English translation in progress. Untranslated passages remain in Japanese.

Jeanne (Canto X, Route C Final Battle)

CHAPTER 10 / BOSS GUIDE

Jeanne (Canto X, Route C Final Battle)

10-04 · Sisyphus Department Store C: Bright Room, Final BattleStory guide

In Phase 1, kill blueprints before “” can consume them. In Phase 2, match Meursault's skill numbers to advance the waltz. In Phase 3, kill blueprints to reduce the body's HP instead of attacking it directly. Protect Meursault's HP and assignments; do not assume he can repeatedly survive lethal damage as in the preceding Chaplain battle.

HP
2,793 / next phase at 1,396
Level
90
Speed
2~4
Defense Lv.
94
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. Protect Meursault; do not assign skill-number or named-recipient clashes to another Sinner.
  2. Phase 2 requires 1 → 2 → 3 or . Check the actual equipped enemy skill's requirement.
  3. In Phase 3, win transformed blueprint clashes with Meursault, apply , then kill the blueprint.

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

es became much harder after blueprints appeared
If Jeanne kills a blueprint with “”, she gains ; at 3, it becomes . Her Heads chance becomes 100%, while your s are fixed unfavorably. Do not try to clash with “”; kill its blueprint target first.
HP does not decrease at all in Phase 2
This phase is immune to damage and does not require HP reduction. Match Meursault's skill number to the enemy's requirement and advance to 100. Do not try to bypass it with area attacks or statuses.
Even Meursault's has unfavorable s
Phase 2 “” requires 1 and “” requires 2. Only “” permits . Increasing Power alone cannot counter the wrong-number punishment skill.
I cannot attack Jeanne herself in Phase 3
This phase does not involve direct attacks on the body. Target Le Noir and Le Rouge blueprints; their deaths lower body HP. with transformed Sartorial Tailor blueprints using Meursault to inflict , then plan their elimination.
Blueprints heal and the battle does not progress
Check that Meursault clashes with the transformed blueprint's “” Another Sinner or an unopposed attack changes it to a punishment skill that heals 50% max HP. Le Rouge's defense also heals, so concentrate damage on one blueprint you can finish.
A key Sinner's s become unfavorable next turn
fixes positive s to 100% Tails and negative s to 100% Heads. applies it After Attack, so a clash win alone does not prevent it. Do not keep that Sinner on an important clash next turn; use defense, healing, or another recipient.

Before the final battle

Protect Meursault and prepare damage for blueprints

  • Check shopping toward Customer Lv. 65 on Route C. Identity levels follow Customer Level in the dungeon. is not boosted, so check available effects and resource costs too.
  • Prepare HP recovery and for Meursault, plus damage for blueprints. Meursault's death causes defeat in Phases 1 and 2; do not carry over The Stranger's 1 HP protection from the Warden battle.
  • The final battle has no preceding action encounter where you reduce the body's HP. Each phase needs different actions; check skill conditions instead of relying only on auto-selection.

Phase 1: down to 50% body HP

Kill blueprints before “Focusing” and prevent Nailed

  • Every three turns, three blueprints are summoned and the body gains a Shield equal to max HP, removes , and cannot be ed that turn. Clear blueprints before pouring everyone's damage into the Shield.
  • “” prioritizes blueprints, is Unclashable, and cannot be redirected. Check targeting lines and use fast Sinners to kill blueprints before Jeanne gains .
  • Blueprints take 50% less basic attack damage and 100% more damage. However, they use defense before the first hit to greatly reduce that skill's damage. Do not assume one skill will kill them; check remaining HP.
  • Sinner kills on blueprints grant 5 total resources of scarce affinities. Use them for the next cleanup and healing while advancing to 50% body HP. Win against Unbreakable skills such as “” for 80% reduction.

When Nailed or Engagement is present

Do not confuse fixed Coin chances with low SP

  • fixes Heads chance at 95% and gives the clash opponent −2 Power at 2 Stack. At 3, it changes to next turn. Killing blueprints before she consumes them prevents this buildup.
  • During , Jeanne has 100% Heads. Units clashing with or attacking her have positive s fixed to 100% Tails, negative s to 100% Heads. SP recovery or high Power alone cannot remove these fixed chances.
  • Removed when “” is equipped or on . Check whether the effect has ended rather than repeatedly forcing difficult clashes on the same key Sinner.

