English translation in progress. Untranslated passages remain in Japanese.

Flannel (Canto X B)

CHAPTER 10 / BOSS GUIDE

Flannel (Canto X B)

10-04 · Sisyphus Department Store B, 3F: Le Noir MaisonStory guide

These enemies build and , using renewed Shields and conditional s. Focus damage on one target to reduce actions. Distinguish Flannel gaining when hit while Shielded from the Maison reflecting damage during defense.

HP
541
Level
46
Speed
2~4
Defense Lv.
48
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. Focus attacks on an enemy you can finish, such as the Maison, to reduce actions.
  2. Check separately. Prepare for conditional Unbreakable conversion at 3 Potency.
  3. During the Maison's “”, watch for reflection from small attacks against its Shield.

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 Shield keeps returning despite repeated chip damage
grants a fresh Shield every turn according to its stacks. Flannel also gains Count when hit while Shielded. Focus one enemy at a time, or break the Shield and deal substantial HP damage that turn.
and damage remain after a clash win
“” and “” make the last Unbreakable at 3 or more Potency. Flannel's Stamping also makes every Unbreakable when consuming at least 10 Count. Winning does not stop everything; check the clasher's HP and .
Attacking the Maison damages my Sinner
During “”, attacking while its Shield remains returns damage equal to Potency × Fabric stacks. Avoid careless repeated low-damage multi-hit attacks; concentrate enough damage to finish through the Shield or handle another enemy first.
Where does the 4 Atk Weight “” skill go?
It is support used on enemy allies, dealing 0 direct damage. Do not confuse it with an area attack against Sinners. It strengthens , defense, and Fabric, so check buffs afterward before assigning clashes.

Before the 3F battle

Prepare Customer Level and enough damage to finish a chosen enemy

  • Shop toward Customer Lv. 50 or higher and Sapphire. Lv. 51 is reachable at this point. Raising only outside Identity levels does not change dungeon levels.
  • Enemies take ×1.5 Sloth damage. Flannel also takes ×1.25 Lust; the Maison takes ×1.2 Blunt. Bring effective attacks and strong clashes. Both resist Slash at ×0.8.
  • Starts with 1 Potency / 0 Count and 5 Fabric. grow through different effects, so check both numbers separately.

Opening and regular turns

Clash with regular skills and focus on enemies you can finish

  • with “”, “”, and similar skills to prevent extra on-hit and . On-use Count gains remain after winning.
  • Send spare attacks to a target you can finish, such as the lower-HP Maison. Avoid small attacks spread across everyone that only chip at Shields.
  • Flannel gains 1 Count when hit while Shielded. Concentrate damage to remove the Shield quickly and continue into HP.
  • Both enemies normally have at 0 HP. Do not plan around an early from chip damage; use clashes and kills to stop actions.

“Reinforce Fabric” and “For Conservation”

Check support targets and buffs after consumption

  • “” and “” support enemy allies and deal 0 damage to them. They raise Flannel's own and the target's Count. , as a special , is affected too.
  • If the target's Count is capped, it gains 3 and 5 next turn. Decide where to focus attacks before that target grows stronger.
  • “” refills Count to 10 if lower and gives the user according to the amount added. It consumes all Count after attacking, so a low remaining Count afterward does not guarantee safety.
  • Every 3 Count consumed cumulatively grants 1 Fabric; every 10 grants 1 Potency. Consumption strengthens defense and later skills, so avoid letting support repeat through a long battle.

At least 3 Preservation Potency or high Count

Check Unbreakable conditions and assign strong clashes

  • “” and “” gain +1 Power per 6 combined Count and target (max 2). At 3 or more Potency, the last also becomes Unbreakable.
  • “” consumes up to 15 Count for a Shield equal to (Count consumed × 2)% max HP, lasting through next turn. Consuming at least 10 grants +2 Power and makes all three s Unbreakable.
  • Stamping also converts to and triggers Burst. Use a strong clash to lower Power; avoid low-HP or high- targets. It has no 80% damage reduction on a clash win.
  • At 3 or more Potency, more is inflicted. A target with lower also takes extra damage from the level gap. Check actual Power predictions and target HP.

