gloom
×0.75
Pride
×1.5
Envy
×1.0
  • Does not act. Appears at Turn End from “Sweep”.
  • Damage below 12 is nullified. All 3 physical resistances are 2.0, so use sufficient damage per hit.
  • Turns into rather than disappearing, becoming “Wayward Blind Obsession”'s target.

SKILLSSkills and how to respond

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

Dream-Devouring Siltcurrent (Body)

01

Headbutt

SlothBluntBlunt
Displayed Power
5〜10
Base Power
5
Coin Power
+5
No. of Coins
1
AttackLevel
43Enemy Lv. +3
Attack Weight
1

ⅠOn Hit Inflict 4 .

How to respond

A regular 1- Blunt attack. Prevent while saving strong skills for .

Dream-Devouring Siltcurrent (Fluorescent Lamp)

01

Press

SlothBluntBlunt
Displayed Power
5〜13
Base Power
5
Coin Power
+4
No. of Coins
2
AttackLevel
43Enemy Lv. +3
Attack Weight
1

ⅠOn Hit Inflict 4 .

On Hit If the target has , increase Count by 2.

ⅡOn Hit Inflict 4 .

On Hit If the target has , increase Count by 2.

How to respond

The Lamp's Blunt attack also increases Count on Shard carriers. Keep ing with it even after the Lamp breaks.

PASSIVESPassives

Dream-Devouring Siltcurrent (Body)

Enemy passives

Expanding Oxygen

Condition: Lamp break / 2 turns later

When the Lamp breaks, grant to all enemies. The Lamp regenerates 2 turns later.

Impact on the fight

Use Shards to limit recurring debuffs and attack before regeneration.

Enemy passives

Underwater Breathing

Condition: Turn 2 onward / Lamp condition

Each turn from turn 2, if the Lamp is not broken, gain 8 and increase Count by 3 for this turn. If the Lamp is broken, gain 2 and 2 for this turn instead.

Impact on the fight

While broken, the enemy receives 2 and 2 too. Concentrate your main units' attacks.

Enemy passives

Siltcurrent

Condition: Turn 2 onward / Sinners without Shards

Each turn from turn 2, inflict 1 and 1 on Identities without , and reduce their SP by 3.

Impact on the fight

Break the Lamp to limit recurring debuffs.

Dream-Devouring Siltcurrent (Fluorescent Lamp)

Enemy passives

Expanding Oxygen

Condition: Lamp break / 2 turns later

When the Lamp breaks, grant to all enemies. The Lamp regenerates 2 turns later.

Impact on the fight

Use Shards to limit recurring debuffs and attack before regeneration.

Enemy passives

Underwater Breathing

Condition: Turn 2 onward / Lamp condition

Each turn from turn 2, if the Lamp is not broken, gain 8 and increase Count by 3 for this turn. If the Lamp is broken, gain 2 and 2 for this turn instead.

Impact on the fight

While broken, the enemy receives 2 and 2 too. Concentrate your main units' attacks.

Enemy passives

Siltcurrent

Condition: Turn 2 onward / Sinners without Shards

Each turn from turn 2, inflict 1 and 1 on Identities without , and reduce their SP by 3.

Impact on the fight

Break the Lamp to limit recurring debuffs.

Flotsam

Enemy passives

Harden

Condition: Damage below 12

Nullify damage below 12.

Impact on the fight

Break with strong individual hits. Small hits are not added together for this condition.

Enemy passives

Rolling Flotsam

Condition: Blind Obsession used / intact

If Dream-Devouring Siltcurrent uses Blind Obsession and this unit remains intact at Turn End, deal 20 damage to a random Identity.

Impact on the fight

Remove beforehand to limit Turn End damage as well as handling Blind Obsession itself.

Enemy passives

Destroyed Flotsam

Condition: HP depleted

On death, HP does not reach 0. Become .

Impact on the fight

Use the target that remains to trigger “Wayward Blind Obsession”'s self-damage.

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

← Back to boss guides