Phase 2: the waltz

Choose Meursault's skill number to match the enemy skill

  • Jeanne takes no damage in this phase. Advance to 100 rather than reducing HP to 0. Check the skill generated in Meursault's upper slot and the enemy's requirement.
  • Use 1 against “”, 2 against “”, and 3 or against “”. Numbers refer to Identity skill numbers, not count.
  • A wrong number changes the attack to “”, fixing s unfavorably. Do not substitute for requirements 1 or 2. Keep taking the required clashes rather than simply defending and waiting.
  • In this phase, Meursault clears negative effects and gains fixed SP and prevention, but not damage immunity. Positive- Identities have 45 SP; negative- Identities have −30. Do not confuse his effects with Jeanne's damage immunity.
  • results and exchanges, dialogue skills, and increase and . At 100 , Phase 3 begins. is a separate effect increasing Meursault's and Power.

Phase 3: four blueprints

Use Meursault against transformed blueprints to create Fragile

  • The body cannot be targeted directly and starts at 50% HP. Le Noir and Le Rouge blueprints are replenished to two of each. Each blueprint death reduces body HP by 5%.
  • From the second turn of Phase 3, one blueprint becomes the Sartorial Tailor. is removed on transformation; do not assume makes it safe to ignore.
  • Always clash with “” using Meursault and win. Another Sinner or an unopposed attack changes it to the punishment skill and prompts major healing.
  • After Meursault wins, that blueprint gains 5 every turn from next turn onward. Prioritize killing it. Other Sinners handle blueprint normal clashes and damage.

Blueprint deaths and added Rights skills

Rotate recipients with unfavorable Coins and focus blueprint damage

  • Each time the Sartorial Tailor form ends, another blueprint starts using Jeanne's . It applies for next turn After Attack regardless of the clash result. Avoid fixing affected Sinners to important clashes.
  • A blueprint death gives other blueprints ; next turn, one blueprint equips . Win against Gaze for 80% reduction and to prevent next-turn .
  • increases both Power and damage taken. At 4 or more, Turn Start removes all , clears , and increases slot weight by 1. Exploit increased damage taken to finish them rather than waiting for alone.
  • Le Noir uses Shields; Le Rouge uses self-damage and healing. Do not chip everyone down: focus on a or low-HP blueprint while preserving Meursault's required clash.
  • The phase ends at 10% body HP or less. Progress through blueprint kills instead of direct body attacks. Do not assume you can receive “”'s death-on-hit effect through immortality as in the Chaplain fight.

NOTESUnique effects and cautions

Easy-to-miss details

  • Meursault's death causes defeat in Phases 1 and 2. Do not carry over 1 HP protection from the Warden / Chaplain battle.
  • The waltz requires s 1, 2, and 3, not matching counts or sin affinities.
  • The Phase 2 body is immune to damage. Meursault's prevention does not grant that immunity.
  • The Phase 3 body cannot be attacked directly. Use Meursault to clash with transformed blueprints' required skills.
  • fixes chances. Neither 45 SP nor high-Power alone removes it.
  • “” kills On Hit. Progress through blueprint kills rather than assuming Meursault can take lethal hits.

Maximum 3. Heads chance 95%; at 2 Stack, the clash opponent has −2 Power. At 3, consume all to gain next turn. Loses 1 at Turn End except on the turn gained.

Kill Phase 1 blueprints before “” to prevent buildup.

Own Heads chance 100%. Units clashing with or attacking this unit have positive s fixed to 100% Tails and negative s to 100% Heads. Removed on equipping “” or becoming ed.

High SP cannot override fixed unfavorable chances. Clear blueprints and check effect removal.

Special . Jeanne gains 1 Potency per cumulative 10 Count consumed; Count does not naturally decrease. At Turn End, gain Potency based on Count and Count based on Potency.

Also strengthens and area skills. Do not assume prolonging the fight favors you.

Fixes Phase 2 Jeanne's SP to 45 and makes her immune to damage. Removed at phase transition.

Increase through the required waltz skills rather than damage.

On gaining it in Phase 2, Meursault removes negative effects and gains fixed 45 SP (−30 for negative- Identities) and prevention. Removed at phase transition. Does not grant damage immunity.

