
CHAPTER 09 / BOSS GUIDE
The Roach Emperor (9-45)
Have Heathcliff and Rodion handle Gluttony skills and pests while supplies major damage and dangerous clashes. Using s against Gluttony skills strengthens the enemy, so check the NPC's clash targets before starting.
- HP
- 3041
- Level
- 90
- Speed
- 1〜2
- Defense Lv.
- 100
- Deployment limit
- 2 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Assign Sinner skills without s to Gluttony attacks.
- Halve Hurting Pest through Devouring; reduce Protecting Pest by inflicting statuses.
- Leave the final heart-targeting skill to the NPC; have Sinners handle Excision and Feast.
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
- A Gluttony skill suddenly gains Power when the NPC clashes with it
- Devouring gains +10 Base Power per opposing ; Excision and Feast gain +20. After manifests , redirect these clashes to Sinner skills with ordinary s. Check for skills that become Unbreakable conditionally too.
- Sinners die despite having a Shield
- Hurting Pest reduces max HP and deals fixed damage equal to stacks × 12 at Combat Start. At 50, that is 600 damage, consuming the support Shield. Let Devouring hit to halve stacks before they build up, and avoid concentrating several strong attacks on one Sinner.
- The later major attack wipes the party
- Check whether is clashing with “”. Redirect that Gluttony skill to a Sinner, but preserve the NPC's Funeral clash against “”. Do not swap these assignments.
Before deployment
Bring two Sinners who can take Blunt hits and use ordinary Coins
- Recommended Lv. 60. Only Heathcliff and Rodion are controllable. Prioritize Blunt resistance and HP/SP recovery.
- Inflicting , , , , or reduces Protecting Pest. Your role is to supply status amounts rather than defeat the enemy through status damage alone.
- Save ordinary- attacks for Gluttony skills. Even a strong skill is unsuitable if its s become Unbreakable when conditions are met.
Clash assignments each turn
Sinners handle weaker skills and Gluttony; the NPC handles dangerous skills
- Through , assigning a Sinner attack to the skill is handling moves him to another unassigned skill. Removing the attack moves him back, so check the final clash lines before starting.
- Assign relatively manageable skills such as the Lust Fist and Gluttony attacks to Sinners; leave Flogging and Quaking to the NPC. Do not pile several strong attacks onto one Sinner.
- When a Sinner loses a clash, the Emperor loses 5 SP and deals less damage to Sinners. Even an unwinnable clash can help, but only if HP, pests, and Shields allow survival.
- Low Morale applies 8 Power Down and 3 Power Down; applies 10 and 5, greatly weakening the enemy. Heads chance stays at 50%, so use strong regular skills or even at low enemy SP.
Accumulating Hurting Pest
Choose who takes Devouring to halve their pests
- Assign “” to a Sinner with high Hurting Pest. On hit, it halves pests and grants resources according to the reduction. Around 35 is a warning sign; do not leave stacks to reach the cap of 50.
- Devouring also absorbs the target's negative effects. Absorbed and similar statuses reduce Protecting Pest, combining pest management with preparation to break the enemy Shield.
- A hit without destruction also absorbs positive effects. Do not automatically offer a heavily buffed Sinner; check incoming damage and what the enemy will gain.
After depleting Protecting Pest
Create an opening and have a Sinner handle the Shield
- Inflict of the five statuses to reduce Protecting Pest. At 0, the enemy gains 10 instead of Protecting Pest next turn, creating an opening.
- If “” designates the NPC, it reduces damage from his attacks by 50%. Have a Sinner take over to preserve NPC damage.
- This opening is temporary. At Turn End, negative effects are removed and Protecting Pest returns; inflict statuses again to reduce it.
After The Emperor's Wrath
Sinners handle Excision and Feast; the NPC handles the heart-targeting skill
- At 50% HP or when ed, the pattern changes and Hurting Pest application increases. SP resets to 0 and Protecting Pest to 50, so the first half's debuffs do not simply carry on.
- Always assign the Gluttony skills “” and “” to Sinner skills without s. In particular, letting the NPC clash with the area Excision greatly increases its Power.
