English translation in progress. Untranslated passages remain in Japanese.

Heathcliff?

CHAPTER 06 / BOSS GUIDE

Heathcliff?

6-34 · BeastStory guide

You lose if allied Heathcliff dies. Have other Sinners intercept attacks that can be redirected, and save his strong skills for attacks only he can handle.

HP
2264
Level
45
Speed
2〜5
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. Keep allied Heathcliff alive. Use faster allies to intercept attacks that can be redirected.
  2. While is active, prevent hits on Heathcliff to work toward removing it.
  3. Prepare Heathcliff's own strong skills or for “” and “”.

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

Losing while other Sinners are still alive
Allied Heathcliff's death is the defeat condition. Prioritize his HP, , , and next-turn over the team's total HP.
Attacking the enemy makes things worse
has additional effects that react to incoming hits. In the Envy phase especially, attackers accumulate . Reduce unnecessary unopposed attacks and save strong attacks for after the emotion is removed.
Unable to intercept an attack
“” and “” cannot be redirected. Reserve skills and resources that let Heathcliff clash with them. Intercept regular attacks with allies faster than the enemy.

Opening–Explosive Wrath

Create winning clashes and protect Heathcliff

  • Enemy attacks focus on allied Heathcliff. Have allies faster than the enemy intercept any that can be redirected.
  • The enemy recovers SP at Turn Start, while allied Heathcliff normally loses SP through . Develop your main team's levels and , leave him clashes he can win, and use SP recovery.
  • starts on Turn 2. Prevent more skills from hitting Heathcliff to reduce the emotion. Prioritize clashes that stop enemy attacks; there is no need to use every spare skill for an unopposed attack.
  • advances the Wrath phase. Even when offsetting , remember that its next-turn buff activates On Use.

Explosive Gloom

Save Heathcliff's response for the area attack that cannot be redirected

  • “” cannot be redirected. Prepare a strong skill or for Heathcliff to clash with it, and let allies handle the other attacks.
  • Attacking during the emotion also risks SP damage, so prioritize removing it. If using SP recovery or enemy Power Down, check resource availability too.
  • Damage stops at 905 HP for that turn, followed by an event. Avoid wasting excessive damage at this boundary and save skills for what follows.

Event near 40% HP

Check Heathcliff's skills for the check

  • Only Heathcliff can attempt the check. Wrath, Gloom, and Envy are favored; review his skill affinities and the displayed success prediction.
  • Success grants him 5 and 3 . Failure gives 3 instead of , so preventing subsequent hits becomes especially important.
  • Either result grants all allies 2 and doubles the enemy's susceptibility to Threshold damage and Burst. Failing the check does not immediately end the encounter.

Explosive Envy–finish

Check Bleed and attack after the emotion ends

  • Repeated attacks in the Envy phase build . Reduce unopposed attacks and prevent hits on Heathcliff to remove the emotion.
  • Sinners with heavy lose HP just by rolling attack s. Avoid repeatedly using multi- attacks or concentrating actions on a small team; check HP and Count.
  • “” also cannot be redirected. Save Heathcliff's own skill, using to clash if needed.
  • lowers the enemy's and . Check attack targets and , then use your saved strong skills to finish it.

NOTESUnique effects and cautions

Easy-to-miss details

  • makes Heathcliff the initial target of all attacks; it does not make every attack impossible to redirect. Check the 2 dedicated attacks separately.
  • Using does not automatically make a clash safe. Check his SP cost, required resources, and clash prediction.
  • Repeated unopposed attacks during can kill attackers through . Watch more than the enemy's HP.
  • Even after removal, the emotion returns 2 turns later if the same phase continues. Removing it is not a one-time mechanic.
  • The 905 HP floor and event belong to the story version. Do not apply them directly to the Mirror Dungeon version.

Applies to ordinary allied Heathcliff Identities. At Turn End, lose 10 SP if at −15 SP or above. On taking damage, lose 2 SP and gain 1 next turn (up to 3 times per turn). Gain 3 if below 0 SP at Turn Start.

Positive- Identities struggle to build SP. Support them with SP recovery and winning clashes. Do not leave SP low just for the .

In 6-34, this replaces on the Wild Hunt Identity. Heal 10 SP at Turn Start. On taking damage, gain 2 next turn (up to 3 times per turn). Gain 3 if below 10 SP at Turn Start.

SP is easier to maintain than with normal . Incoming hits may still be dangerous depending on the Identity's resistances, so continue checking survival and clashes.

Wrath resistance multiplier +0.3; other Sin resistance multipliers −0.5. Incoming hits trigger additional effects such as .

Reduce unnecessary unopposed attacks and prioritize removing the emotion. Do not keep attacking solely because of its lowered resistance.

Gloom resistance multiplier +0.3; other Sin resistance multipliers −0.5. Incoming hits trigger additional effects, including 3 SP damage to the attacker.

Losing SP makes your later clashes less reliable. Limit attacks during the emotion to those needed.

