
CHAPTER 10 / BOSS GUIDE
Jeanne (Canto X, Route C Final Battle)
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
3 things to understand first
- Protect Meursault; do not assign skill-number or named-recipient clashes to another Sinner.
- Phase 2 requires 1 → 2 → 3 or . Check the actual equipped enemy skill's requirement.
- 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

- HP
- 2,793 / next phase at 1,396
- Level
- 90
- Speed
- 2~4
- Defense Lv.
- 94
- Stagger Thresholds
- 70%(1955)
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×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
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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

- 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
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×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

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

- HP
- 730
- Level
- 65
- Speed
- 1~2
- Defense Lv.
- 69
- Stagger Thresholds
- 50%(365)
Physical resistances
Slash
- ×0.8
Pierce
- ×0.8
Blunt
- ×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

- HP
- 730
- Level
- 65
- Speed
- 1~2
- Defense Lv.
- 69
- Stagger Thresholds
- 50%(365)
Physical resistances
Slash
- ×0.8
Pierce
- ×0.8
Blunt
- ×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)
Readying the Sartorial Nails
- 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.
Patterns and Designs
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Gain 3 Count
On Use Own Count +2
[ Lose] Damage −80%; this skill's damage cannot the target
Ⅰ.
On Hit Inflict 1 Count
Ⅱ.
On Hit Without Coin Destruction Inflict 1 next turn
How to respond
Both s are Unbreakable. Win for 80% reduction and prepare for hits remaining after the clash.
Fixed Viewpoint
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 91Enemy Lv. +1
- Attack Weight
- 3
On Use Consume all Count; damage +25% per 3 Count consumed (max 50%)
On Use Gain 3 Count
On Use Own Count +2
[ Lose] Damage −80%; this skill's damage cannot the target
Ⅰ.
On Hit Without Breaking Inflict 1 Pierce Fragility this turn and next turn
Ⅱ.
On Hit Inflict 1 Count
Ⅲ.
On Hit Inflict 1
Ⅳ.
On Hit Without Breaking Deal Pierce damage equal to (number of negative effect types on the target ×15)% of this 's final damage (max 45%)
How to respond
Four s and 3 Atk Weight. and negative effect types increase damage; win with a strong skill for 80% reduction.
Within Perspective
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- 91Enemy Lv. +1
- Attack Weight
- 1
On Use Final Power +1 per 2 Count on self (max 5)
On Evade Heal 2% of own max HP
How to respond
Each successful heals 2% max HP; also raises Power. Avoid feeding it many weak attacks; use defensive offsetting or a skill that can win.
Focusing
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Indiscriminate
[Unclashable]
[Cannot be redirected]
Prioritizes allies
Does not activate Defense s
On Hit If the target is an ally:
- Kill the target
- Gain
- Decreases by 1 at Turn End (does not decrease on the turn this effect was gained)
How to respond
Kills an allied blueprint and gains . Unclashable and cannot be redirected. Kill the blueprint first to prevent the gain.
Grand Magasin Sisyphe Blueprint
Department Store Blueprint
- 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)
First Step
- 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.
Second Pace
- Displayed Power
- 6〜18
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use If Meursault's assigned clashing skill is not 2, change to “”
[ Win] End this skill and use “” on the target
How to respond
with Meursault's 2. Match the Identity skill number, not attack type or sin affinity.
Third Movement
- Displayed Power
- 5〜20
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 3
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use If Meursault's assigned clashing skill is neither 3 nor , change to “”
[ Win] End this skill and use “” on the target
How to respond
with Meursault's 3 or . is permitted for this requirement, not automatically for 1 or 2 requirements.
You've got to keep to the pattern.
- Displayed Power
- 8〜18
- Base Power
- 8
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 94Enemy Lv. +4
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
ⅠOn Hit Increase own - Désir d'être by 3
ⅡOn Hit Increase own - Désir d'être by 3
How to respond
Punishment for the wrong assignment. chances become unfavorable; match skill numbers instead of forcing higher Power.
Those times when we chatted together at the café
- Displayed Power
- 1〜2
- Base Power
- 1
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
[Unclashable]
This skill has the following effects
- Does not activate Defense s
- Attacks do not hit
On Use Increase - Désir d'être and - Manque d'être on self and the target by 5 each
How to respond
A progression skill whose attack does not hit. Increases and by 5 each. Do not judge it as a damage attack to stop based only on displayed Power.
We had our little quarrels, yes.
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Evade Increase - Désir d'être and - Manque d'être on self and the target by 4 each
How to respond
activated on a clash loss or receiving an unopposed attack. Success increases progression effects. Displayed Power is unconfirmed; do not base actions on an estimated maximum.
Moulin Rouge - Jeanne-Marie Sartre
Rights: Ban
- 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.
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
ⅠBefore Use If the assigned clash opponent is not Meursault, or this skill attacks unopposed, change to “”
[ Lose] Increase Meursault's - Manque d'être by 10
How to respond
Always clash with the transformed blueprint's skill using Meursault and win. Another Sinner or an unopposed attack changes it to the punishment skill.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment for a wrong assignment. Fixes chances unfavorably and heals 50% max HP After Attack. Avoid it by assigning Meursault to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 per 2 special Count on self (max 5)
How to respond
Special Count raises Power. Avoid unnecessary unopposed attacks and prioritize Meursault's required clash on transformed blueprints.
Rights: Gaze
- Displayed Power
- 9〜23
- Base Power
- 9
- Coin Power
- +7
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 3