Maison defense and remaining enemies

Recognize reflection and focus damage to the finish

  • The Maison's “” is a Defense . When attacked while Shielded, it returns damage equal to Potency × stacks. Avoid repeatedly chipping at a Shield that remains intact.
  • If enough damage is available, finish through the Shield. Redirect Sinners endangered by reflection to clashes against another enemy and limit unnecessary damage.
  • Focus damage on remaining enemies to stop repeated Shield and Fabric buffs. Even when Count falls, keep checking accumulated Potency and conditional Unbreakable conversion.

NOTESUnique effects and cautions

Easy-to-miss details

  • Flannel's and the Maison's are distinct. Count gained from taking hits while Shielded belongs to Flannel.
  • “” and “” support the enemy team. Atk Weight alone does not make them area attacks against Sinners.
  • The Maison's “” reflects damage from attacks against its Shield while defending. It differs from Flannel's Attack .
  • All Unbreakable conversion is conditional. Distinguish the 3 Potency condition from Stamping consuming at least 10 Count.
  • Extra Base Power from and the exact action-switching order are unconfirmed. Check actual skills and predicted Power.

A special starting at 1 Potency / 0 Count, with a base Count cap of 20. Lose 1 Count at Turn End; effects changing Potency or Count also apply. Every 3 Count cumulatively consumed grants 1 Fabric, and every 10 grants 1 Potency. At 3 or more Potency, Count cap +5.

Spending Count still builds Potency. Check both and defeat enemies one at a time before the fight drags on.

Maximum 15. Per 5 stacks, maximum −1, +1, and +1. Lose 1 at Turn End. Gain 5 at Stage Start, then a Shield equal to stacks% of max HP each Turn Start.

Focus damage with renewed Shields and defense buffs in mind. The Maison's reflection uses these stacks too.

−1 per 4 Potency. Burst raises Threshold by Potency; lose 1 Count at Turn End.

Conversion from regular also lowers defense. Assign strong skills to Sinners with less to avoid and increased damage taken.

If enemy exceeds the target's, damage +3% per level of difference (max 30%). At a gap of at least 5, Base Power also rises by an unknown amount. At 3/5 or more Potency, inflicted Potency +1/+2.

Check predicted Power and current defense and rather than judging only from base values.

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

Prepare for Customer Lv. 50 or higher and Sapphire.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Customer Lv. 50 or higher and Sapphire. Outside Identity levels do not carry into the dungeon.
  • Bring high Sloth damage and strong clashes. Lust works well against Flannel and Blunt against the Maison.
  • Prepare HP recovery for and Unbreakable damage. Check the target's Blunt, Envy, and Sloth resistances too.

Damage focused on Sloth

Concentrate on the chosen enemy to reduce actions before another Shield is gained.

High-Power clasher

Beat skills strengthened by and to limit extra and gains.

HP recovery and taking Blunt hits

Recover damage from conditional s and Maison reflection.

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 Canto X Route B 3F. Flannel: Lv. 46, 541 HP, base 48; Maison du Noir: Lv. 45, 266 HP, base 47. Both start with 1 Potency / 0 Count. Excludes B2F versions and regular-enemy stats. determines dungeon Identity levels; below III is raised to III, but is unchanged. Team size is up to 12.

FlannelPart: Body

Flannel appearance
HP
541
Level
46
Speed
2~4
Defense Lv.
48
Stagger Thresholds
0%(0)

Physical resistances

SlashSlash
×0.8
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.25
Sloth
×1.5
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.0
  • Starts with 1 Potency / 0 Count and gains 5 Fabric at Stage Start.
  • Defense is the base value before Fabric, SP, and skill effects.

Maison du NoirPart: Body

Maison du Noir appearance
HP
266
Level
45
Speed
2~4
Defense Lv.
47
Stagger Thresholds
0%(0)

Physical resistances

SlashSlash
×0.8
PiercePierce
×1.0
BluntBlunt
×1.2

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.5
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.0
  • The 3F add, distinct from the B2F version with 327 HP.
  • Starts with 1 Potency / 0 Count. Watch for “” reflection.

SKILLSSkills and how to respond

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

Listed Power excludes , , and differences. All Unbreakable conversion is conditional, so no fixed icons are shown. The Base Power increase from a advantage of at least 5 in is unknown. Unfilled skill slots are omitted; changes between regular patterns and Count-based skills are not presented as a fixed sequence.