Follow skill-number requirements while protecting HP. immunity is not death immunity.

Phase 2 progression, maximum 100. Increases by 3 on Jeanne's clash win, by 5 on her loss, and additionally by clash exchanges. Certain skills also increase it. At 100, advance to the next phase.

Track this value instead of body HP. Follow skill numbers and continue the waltz.

Meursault's accumulating effect, maximum 100. Gains 5 on a clash win and increases by clash exchanges. +1 per 10 Stack, Power +1 per 20. Certain skills also increase it.

Separate from . Also keep Meursault's required Phase 3 clashes in mind.

Fixes positive s to 100% Tails and negative s to 100% Heads. Loses 1 at Turn End. applies it for next turn After Attack; applies it when the enemy wins the clash.

Their application conditions differ. Use another recipient or defense rather than forcing the affected Sinner into next turn's high-Power clash.

Maximum 5. Power +1 and skill damage taken +10% per Stack. At 4 or more, remove all , clear , and gain +1 slot weight at Turn Start.

Both offense and damage taken increase. Combine with to finish them instead of waiting for .

The Le Noir blueprint's special . Gains 1 Potency per cumulative 10 Count consumed. Enables stronger Shields and damage from skills.

Do not leave its defensive Shield indefinitely; focus a blueprint that is easier to kill.

The Le Rouge blueprint's special . Gains 1 Potency per cumulative 10 Count consumed. Self-damage from its own skills cannot lower HP below 1.

Attack after self-damage. Do not wait for self-destruction; kill it before healing.

A skill added to blueprints. Its first is Unbreakable; applies for next turn After Attack.

Winning does not prevent application. Reconsider next turn's recipient.

3 Atk Weight and two s. Strengthened by special and negative effects. On a clash loss, deals 80% less damage and cannot targets with its damage.

Win with a high-Power recipient and prevent next-turn too.

PARTYRecommended teams and preparation

What to prepare first

  • Check Customer Lv. 65 and your . -number requirements and blueprint cleanup make raw damage alone insufficient.
  • Prepare Meursault's HP recovery and and other clash recipients. Phase 1 mainly uses Pierce; Phase 3 Le Noir mainly uses Blunt and Le Rouge Pierce.
  • Phase 1 blueprints are vulnerable to and grant resources on death. Save area-attack and healing resources for Phase 3 required clashes and finishing damage.

Meursault

Handles the waltz's skill-number requirements and transformed blueprint clashes in Phase 3. Protect his HP first.

Damage to kill blueprints first

Prevents Phase 1 “”; in Phase 3, kills blueprints to lower body HP.

HP recovery and Protection

Recovers from Unbreakable hits and fixed unfavorable chances to keep Meursault alive.

High-Power clashes and alternate recipients

Win Gaze to reduce damage and avoid forcing clashes on Sinners with .

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. Route C's final battle. The Phase 1 body is Lv. 90 with 2,793 HP and base 94. Phase 2 is immune to damage; the Phase 3 body has no directly targetable part. Blueprints have 178 HP in Phase 1 and 730 HP at Lv. 65 in Phase 3. Phase 1 blueprint are unconfirmed. Aim for Customer Lv. 65, separately from Identity levels outside the dungeon.

Jeanne Sartre, the Sartorial Tailor (Phase 1)Part: Body

Jeanne Sartre, the Sartorial Tailor (Phase 1) appearance
HP
2,793 / next phase at 1,396
Level
90
Speed
2~4
Defense Lv.
94
Stagger Thresholds
70%(1955)

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×1.0
Lust
×1.5
Sloth
×1.2
Gluttony
×1.0
Gloom
×0.8
Pride
×1.2
Envy
×0.8
  • Starts at 45 SP. Meursault's death causes defeat.
  • Next phase at 50% body HP or less. Blueprint summons give a max-HP Shield, remove , and prevent .

Grand Magasin Sisyphe BlueprintPart: Phase 1 · Torso

HP
178
Level
65
Speed
1~2
Defense Lv.
69
Stagger Thresholds
Unknown

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.2
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • Basic attack damage taken −50%; damage taken +100%.
  • Uses defense before the first hit to reduce that skill's damage.

