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The Crimson God [Inchoate Life] (Canto X A)

CHAPTER 10 / BOSS GUIDE

The Crimson God [Inchoate Life] (Canto X A)

10-04 · Sisyphus Department Store A, 2F: Luxury Floor CradleStory guide

Reduce with defense and instead of repeatedly using basic attacks while ing. Destroy the Lifecord during Rampage, when its and Assist Defense are inactive, then attack the Body. Win low-HP-targeting Unbreakable area clashes with healthy Sinners to limit damage.

HP
Main body 4,494 / Body part 2,439
Level
50
Speed
2~4
Defense Lv.
52
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. At 3 or more , use defense or to reduce it and limit Count gains from basic attacks.
  2. Focus damage on the Lifecord during Rampage. If it remains, Rampage persists below half HP.
  3. Redirect low-HP-targeting major attacks to a healthy Sinner. Winning against the final major skill grants 95% damage reduction.

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

drains HP whenever an attack is selected
adds twice its stacks as Count on basic Attack use. At around 3 or more, switch to defense or to remove 3 stacks. Existing remains, so check HP and remaining too.
Attacks on the Lifecord are intercepted by the Body
Outside Rampage, makes the Body intercept unopposed attacks with an Assist Defense-only . The Lifecord also has 5 . This support does not activate during Rampage; concentrate Lifecord-breaking damage then.
Rampage continues after lowering the body below half HP
If main-body HP is below 50% at Turn End while the Lifecord remains, Rampage stops losing stacks until the Lifecord is destroyed. Parts can still be broken during Rampage; aim to destroy the Lifecord rather than it.
A major attack kills an injured Sinner
The Lifecord's Wrath and Gluttony skills prioritize low HP and gain Power or damage from lost HP and . Redirect clashes to a healthy Sinner with enough and heal in advance. adds further damage against targets slower than the enemy.
Repeated attacks cannot kill the Flesh at 1 HP
Flesh cannot fall below 1 HP while remains. Attacks remove 1 stack, up to twice per skill; Turn End removes another, and expiry kills it. Prioritize remaining stacks and the body rather than piling on large damage.

Before the 2F Cradle battle

Check Customer Lv. 45, required deployment, and healing

  • Shop toward Customer Lv. 45 and Ruby. The Lv. 50 enemy has a level advantage, but Ruby's +1 Power and +1 Final Power help. If limited-time shops were missed, check current Customer Rank and available strong skills.
  • Meursault, Faust, and Heathcliff are required. All attacks are Blunt; bring Blunt resistance and HP recovery, saving high-Power skills for the Lifecord's Wrath and Gluttony area attacks.
  • Meursault's grants two extra resources of his skill's affinity on use, twice per turn. Survival requires another ally at Turn Start. Replenish resources while protecting the other Sinners too.

Before choosing actions each turn

Check Baptism and Bleed; mix in defense and E.G.O

  • Check Sinners with high first. Basic attacks add twice its stacks as Count; at 3 or more, use defense or to remove 3 stacks.
  • At 5 Baptism, damage doubles but alone cannot kill. Being at 1 HP is still unsafe: an immediate enemy attack can kill, so check healing and incoming targets too.
  • The Lust skills “”, “”, and “” gain 80% damage reduction and Unbreakable conversion if their target or main target has no . Choosing a -free Sinner helps, but on-hit Baptism remains after clash wins.
  • Assign strong Wrath and Gluttony clashes to Sinners with little and lost HP. Injured targets more easily meet enemy bonus conditions.

Outside Rampage · Usually the first three turns

Win clashes while saving damage for Rampage

  • Beat the Body's regular skills to prevent Count gained on enemy clash wins. Sinner triggering during clashes also adds , so keep managing Baptism.
  • Outside Rampage, the Lifecord has 5 plus Body Assist Defense through 1 . Avoid adding too many unopposed Lifecord attacks and save strong skills for Rampage.
  • Beat “” for 80% reduction. Its on-use refill to 15 Count remains, usually bringing Rampage next turn.
  • and clash results can bring Count to 15 earlier. Do not assume Rampage always starts on Turn 4; check its state each turn and prepare to attack the Lifecord.

15 Pulsation Count · During Rampage

Destroy the Lifecord and build Sac of Suffering

  • At Turn Start without Rampage and with at least 15 Count, consume all Count to gain Rampage. No parts can be ed during it, but the Lifecord can be destroyed. Focus attacks there while and support are inactive.
  • The Lifecord has 2,023 HP and ×1.2 resistance to all physical types, Lust, Sloth, and Gluttony. Have healthy Sinners clash with dangerous skills and direct spare damage to the Lifecord.
  • During Rampage, hits add 1 and clash losses add 3. At a combined total of at least 30 when Rampage ends, next turn's pattern weakens and Flesh is ed. Each 5 Sac also grants 1 after Rampage ends, creating an opening.
  • If main-body HP is below 50% at Turn End with the Lifecord intact, Rampage stacks stop decreasing until it is destroyed. Prioritize breaking the Lifecord instead of damaging only the Body.

