
CHAPTER 09 / BOSS GUIDE
Ren & Albina
A 4-Sinner fight against 2 enemies. Reduce Ren's and ; weaken Albina's finisher with 3 separate attacks beforehand. Avoid attacking during “” turns.
- HP
- 950
- Level
- 65
- Speed
- 2〜5
- Defense Lv.
- 60
- Deployment limit
- 4 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Have Sinners other than Ryōshū handle Ren's clashes and reduce .
- Hit “” with 3 separate attacks before its clash.
- Do not attack into “”. Offsetting does not remove the enhanced reflection.
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
- Albina's finisher seems impossible to beat
- “” is not a raw-Power contest. Damage her with 3 skills before use to reach 3 and reduce Final Power by 30, then clash.
- An attacking ally suddenly takes massive damage
- “” multiplies Albina's Spikes reflection by 20. Offsetting the defense skill does not remove it; stop attacking and use defense or healing.
- Ren's Shield will not decrease
- drops by 1 each time he takes damage, but gained beyond 25 replenishes it. Use multiple s and target Swerve/Defend slots to limit gains too.
Before deployment
Level the 4 available Sinners and prepare Slash defense
- Aim for the recommended Level 58 on Yi Sang, Ryōshū, Meursault, and Gregor. Enemies are Level 65 with no reduction support. If clashes are unwinnable, consider leveling closer to 60 or using a ability.
- Ryōshū cannot die while another ally survives. Maintain the other 3 Sinners' HP and prepare healing and powerful clash handlers.
- Slash works against Ren; Blunt, Sloth, and Gluttony against Albina. Prepare finisher clashes and healing as well as suitable affinities.
While Ren is alone
Reduce Moonlit Azure Blade with multiple Coins
- The opening uses Swerve, Defend, and Reflect. Targeting Swerve and Defend reduces their Combat Start /Count gains. able cannot be Offset by defense skills.
- falls by 1 per instance of damage. Reduce it with multi- attacks while preventing replenishment from gains beyond 25.
- Ren loses 2 Power against Sinners other than Ryōshū. Have the other 3 handle dangerous attacks and use Ryōshū for damage or healing. Reaching 760 HP ends the turn; avoid excessive follow-ups.
After Albina joins
Focus Ren before the heavily defended Albina
- Albina joins at turn 6's start or the turn after Ren reaches 760 HP. Other Sinners gain slots; reorganize necessary clashes and one-sided attacks.
- Albina initially has , , and Shield. Stop necessary attacks while focusing Ren below 490 HP to make him withdraw.
- Fallstar Slayer has 8 and s. Win with a strong skill regardless of to reduce damage by 80% and prevent from this skill. Account for 's bonuses; use to limit Power if available.
Preparing for “Repressed Flesh”
Resolve 3 attacks before the final clash
- At 2 , Albina gains and uses “”. Spikes is inactive on the turn the skill is equipped.
- Before the finisher, damage Albina with 3 separate attack skills. Each skill, including , grants 1 . A single 3- skill counts only once.
- At 3 Armor, the finisher loses 30 Final Power. Check action order for 3 early attacks and 1 final clash. After attacking, she is ed through next turn and supplies less /Shield; exploit the opening.
Around 60% Albina HP onward
Survive “Iron Curtain” and damage her until withdrawal
- At roughly 811 HP, clears and immediately ends the turn once. If “” follows, avoid attacking Albina. Offsetting does not remove the ×20 Spikes reflection.
- Use strong-reflection turns for healing and defense, then concentrate damage during debuffs or . Albina withdraws below 680 HP; the encounter ends if Ren has withdrawn too.
- prevention after winning a finisher clash applies to that skill's damage. It does not prevent death from or other hits.
NOTESUnique effects and cautions
Easy-to-miss details
- “” counts skills for its debuff. One 3- skill does not grant 3 Armor.
- “”'s enhanced reflection survives Offset. Do not confuse it with the “” preparation turn.
- The turn ends at 60% Albina HP. Follow-up attacks after may not all resolve.
- Ryōshū's protection requires another living ally. Keep the other 3 alive.
Ryōshū gains +1 slot and +10% damage against Spiderweb. On , recover next turn and gain 1 (once per encounter). Cannot retreat.
Ryōshū cannot die while another ally lives. Divide roles while preserving allied HP.
Max 50. At Turn Start, gain Shield equal to value × 5; critical damage +1% per stack. Decreases by 1 when taking damage.
