English translation in progress. Untranslated passages remain in Japanese.

CHAPTER 06 / BOSS GUIDE

Hindley (6-31)

6-31 · Black GrassStory guide

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
  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. Aim for Level 42 and III or higher on your main units. Bring Slash for Hindley and Gloom/Envy damage for adds.
  2. Prevent the adds' . Keep “” away from heavily debuffed Sinners.
  3. 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

SlashSlash
×1.25
PiercePierce
×0.5
BluntBlunt
×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

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×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

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×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

01

Damn Plebs...!

PrideBluntBlunt
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.

Sharp Dead Rabbits Henchman

01

M...ove

WrathBluntBlunt
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.

Fierce Dead Rabbits Henchman

01

Taking Ca...

WrathBluntBlunt
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.

PASSIVESPassives

Hindley

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

...

Condition: On Lose

Deal 3 SP damage to the opponent.

Impact on the fight

Winning still costs SP, but prevents hit-triggered debuffs.

Enemy passives

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

Enemy passives

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.

Enemy passives

...

Condition: On Lose

Deal 3 SP damage to the opponent.

Impact on the fight

Winning still costs SP, but prevents hit-triggered debuffs.

Enemy passives

Panic Recovery

Condition: In at Turn End

Reset SP to 0.

Impact on the fight

Keep attacking during to finish the enemy before recovery.

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

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