English translation in progress. Untranslated passages remain in Japanese.

The Pinky Nursefather - ??? (9-48)

CHAPTER 09 / BOSS GUIDE

The Pinky Nursefather - ??? (9-48)

9-48 · Tangled TimeStory guide

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
  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. Prioritize Ryōshū's Slash resistance, HP, and ability to keep winning clashes.
  2. Beat Dismay first; also target Resentment and Futility to apply their debuffs.
  3. 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

The Pinky Nursefather - ??? appearance
HP
1918
Level
77
Speed
3〜5
Defense Lv. (adjusted)
62
Stagger Thresholds
20%(383)

Physical resistances

SlashSlash
×1.2
PiercePierce
×1.0
BluntBlunt
×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 - ???

01

Twinslash [二連]

EnvySlashSlash
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.

PASSIVESPassives

The Pinky Nursefather - ???

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

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

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