English translation in progress. Untranslated passages remain in Japanese.

One-leg (Canto X A)

CHAPTER 10 / BOSS GUIDE

One-leg (Canto X A)

10-04 · Sisyphus Department Store A, 4F: Shoes Floor, Second BattleStory guide

Follows Four-legs immediately. At 100 Overcoat, awakens and makes all basic attack s Unbreakable. Winning against the major skills reduces damage by 75%, so save HP and strong skills for their clasher.

HP
849
Level
25
Speed
1~3
Defense Lv.
27
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. Expect awakening at 100 Overcoat and damage HP before the buffs arrive.
  2. Win against “” skills for 75% damage reduction and prevention.
  3. Route A ends at 196 HP. Focus the required remaining damage rather than waiting for another major attack.

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

Even regular attacks have become Unbreakable
At 100 Overcoat, it changes to next turn, making every basic attack Unbreakable. Heal for hits remaining after clash wins and check current status as well as normal-state icons.
“” still attacks after a clash win
Every “” is Unbreakable. Winning does not stop it; it reduces damage by 75% and prevents from the skill. Win the clash to reduce incoming damage.
The Shield disappears and the skill name changes
Awakening switches from the Overcoat Shield to offensive buffs, changing “” into the four- Couture Multiple. Use the Shield-free opening to attack, while saving strong clashes for major skills.

After defeating Four-legs

Check carried-over resources and damage HP early

  • The second consecutive battle after Four-legs. Losing here restarts from the first battle. Meursault, Don Quixote, and Hong Lu remain required.
  • Aim for Customer Lv. 25 and check remaining HP, SP, and resources. Starts with 1 Potency / 0 Count and 30 Overcoat.
  • Physical resistances: Slash ×0.8, Pierce ×1, Blunt ×1. Sin resistances include Sloth ×1.5, Lust ×1.25, and Envy ×0.75. Avoid relying only on Slash and Envy; use effective damage.

While Overcoat remains

Break the Shield and attack before awakening

  • More Overcoat means more Shield and defense. Gaining or consuming Count, and taking hits while Shielded, also add stacks.
  • Ending a turn with a Shield remaining further increases Overcoat, Count, and . Concentrate enough damage to break through.
  • “” can be clashed with regardless of . Overcoat and Count raise its Power, so assign a strong clasher.

The turn after reaching 100 Overcoat

Recover for fully Unbreakable basic attacks

  • Changes to , making regular skills Unbreakable too. Prepare HP recovery and Blunt resistance for damage remaining after clash wins.
  • Awakening stacks also increase SP recovery and Offense/s. Check current clash predictions rather than normal-state maximum Power.
  • The absence of the Overcoat Shield is also an opening. Do not wait only with defense; damage HP while saving strong clashes for dangerous skills.

“Single Kick” skills

Use high Clash Power and lower remaining HP to 196

  • “” has three s and Couture Multiple four; both are fully Unbreakable with 1 Atk Weight. Do not treat them as area attacks.
  • Both deal 75% less damage on a clash loss and cannot targets through their damage or effects. Win with a strong or similar skill and maintain the clasher's HP.
  • Beyond base maximums of 16 and 21, raise Power and other values. Awakening switches to the enhanced version; do not assign weak regular skills.
  • Route A ends at 196 HP. Focus the damage needed to reach that threshold instead of waiting to deplete all HP to 0.

NOTESUnique effects and cautions

Easy-to-miss details

  • Losing restarts from Four-legs. Treat resource consumption across both battles.
  • A major attack still resolves after a clash win, but winning gives 75% damage reduction and prevention. Do not leave it unopposed because winning seems unimportant.
  • During , even regular skills are Unbreakable. Check current status alongside base icons.
  • The 196 HP ending applies to Route A. Do not reuse it for Route B.

The dungeon level raised by spending eyeballs in department-store shops. Determines Identity levels inside the dungeon.

If clashes are too weak, check unvisited shops and vending machines instead of farming outside EXP.

A special affected by effects that change . The usual Count cap is 20; lose 1 Count at Turn End. Enemy passives increase Potency and other effects through cumulative Count consumption.

Check separately. Spending Count may still advance buffs based on cumulative consumption.

At −20 SP or lower, maximum −1 and +1; at −45 or lower, maximum −5 and +3. wins and losses also change SP.

Lowering enemy SP is useful, but reduced does not finish the fight. Check remaining HP and Shields.

Maximum 100; Route A starts at 30. Increases through Count gains or consumption and hits while Shielded, among other effects. Gain 10 at Turn End if a Shield remains. At 100, changes to next turn.

Check how close awakening is. Break the Shield and damage HP before the buffs arrive.

