
CHAPTER 08 / BOSS GUIDE
Lei Heng (8-30)
Resolve Blasting Shatterslash late and use defense skills on holders. Limit the Unbreakable hits that remain after clash wins, and prepare healing and damage for buffs that progress with HP loss and elapsed turns.
- HP
- 4239
- Level
- 83
- Speed
- 2–4 / +10 or +15 on powerful-attack turns
- Defense Lv.(Before averaging)
- 83
- Deployment limit
- 7 Sinners + 5 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Turn 2's full heal and recovery can undo opening-turn attrition. Averaging does not raise maximum HP to a fully leveled value; level the main team too.
- Have a later-acting Sinner clash against Blasting Shatterslash, after other skills have reduced ammunition. All 3 s remain after winning.
- gives -5 Power, but equipping a defense skill reduces damage taken from Lei Heng by 75%. Heal before finishers and equip defense skills on Sinners who are not clashing too.
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
- Blasting Shatterslash still deals damage after a clash win
- All 3 s are Unbreakable. Resolve it late so earlier skills reduce ammunition and limit . Combine Gluttony/Slash resistance, 's defensive reduction, and healing beforehand.
- A damage dealer suddenly cannot win next turn
- Dealing the most damage last turn grants , reducing Power by 5. Use a stronger skill or defend rather than forcing a weak clash. Equipping a defense skill greatly reduces damage.
- The boss strengthened despite little HP loss
- Reloading, , and late-fight patterns advance with elapsed turns as well as HP thresholds. Do not stall through healing alone; concentrate damage during openings.
- Healing scheduled after the finisher never happened
- Tanglecleaver and Savage Tigerslayer's Perfected Flurry of Blades end the turn after attacking. Heal by the previous turn, and equip defense skills on Sinners who are not clashing.
Before deployment
Bring healing, Slash resistance, and ammunition-reduction handlers
- Aim for the recommended Level 55 and III or higher, with 7 Sinners and 5 reserves. Hong Lu must deploy initially; a borrowed Identity is available. Averaging does not increase maximum HP, so avoid taking hits while underleveled.
- Prepare HP/SP recovery and strong clash skills against Slash, Gluttony, Wrath, and Envy attacks. Gluttony and Envy work well offensively.
- Hong Lu gains extra resources matching his attack's affinity after attacking. His Lord Identity also gains Slash buffs after taking hits. Ryōshū's damage in this encounter increases as turns pass.
Turns 1–2
Use turn 1's special protection and turn 2's recovery
- Allies have an HP floor on turn 1, when regular clashes are unfavorable. Cycle weak skills and gain resources; do not judge the team's viability from this turn alone. The listed 20% floor includes an estimate, so avoid plans requiring that exact value.
- At turn 2's start, fully heal, recover from , and reset SP to 0. averages Offense/s, then grants allies +3 and +6 .
- Afterward, use the averaged clash predictions to beat regular skills and build SP and resources.
After loading Tigermark Rounds
Spend ammunition before resolving Blasting Shatterslash
- Winning against “” - Blast, “” - Blast, or “” reduces ammunition. Resolve these before Blasting Shatterslash.
- Blasting Shatterslash can be clashed regardless of . Assign a later-acting Sinner and check actual resolution order. If one Sinner has multiple slots, account for clashes within that Sinner resolving first.
- Empty ammunition does not stop Unbreakable attacks, but limits application. Equipping a defense skill on reduces damage by 75%. A clash win grants 3 resources of the least-owned type; clash only when able to win.
60% HP or lower / elapsed turns
Prepare for Savage Tigermark Rounds and Unbreakable regular skills
- and 18 s strengthen , , and Power. “” - Blast's final becomes Unbreakable; winning regular clashes no longer guarantees avoiding damage.
- Keep controlling ammunition order and healing rather than prolonging the fight waiting for finishers. Applying 3+ from the previous turn can suppress Chachihu's SP recovery and Slash buffs.
- Beat Tanglecleaver with a strong skill. Even with 80% damage reduction and prevention, on-hit remains. It ends the turn after attacking; equip defense skills on the other Sinners.
