CHAPTER 06 / BOSS GUIDE
Hindley (6-31)
Stop the adds' to prevent Hindley's conditional bonuses. Defeating adds increases his actions but also lowers his . Check the added attacks, then use Slash and winning es to finish him.
- HP
- 869
- Level
- 42
- Speed
- 2〜5
- Defense Lv.
- 42
- Deployment limit
- 6 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Aim for Level 42 and III or higher on your main units. Bring Slash for Hindley and Gloom/Envy damage for adds.
- Prevent the adds' . Keep “” away from heavily debuffed Sinners.
- Add deaths grant Hindley up to 3 extra actions while lowering his according to the number defeated. Recheck es after cleanup and damage him.
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 boss's attacks suddenly become much more dangerous
- The adds' enables Hindley's extra damage and power bonuses. “” prioritizes debuffed targets, so prevent add hits first.
- You are unsure whether to defeat the adds
- Each defeat lowers Hindley's here. His actions increase by up to 3, so remove debuff sources while checking that you can answer the extra attacks. Do not directly apply 6-33's plan of leaving adds alive.
- Attacks barely damage
- gains 20 extra Shield per other living ally. Offset it, or defeat adds to limit both extra Shield and disruption.
While many adds remain
Limit disruption and prepare for the extra actions after cleanup
- Adds are weak to Gloom and Envy. Prevent Sharp Henchmen's to deny Hindley's extra-damage conditions.
- In this Regular Encounter, check actual targets and pairings. If replacing a losing attack with defense, still confirm who receives each attack.
- Defeating adds increases Hindley's slots from next turn, up to 3 extra. Build SP and prepare powerful skills before the action count rises.
Add cleanup / attacking Hindley
Use reduced Offense Level to damage the boss
- From next turn, Hindley gains 2 according to defeated ally count. Answer his extra actions using predictions after that reduction.
- Slash deals 1.25× damage to Hindley; Pierce is halved. Use effective damage and watch attacks aimed at Sinners still carrying add debuffs.
- “” prioritizes the target with the most negative effects. Check its bonuses and reuse at 3 or more debuffs, then assign a strong answer.
Final stretch
Stop hit-triggered buffs and finish the fight
- “” hits and later s of “” restore the enemy's or SP. Avoid repeated unopposed hits even after his action count rises.
- At -10 SP or less, Hindley gains 3 next turn. Lowering SP does not stop every buff; check predictions.
- Use actual in-battle and concentrate damage when he s. Do not make unconfirmed percentages fixed damage targets.
NOTESUnique effects and cautions
Easy-to-miss details
- 6-31 is a Regular Encounter. Do not assume you can freely redirect attacks as in s.
- Hindley's and Sharp Henchmen's values are unconfirmed. Do not plan around estimated percentages.
- Add deaths have different effects here than against the Dead Rabbits Boss in 6-33.
- Henchman skills here are Blunt. Do not substitute 6-33's Pierce attacks.
inflicted by adds enables the boss's extra damage, damage bonuses, and Power bonuses.
Prevent Sharp Henchmen's hits as well as Hindley's attacks.
Ally deaths grant Hindley up to 3 extra slots from next turn. He also receives according to the number defeated.
Prepare for extra actions while removing debuff sources and exploiting the weakening.
Deployed Heathcliff normally gains SP-draining . His Wild Hunt Identity changes it to Unending .
He is not mandatory here, so consider another main unit if maintaining SP is difficult.
PARTYRecommended teams and preparation
What to prepare first
- Aim for Level 42 and III or higher on your main units, with Slash and Gloom/Envy damage.
- Enemy attacks are mainly Blunt. Check resistances and HP to limit repeated / damage.
- Prepare SP recovery and powerful to handle Hindley's extra actions.
Add cleanup specialists
Use Gloom/Envy to remove debuff sources and lower Hindley's .
Slash damage against Hindley
Avoid halved Pierce damage and finish the boss after add cleanup.
Clash / defense specialists
Handle extra actions after add deaths and attacks targeting debuffed Sinners.
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 6-31. Deployment limit: 6 Sinners. The Regular Encounter in 6-31. Hindley is Level 42 with 869 HP and 42. The 5 Sharp and 4 Fierce Henchmen are Level 40 with 176 HP and 32. Check initial placement and extra actions in battle. Hindley's and Sharp Henchmen's values are unconfirmed and are not filled with estimates. Do not substitute 6-32's form or 6-33's henchman values and attack types.
HindleyPart: Core
- HP
- 869
- Level
- 42
- Speed
- 2〜5
- Defense Lv.
- 42
- Stagger Thresholds
- Unconfirmed (incomplete percentage / HP values)
Physical resistances
Slash
- ×1.25
Pierce
- ×0.5
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.0
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.0
- Starts with 3 slots. Ally deaths add up to 3 more from the following turn.
- From the following turn, gain 2 according to the number of defeated allies.
- Hindley does not inflict by himself. Preventing the adds' debuffs matters.
Sharp Dead Rabbits HenchmanPart: Adds
- HP
- 176
- Level
- 40
- Speed
- 2〜4
- Defense Lv.
- 32
- Stagger Thresholds
- Unconfirmed (incomplete percentage / HP values)
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
- 5 across the battle. Inflicts and increases Count.
- On Lose, deals 3 SP damage to the opponent who won.
Fierce Dead Rabbits HenchmanPart: Adds
- HP
- 176
- Level
- 40
- Speed
- 2〜4
- Defense Lv.