Lifecord major skills during Rampage

Win with healthy Sinners for 80% or 95% reduction

  • “” and “” target low HP and gain damage from the target's lost HP. Base Power also rises if the main target is below 50% HP, so assign a healthy Sinner with enough .
  • Winning against these two skills gives 80% reduction and prevents from their damage. On-hit Baptism remains, but extra application on hits without destruction can be prevented.
  • “” has four s and 5 Atk Weight. At 10 or more Count, Power +2 and Atk Weight +2. also raises Power, so do not judge from the base maximum of 16.
  • Winning against the final major skill gives 95% damage reduction and prevents extras such as activation on hits without destruction. Assign your strongest clash and check HP and on every area target.

After destroying the Lifecord

Use Fragile on the Body to finish

  • Destroying the Lifecord removes its actions and slots and prevents follow-up attacks on it. Focus the Body afterward. grants the Body 3 next turn at Turn End.
  • Destroying the Lifecord does not necessarily remove current Rampage immediately. Check stacks and actual skills, and clash without relying on until it ends. Prepare for to trigger Rampage again too.
  • During Rampage, killing a Sinner with at least 3 creates Flesh next turn, up to three units. Flesh adds Baptism; use spare attacks to reduce or wait for it to expire.
  • Do not repeatedly use basic attacks on Sinners carrying and Baptism; keep using defense, , and HP recovery. The full post-Lifecord order is unconfirmed, so choose winning clashes against the Body's actual equipped skills.

NOTESUnique effects and cautions

Easy-to-miss details

  • adds Count through basic attacks. Reducing Baptism with defense or does not remove existing .
  • Ending a turn below 50% main-body HP with the Lifecord intact prevents Rampage from decreasing until the Lifecord is destroyed.
  • Rampage prevents but not part destruction. A destroyed Lifecord loses actions and slots and cannot be attacked further.
  • Low-HP-targeting major skills gain strength from the target's HP and . Check the target's condition as well as clash predictions.
  • The weakening at 30 checks when Rampage expires. Reaching 30 does not immediately weaken the pattern.
  • The full post-Lifecord action order is unconfirmed. No particular turn is unconditionally safe.

Maximum 5. On basic Attack use, gain Count equal to stacks ×2. or Defense use removes 3 stacks. +1 per 3 Potency (max 3). At 5, take double damage but cannot die from .

Switch to defense or at around 3 stacks. Existing is not removed, so check HP and Count too.

A special with a Count cap of 20. prevents Turn End Count loss. Each opposing trigger during a clash adds 1 Count; kills add the target's Potency plus Count. At Turn Start, heal 3 SP per Count. At 15 or more Count without Rampage, consume all to enter Rampage.

Do not neglect Sinner . Distinguish this from the later form's stages based on Potency.

Base value 3. Damage +5% per 3 enemy (max 30%); all parts cannot be ed; damage taken −75%. Normally lose 1 at Turn End and consume all Count on expiry. With the Lifecord intact and main-body HP below 50%, stacks stop decreasing until the Lifecord is destroyed.

and support do not activate during Rampage. Aim for Lifecord destruction rather than .

Maximum 30. During Rampage, gain 1 when a part is hit and 3 on a clash loss. Removed when Rampage expires, granting 1 next turn per 5 stacks. At a combined total of 30 or more on expiry, also weaken next turn's pattern and Flesh.

Build it through clash wins and Lifecord attacks during Rampage. The weakening also requires Rampage to expire.

Consumes 1 on an unopposed attack against the Lifecord, redirecting it to the Body and using an Assist Defense-only skill. grants 1 at Turn Start outside Rampage and , also giving the Lifecord 5 . Expires at Turn End.

Unopposed Lifecord attacks may be intercepted outside Rampage. Commit serious damage during Rampage.

Maximum 5. Expires at Turn End, granting Count equal to stacks ×2 next turn. If expiring at 5, all parts also gain a Shield equal to 3% main-body max HP next turn. That Shield does not expire at Turn End.

Beat Lifecord skills to limit positive-effect theft. Check whether each attack steals on clash win or on hit.

Maximum 5. Prevents Flesh HP falling below 1. When attacked, lose 1 (up to twice per skill); lose 1 at Turn End and die on expiry. Starts with stacks equal to the dead Sinner's .

Defeat Flesh by removing stacks rather than dealing large damage at 1 HP. Distinct from the main body's passive.

