
CHAPTER 09 / BOSS GUIDE
The Pinky Nursefather - ??? (9-48)
The second half becomes a solo duel with Ryōshū. Beat Dismay first to weaken enemy attacks, and also target Resentment and Futility. All enemy s become Unbreakable, so prepare to survive hits even after clash wins.
- HP
- 1918
- Level
- 77
- Speed
- 3〜5
- Defense Lv. (adjusted)
- 62
- Deployment limit
- 3 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Prioritize Ryōshū's Slash resistance, HP, and ability to keep winning clashes.
- Beat Dismay first; also target Resentment and Futility to apply their debuffs.
- Survive with the second half's fully s and its three-turn HP floor in mind.
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
- Meursault and Outis disappear
- The second half begins when the enemy reaches 0 HP or at least one Sinner other than Ryōshū dies. The other Sinners dying during the transition is part of the battle; from then on, fight with Ryōshū's skills alone.
- Ryōshū loses HP even after clash wins
- In the second half, every enemy is Unbreakable. Use Dismay's , Resentment's reduction, and Futility's SP reduction, alongside Slash resistance and defense, to limit remaining damage.
- The enemy stays at a sliver of HP
- The second half has a 210 HP floor through the end of its third turn. Survive without spending every skill, then lower the remaining HP. Reaching 122 HP or less triggers the final event.
Before deployment
Choose a Ryōshū Identity that can survive alone
- Recommended Lv. 60 with the required Ryōshū, Meursault, and Outis. Only Ryōshū remains in the second half, so prioritize her levels and Slash resistance.
- Effects that increase her damage taken are costly in a solo duel. Compare HP, resistances, and regular-skill clash strength as well as damage output.
- Wrath, Gloom, and Slash work well against the enemy. Prioritize clashes against debuffing skills over piling on unopposed attacks against weaknesses.
First half · Three Sinners
Protect Ryōshū's HP through the transition
- Ryōshū's lowers the Nursefather's SP by 5 on clash wins. Assign winning clashes to her and generate resources too.
- Only the target with the corresponding Dawn's First Crow, The Sun's Descent, or Eventide Glow can clash with “”. Use the marked Sinner's skill rather than trying to take over with someone faster.
- The event triggers at 0 enemy HP or when at least one Sinner other than Ryōshū dies. Do not spend all resources keeping Meursault and Outis alive; save Ryōshū's skills for the second half.
Second half · Ryōshū alone
Handle Dismay first to weaken the remaining attacks
- Ryōshū's grants three extra skill slots and +50% damage against the Nursefather. The enemy gains the same-named , but its effects differ: all s become Unbreakable and Final Power increases by 4.
- Beat Dismay first to apply 3 and −5 SP. Targeting Resentment's slot lowers by 10; targeting Futility's lowers SP by 5.
- Apply debuffs before handling the remaining regular skills and Swift Glimmer. Unbreakable attacks remain after clash wins, so check HP and Slash resistance.
Second half · Four-turn cycle
Watch for dangerous skills and save strong options
- Cycle turn 1 uses Dismay, Resentment, Phantom Step, and Tripleslash; turn 2 uses Dismay, Futility, Twinslash, and Swift Glimmer. Winning against Swift Glimmer reduces its Atk Weight.
- Cycle turn 3 uses Dismay, Futility, Phantom Step, and Twinslash - Echoshear; turn 4 uses Dismay, “”, Tripleslash, and Inevitable Termination. The cycle then repeats.
- Winning against Phantom Step halves Bladetrail. Inevitable Termination reuses on a kill or , so save a strong clash for cycle turn 4.
- The second half has a 210 HP floor through the end of its third turn. Do not rush to spend all your damage; once the floor is lifted, lower HP to 122 or less to finish.
NOTESUnique effects and cautions
Easy-to-miss details
- Do not assume Ryōshū retains first-half prevention from in the second half.
- Resentment and Futility apply debuffs at Combat Start if an attack targets their slot. This timing differs from Dismay's Lose effect.
- The second half's +4 Final Power and fully s are not permanently included in the table's base values.
- Ryōshū's generates resources at most twice per turn, rather than without limit in every slot.
Ryōshū's first-half effect. Deals and takes 20% more damage against the Nursefather; clash wins lower his SP by 5. Prevents , removes , and grants 1 next turn. Using skills generates resources.
Use it for first-half clashes and resource generation. It changes to in the second half.