Flannel

01

Your purchase history, please?

EnvyBluntBlunt
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
48Enemy Lv. +2
Attack Weight
1

Damage +(Shield value on self)% (max 20%)

On Use Gain 2 Count

ⅠOn Hit Gain 2 Count

ⅡOn Hit Inflict 3

How to respond

The on-use +2 Count remains after winning, but additional on-hit gains and can be prevented. A Shield also raises damage, so take the clash.

Maison du Noir

01

Your price range, please?

EnvyBluntBlunt
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
47Enemy Lv. +2
Attack Weight
1

On Use Gain 2 Count

ⅠOn Hit Gain 2 Count

ⅡOn Hit Inflict 3

How to respond

A regular two- Blunt skill. On-use Count gains remain, but clash to prevent extra on-hit gains and .

PASSIVESPassives

Flannel

Enemy passives

Le Noir: Fabric

Condition: Stage Start and Turn Start

At Stage Start, gain 5 .

At Turn Start, gain a Shield equal to ( stacks)% of max HP.

Impact on the fight

Gains a Shield every turn according to Fabric. Merely damaging it last turn does not ensure safety; finish the chosen enemy.

Enemy passives

Shower of Stinging Sunshine

Condition: Already enhanced units

Levels are increased by the sunlight effect

Impact on the fight

These enemies are already enhanced to Lv. 46 and Lv. 45. Raise and prepare clashes that can beat the current opponents.

Enemy passives

Conservation

Condition: Cumulative Count consumption

For Count cumulatively consumed during battle:

- Gain 1 per 3 consumed.

- Gain 1 per 10 consumed.

At 3 or more Potency, maximum Count +5.

Impact on the fight

Every 3 Count consumed adds 1 Fabric; every 10 adds 1 Potency. Check the Potency built through consumption, not just current Count.

Enemy passives

Quality Preservation

Condition: Flannel hit while Shielded; at least 10 Count at Turn Start

While Shielded, gain 1 Count when hit by an enemy.

At Turn Start with at least 10 Count, use a powerful skill.

Impact on the fight

Small attacks that fail to break through add Count. Concentrate attacks to finish through the Shield or remove it quickly.

Enemy passives

Fabric Density Disparity

Condition: 3/5 Potency; above target

At 3/5 or more Potency, inflicted Potency +1/+2.

On Use, if exceeds the target's, damage +3% per level of difference (max 30%).

- At a difference of at least 5, Base Power increases by an unknown amount.

Impact on the fight

Potency increases application, and differences also increase damage. The Base Power increase at a gap of 5 or more is unknown, so check predicted Power too.

Maison du Noir

Enemy passives

Le Noir: Fabric

Condition: Stage Start and Turn Start

At Stage Start, gain 5 .

At Turn Start, gain a Shield equal to ( stacks)% of max HP.

Impact on the fight

Gains a Shield every turn according to Fabric. Merely damaging it last turn does not ensure safety; finish the chosen enemy.

Enemy passives

Shower of Stinging Sunshine

Condition: Already enhanced units

Levels are increased by the sunlight effect

Impact on the fight

These enemies are already enhanced to Lv. 46 and Lv. 45. Raise and prepare clashes that can beat the current opponents.

Enemy passives

Conservation

Condition: Cumulative Count consumption

For Count cumulatively consumed during battle:

- Gain 1 per 3 consumed.

- Gain 1 per 10 consumed.

At 3 or more Potency, maximum Count +5.

Impact on the fight

Every 3 Count consumed adds 1 Fabric; every 10 adds 1 Potency. Check the Potency built through consumption, not just current Count.

Enemy passives

Inspection Preservation

Condition: Maison at 10 or more Count at Turn Start

At Turn Start with at least 10 Count, use a powerful skill

Impact on the fight

The add also builds and switches to strong skills. Reduce actions through regular-skill clashes and early kills.

Enemy passives

Fabric Density Disparity

Condition: 3/5 Potency; above target

At 3/5 or more Potency, inflicted Potency +1/+2.

On Use, if exceeds the target's, damage +3% per level of difference (max 30%).

- At a difference of at least 5, Base Power increases by an unknown amount.

Impact on the fight

Potency increases application, and differences also increase damage. The Base Power increase at a gap of 5 or more is unknown, so check predicted Power too.

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

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