English translation in progress. Untranslated passages remain in Japanese.

L'Inamovible (Canto X A)

CHAPTER 10 / BOSS GUIDE

L'Inamovible (Canto X A)

10-04 · Sisyphus Department Store A, 3F: Le Rouge BoutiqueStory guide

A Blunt-heavy fight alternating between the normal pattern and . Its 500 Shield need not be broken immediately; waiting with defense is an option. In the normal pattern, recognize the skill reduced when unopposed and prepare for Unbreakable attacks below half HP.

HP
1740
Level
43
Speed
2~4
Defense Lv.
48
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. In the , everyone can wait with defense. Do not force repeated attacks into the 500 Shield.
  2. “” deals 80% less damage when unopposed. ing changes the damage taken.
  3. Below 50% HP, “” becomes Unbreakable. Assign a Sinner who can take Lust and Blunt damage.

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

HP cannot be damaged in the
The prevents HP damage and grants a 500 Shield. You can attack to deplete it, or generally wait two turns with everyone defending. Avoid unnecessary attacks that add s and .
The single-target skill deals heavy damage and heals the enemy even after clash wins
“” deals 80% less damage when unopposed; hits after a clash loss heal the enemy for the damage dealt. One option is to take the reduced unopposed attack with a Blunt/Gluttony-resistant Sinner and save strong clashes for other dangerous skills.
Sinners suddenly die after the enemy falls below half HP
If below 50% HP at Combat Start, “” makes both s Unbreakable. can add up to 110% damage. Check Lust/Blunt resistance and healing rather than trusting the listed maximum of 13.
A finishing attack instead heals the enemy and ends the turn
In the normal pattern, the first damage that would lower HP below 10 is negated, heals 30% max HP, and enters the . This happens once per encounter; resolve the room, then deplete HP again.

Before the 3F battle

Check Customer Lv. 45 and Blunt resistance

  • Shop toward Customer Lv. 45 and Ruby. Missing both L'Inamovible's and the B2F Needlekin's limited-time shops leaves the level at 44, so check shopping opportunities as you progress.
  • Meursault, Sinclair, and Outis are required. Fill remaining slots with strong clashes, Blunt resistance, and HP recovery. Lust and Sloth are effective for offense.
  • Meursault's adds two resources of his skill's affinity on use, twice per turn. With another ally alive at Turn Start, he cannot die from damage that turn. Use him for resources and taking hits.

Normal pattern · One- and two-turn cycles

Clash with dangerous skills and distinguish the skill reduced when unopposed

  • Normally takes seven actions. “” and “” join every two turns. Negative s favor high Power at lower SP; lowering enemy SP is not a debuff by itself.
  • with regular attacks and strong Lust skills. In particular, “” gains +2 Final Power when consuming 5 Count on use.
  • Each turn's “” deals 80% less damage when left unopposed. Choose a Blunt/Gluttony-resistant target and use clashes elsewhere. Account for additional damage and avoid assigning a low-HP Sinner.
  • All physical resistances are ×0.9, but Lust and Sloth are ×1.5. Gloom is ×0.5; do not rely only on Gloom damage.

Two-turn cycle; below 50% HP

Check area targets and the Lust skill's Unbreakable conversion

  • “” has 7 Atk Weight and one . Damage falls by 10% per target with defense equipped, so switch to defense when HP is strained.
  • For each target with an Attack equipped, the enemy gains 1 next turn. If attacking, still ensure a winning area clash and healing afterward, then use that defense reduction.
  • “” makes both s Unbreakable if below 50% body HP at Combat Start. Damage rises by 10% per Potency (max 50%) and 3% per Count (max 60%), making later hits heavier.
  • with a Lust/Blunt-resistant Sinner and maintain HP for remaining attacks. Destroyed s lower Base Power, but a win does not guarantee no damage.