Maximum 3. Minimum and maximum −1 per stack. Gain 1 at Turn Start and lose 1 stack at Turn End. Gained next turn according to the replenished by “”.

Use reduced to land early Lifecord attacks. Rampage's immunity remains.

At −20 SP or lower, −3, +3, and +2 Power against targets with 5 . At −45 or lower, −5, +3, damage +10%, and +3 Power against those targets.

Low SP does not simply disable the enemy. Avoid repeatedly assigning a Sinner with 5 Baptism to dangerous clashes.

Meursault gains two extra resources of his skill's affinity on use, twice per turn. With another ally alive at Turn Start, cannot die from damage that turn. Cannot retreat.

Use him for resources and taking hits while keeping other allies alive.

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

Aim for Customer Lv. 45 and Ruby. Check this separately from outside Identity levels.

PARTYRecommended teams and preparation

What to prepare first

  • Shop toward Customer Lv. 45 and Ruby. Prepare strong clashes and resources for the Lv. 50 enemy's level advantage.
  • Meursault, Faust, and Heathcliff are required. Check Blunt resistance, sin resistance for Wrath/Gluttony major skills, and HP recovery. Injured Sinners are targeted, so do not wait until the brink of death to heal.
  • Bring Lust, Sloth, and Gluttony damage for the Lifecord. The Body's Wrath and Gloom resistances are ×0.75. Check team resources so defense and can prioritize survival.

Damage to destroy the Lifecord

Break it during Rampage to enable 3 on the Body afterward.

Healthy, fast, high-Power clasher

Intercept low-HP-targeting major attacks for 80%/95% reduction. Check both and when assigning.

HP recovery and E.G.O for Baptism management

Use fewer basic attacks on Sinners with high Baptism and recover and Unbreakable damage.

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 Route A's Crimson God [Inchoate Life], a separate battle from Route C's later form. Recorded HP: main body 4,494, Body part 2,439, Lifecord 2,023. Do not recalculate main-body HP by adding part HP. Enemy Lv. 50, base 52. Meursault, Faust, and Heathcliff are required in a team of up to 12. determines dungeon Identity levels; below III is raised to III, but is unchanged.

The Crimson God [Inchoate Life] [Body]Part: Body

The Crimson God [Inchoate Life] [Body] appearance
HP
Main body 4,494 / Body part 2,439
Level
50
Speed
2~4
Defense Lv.
52
Stagger Thresholds
65%, 35%, and 0% (1,585, 853, and 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×0.75
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Main-body HP and part HP are separate values.
  • Cannot be ed during Rampage. Gains 3 next turn after Lifecord destruction.

The Crimson God [Inchoate Life] [Lifecord]Part: Lifecord

HP
2023
Level
50
Speed
2~4
Defense Lv.
52
Stagger Thresholds
20% and 0% (404 and 0)

Physical resistances

SlashSlash
×1.2
PiercePierce
×1.2
BluntBlunt
×1.2

Sin Nullification

Wrath
×0.75
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Excisable. Destruction cancels actions and destroys slots; cannot be attacked further afterward.
  • At Turn Start outside Rampage and , has 5 and support through the Body's .
  • Can be destroyed during Rampage. Prioritize it to end persistent Rampage below half HP.

Ripped Flesh of the Crimson GodPart: Body

Ripped Flesh of the Crimson God appearance
HP
1
Level
50
Speed
2~4
Defense Lv.
52
Stagger Thresholds
None

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.2
BluntBlunt
×0.8

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×1.0
  • Cannot fall below 1 HP while remains; dies when the effect expires.
  • Created next turn after killing a Sinner with at least 3 during Rampage. Maximum three units.

SKILLSSkills and how to respond

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

s are divided among Body, Lifecord, and Flesh. Listed Power excludes , HP, , SP, and other modifiers. The three Lust skills gain 80% damage reduction and Unbreakable conversion against targets without , so their icons do not show permanent s. “” is an Assist Defense skill, separate from regular attacks. Parts of the post-Lifecord action order are unconfirmed; check actual skills as well as turn numbers.

The Crimson God [Inchoate Life] [Body]

01

Go... away...

SlothBluntBlunt
Displayed Power
4〜11
Base Power
4
Coin Power
+7
No. of Coins
1
AttackLevel
51Enemy Lv. +1
Attack Weight
1

On Use Final Power +1 per 4 on the main target (max 2)

[ Win] Gain 3 Count

ⅠOn Hit Inflict 3 .

On Hit Inflict 2 next turn

How to respond

A regular Sloth skill. Enemy clash wins grant 3 Count; win to prevent that, , and .

The Crimson God [Inchoate Life] [Lifecord]

01

Hrgh...