40% HP or lower / powerful-attack cycle
Beat the 6-Coin finisher and exploit the next opening
- During , the finisher becomes Savage Tigerslayer's Perfected Flurry of Blades. Its 6 s and 3–7 cause heavy attrition. Prepare healing and powerful skills before crossing the HP threshold.
- Winning reduces its damage by 80% and prevents from that skill's damage. This does not protect against separate damage such as or . Use resistance and defense skills on Sinners who are not clashing to limit remaining hits.
- After the finisher, gives the enemy and Power Down. Concentrate damage during that opening to reach the ending event. Roughly 800 HP remaining is an estimate, not an exact ending threshold.
NOTESUnique effects and cautions
Easy-to-miss details
- averages Offense/s. Maximum HP remains at the Identity's current level; leveling cannot be skipped entirely.
- All 3 Blasting Shatterslash s remain after winning. Reduce ammunition beforehand through action order, then use resistance, defense, and healing.
- Both finishers end the turn after attacking. Do not schedule healing or follow-ups after them.
- The boss strengthens through elapsed turns as well as HP loss. Healing alone cannot safely stall indefinitely.
- prevention after a clash win applies only to that skill's damage. It does not prevent death from or other sources.
- The hidden Mirror Dungeon Lei Heng and regular story encounter have different skill effects. Do not add the Mirror version's extra damage reduction here.
On turn 2, average all characters' Offense/s, then grant allies +3 and +6 . This first release lasts for the encounter.
Distinguish the table's pre-averaging Levels from current in-combat values. Maximum HP does not become that of a fully leveled Identity.
Power -5. With an attack skill equipped, deal 50% less damage to Lei Heng; with a defense skill equipped, take 75% less damage. On Win, gain 3 resources of the least-owned type. Expires at Turn End and heals 10 SP.
Choose the substantial defensive reduction or a strong winning skill rather than repeatedly losing with weak skills.
Ammunition consumed by skills. Attacks continue without it, but that 's application does not activate. s grant +30% damage to consuming s and double application.
Spend ammunition before Blasting Shatterslash to limit hits after a clash win.
Build through clashes and one-sided attacks, then are consumed by finishers. Losing a clash removes the amount gained during that clash. caps at 25; at 50.
Win clashes and stop one-sided attacks to limit the finisher's and bonuses.
Lost HP and difference increase Power and damage, and make regular skills' final s Unbreakable. Applies to “” - Blast in the middle phase and “” - Blast in the final phase too.
The same skill can leave hits in later phases. Reassign handlers and healing based on current statuses.
A debuff gained after finishers. At Turn Start, gain Power Down and equal to its value; at Turn End, reduce its value. Max 5.
Heal before the finisher and retain actions for the damage window afterward.
On Burst, take Wrath damage equal to half the total and , consuming Count.
Avoid repeated Bursts against Sinners with high and .
PARTYRecommended teams and preparation
What to prepare first
- Recommended Level 55 and III or higher. Bring 7 Sinners and 5 reserves, including Hong Lu, with healing, Slash resistance, and late-fight damage.
- Prepare Gluttony/Envy damage and powerful clash handlers. Add or when available.
Late Blasting Shatterslash handler
Reduce ammunition first to limit and Unbreakable damage.
Healing and defense handlers
Survive finishers through 's reduction and healing beforehand.
Focused damage after finishers
Exploit 's before the boss strengthens further over time.
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 8-30. Deployment limit: 7 Sinners, with 5 reserves in a Chain Battle. The regular 8-30 encounter. Displayed Levels, Levels, and s are base values before averaging. On turn 2, averages everyone's Offense/s and adds allied bonuses; subsequent values depend on the team and in-combat displays, rather than a fixed reduction. Supply units use the individual entry's 226 HP, which differs from the overview's 221.
Lei HengPart: Body

- HP
- 4239
- Level
- 83
- Speed
- 2–4 / +10 or +15 on powerful-attack turns
- Defense Lv.(Before averaging)
- 83
- Stagger Thresholds
- 70% / 0% (2967 / 0)
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×0.9
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×0.8
- Sloth
- ×0.8
- Gluttony
- ×1.25
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.25
- Base Level 83. From turn 2, changes levels through averaging; do not treat the skill table's base values as current values.
- The listed HP floor is 423. The walkthrough places the ending event at roughly 800 HP remaining; this guide does not assume a fight to 0.