Jeanne-Marie Sartre (Phase 2)Part: Body

Jeanne-Marie Sartre (Phase 2) appearance
HP
Maximum 2,793 / immune to damage in this phase
Level
90
Speed
1~2
Defense Lv.
94
Stagger Thresholds
Cannot be Staggered

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.2
Gluttony
Unknown
Gloom
×0.8
Pride
Unknown
Envy
×1.2
  • HP damage does not advance the phase. At 100 , Phase 3 begins.
  • Base Gluttony and Pride resistances are unconfirmed, separately from this phase's damage immunity.

Moulin Rouge - Jeanne-Marie SartrePart: Phase 3; no directly targetable part

Moulin Rouge - Jeanne-Marie Sartre appearance

The body cannot be attacked directly. Kill blueprints to lower body HP. s added to blueprints and the final special skill are grouped below.

Main body HP
Maximum 2,793 / starts at 50%; phase ends at 10% or less
Level
90
  • Prioritize blueprint clashes and kills rather than looking for a direct body target.
  • SP fixed at 45. Each blueprint kill reduces body HP by 5%.

Sisyphe System Blueprint - Le NoirPart: Phase 3; Body

Sisyphe System Blueprint - Le Noir appearance
HP
730
Level
65
Speed
1~2
Defense Lv.
69
Stagger Thresholds
50%(365)

Physical resistances

SlashSlash
×0.8
PiercePierce
×0.8
BluntBlunt
×0.8

Sin Nullification

Wrath
×1.0
Lust
×1.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×0.8
Pride
×1.2
Envy
×1.2
  • Replenished to two of each type. Kills reduce body HP by 5% and give other blueprints .
  • When transformed into the Sartorial Tailor, win the required clash with Meursault to inflict 5 every turn from next turn. Transformed skills appear in separate tabs under the same user.

Sisyphe System Blueprint - Le RougePart: Phase 3; Body

Sisyphe System Blueprint - Le Rouge appearance
HP
730
Level
65
Speed
1~2
Defense Lv.
69
Stagger Thresholds
50%(365)

Physical resistances

SlashSlash
×0.8
PiercePierce
×0.8
BluntBlunt
×0.8

Sin Nullification

Wrath
×1.0
Lust
×1.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×0.8
Pride
×1.2
Envy
×1.2
  • Replenished to two of each type. Kills reduce body HP by 5% and give other blueprints .
  • When transformed into the Sartorial Tailor, win the required clash with Meursault to inflict 5 every turn from next turn. Transformed skills appear in separate tabs under the same user.

SKILLSSkills and how to respond

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

levels are marked unknown where no level is listed or the actual of a blueprint-granted skill is unconfirmed. Phase 2 “” has unconfirmed displayed Power. The Le Rouge blueprint's “” retains its listed one , with the Count effect's number marked unconfirmed.

Jeanne Sartre, the Sartorial Tailor (Phase 1)

01

Readying the Sartorial Nails

EnvyPiercePierce
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
UnknownValue unknown
Attack Weight
1

On Use Gain 3 Count

On Use Own Count +2

ⅠOn Hit Inflict 1

ⅡOn Hit Inflict 1 next turn.

How to respond

A normal skill building and . Protect Meursault's HP and limit and buildup. is unconfirmed.

Grand Magasin Sisyphe Blueprint

01

Department Store Blueprint

SlothGuard
Displayed Power
1〜2
Base Power
1
Coin Power
+1
No. of Coins
1
DefenseLevel
UnknownValue unknown
Attack Weight
1

On Use damage taken −90% (once per turn)

How to respond

Automatically uses defense before the first hit, greatly reducing that skill's damage. Basic attacks are also reduced; exploit increased damage to clear it.

Jeanne-Marie Sartre (Phase 2)

01

First Step

WrathSlashSlash
Displayed Power
4〜13
Base Power
4
Coin Power
+9
No. of Coins
1
AttackLevel
UnknownValue unknown
Attack Weight
1

Before Use If Meursault's assigned clashing skill is not 1, change to “”

[ Win] End this skill and use “” on the target

How to respond

with Meursault's 1. A wrong number changes it to a skill that fixes s unfavorably.

Moulin Rouge - Jeanne-Marie Sartre

01

Rights: Ban

PrideBluntBluntPhase 3 granted and special skills
Displayed Power
7〜21
Base Power
7
Coin Power
+7
No. of Coins
2
AttackLevel
UnknownValue unknown
Attack Weight
1

After Attack Inflict 1 next turn

Ⅰ.