Envy resistance multiplier +0.3; other Sin resistance multipliers −0.5. On taking a hit, inflict 2 and 2 Count on the attacker, up to 9 times per turn.

Repeated multi- attacks from a small team can concentrate . Check attackers' HP and , and attack after the emotion ends.

At Turn Start, −5 and 5 . Applies for the next 2 turns after removing the emotion within its grace period.

This makes attacks easier to intercept. Use your saved main attackers without forcing Sinners with dangerous to attack.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Lv.45 on your main team, paying particular attention to Heathcliff's level and . Prioritize Blunt resistance and his clash strength.
  • Bring fast allies who can clash. Borrowing a strong Heathcliff as support is another option.
  • Check his high-Power skills, , and required resources. SP recovery and enemy can support the opening.
  • A smaller team can give main attackers more actions and SP, but also concentrates in the Envy phase. Start with a regular team; if reducing its size, keep a plan for .

Heathcliff who can beat attacks that cannot be redirected

Must both survive and win clashes. Save strong skills for the dedicated attacks instead of spending them all on regular attacks.

Fast ally to intercept regular attacks

Sinners faster than the enemy reduce hits on Heathcliff. Needed to avoid making him handle every attack.

SP recovery / Power Down support

Bridge the opening SP gap and stabilize the clashes needed to remove emotions. If using , include resource generation in the team.

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 6-34. Deployment limit: 6 Sinners.

Heathcliff?Part: Body

Heathcliff? appearance
HP
2264
Level
45
Speed
2〜5
Defense Lv.
45
Stagger Thresholds
80% / 50% / 20% HP (1811 / 1132 / 452)

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
  • The 6-34 story version. Its victory conditions and some passives differ from the Mirror Dungeon version.
  • On the turn it reaches 905 HP, its HP cannot fall further. An event near 40% HP leads into the latter half.
  • The table shows Sin resistances before emotion effects. Check the current Explosive Emotion's affinity and state each time.
  • Allied Heathcliff cannot retreat; his death causes defeat.

SKILLSSkills and how to respond

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

Heathcliff?

01

Bat Bash

EnvyBluntBlunt
Displayed Power
4〜10
Base Power
4
Coin Power
+3
No. of Coins
2
AttackLevel
45Enemy Lv. +0
Attack Weight
1

ⅠOn Hit Count +3.

ⅡOn Hit Inflict 3 .

How to respond

A regular attack that can be redirected. Have a faster ally take the clash to reduce hits on Heathcliff.

PASSIVESPassives

Heathcliff?

Enemy passives

Self-loathing

Condition: During the 6-34 encounter

All skills target allied Heathcliff. If Heathcliff dies, the enemy wins.

Impact on the fight

Intercept attacks that can be redirected, and prioritize keeping him alive.

Enemy passives

Explosive Emotions

Condition: While an emotion effect is active

Becomes weaker to the corresponding Sin affinity and stronger against other Sin affinities. Each emotion has additional effects triggered by incoming hits.

Impact on the fight

Do not choose attacks using only the normal resistance table. Check the current emotion and its additional effects.

Enemy passives

Spite-driven

Condition: End /

Each skill that fails to hit Heathcliff reduces the emotion by 1. If ed at Turn Start, reduce it by 3 at Turn End. It can decrease by at most 3 per turn and is removed if its value is 1 at Turn End.

Impact on the fight

Having other allies intercept clashes also helps reduce the emotion.

Enemy passives

Deep Bereavement

Condition: Remove the emotion within its 2-turn grace period

Enters for the next 2 turns, changing its action pattern. If the deadline is missed, remove the emotion and gain 6 and 3 next turn.

Impact on the fight

Missing the removal deadline leads to buffs next turn. Reassess clash assignments and defenses instead of continuing to attack.

Enemy passives

Antagonism

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

Power +2; damage +20%.

Impact on the fight

This may activate late in the fight. Lower enemy HP does not necessarily mean weaker clashes.

Enemy passives

Long-awaited Moment

Condition: and hit results

Heal 5 SP on Win. On Lose against allied 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

His clash wins matter, but do not make him handle everything. Leave him clashes he can win.

Enemy passives

Heart of Vengeance

Condition: Turn Start / Turn End

At Turn Start, heal 15 SP unless at −45 SP. Recover from next turn and reset SP to 0; gain 2 at Turn Start after recovery.

Impact on the fight

Its ongoing recovery makes the early SP gap important. Do not rely too heavily on to disable it for long.

Enemy passives

Fixed Panic

Condition: Receives a Type change effect

Type stays unchanged; apply the effects intended for enemies without SP instead.

Impact on the fight

Do not rely on changing Type.

Enemy passives

Cannot Retreat

Condition: During the 6-34 encounter

Allied Heathcliff Identities' retreat functions do not activate.

Impact on the fight

Retreating or swapping with a reserve cannot bypass the defeat condition.

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

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