20 New Releases; first HP floor

Wait with defense or deplete the Shield in the Changing Room

  • In the normal pattern, hits add ; at 20 at Turn End, enter the next turn. Also, the first normal-pattern damage that would lower HP below 10 is negated, heals 30% max HP, immediately ends the turn, and enters the room.
  • Entering removes New Releases and grants 1 and 500 . HP damage is prevented and all seven slots become Unbreakable able s.
  • For a safer approach, have everyone defend and generally wait two turns. at 3 ends the pattern even without breaking . Avoid triggering s and prepare healing and skills for the next normal pattern.
  • To end it sooner, deplete the 500 Shield. Hits add , enabling extra reuses at 10 and 20. If attacking, win against each for 80% reduction and prepare for Unbreakable damage.

After leaving the Changing Room

Check exit buffs and deplete the normal pattern again

  • At 0 or 3 , lose 20 SP and end the turn. Return to the normal pattern next turn and gain 1 for the encounter. This happens whether you break the Shield or wait.
  • The HP-floor room transition happens once per encounter and also grants 2 for the encounter. After the first apparent finishing point, reassess clashes with buffs included.
  • The body's Threshold is 20% HP, or 348. Leaving the also clears , so do not assume it remains afterward.
  • Keep checking later Lust Unbreakable and area targets, healing between attacks to finish. The 20 New Releases transition is repeatable; use the same approach if the room returns.

NOTESUnique effects and cautions

Easy-to-miss details

  • There is no need to rush the 500 Shield. Waiting with defense avoids adding s and through attacks until the room ends.
  • The 80% reduction on “” applies when unopposed. Do not expect the same reduction when clashing.
  • The first normal-pattern damage taking HP below 10 is negated, heals 30% max HP, and immediately ends the turn. It is not limited to self-damage.
  • “” becomes Unbreakable only if enemy HP is below 50% at Combat Start. Check Lust/Blunt resistance for remaining s later in the battle.
  • Both breaking the Shield and waiting grant 1 on leaving the room. It is not an extra penalty exclusive to waiting.

Maximum 20. On Use, consume 1% of max HP and increase skill damage by a percentage corresponding to HP consumed. Normal-pattern hits add 1 stack; at 20 at Turn End, enter the next turn.

Do not rely solely on enemy self-damage; maintain strong clashes and healing. Prepare for the room at 20 stacks.

Maximum 3. Prevents HP damage while active. When attacked, gain 1 Count, 1 , and 1 next turn (up to 20 times per turn). At 3 or 0 , end the pattern.

Waiting with defense avoids forcing attacks into s. If attacking, prepare Shield damage and responses together.

At Turn Start, gain a Shield equal to its value; losing Shield also lowers the value. Gain 500 on entering the .

Shield damage also reduces . Decide whether to reach 0 sooner or wait for 3 .

Maximum 20. Gained when hit during the pattern. At 10, the reuses a once; at 20, reuses it once more after a reuse hit (each condition once per skill).

More attacks can mean more s. Do not add unnecessary attacks when waiting with defense.

A special with a Count cap of 20, affected by effects changing . Lose 1 Count at Turn End. Gain 10 Count on first entry and 1 Potency per 10 Count cumulatively consumed.

strengthen attacks separately. On-use gains remain after clash wins, so check both values.

At −20 SP or lower, −3 and +1; at −45 or lower, −5 and +2.

All skills use negative s, so lower SP favors high Power. Use reduced defense to attack, but also check opposing Power.

Meursault gains two extra resources of the skill's affinity on use (twice per turn). If another ally lives at Turn Start, cannot die from damage that turn. Cannot retreat.

Use it for resources and protect other allies even when using him to take hits.

Raised by department-store shopping with eyeballs; determines dungeon Identity levels.