- 32
- Stagger Thresholds
- 70% / 30% / 0% (HP values unconfirmed)
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
- 4 across the battle. Inflicts and Potency.
- On Lose, deals 3 SP damage to the opponent who won.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
5 boss skills and 4 per add. Distinguish base rolls from bonuses based on target and negative effects. The henchmen's “” and “” are Blunt in this encounter.
Hindley
Damn Plebs...!
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +3
- Attack Weight
- 1
ⅠOn Hit Gain 1 next turn.
ⅡOn Hit Gain 1 next turn.
How to respond
Each 's hit grants 1 next turn. Use it as an early target to prevent hit-triggered buffs.
I'll Remove You
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +3
- Attack Weight
- 1
[ Win] Gain +1 Base Power.
ⅠOn Hit If the target has , deal additional Blunt damage equal to 20% of damage dealt.
ⅡOn Hit If the target has , deal additional Blunt damage equal to 20% of damage dealt.
How to respond
Against , each hit adds Blunt damage equal to 20% of damage dealt. Keep it away from Sinners debuffed by the adds.
Make Things Right Again
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 45Enemy Lv. +3
- Attack Weight
- 1
[ Win] If the target has at least 2 , gain +1 Base Power.
On Use If the target has , deal +30% damage.
ⅡOn Hit Heal 4 own SP.
ⅢOn Hit Heal 4 own SP.
ⅣOn Hit Heal 4 own SP.
How to respond
Deals +30% damage [On Use] against . The later s of this 4- skill also heal enemy SP, so prevent hits on debuffed main units.
Get Crushed
- Displayed Power
- 5〜15
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 42Enemy Lv. +0
- Attack Weight
- 1
Prioritize the target with the most negative effects.
[ Win] Gain +1 Power per 3 target , up to 3.
ⅠOn Hit Inflict 1 .
On Hit Inflict 1 next turn.
On Hit Inflict 2 next turn.
ⅡOn Hit Deal +30% damage per 2 target , up to 120%.
[Heads Hit] If the target has at least 3 negative effects, reuse this once at most.
How to respond
Prioritizes the most-debuffed target. adds bonuses, while 3 or more debuffs enable second- reuse. Check the remaining HP of heavily debuffed Sinners.
Guard
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- DefenseLevel
- 39Enemy Lv. -3
- Attack Weight
- 1
Combat Start Gain 20 additional Shield per other living ally.
How to respond
Gains 20 extra Shield per other living ally at Combat Start. While many adds remain, prioritize offsetting or cleanup rather than wasting weak attacks on it.
Sharp Dead Rabbits Henchman
M...ove
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv. +5
- Attack Weight
- 1
ⅠOn Hit Increase Count by 3.
How to respond
Increases Count by 3. Even with 1 , it prolongs fixed damage on high- Sinners; do not underestimate it.
Get... Out of My...
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 45Enemy 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
Stacks and , also strengthening Hindley's later attacks. Prevent hits. This regular henchman's attack is Blunt, unlike the Pierce attack of 6-33's covered henchmen.
Break...through
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy 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]. Count raises Base Power by up to +3, with , , and on top. Use an answer that wins after those bonuses.
...nter...
- Displayed Power
- 4〜7
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv. +5
- Attack Weight
- 1
If the target has , gain +1 Final Power.
ⅠOn Hit Inflict 2 .
How to respond
A normal Blunt . Gains +1 Final Power against and inflicts 2 on hit. Avoid weak unopposed attacks that cannot withstand the .
Fierce Dead Rabbits Henchman
Taking Ca...
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv. +5
- Attack Weight
- 1
ⅠOn Hit Inflict 4 .
How to respond
A 1- attack applying 4 . Stop it with a winning or before combining with enemies that raise Count.
Remo...ve...
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy 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 Potency and stacks with Count. Avoid repeated hits on the same Sinner. The 6-31 henchman uses Blunt.
Hold... Them Ba...
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy 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
Deals 3 SP damage [On Use] and gains up to +3 Base Power from Potency. Limit , , and next-turn .
Cou...
- Displayed Power
- 4〜7
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv. +5
- Attack Weight
- 1
If the target has , gain +1 Final Power.
ⅠOn Hit Inflict 2 .
How to respond
A normal with +1 Final Power against . Check the first attacker's HP and Blunt resistance.
PASSIVESPassives
Hindley
Body Augment - Cooldown
Condition: In at Turn End
Reset SP to 0.
Impact on the fight
Do not rely on to keep him disabled for long.
Body Augment - Phys. Boost
Condition: At -10 SP or less at Turn End
Gain 3 next turn.
Impact on the fight
Check next turn's buff even at low SP.
Reinforcements
Condition: Ally defeated / up to 3 times
Gain 1 additional slot from next turn onward.
Impact on the fight
Save enough skills to answer extra attacks after add cleanup.
This Can't Be
Condition: An ally dies
From next turn, gain 2 according to the number of defeated allies.
Impact on the fight
Do not preserve every add just to avoid extra actions. Remove debuff sources and use the resulting weakening too.
This Time, I Win...!
Condition: Wins after at least 5 rolls
Deal +50% damage.
Impact on the fight
Losing a long also increases incoming damage. Choose a winning skill or defense.
Sharp 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 repeated attacks on a low-HP Sinner.
...
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
Keep attacking during to finish the enemy before recovery.
Fierce 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 repeated attacks on a low-HP Sinner.
...
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
Keep attacking during to finish the enemy before recovery.