The Nursefather's second-half effect: all s become Unbreakable and Final Power +4. Ryōshū's same-named effect instead grants three extra slots, +50% damage against the Nursefather, and resource generation.
Check who has the effect. Ryōshū does not receive the same Power buff.
Base Offense and s −15.
Distinguish base and adjusted levels, and use actual clash predictions to assign skills.
Maximum 10. On hit, deal additional Slash damage equal to final damage ÷ 10 once per stack. At 2 or more, also inflict ; at 3, ; at 4, next turn; at 5, Poison.
A clash win does not guarantee no damage. Prioritize debuffs and resistance to limit remaining hits.
Maximum 20. Damage dealt and taken −2% per stack. Gained while SP is 0 or higher.
Enemy damage falls, but your attacks become less effective too.
Maximum 20. Damage dealt and taken +2% per stack. Gained while SP is below 0.
Watch for additional damage and remaining hits even after lowering enemy SP.
A mark added by enemy skills. Deathedge and Uttermost Rend Space - String Severance consume it to deal max-HP-based damage according to the amount consumed.
Halve it through a clash win against Phantom Step, and avoid remaining at low HP.
The total on the field.
Use clashes that reduce Bladetrail.
The Nursefather's special buff, starting at stage 3.
Buffs apply beyond regular base values, so prioritize current predictions.
Marks allowing a clash with the corresponding “” slot.
Assign the marked Sinner to the matching designated skill.
Marks allowing a clash with the corresponding “” slot.
Assign the marked Sinner to the matching designated skill.
Marks allowing a clash with the corresponding “” slot.
Assign the marked Sinner to the matching designated skill.
PARTYRecommended teams and preparation
What to prepare first
- Recommended Lv. 60. Prioritize Ryōshū's levels, Slash resistance, and strong clashes.
- Prepare enemy-debuffing skills for the other two Sinners in the first half, but do not make second-half survival depend on another Sinner's healing.
Ryōshū's survival and sustained clashes
Ryōshū alone takes the Unbreakable damage in the second half.
Respond to first-half marks
Stop “” with the designated Sinner.
Second-half debuff sequence
Use Dismay, Resentment, and Futility to survive the remaining attacks.
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 9-48. Deployment limit: 3 Sinners. Ryōshū, Meursault, and Outis are required; each starts with two skill slots. Tiansha Star's Bladewound lowers the enemy's base Offense and s by 15. Tables list base Lv. 77 and 77, with adjusted levels shown separately. In the second half, HP cannot fall below 210 until the end of its third turn; afterward, reaching 122 HP or less ends the battle.
The Pinky Nursefather - ???Part: Body

- HP
- 1918
- Level
- 77
- Speed
- 3〜5
- Defense Lv. (adjusted)
- 62
- Stagger Thresholds
- 20%(383)
Physical resistances
Slash
- ×1.2
Pierce
- ×1.0
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.2
- Lust
- ×1.0
- Sloth
- ×0.8
- Gluttony
- ×0.8
- Gloom
- ×1.2
- Pride
- ×0.8
- Envy
- ×1.0
- Starts with Tiansha Star's Bladewound, 3 , and 4 .
- Once, when damage would reduce HP to 0, fully heal and remove all removable negative effects.
- In the second half, makes all s Unbreakable and grants +4 Final Power. Its effects differ from Ryōshū's same-named status.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Tables show s before is gained. In the second half, the enemy's makes all s Unbreakable and grants +4 Final Power. Phantom Step has inconsistent Power ranges and values, so its Power is marked unconfirmed.
The Pinky Nursefather - ???
Twinslash [二連]
- Displayed Power
- 7〜13
- Base Power
- 7
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 59Enemy Lv. -3−15
- Attack Weight
- 1
On Use Gain 2 Count
ⅠOn Hit Gain 1
ⅡOn Hit Gain 1
How to respond
Two Slash s. Weaken through Dismay first, and remember that all s become Unbreakable in the second half.
Tripleslash [三連]
- Displayed Power
- 7〜13
- Base Power
- 7
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel
- 59Enemy Lv. -3−15
- Attack Weight
- 1
On Use Gain 3 Count
ⅠOn Hit Gain 1
ⅡOn Hit Gain 1
ⅢOn Hit Gain 1
How to respond
Three Slash s. Use strong clashes after debuffing to stop gains from use and hits.