Reduce through multiple s and prevent replenishment from excess gains.
Max 2. Gained through “” hits and other effects; at 2, the Turn End condition prepares the next finisher.
Unbreakable hits can remain; prepare 3 earlier attacks promptly.
At Turn Start, gain 4 Base Power Up. Inflicting through attack skills adds 2 Power. Expires after “” attacks.
Do not judge the finisher's Power solely from base values.
Max 3. Each stack reduces “”'s Final Power by 10. After attacking at 3 stacks, expires and causes through next turn.
Build stacks with 3 separate attacks, then clash with the final skill.
PARTYRecommended teams and preparation
What to prepare first
- Recommended Level 58. Level all 4 available Sinners and bring healing against Slash/ plus strong finisher clash skills.
- Use multiple s, , and when available. Status mitigation means they should not be the only plan.
Ren clash handlers
Use his reduced Power against Sinners other than Ryōshū to stop dangerous attacks.
3 early attacks and a final clash
Weaken “” before taking it on.
Healing and defense
Survive “” turns and recover from /Unbreakable attrition.
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 9-18. Deployment limit: 4 Sinners. Normal 9-18. Only Yi Sang, Ryōshū, Meursault, and Gregor may deploy; Ryōshū is required. No initial enemy Level reduction. Ren triggers reinforcements at 760 HP and withdraws below 490; Albina withdraws below 680. Neither must be reduced to 0 HP.
The Pinky Apprentice - RenPart: Body

- HP
- 950
- Level
- 65
- Speed
- 2〜5
- Defense Lv.
- 60
- Stagger Thresholds
- 50%(475)
Physical resistances
Slash
- ×1.25
Pierce
- ×1.0
Blunt
- ×0.5
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.0
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.0
- Starts with 50 . At Turn Start, gains Shield equal to its value × 5.
- Before Albina appears, HP cannot fall below 760; reaching it immediately ends the turn. Reinforcements also arrive at the start of turn 6.
- Withdraws below 490 HP. If Albina withdraws first, Ren gains 2 action slots.
The Ring Apprentice - AlbinaPart: Body · Joins mid-fight

- HP
- 1352
- Level
- 65
- Speed
- 1〜3
- Defense Lv.
- 65
- Stagger Thresholds
- 80% / 50% (1081 / 676)
Physical resistances
Slash
- ×0.8
Pierce
- ×1.0
Blunt
- ×1.2
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×0.8
- Sloth
- ×1.2
- Gluttony
- ×1.2
- Gloom
- ×0.8
- Pride
- ×1.0
- Envy
- ×1.0
- Joins at 30 SP; allies other than Ryōshū gain 1 action slot.
- At roughly 60% HP, clears and immediately ends the turn once. Check the following “”.
- , , and Shield vary. Do not permanently include them in the table's 65.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
The Pinky Apprentice - Ren
Swerve [回]
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- DefenseLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
Combat Start Gain 8
- If an attack skill has this skill's slot as its main target, gain 4 less Potency from this effect
On Evade Gain 1
How to respond
Targeting this slot reduces its Combat Start gain from 8 to 4. Use an attack that can beat the to limit buildup.
Defend [守]
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- DefenseLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
able
Combat Start Count +4
- If an attack skill has this skill's slot as its main target, gain 2 less Count from this effect
On Clash Win Own Count +1
Ⅰ.
How to respond
A able . Targeting it reduces the initial Count gain from 4 to 2. Unlike ordinary , it cannot be removed through a defense Offset.
Reflect [反]
- Displayed Power
- 5〜11
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
Clashable Counter
On Clash Lose Own Count -1
ⅠOn Hit Own Count +2
How to respond
A able . Winning reduces enemy Count by 1. reduces his Power by 2 against anyone except Ryōshū, making those Sinners suitable handlers.
Unnamed Cut [無名閃]
- Displayed Power
- 7〜12
- Base Power
- 7
- Coin Power
- +5
- No. of Coins
- 1
- AttackLevel
- 66Enemy Lv. +1
- Attack Weight
- 3
ⅠCritical damage +50%
How to respond
A Slash attack with 3 . critical hits and post-attack additional damage are dangerous. Stop it with a winning regular skill and maintain secondary targets' HP.
Chainslash [連鎖斬]
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 66Enemy Lv. +1
- Attack Weight
- 3
ⅠOn Hit Inflict 1 Slash Fragility next turn
How to respond
3 , inflicting next-turn Slash Fragility. Keep it off low-HP Sinners and save healing for the later Fallstar Slayer.