- Patterns change and clears at 90%, 80%, 60%, and 40% HP, or as turns pass.
Soldato of the Thumb (supply unit)Part: Body · 2 summoned

- HP
- 226 each
- Level
- 55
- Speed
- 2〜5
- Defense Lv.(Before averaging)
- 55
- Stagger Thresholds
- 60% / 20% / 0% (135 / 45 / 0)
Physical resistances
Slash
- ×1.25
Pierce
- ×0.75
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
- Appear to resupply after s run out. If alive at Turn End, supply ammunition and withdraw.
- The boss keeps attacking. Do not spend every action handling supply units.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
8 regular boss skills and 1 supply skill. Mirror Dungeon hidden-boss additions are excluded. Tanglecleaver and Savage Tigerslayer's Perfected Flurry of Blades show minimum , which increases conditionally. and determine when regular skills become Unbreakable. Reload's listed type, effects, and timing differ across entries, with reported bugs.
Lei Heng
Double Slash
- Displayed Power
- 4〜8
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 2
- AttackLevel(Before averaging)
- 85Enemy Lv. +2
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 2)
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict 3
How to respond
and increase Final Power. Stop it with a winning regular skill to avoid enabling later bonuses.
Triple Slash
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel(Before averaging)
- 86Enemy Lv. +3
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 2)
ⅠOn Hit Count +2
ⅡOn Hit Inflict 1 and increase Count by 2
ⅢOn Hit Trigger Burst. Reduce the target's Count by 1
How to respond
A 3- attack that adds Count and triggers Burst. Avoid assigning a high-/high- Sinner, limiting future and bonuses.
Double Slash - Blast [爆]
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel(Before averaging)
- 85Enemy Lv. +2
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 4)
On Clash Lose -1
ⅠOn Hit Inflict 3
ⅡConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Inflict 3 and increase Count by 2
How to respond
Winning reduces ammunition by 1. Late-fight makes its last Unbreakable; do not assume the base display guarantees no hits.
Triple Slash - Blast [爆]
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel(Before averaging)
- 86Enemy Lv. +3
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 4)
On Clash Lose -1
ⅠOn Hit Count +2
ⅡConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Inflict 2 and increase Count by 2
ⅢConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Without Coin Destruction Trigger Burst 2 times. Reduce the target's Count by 2
How to respond
Winning reduces ammunition by 1. From the middle phase, the last is Unbreakable. Resolve this before Blasting Shatterslash to reduce ammunition and prepare for the remaining hit.
Blasting Shatterslash [爆碎斬]
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel(Before averaging)
- 87Enemy Lv. +4
- Attack Weight
- 1
Prioritizes targets with
Can be clashed regardless of
Power +1 for every 6 total and on the target (max 3)
On Clash Lose Lose 10 SP
Ⅰ.
Consume 1
On Hit Inflict 3
On Hit Inflict 3
On Hit Without Coin Destruction Inflict 4 and increase Count by 4
Ⅱ.
Consume 1
On Hit Count +3
On Hit Count +3
On Hit Without Coin Destruction Amplitude Conversion into
Ⅲ.
Consume 1
If this effect consumed a , deal +50% damage
On Hit Inflict 3 and increase Count by 3
On Hit Without Coin Destruction Trigger Burst 2 times. Reduce the target's Count by 2
How to respond
All 3 s are Unbreakable. It can be clashed regardless of ; assign a later-acting Sinner so other skills reduce ammunition first. Empty ammunition does not cancel the attack, but limits application.
Tanglecleaver [快刀亂麻]
- Displayed Power
- 8〜20
- Base Power
- 8
- Coin Power
- +12
- No. of Coins
- 1
- AttackLevel(Before averaging)
- 89Enemy Lv. +6
- Attack Weight
- 1
Prioritizes targets with
Can be clashed regardless of ; cannot be ed until this skill is used
On Use Consume all . Depending on the amount consumed:
- At 10+, +1 for every 10 (max 2)
- At 25, Final Power +1 for every 4 total and on the main target (max 5)
On Clash Lose Gain 4 Power Down
On Clash Lose Gain 1
On Clash Lose Deal 80% less damage; this skill's damage cannot targets. Halve inflicted Potency/Count and Potency/Count (excluding changes from other effects)
After Attack Reload (once per turn)
- If holding s, instead Reload while retaining remaining ammunition (once per turn)
After Attack End the turn
Ⅰ.