Swift Glimmer [快閃]
- Displayed Power
- 10〜16
- Base Power
- 10
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 63Enemy Lv. +1−15
- Attack Weight
- 3
On Unopposed Attack Gain 5
[ Lose] Atk Weight −2
Ⅰ.
Critical Damage +30%
On Hit Gain 2 .
On Hit Inflict 1
On Hit without Coin Destruction Inflict 1
How to respond
An Unbreakable skill whose Atk Weight falls by 2 on a clash win. Do not leave it unopposed, as that grants 5 .
Formless Cut [無形斬]
- Displayed Power
- 12〜13
- Base Power
- 12
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 63Enemy Lv. +1−15
- Attack Weight
- 4
Unfocused Volley
This skill can be clashed with regardless of . The user cannot be ed until the skill ends.
[ Lose] Deal 80% less damage; targets taking damage from this skill cannot be ed
Ⅰ.
Reuse this (up to 4 times)
On Hit Gain 1
On Hit Inflict 1
On Hit without Coin Destruction Inflict 1
How to respond
An Unfocused Volley with s. regardless of and win for 80% damage reduction and prevention.
Phantom Step [殘像步]
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 59Enemy Lv. -3−15
- Attack Weight
- 1
[ Lose] Halve the target's (rounded down)
How to respond
A clash win halves the clasher's Bladetrail. Power is unconfirmed, so check current predictions.
Deathedge [絶命]
- Displayed Power
- 9〜19
- Base Power
- 9
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 65Enemy Lv. +3−15
- Attack Weight
- 1
This skill prevents the target's Defense from activating
Targets the unit with the lowest current HP percentage
- Prioritizes Sinners other than Ryōshū
ⅠOn Hit Inflict 1 for every 1% HP the target has lost
ⅡOn Hit Consume all on the target; deal HP damage equal to (amount consumed)% of the target's max HP
How to respond
Prioritizes low-HP Sinners other than Ryōshū. Defense s cannot activate, so clash with an attack. Leads to max-HP-based damage from Bladetrail.
Uttermost Rend Space - String Severance [空間斬 - 絕緣]
- Displayed Power
- 14〜24
- Base Power
- 14
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 62Enemy Lv. +0−15
- Attack Weight
- 7
This skill can be clashed with regardless of . The user cannot be ed until the skill ends.
On Use If the user's SP is 20 or higher, generate 3 Mang. Final Power +10
After Attack If this skill generated Mang, lose 20 SP
[ Win] Gain 2 Slash
[ Lose] Deal 80% less damage; this skill's damage cannot its targets
Ⅰ.
Critical damage +100%
On Hit Consume all on the target; deal HP damage equal to (amount consumed)% of each damaged unit's max HP
How to respond
At 20 or more SP, Final Power +10. Win with a strong skill for 80% damage reduction, but also watch for max-HP-based damage from consuming Bladetrail.
Destinated Opponent
- Displayed Power
- 3〜4
- Base Power
- 3
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 64Enemy Lv. +2−15
- Attack Weight
- 1
Only a target with the corresponding Dawn's First Crow, The Sun's Descent, or Eventide Glow buff can clash with this skill
This skill prevents Defense s from activating
On Clash Lose Gain 1
[ Lose] Remove the target's Dawn's First Crow, The Sun's Descent, or Eventide Glow
On Unopposed Attack Final Power +10
How to respond
Only a Sinner with the corresponding Dawn's First Crow, The Sun's Descent, or Eventide Glow can clash. Use the designated Sinner's attack to win rather than relying on defense.
Twinslash - Echoshear [二連 - 殘]
- Displayed Power
- 8〜15
- Base Power
- 8
- Coin Power
- +7
- No. of Coins
- 1
- AttackLevel
- 60Enemy Lv. -2−15
- Attack Weight
- 1
[ Lose] Deal 80% less damage; this skill's damage cannot its targets
Ⅰ.
On Crit Heads Hit Reuse this (once per skill)
How to respond
Unbreakable; reuses once on a critical Heads hit. Win for 80% damage reduction and prevention of from this skill.
Inevitable Termination [必然殺]
- Displayed Power
- 14〜24
- Base Power
- 14
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 64Enemy Lv. +2−15
- Attack Weight
- 1
After Attack If the target died or was ed, reuse this skill (up to three times per turn)
How to respond
Reuses up to three times on a target's death or . Save a strong clash for cycle turn 4 to prevent a chain.