If the is unbroken, damage +20%

On Hit Without Breaking Inflict 1

How to respond

Added to blueprints. Applies for next turn After Attack regardless of the clash result. Do not fix the recipient to the next important clash.

Sisyphe System Blueprint - Le Noir

01

Tailoring: "Conserve."

EnvyBluntBlunt
Displayed Power
7〜16
Base Power
7
Coin Power
+9
No. of Coins
1
AttackLevel
66Enemy Lv. +1
Attack Weight
1

On Use Gain 5 Count

- Gain 5 more if the target has

ⅠOn Hit Inflict 3

How to respond

Applies and builds Count. Gains more against holders; check recipients and buildup.

Sisyphe System Blueprint - Le Rouge

01

Pattern: "Desire."

EnvyPiercePierce
Displayed Power
7〜16
Base Power
7
Coin Power
+9
No. of Coins
1
AttackLevel
66Enemy Lv. +1
Attack Weight
1

On Use If Count is not at maximum, consume 5% max HP to gain 10 Count

ⅠOn Hit Inflict 3 .

How to respond

Builds Count through self-damage. Focus damage after its HP drops, but later skills strengthen with lost HP.

PASSIVESPassives

Jeanne Sartre, the Sartorial Tailor (Phase 1)

Enemy passives

Sartre

Condition: Summoning and “” every three turns

Every three turns, summon 3 Grand Magasin Sisyphe Blueprints and gain a Shield equal to own max HP.

- Remove if present and cannot become ed that turn.

Killing blueprints with “” grants .

At 3 , change it to .

If no blueprint is killed by own “”, gain 1 next turn.

Impact on the fight

Kill blueprints first to prevent . Avoid concentrating excessive direct damage into the body's summon Shield.

Enemy passives

You know, I...

Condition: Meursault death and body at 50% HP or less

At Stage Start, begin at 45 SP.

Meursault's death causes the Sinners to lose.

At 50% HP or less, stop taking damage and change phases.

- On transition, remove dispellable negative effects.

Impact on the fight

Meursault's death causes defeat. Do not assume The Stranger's survival effect from the preceding Chaplain battle applies.

Enemy passives

Mauvaise Foi

Condition: consumption and long clashes

Gain 1 Potency per cumulative 10 Count consumed during battle.

- Count does not decrease at Turn End.

At Turn End, gain Potency equal to Count (max 10).

At Turn End, gain Count equal to Potency (max 5).

Damage taken from , , , , and −60%.

- Threshold rise from −60%.

Gain +1 Power per 10 clash exchanges against the same target.

Impact on the fight

Status damage and threshold rise are reduced by 60%. Status-only damage or prolonged clashes do not guarantee victory.

Enemy passives

Remember the rhythm of the waltz?

Condition: es lasting at least four exchanges

If a clash lasts at least 4 exchanges, per 4 exchanges, the unit that won the third exchange gains +15% damage (up to 3 times).

- If that skill also won the first exchange, Final Power +1.

Impact on the fight

progression changes damage. Displayed Power alone cannot determine the result.

Enemy passives

Panic Recovery

Condition: Turn End while ked

If ked at Turn End, reset SP to 0.

Impact on the fight

Lowering SP does not keep active indefinitely.

Enemy passives

Fixed Panic

Condition: Gaining an effect that changes type

When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.

Impact on the fight

Do not rely on normal -type changes to stop actions.

Grand Magasin Sisyphe Blueprint

Enemy passives

Outfit Ensemble Blueprint

Condition: Phase 1 blueprint, before the first hit

Before the first hit in battle, use the equipped “” regardless of targeting, once per turn.

Basic skill damage taken −50%.

skill damage taken +100%.

Dies when hit by Jeanne Sartre, the Sartorial Tailor's “Focusing”.

Impact on the fight

Basic attacks are reduced; works well. Kill before “Focusing” to prevent Nailed.

Enemy passives

Blueprint of the Self

Condition: Blueprint killed by a Sinner's skill

When killed by a Sinner's skill, grant 5 total resources one at a time to the affinity with the lowest reserves.

If multiple affinities tie for lowest, select randomly.