On Use Final Power +1 per combined 4 special on self (max 3)
On Use Damage +10% per combined 2 negative effect types across all targets (max 50%; the same effect on different targets counts separately)
[ Win] Inflict 1 next turn
[ Lose] Damage −80%; this skill's damage cannot the target
Ⅰ.
If the is unbroken, damage +50%
On Hit Without Breaking Inflict 2 DMG Down next turn
Ⅱ.
If the is unbroken, damage +50%
On Hit Without Breaking Inflict 2 next turn
How to respond
Added to blueprints, with 3 Atk Weight and two s. Win for 80% reduction and to prevent next-turn .
Rights: Rebuild
- Displayed Power
- 24〜48
- Base Power
- 24
- Coin Power
- +24
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
[Cannot be redirected]
Does not activate the target's Defense s
Sets Meursault as the main target
[ Start] Fix own Heads chance to 100%
Ⅰ.
On Hit The target dies
How to respond
Special skill targeting Meursault, with 100% Heads and death On Hit. Ordinary resistance and HP healing cannot tank it. Prioritize blueprint kills and reaching 10% body HP or less in Phase 3.
Sisyphe System Blueprint - Le Noir
Tailoring: "Conserve."
- 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.
Tailoring: "Witness in silence."
- Displayed Power
- 6〜18
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 67Enemy Lv. +2
- Attack Weight
- 1
On Use Gain 5 Count
- Gain 5 more if the target has
On Use Final Power +1 per 2 Count on self (max 2)
On Use At 10 or more Count, inflict 5 Potency on every hit
ⅠOn Hit Inflict 3 Count
ⅡOn Hit Trigger Burst; reduce the target's Count by 1
How to respond
increases Power; also triggers Burst. Prevent unopposed hits on heavily debuffed Sinners and focus blueprints you can finish.
Tailoring: "Let all be pinned."
- Displayed Power
- 7〜25
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 2
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
Damage +4% per on self (max 20%)
On Use Consume all Count; Final Power +1 per 2 Count consumed (max 3)
- If at least 10 was consumed, inflict 5 Potency on every hit
ⅠOn Hit Inflict 3 Count
ⅡOn Hit Deal Sloth damage equal to (target's Potency)% of this 's final damage
How to respond
High-Power skill consuming all Count. Adds Sloth damage based on ; do not assume alone makes it safe.
Tailoring: "Cometh the nail."
- Displayed Power
- 10〜17
- Base Power
- 10
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
Combat Start Gain a Shield equal to 25% max HP this turn and next turn (minimum 1)
- At 2 or more , gain 40% instead
How to respond
Shield-granting defense. If difficult to finish, focus another blueprint with .
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
ⅠBefore Use If the assigned clash opponent is not Meursault, or this skill attacks unopposed, change to “”
[ Lose] Increase Meursault's - Manque d'être by 10
How to respond
Transformed skill. Winning its clash with Meursault makes this blueprint gain 5 every turn from next turn. Do not assign another Sinner.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment when Meursault is not assigned. Fixes chances and heals heavily. Assign the correct recipient to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 per 2 special Count on self (max 5)
How to respond
while transformed. Special increases Power. Prioritize Meursault's required clash instead of forcing extra attacks through.
Sisyphe System Blueprint - Le Rouge
Pattern: "Desire."
- 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.
Pattern: "Don."
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use If Count is not at maximum, consume 5% max HP to gain 10 Count
On Use Consume 5 Count for Final Power +2
ⅠOn Hit Increase Count by 2.
On Hit Inflict 2 Count ( number unconfirmed)
How to respond
Consumes for +2 Final Power. One is listed, but effect numbering disagrees; the Count effect's number is unconfirmed.
Pattern: "Consume."
- Displayed Power
- 7〜25
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 2
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use Damage +3% per 2% HP lost (max 60%)
On Use Consume all Count; Final Power +1 per 2 Count consumed (max 3)
ⅠOn Hit Inflict 1 Lust Fragility
ⅡOn Hit Deal Lust damage equal to (own percentage of HP lost)% of this 's final damage
How to respond
Lost HP and increase damage. Do not ignore a nearly dead blueprint; kill it first or clash with a strong recipient.
Pattern: "Scrape and gather."
- Displayed Power
- 10〜17
- Base Power
- 10
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use Heal 25% max HP
- At 2 or more , heal 50% instead
How to respond
Heals 25% max HP On Use, or 50% at 2 or more . Concentrate enough damage to finish instead of repeatedly chipping it.
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
ⅠBefore Use If the assigned clash opponent is not Meursault, or this skill attacks unopposed, change to “”
[ Lose] Increase Meursault's - Manque d'être by 10
How to respond
Transformed skill. Winning its clash with Meursault makes this blueprint gain 5 every turn from next turn. Do not assign another Sinner.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment when Meursault is not assigned. Fixes chances and heals heavily. Assign the correct recipient to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 per 2 special Count on self (max 5)
How to respond
while transformed. Special increases Power. Prioritize Meursault's required clash instead of forcing extra attacks through.
PASSIVESPassives
Jeanne Sartre, the Sartorial Tailor (Phase 1)
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.
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.
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.
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.
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.
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
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.
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)
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 .
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
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.
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
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.
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
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.
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.