- An undestroyed second from Feast restores 25% of enemy HP on hit. During Low Morale or , use a high-Power if needed to win and prevent that healing.
- Leave “” to the NPC's . Adding a Sinner attack to that target moves the NPC to another skill, so preserve the clash line.
- NPC debuffs and other effects can still cause his major skill to fail. Check predictions and applied effects rather than assuming victory, and progress to the event at 30 HP.
NOTESUnique effects and cautions
Easy-to-miss details
- Even a strong strengthens Gluttony skills if it has s. Check for ordinary s.
- Devouring halves pests on hit. Winning the clash and preventing every hit does not provide the same pest removal.
- The Emperor's Heads chance remains 50% during Low Morale or . -win probability alone does not guarantee safety.
- NPC death also causes defeat. Do not leave dangerous Gluttony skills to him, and preserve his heart-targeting clash.
The assistant in 9-45. Supplies most damage and strong clashes; changes his attack targets. You lose if he dies.
Redirect Gluttony skills to Sinners and leave the later heart-targeting clash to him.
Maximum 50. Max HP −1% per stack; at Combat Start, take fixed damage equal to stacks × 12. When reduced, gain random resources equal to the stacks removed (max 15).
Halved on a hit from Devouring. Choose the Sinner who takes it before stacks reach the cap.
Maximum 50. Prevents application of , , , , and Potency or Count, losing an equal number of stacks instead. At Turn Start, gain a Shield equal to stacks × 40.
Reduce it by inflicting statuses, creating an opening on the turn after it reaches 0.
Can destroy s in clashes and still attacks intact after a clash loss. Power becomes 1 after losing.
Distinguish 's own effect from Gluttony skills gaining Power against opposing s.
On lethal damage while another ally lives, clear and fully restore HP. All allies' remaining counts decrease by 1 simultaneously. The two Sinners share three uses.
This is not three revivals each. Do not spend them all on pests and concentrated hits.
Assigning a Sinner attack to the NPC's clash target moves him to another unassigned skill.
Leave Gluttony and Shield to Sinners, and the later heart-targeting skill to the NPC.
Each turn, replenishes Shields on all allies up to 600.
At 50 Hurting Pest, start-of-combat damage is 600. Do not neglect pests even with support available.
The state in which the NPC uses his manifested skills. All his skills become Unbreakable from Turn 4.
After manifestation, always reassign Gluttony skills to Sinners.
's major skill against the late heart-targeting attack.
Do not add a Sinner clash against the same target and accidentally change the NPC's assignment.
PARTYRecommended teams and preparation
What to prepare first
- Recommended Lv. 60. Prioritize Blunt resistance, healing, and SP management for the two required Sinners.
- Bring skills that inflict the five statuses and high-Power attacks without s.
Ordinary-Coin clashes
Avoid strengthening Gluttony skills and direct the NPC toward dangerous attacks.
Status application
Reduce Protecting Pest to let NPC damage through.
Survival and pest management
Preserve shared Ampules and limit start-of-combat 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 9-45. Deployment limit: 2 Sinners. Heathcliff and Rodion are the two required Sinners, fighting alongside . Sinners start at 30 SP, or −30 for Identities whose basic attacks all use negative s, and share three Ampule uses. Tables show base values without Low Morale, , or HP-loss debuffs. The ending event triggers at 30 HP.
The Roach EmperorPart: Body

- HP
- 3041
- Level
- 90
- Speed
- 1〜2
- Defense Lv.
- 100
- Stagger Thresholds
- 50% (1,520) / Pattern changes on reaching this threshold or being Staggered
Physical resistances
Slash
- ×1.0
Pierce
- ×0.75
Blunt
- ×1.25
Sin Nullification
- Wrath
- ×1.2
- Lust
- ×1.0
- Sloth
- ×0.75
- Gluttony
- ×1.0
- Gloom
- ×0.75
- Pride
- ×1.0
- Envy
- ×1.25
- Heads chance is 50% regardless of SP. Plan for Heads even at low SP.