Consume all s
On Hit Inflict and and increase their Counts by the number of s consumed
On Hit Without Coin Destruction Amplitude Conversion into
On Hit Without Coin Destruction Trigger Burst 3 times. Reduce the target's Count by 3
How to respond
Winning applies Power Down and , reduces damage by 80%, and prevents from this skill. 1 remains Unbreakable. It ends the turn after attacking, so healing scheduled afterward will not resolve.
Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]
- Displayed Power
- 3〜21
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 6
- AttackLevel(Before averaging)
- UnknownValue unknown
- Attack Weight
- 3
Prioritizes targets with
Can be clashed regardless of ; cannot be ed until this skill is used
On Use Consume all . Depending on the amount consumed:
- At 10+, +1 for every 10 (max 4)
- At 25+, Final Power +1 for every 4 total and on the main target (max 6)
- At 50, Power +1 and damage +50%
On Clash Lose Gain 2 Power Down
On Clash Lose Gain 6
On Clash Lose Deal 80% less damage; this skill's damage cannot targets. Halve inflicted Potency/Count and Potency/Count (excluding changes from other effects)
After Attack Reload (once per turn)
- If holding s, instead Reload while retaining remaining ammunition (once per turn)
After Attack End the turn
Ⅰ.
Consume 1
On Hit Inflict 6
Ⅱ.
Consume 1
On Hit Count +6
Ⅲ.
Consume 1
On Hit Inflict 6
Ⅳ.
Consume 1
On Hit Count +6
Ⅴ
Consume 1
On Hit Without Coin Destruction Amplitude Conversion into
Ⅵ
Consume 1
On Hit Without Coin Destruction Trigger Burst 5 times. Reduce the target's Count by 5
How to respond
All 6 s are Unbreakable; base 3 rises to 7. Winning reduces damage by 80% and prevents from that skill. Heal everyone beforehand and equip defense skills on those not clashing. is unconfirmed.
Reloading Tiantui Star's Blade
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel(Before averaging)
- 84Enemy Lv. +1
- Attack Weight
- 1
Clashable Counter
On Clash Lose -1
Turn End Reload (once per turn)
- If holding s, instead Reload while retaining remaining ammunition (once per turn)
ⅠOn Hit Inflict 2
ⅡConsume 1
On Hit Inflict 3
On Hit Count +3
How to respond
Its listed type is Slash, but it is presented as a able based on its effects. Winning reduces ammunition by 1; resolve it before Blasting Shatterslash. A footnote places Reload at Turn End, but reported bugs make its behavior uncertain.
Soldato of the Thumb (supply unit)
Savage Tigermark Support
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel(Before averaging)
- 55Enemy Lv. +0
- Attack Weight
- 1
Turn End If alive, grant Lei Heng 6 s
Turn End Withdraw from combat
How to respond
A supply unit appearing for 1 turn. Killing it prevents resupply, but the boss keeps attacking. Do not sacrifice essential clashes or boss damage to kill it.
PASSIVESPassives
Lei Heng
Panic Recovery
Condition: ending
If ked at Turn End, reset SP to 0.
When ends, at the next Turn Start recover SP equal to the percentage of HP lost (max 30).
Impact on the fight
Recovers SP next turn based on lost HP. Do not assume can keep the boss disabled indefinitely.
Fixed Panic
Condition: type changes
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Handle ammunition and with defense and healing rather than replacing its type.
The Thumb's Officer, Capo IIII
Condition: Status damage / clashes / empty ammunition
Take 30% less damage from , , , , and .
When tossing a that consumes s without ammunition, do not cancel the attack; that 's on-hit and Count effects do not activate instead.
During a clash, increase the target's Count by (1 + clash exchanges ÷ 3).
(Max 3; applies at most 3 times per target per turn.)
Impact on the fight
Empty ammunition does not cancel attacks. Distinguish reduced application from the hits that still remain.