Aim for Customer Lv. 45 and Ruby. Use limited-time shops while available.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Customer Lv. 45 and Ruby. If you missed L'Inamovible's and the B2F Needlekin's limited-time shops, check your current .
  • Meursault, Sinclair, and Outis are required. Every skill is Blunt, so prioritize Blunt resistance; also check sin resistance for later Lust and single-target Gluttony skills, including changes after use.
  • Bring high-Power clashes, HP recovery, and Lust/Sloth attacks. Even when defending through the room, save strong skills and resources for afterward.

Lust and Sloth damage

The body's weak sin affinities. All physical resistances are ×0.9, so consider sin affinity alongside clash performance.

Taking Blunt, Lust, and Gluttony hits

Handles later Lust Unbreakable attacks and the Gluttony skill reduced when unopposed.

High-Power clashes and HP recovery

Beat high-Power negative s and heal remaining Unbreakable damage. Prepare for s too if attacking the room.

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. Covers the Canto X Route A 3F version: Lv. 43, 1,740 HP, base 48. Meursault, Sinclair, and Outis are required in a team of up to 12. determines dungeon Identity levels; below III is raised to III. is unchanged. Base values exclude SP-based Offense/ changes and skill-based reductions.

L'InamoviblePart: Body

L'Inamovible appearance
HP
1740
Level
43
Speed
2~4
Defense Lv.
48
Stagger Thresholds
20%(348)

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×0.75
Lust
×1.5
Sloth
×1.5
Gluttony
×1.0
Gloom
×0.5
Pride
×1.0
Envy
×1.0
  • In the normal pattern, the first damage that would take HP below 10 is negated, heals 30% max HP, and enters the .
  • In the , prevents HP damage and gains a 500 Shield.
  • Base values exclude SP-based Offense and changes.

SKILLSSkills and how to respond

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

All s are negative. Base Power shows the higher value before subtraction; listed ranges exclude , New Releases, and on-use Final Power buffs. “” becomes Unbreakable conditionally below 50% HP, so its icons do not show permanent conversion. The skill is displayed as a able .

L'Inamovible

01

I hear it... I can hear it!

EnvyBluntBlunt
Displayed Power
0〜8
Base Power
8
Coin Power
-4
No. of Coins
2
AttackLevel
45Enemy Lv. +2
Attack Weight
1

On Use Gain 5 Count

ⅠOn Hit Gain 2 Count

ⅡOn Hit Gain 2 Count

On Hit Inflict 3

How to respond

Winning cannot prevent the 5 Count gained on use. to prevent extra on-hit gains and . Its two negative s favor high Power at low enemy SP.

PASSIVESPassives

L'Inamovible

Enemy passives

Boutique du Rouge: New Arrivals Lookbook

Condition: Normal pattern; 20 New Releases; first HP floor

pattern

Remove and ; gain .

When hit, gain 1 New Releases.

At Turn End with 20 New Releases, switch to the pattern next turn.

During this pattern, the first damage that would lower HP below 10 is negated: heal 30% max HP and end the turn, then change to the and gain 2 for the encounter (once per encounter).

Impact on the fight

At 20 New Releases, enter the room next turn. The first near-lethal normal-pattern hit also heals 30% HP and ends the turn, so the first HP depletion does not necessarily finish the battle.

Enemy passives

Into the Changing Room

Condition: Entering and leaving the pattern

pattern

Remove and gain 1 and 500 .

When hit, gain .

At 0 or 3 , lose 20 SP and end the turn. Return to the New Releases pattern next turn and gain 1 for the encounter. Clear if ed.

Impact on the fight

Deplete 500 or wait for 3 . Leaving lowers SP by 20 and grants 1 afterward. Waiting does not carry an exclusive extra penalty.

Enemy passives

Metabolic Action and Reaction

Condition: First entry; every 10 Count cumulatively consumed

On first entering battle, gain 10 Count.

Gain 1 per 10 Count cumulatively consumed during battle.

Impact on the fight

On-use gains build Count, and consumption adds Potency. wins alone do not stop every buff; prepare for increasing damage in a long fight.

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

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