Impact on the fight

Gain 5 total resources of scarce affinities. Turn blueprint cleanup into the next area attack and healing.

Jeanne-Marie Sartre (Phase 2)

Enemy passives

Remember the experience of the waltz?

Condition: Phase 2 start, unopposed attacks, and clash losses

Take no damage during this phase.

At Turn Start, gain 1 and 1 - Désir d'être; grant Meursault 1 and 1 - Manque d'être (once per battle).

On receiving an unopposed attack or losing a clash, activate “”

Generate specific skills in Meursault's upper slot.

Impact on the fight

The body takes no damage in this phase. Follow Meursault's skill numbers and track .

Enemy passives

La Nausée

Condition: 100 and Meursault death

Meursault's death causes the Sinners to lose.

At 100 - Désir d'être, change phases when the current skill ends.

- On transition, remove dispellable negative effects.

Impact on the fight

Advance at 100 , not through HP damage. Keep Meursault alive and continue the required waltz.

Moulin Rouge - Jeanne-Marie Sartre

Enemy passives

L'enfer, c'est les autres

Condition: Phase 3 body at 10% HP or less

If Jeanne's HP reaches 10% or less...

Impact on the fight

Blueprint deaths lower body HP. Do not assume the subsequent sequence is an ordinary attack endurance battle.

Enemy passives

Gaze: Grand Magasin Sisyphe

Condition: Phase 3 blueprint summoning and transformation

SP fixed at 45.

At Turn Start, summon Sisyphe System Blueprint - Le Rouge and Le Noir until two of each exist.

From the second turn after transition, transform one blueprint into Jeanne Sartre, the Sartorial Tailor.

- Prioritize a blueprint without .

- Exclude the blueprint transformed last turn.

- Clear if present.

In Sartorial Tailor form, use “”

- If Meursault wins its clash, that blueprint gains 5 every turn from next turn.

Each time the Sartorial Tailor form ends, one blueprint equips Jeanne's from next turn.

- The number equipping Jeanne's skill increases cumulatively by one.

On blueprint death:

- Jeanne loses 5% HP.

- Other blueprints gain 1 Délaissement.

- Next turn, one blueprint equips instead of .

Impact on the fight

with transformed blueprints using Meursault and win for , then kill them to damage the body.

Sisyphe System Blueprint - Le Noir

Enemy passives

Pattern: Grand Magasin Sisyphe

Condition: Blueprint transformation and death

Gain +1 Power per 10 clash exchanges against the same target.

From one turn after appearing, one blueprint changes into Jeanne Sartre, the Sartorial Tailor.

- Prioritize a blueprint without .

- Exclude the blueprint transformed last turn.

- Clear if present.

In Sartorial Tailor form, use “”

- If Meursault wins its clash, that blueprint gains 5 every turn from next turn.

On blueprint death:

- Jeanne loses 5% HP.

- Other blueprints gain 1 .

Impact on the fight

Exploit from Meursault's clash win to finish it. Check on other blueprints too.

Enemy passives

Conservation

Condition: Cumulative Count consumption

Gain 1 Potency per cumulative 10 Count consumed during battle.

Impact on the fight

Higher Potency strengthens defensive Shields and other effects. Focus a blueprint you can finish rather than leaving it indefinitely.

Sisyphe System Blueprint - Le Rouge

Enemy passives

Pattern: Grand Magasin Sisyphe

Condition: Blueprint transformation and death

Gain +1 Power per 10 clash exchanges against the same target.

From one turn after appearing, one blueprint changes into Jeanne Sartre, the Sartorial Tailor.

- Prioritize a blueprint without .

- Exclude the blueprint transformed last turn.

- Clear if present.

In Sartorial Tailor form, use “”

- If Meursault wins its clash, that blueprint gains 5 every turn from next turn.

On blueprint death:

- Jeanne loses 5% HP.

- Other blueprints gain 1 .

Impact on the fight

Shares the same transformation and death effects. Assign Meursault to required skills as with Le Noir.

Enemy passives

Metabolic Action and Reaction

Condition: Cumulative Count consumption and self-damage

Gain 1 Potency per cumulative 10 Count consumed during battle.

HP loss from own skills cannot lower HP below 1.

Impact on the fight

Self-damage alone cannot reduce HP below 1. Kill it with Sinner attacks instead of waiting for self-destruction.

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

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