Ten Blades of the East
Condition: Encounter start / pattern changes
At encounter start and at Turn Start when patterns change:
- Gain 1 Slash Power Up.
- Heal 5 SP for every 10% HP lost (max 40).
Impact on the fight
The enemy recovers SP based on lost HP. Do not judge the next clash only from its low SP before transition.
Chosen Prey
Condition: Sinner who dealt the most damage last turn
At Turn Start, inflict 1 on the target that dealt the most damage to self last turn.
After Lei Heng attacks a target with :
- If ed, all enemies lose 10 SP and gain 1 Power Down this turn and next turn (once per turn).
- If killed, activate the above effect once more.
Impact on the fight
A main damage dealer becomes next turn's . Account for reduced Power and use a strong skill or defend.
Tiantui Star's Blade [天退星刀]
Condition: One-sided attacks / hits consuming ammunition
On Hit with a one-sided attack, deal +30% damage and inflict 1 next turn.
s that consume s and hit deal +20% damage and inflict 2 next turn.
These effects do not apply if the target has equipped a defense skill.
Impact on the fight
Some additional effects do not apply against targets with defense skills equipped. Prepare defense skills for Sinners not clashing against finishers too.
Tiantui Star's Blade - Overheat
Condition: After using a powerful attack
After using a powerful attack (Tanglecleaver or Savage Tigerslayer's Perfected Flurry of Blades), gain next turn equal to the number of powerful attacks used in this encounter (max 5).
Impact on the fight
Next turn, the enemy gains and Power Down. Prepare healing first, then concentrate damage during the opening.
Chachihu [揷翅虎]
Condition: at Combat Start
At Combat Start, based on own :
- Heal that much SP; double this recovery if below 0 SP.
- Gain ( ÷ 3) Slash (max 5).
At Combat Start with 3+ , these effects do not activate; instead gain equal to own (max 9).
Impact on the fight
At 3+ , SP recovery and Slash buffs stop and become . Use from the previous turn when available.
Tigermark Round Reload
Condition: 90% HP or lower / end of turn 2
At Turn End at 90% HP or lower, or at the end of turn 2, load s and change patterns next turn.
- If ed, recover from .
Impact on the fight
Subsequent skills consume ammunition. Progress depends on elapsed turns as well as HP.
Lei Heng [雷橫]
Condition: 80% HP or lower / end of turn 4
At Turn End at 80% HP or lower, or at the end of turn 4, change patterns next turn.
Use the powerful attack Tanglecleaver, repeating every 3 turns. On its turns, minimum and maximum +10.
- At that Turn Start, gain 25 .
- If ed, recover from .
Impact on the fight
Tanglecleaver comes next. Despite increased , it can be clashed regardless of ; choose a strong handler.
Tiantui Star [天退星]
Condition: 60% HP or lower / before the second powerful attack
At Turn End at 60% HP or lower, or if next turn would be the second use of Tanglecleaver in this encounter, change patterns next turn.
- At that Turn Start, gain 1 .
- At that Turn Start, gain 18 s and load them immediately.
- After consuming all s, replace this effect with s and summon 2 Rigid Soldati of the Thumb next turn to resupply s.
- If ed, recover from .
Impact on the fight
18 s and Power bonuses increase damage. Prioritize ammunition order and healing.
Lei Heng, The Pinky's Tiantui Star
Condition: 40% HP or lower / powerful-attack cycle
At Turn End at 40% HP or lower, or if next turn would be the third use of Tanglecleaver in this encounter, change patterns next turn.
Replace Tanglecleaver with Savage Tigerslayer's Perfected Flurry of Blades. On its turns, minimum and maximum +15.
- Replace with .
- Replace with .
- If ed, recover from .
Impact on the fight
The finisher becomes 6 s, and regular skills strengthen too. Prepare HP and strong clashes before the threshold.
Soldato of the Thumb (supply unit)
Savage Tigermark Support
Condition: Supply unit appearing / surviving / dying
At Turn Start, gain 5 .
At Turn End, supply Lei Heng with s.
On Death, cannot resupply Lei Heng; he gains 1 and 1 Power Down next turn.
Impact on the fight
Killing it stops resupply and weakens the boss; otherwise, prioritize boss damage. Do not overcommit to a unit that withdraws after 1 turn.