Fallstar Slayer [落星一殺]
- Displayed Power
- 8〜17
- Base Power
- 8
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- 67Enemy Lv. +2
- Attack Weight
- 8
Can be clashed regardless of
Damage +1% per 1 own
On Use Power +1 per 10 own
On Clash Lose Deal 80% less damage; this skill's damage cannot targets
Ⅰ.
Critical damage +50%
On Hit Without Coin Destruction Deal Slash damage equal to this 's final damage
How to respond
8 and s. Can be clashed regardless of ; winning reduces damage by 80% and prevents from this skill. also raises Power; prepare powerful skills and .
Retreat Form [收勢]
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- DefenseLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
Combat Start Gain Shield equal to (own × 10)
How to respond
Gains Shield equal to × 10 at Combat Start. Offsetting alone does not undo this Shield; reduce by the previous turn.
Twinstrike [二擊]
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
On Clash Win Gain 1
ⅠOn Hit Own Count +1
ⅡOn Hit Gain 2
How to respond
An enemy win adds and . with someone other than Ryōshū to prevent rebuilding the Shield.
Triplestrike [三擊]
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
On Clash Win Gain 1
ⅠOn Hit Own Count +1
ⅡOn Hit Gain 1
ⅢCritical damage +30%
How to respond
A 3- skill; enemy clash wins grant . Limit both it and buildup. Prioritize Ren over the newly arrived Albina.
The Ring Apprentice - Albina
Butcher - Ribs
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. -2
- Attack Weight
- 1
On Use If the target has at least 6 , Power +1.
ⅠOn Hit Inflict 4 .
ⅡOn Hit Inflict 1 next turn.
On Hit Gain 1 next turn
How to respond
Power increases against targets with 6+ . Avoid repeated hits on ing Sinners; stop it with regular skills.
Rotator Crush
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. -2
- Attack Weight
- 1
On Use If the target has at least 6 , Power +1.
ⅠOn Hit Increase Count by 2.
ⅡOn Hit Inflict 1 next turn.
On Hit Gain 1 next turn
How to respond
Inflicts Count and while the enemy gains , making next-turn redirection harder. Prepare a winning handler.
Tendon Tear
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel
- 63Enemy Lv. -2
- Attack Weight
- 1
On Use Power +1 per 4 on the target (max 2)
ⅠOn Hit Inflict 6
ⅡOn Hit Count +1
ⅢOn Hit Inflict 1 Power Down next turn
On Hit Gain 1 Power Up next turn
How to respond
A 3- skill gaining Power per 4 . Avoid high- main targets and prevent next-turn Power Down.
Fascia Hungers
- Displayed Power
- 4〜16
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 65Enemy Lv. +0
- Attack Weight
- 1
On Clash Lose Deal 80% less damage; targets cannot be ed by this skill's damage
Ⅰ.
On Hit Without Coin Destruction Inflict 10
Ⅱ.
On Hit Without Coin Destruction Inflict 2 Count
Ⅲ.
On Hit Without Coin Destruction Deal 5 SP damage
On Hit Heal 5 own SP
On Hit Gain 1
How to respond
3 s. Winning reduces damage by 80% and prevents from the skill, but on-hit remains. Begin preparing for the next “”.
Repressed Flesh
- Displayed Power
- 8〜24
- Base Power
- 8
- Coin Power
- +4
- No. of Coins
- 4
- AttackLevel
- 70Enemy Lv. +5
- Attack Weight
- 1
On the turn this skill is equipped, apply the following effects:
- Before this skill is used, gain 1 when damaged by an attack skill (once per enemy skill, including )
- "" Effect does not activate
- Cannot be ed until this skill is used
On Kill with this skill, heal 15 SP
On Use Power +1 per 4 on the target (max 4)
On Use Damage +10% per 2 on the target (max 100%)
On Clash Lose This skill's damage cannot targets
After Attack expires
Ⅰ.
On Hit Without Coin Destruction Deal 5 SP damage
On Hit Heal 5 own SP
Ⅱ.
On Hit Without Coin Destruction Inflict 1 next turn
On Hit Gain 1 next turn
Ⅲ.
On Hit Without Coin Destruction Inflict 1 next turn
On Hit Gain 1 next turn
Ⅳ.