Makes every basic attack Unbreakable, with SP recovery and Offense/ buffs according to stacks. “” becomes Couture Multiple. From the turn after conversion, lose 10 at Turn End; return to Overcoat at 0.

Prepare for hits after clash wins, prioritizing strong major-skill clashes and HP recovery.

PARTYRecommended teams and preparation

What to prepare first

  • Meursault, Don Quixote, and Hong Lu are required. Bring your main attackers and HP recovery, using carried-over SP and resources.
  • Aim for Customer Lv. 25 through shopping. You do not need to raise outside Identity levels. An official RENTAL Identity is available for Meursault too.
  • Check Blunt resistance and for strong clashes. is not raised, so choose according to required effects and resource costs.

Pierce, Blunt, Sloth, and Lust damage

Avoid Slash and Envy resistance while depleting Shields and HP.

High-Power clashes against major skills

Gain 75% damage reduction and prevention against Unbreakable attacks.

Heal the major-skill clasher

Survive Unbreakable attacks that remain after clash wins.

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 A: Lv. 25 and 849 HP; battle ends at 196 HP. 27 excludes additional Overcoat modifiers. Separate from Route B's Lv. 50 version starting at 45 Overcoat. Covers normal Route A “Nail” progression. In this dungeon, replaces outside Identity levels. below III is raised to III, but is unchanged. Form a team of up to 12 including each floor's three required Sinners. SP and resources carry over after battles. The 4F required Sinners are Meursault, Don Quixote, and Hong Lu.

One-legPart: Body

One-leg appearance
HP
849
Level
25
Speed
1~3
Defense Lv.
27
Stagger Thresholds
40%(339)

Physical resistances

SlashSlash
×0.8
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.25
Sloth
×1.5
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×0.75
  • On entry, gain 1 Potency and 0 Count. The battle ends at 196 HP.
  • Normal Route A progression, separate from Route B's enhanced version.

SKILLSSkills and how to respond

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

makes all basic attack s Unbreakable. Icons show only permanently s; extra conversion from awakening is explained in effects and mechanics. “” skills have 1 Atk Weight.

One-leg

01

Revolting Thing!

GloomBluntBlunt
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
26Enemy Lv. +1
Attack Weight
1

On Use With at least 50 , gain 1

On Use With :

- Damage +( Potency × 8)% (max 40%)

- Consume 4

On Use At 12 or more Count, consume 2 for +1 Power

On Use With fewer than 10 Count, gain 2 Count

ⅠOn Hit Inflict 2

On Hit Gain 1 Count

ⅡOn Hit Inflict 1 and increase Count by 1

On Hit Gain 1 Count

How to respond

At 12 or more Count, Power +1. Awakening makes this regular skill Unbreakable too, so maintain HP.

PASSIVESPassives

One-leg

Enemy passives

Le Noir: Gabardine Fabric

Condition: Stage Start and Turn Start

At Stage Start, gain 30 .

At Turn Start:

- Gain a Shield equal to ( ÷ 5)% of max HP, unless ed.

Le Noir's flagship fabric, pursuing formality and durability.

Impact on the fight

Route A starts at 30 Overcoat. While not ed, gains a Shield according to its stacks.

Enemy passives

Preservation

Condition: Every 10 Count cumulatively consumed

Gain 1 per 10 Count cumulatively consumed during battle.

At 3 or more Potency, maximum Count +5.

Condense, gather power, and hold it in place. Keeping something unchanged can require more force than changing it.

Impact on the fight

Cumulative consumption raises Potency. Recheck buffs even immediately after a major attack.

Enemy passives

Feedback

Condition: During awakening; on Burst

At Turn Start with , “” becomes “”.

Bursts raise by 20% more.

- At 12 or more Count, instead consume 1 Count on Burst for 40% more Threshold advancement (applied per target).

If the target has no Threshold when Burst triggers, deal fixed damage equal to on self (max 20).

Le Noir believes strong tremors can shake an opponent until their worth collapses. The more violently a target trembles, the more it changes from moment to moment. Le Noir's combat techniques are built on that belief.

Impact on the fight

Account for the enhanced “” and increased Threshold advancement from Burst.

Enemy passives

Paradox of the Conservation-Conversion Paradox

Condition: Taking hits while Shielded; Turn End

When hit by a Sinner while Shielded:

- Inflict 1 on that Sinner (once per skill).

Gain 1 Count (once per skill, up to three times per turn).

- At 3/5 Potency, gain 2/3 Count instead.

If a Shield remains at Turn End, gain 1 Count and 2 next turn per Potency (max 3 Count and 6 ).

The harder one tries not to change, the closer one's existence moves toward change. Everything that exists is always heading somewhere; movement inevitably brings change.

Impact on the fight

Leaving the Shield up adds Count and defense. Concentrate enough damage to break it rather than repeating small attacks.

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

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