Resentment [怨望]
- Displayed Power
- 10〜14
- Base Power
- 10
- Coin Power
- +4
- No. of Coins
- 1
- AttackLevel
- 62Enemy Lv. +0−15
- Attack Weight
- 1
Combat Start If an Attack has this skill's slot as its main target, lose 10 Potency
How to respond
Target this slot with an attack to lower by 10 at Combat Start. Combine it with Dismay to reduce remaining damage.
Futility [非望]
- Displayed Power
- 10〜14
- Base Power
- 10
- Coin Power
- +4
- No. of Coins
- 1
- AttackLevel
- 62Enemy Lv. +0−15
- Attack Weight
- 1
Combat Start If an Attack has this skill's slot as its main target, lose 5 SP
How to respond
Target this slot with an attack to lower SP by 5 at Combat Start. Meet the debuff condition before handling the remaining skills.
Dismay [落望]
- Displayed Power
- 3〜4
- Base Power
- 3
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 62Enemy Lv. +0−15
- Attack Weight
- 1
[ Lose] Lose 5 SP
[ Lose] Gain 3
ⅠOn Hit Gain 1
How to respond
Win early to lower enemy SP by 5 and apply 3 . Make this the highest-priority clash in the second half.
I resent you so. But...
- Displayed Power
- 11〜17
- Base Power
- 11
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 59Enemy Lv. -3−15
- Attack Weight
- 1
[ Lose] Gain 2
ⅠOn Hit Gain 1
How to respond
Winning gives the enemy 2 . Handle Dismay first and save strong skills for Inevitable Termination on the same turn.
PASSIVESPassives
The Pinky Nursefather - ???
Tiansha Star's Bladewound [天殺星傷]
Condition: Stage Start
At Stage Start, gain Tiansha Star's Bladewound and 4
Impact on the fight
Offense and s fall by 15 from their base values. Check the adjusted display too.
The Final Battle
Condition: Damage that would reduce HP to 0; once
When damage would reduce HP to 0, negate that damage and apply the following (once per encounter):
- Fully heal and remove all removable negative effects.
- Gain 1 for the encounter and fix at 1.
- At every Turn End, take fixed damage equal to (current turn number × 10).
- End the turn and enhance the pattern from then on.
“You forgot, and I was left to remember everything.”
Impact on the fight
The pattern strengthens after the full heal. The first reduction to 0 HP does not finish the battle; preserve Ryōshū's HP.
From Dawn till Dusk
Condition: SP at Turn Start
At Turn Start, if SP is 0 or higher, gain 1 , plus 1 per 2 SP above 0.
At Turn Start, if SP is below 0, gain 1 , plus 1 per 2 SP below 0.
Past, present, and future overlap until their distinctions lose meaning. Childhood and every later moment are summoned into one place.
Impact on the fight
Positive and negative SP change damage dealt and taken. Do not judge incoming damage solely by clash favorability.
Spacetime Afterimage Collapse
Condition: SP difference; 100 cumulative damage taken
At Turn End, gain 1 per 5 difference from SP at Turn Start (max 5 gained per turn).
Lose 1 per 100 cumulative damage taken, including Shield damage.
“As each layer of afterimages falls away, loss and liberation wash over me together.”
Impact on the fight
Higher Afterimage stacks mean more additional damage. Use clashes and focused damage to limit the increase.
Afterimage of the Future
Condition: Use of “”
Uses “” at specific turn intervals.
Only the designated attack target can clash with the skill.
When “” loses a clash, take 36–60 fixed damage.
At Combat End, if every “” used this turn lost its clash, gain 1 next turn.
Impact on the fight
Win with the marked Sinner to deal fixed damage and gain next-turn on the enemy.
Panic Recovery
Condition: Turn End while ked
At Turn End, if ked, set SP to 30
Impact on the fight
SP returns to 30. Repeated SP reduction alone does not guarantee safety.
Fixed Panic
Condition: Replacing 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 depend on changing the enemy to another Type.
Lacerating Afterimages from Myriad Moments
Condition: Critical hits; above 20
At the end of an Attack , deal Slash damage to each target equal to (number of Slash s that critically hit × 10). This damage cannot .
At the end of an Attack , consume all above 20 and inflict on the target equal to the amount consumed.
Impact on the fight
Watch for post-attack damage and Bladetrail; win against Phantom Step to reduce it.