On Hit Without Coin Destruction Inflict 1 next turn
On Hit Gain 1 next turn
How to respond
Damage her with 3 separate attack skills before use to reach 3 , reducing Final Power by 30 before clashing. A single 3- skill does not grant 3 stacks. Spikes is inactive this turn.
Exhibition Arrangements
- Displayed Power
- 4〜14
- Base Power
- 4
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel
- 67Enemy Lv. +2
- Attack Weight
- 1
Combat Start When damaged by an attack skill, increase the attacker's Count by 1 (including )
How to respond
At Combat Start, gains an effect that increases attackers' Count when hit. Spikes also reflects damage; avoid unnecessary attacks and prioritize Ren.
Iron Curtain
- Displayed Power
- 10〜25
- Base Power
- 10
- Coin Power
- +15
- No. of Coins
- 1
- DefenseLevel
- 70Enemy Lv. +5
- Attack Weight
- 1
This turn, deals 20 times its normal damage to enemies (this effect is not removed by Offset)
Combat Start On taking attack-skill damage, increase the attacker's Count by 1 (including )
How to respond
Spikes reflection is multiplied by 20 and survives Offset. Avoid attacking Albina this turn; use defense or healing on high- Sinners.
PASSIVESPassives
The Pinky Apprentice - Ren
Training to Inherit the Name of a Star
Condition: Slash critical hits / after attacking
After an attack skill ends, deal Slash damage to each target equal to (number of Slash s that critically hit × 10). This damage cannot
Impact on the fight
Additional damage still removes HP even without . Limit buildup and heal.
The Orthodox Blade [整劍]
Condition: Encounter start
At encounter start, gain 50
Impact on the fight
Starts with 50 . Use multi- attacks to reduce it.
Tranquility [靜念]
Condition: While is present
While holding :
- SP cannot fall below 0; if below 0, set it to 0.
- SP damage received becomes Gloom damage (excluding basic SP gain/loss rules).
Impact on the fight
Do not rely on lowering SP below 0. SP damage becomes Gloom damage.
Grace
Condition: es / damage from someone other than Ryōshū
When clashing against someone other than Ryōshū, Power -2. Take 20% less damage from targets other than Ryōshū
Impact on the fight
Other Sinners reduce enemy Power by 2 but deal 20% less damage. Use Ryōshū's actions for damage or other roles.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
SP resets to 0. Maintaining alone is not a solution.
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 rely on replacing type to disable strong attacks.
Singular Focus of the Mind
Condition: Gaining Potency beyond 25
Potency caps at 25.
Potency gained beyond 25 becomes .
Impact on the fight
Excess gains replenish . Do not ignore -generating defense slots or hits.
The Ring Apprentice - Albina
Fascia, My Precious Artwork
Condition: 2 / preparing the powerful attack
At Turn End with 2 , remove it next turn and gain .
At Turn Start with , use a powerful attack this turn.
Before using the powerful attack, gain 1 when damaged by an attack skill.
Impact on the fight
When “” appears, prepare 3 earlier attacks.
Corpus Spent as Material
Condition: Status damage and related effects
Take 30% less HP/SP damage and Threshold increase from , , , and .
Take 50% less damage.
Impact on the fight
is reduced by 50%; the other listed effects by 30%. Use the opening after the finisher rather than forcing through with statuses alone.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
SP resets to 0. Maintaining alone is not a solution.
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 rely on replacing type to disable strong attacks.
Armor of Protection & Repression
Condition: Turn Start while not ed
At Turn Start while not ed, gain 2 , 10 , and Shield equal to 10% current HP.
For each use of “” this encounter, reduce these gains by 1 , 5 , and 5 percentage points of Shield.
Impact on the fight
Initially grants 2 , +10 , and 10% current HP Shield. Weakens with each “” use; focus Ren until then.
Iron Maiden - Spikes
Condition: Damage from an attacker's final while not ed
While not ed, when damaged by an attacker's final :
- Deal Pierce damage to the attacker equal to 20% of that 's damage and inflict 2 (max 100 damage per skill).
- This effect's damage cannot .
Impact on the fight
Returns reflected damage and . Especially avoid attacking during “”; “”'s preparation turn is the exception.
Iron Maiden - Defibrillation
Condition: Entry / 60% HP or lower, once per encounter
On entry, heal 30 SP.
At 60% HP or lower, recover from and end the turn (once per encounter).
Impact on the fight
At roughly 811 HP, clears and the turn ends. Avoid follow-ups into the subsequent “”.