LustBluntBlunt
Displayed Power
5〜12
Base Power
5
Coin Power
+7
No. of Coins
1
AttackLevel
51Enemy Lv. +1
Attack Weight
1

On Use Final Power +1 per 4 on the target (max 2)

On Use If the target has no , damage −80% and convert all s to s

[ Win] Remove one random positive effect from the main target, excluding and ; gain 1

ⅠOn Hit Inflict 3 .

On Hit Inflict 2

How to respond

Against a -free target, gains 80% damage reduction and Unbreakable conversion on use. Check the target's and remaining hits and Baptism after a clash win.

Ripped Flesh of the Crimson God

01

Feeble Beckoning

WrathBluntBlunt
Displayed Power
3〜5
Base Power
3
Coin Power
+2
No. of Coins
1
AttackLevel
51Enemy Lv. +1
Attack Weight
1

Ⅰ.

On Hit Inflict 1

On Hit without Coin Destruction Inflict 1

How to respond

Unbreakable means 1 remains even after winning. Flesh cannot be killed through HP damage alone. Reduce through attacks and time.

PASSIVESPassives

The Crimson God [Inchoate Life] [Body]

Enemy passives

The Preterm Crimson God

Condition: triggers; target kills; Turn Start

Count does not decrease at Turn End.

During a clash, gain 1 Count whenever the target's triggers.

On defeating a target, gain Count equal to their Potency + Count.

At Turn Start, heal 3 SP per Count.

Impact on the fight

lacks the normal Turn End Count reduction. Repeated basic attacks with ing Sinners drain allies and strengthen the enemy together.

Enemy passives

Roseate Pulsation of Musculature

Condition: At least 15 Count; during Rampage; Rampage expiry

At Turn Start without and with at least 15 Count, consume all Count to gain Rampage.

While Rampaging:

- On Use, gain 3 Count.

- On skill hit, gain 1 .

- When a part is attacked, gain 1 .

- On Lose, gain 3 .

- Killing a target with at least 3 creates Ripped Flesh of the Crimson God next turn.

- At Combat End, heal 3 SP per enemy with .

When Rampage expires at Turn End, if the combined is at least 30, weaken next turn's pattern and all Ripped Flesh on the field.

※ and Defense s reduce .

※ Ripped Flesh gains equal to the dead target's Baptism.

※ Ripped Flesh with that effect cannot die.

※ At most three Ripped Flesh can be created on the field.

Impact on the fight

Attack the Lifecord during Rampage, building through clash wins and hits. At a combined total of at least 30 when Rampage expires, next turn's pattern weakens.

Enemy passives

Disparity

Condition: Attacking a slower target

Damage against targets slower than the user +50%

Impact on the fight

Deals 50% more damage to slower Sinners. Consider when assigning targets and avoid concentrating dangerous skills on a Bound Sinner.

Enemy passives

Rampage of a Violent, Traumatic Birth

Condition: Lifecord intact; main body below 50% HP at Turn End

At Turn End with the Lifecord intact and main-body HP below 50%, gain .

Afterward, Rampage stacks do not decrease until the Lifecord is destroyed.

Impact on the fight

Rampage stacks stop decreasing until the Lifecord is destroyed. Break it during Rampage rather than damaging only the Body and prolonging the battle.

Enemy passives

Panic Recovery

Condition: ked at Turn End

If ked at Turn End, reset SP to 0.

Impact on the fight

SP returns to 0. Do not assume it stays low; check Power every turn.

Enemy passives

Fixed Panic

Condition: Receives a Type change effect

When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.

Impact on the fight

Type stays unchanged and applies the alternative effects for targets without SP. Do not rely on a special to disable the enemy.

Enemy passives

Severed Lifecord

Condition: Turn End after Lifecord destruction

With the Lifecord destroyed, at Turn End grant the Body part 3 next turn

Impact on the fight

Grants the Body 3 next turn. The destroyed Lifecord cannot take follow-up attacks, so focus remaining damage on the Body.

Enemy passives

Survival Instinct

Condition: Turn Start outside Rampage and

At Turn Start, gain 1 and grant the Lifecord 5 .

Does not activate while Rampaging or ed.

Impact on the fight

Grants 1 and 5 to the Lifecord. Inactive during Rampage, so concentrate Lifecord-breaking damage then. Distinct from Flesh's .

Ripped Flesh of the Crimson God

Enemy passives

Mindless Pulsation

Condition: Flesh created from a dead target with

- On spawning, gain equal to the dead target's .

Die when expires.

Impact on the fight

Starts with equal to the dead Sinner's Baptism. Remove stacks through attacks or wait for expiry; large damage against 1 HP is unnecessary.

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

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