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Ren & Albina

CHAPTER 09 / BOSS GUIDE

Ren & Albina

9-18 · Cigarettes and the NursefatherStory guide

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
  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. Have Sinners other than Ryōshū handle Ren's clashes and reduce .
  2. Hit “” with 3 separate attacks before its clash.
  3. 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

The Pinky Apprentice - Ren appearance
HP
950
Level
65
Speed
2〜5
Defense Lv.
60
Stagger Thresholds
50%(475)

Physical resistances

SlashSlash
×1.25
PiercePierce
×1.0
BluntBlunt
×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

The Ring Apprentice - Albina appearance
HP
1352
Level
65
Speed
1〜3
Defense Lv.
65
Stagger Thresholds
80% / 50% (1081 / 676)

Physical resistances

SlashSlash
×0.8
PiercePierce
×1.0
BluntBlunt
×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

01

Swerve [回]

SlothEvade
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.

The Ring Apprentice - Albina

01

Butcher - Ribs

GluttonySlashSlash
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.

PASSIVESPassives

The Pinky Apprentice - Ren

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

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 rely on replacing type to disable strong attacks.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

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 rely on replacing type to disable strong attacks.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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 “”.

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

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