- At Turn Start, gain a Shield equal to Protecting Pest × 40. At 50 stacks, this is 2,000.
- At 50% HP or when ed, activates, resetting SP to 0 and Protecting Pest to 50.
- Cannot fall below 30 HP; the event triggers at 30.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
s are special s that can destroy s. They are distinguished from ordinary s in skill labels and effects. The enemy's Heads chance is fixed at 50% regardless of SP, so do not choose clashers from favorable predictions alone.
The Roach Emperor
The Emperor's Fist
- Displayed Power
- 12〜34
- Base Power
- 12
- Coin Power
- +11
- No. of Coins
- 2
- AttackLevel
- 92Enemy Lv. +2
- Attack Weight
- 1
Damage +20% per type of negative effect on the target (max 100%)
Damage +10% per 2 on the target
ⅠOn Hit Inflict 2 Potency and 2 Count of one random effect among , , , , and
ⅡOn Hit Inflict 2 Potency and 2 Count of one random effect among , , , , and
How to respond
Two Blunt s. Relatively manageable for Sinners, but pests and negative-effect types increase damage. Check resistance and Shields.
The Emperor's Whip & Fist
- Displayed Power
- 12〜36
- Base Power
- 12
- Coin Power
- +8
- No. of Coins
- 3
- AttackLevel
- 93Enemy Lv. +3
- Attack Weight
- 1
Damage +20% per type of negative effect on the target (max 100%)
Damage +10% per 2 on the target
[ Lose] Deal 80% less damage; this damage cannot
Ⅰ.
On Hit Inflict 3 Potency and 3 Count of one random effect among , , , , and
Ⅱ.
On Hit Inflict 3 Potency and 3 Count of one random effect among , , , , and
Ⅲ.
On Hit without Coin Destruction Gain 5 and 3 Count
How to respond
Three Unbreakable Blunt s. Winning grants 80% damage reduction and prevention. Heavier than Fist; avoid concentrating several on the same Sinner.
The Emperor's Devouring
- Displayed Power
- 13〜26
- Base Power
- 13
- Coin Power
- +13
- No. of Coins
- 1
- AttackLevel
- 90Enemy Lv. +0
- Attack Weight
- 1
On Use Base Power +10 per in the opposing skill
Ⅰ
On Hit without Coin Destruction Absorb all positive effects on the target
On Hit Halve the target's
On Hit Absorb all negative effects on the target
- After this effect, if the user has no , gain 2 Power Down next turn
How to respond
Base Power +10 per opposing . Assign a Sinner with ordinary s. Letting it hit a Sinner with many pests can halve them, but check HP and absorbed effects.
The Emperor's Flogging
- Displayed Power
- 14〜40
- Base Power
- 14
- Coin Power
- +13
- No. of Coins
- 2
- AttackLevel
- 90Enemy Lv. +0
- Attack Weight
- 7
Damage +20% per type of negative effect on the target (max 100%)
Damage +10% per 2 on the target
On Use Gain 10 Count
[ Start] Lose 5 Count
[ Lose] Deal 80% less damage; this damage cannot
Ⅰ.
On Hit Inflict 3 Potency and 3 Count of one random effect among , , , , and
Ⅱ.
On Hit Consume all Count; damage +( Count consumed × 20)%
How to respond
Two s and 7 Atk Weight. A key dangerous skill to leave to the NPC. Win for 80% damage reduction to limit the large -based damage.
March of Roaches
- Displayed Power
- 10〜40
- Base Power
- 10
- Coin Power
- +10
- No. of Coins
- 3
- AttackLevel
- 90Enemy Lv. +0
- Attack Weight
- 1
Damage +10% per 2 on the target
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict 2
ⅢOn Hit Inflict 3
How to respond
Three s inflicting seven Hurting Pest in total. Do not keep ignoring it even on Sinners with few pests; check the NPC's available assignments too.
The Emperor's Quaking
- Displayed Power
- 17〜49
- Base Power
- 17
- Coin Power
- +8
- No. of Coins
- 4
- AttackLevel
- 95Enemy Lv. +5
- Attack Weight
- 7
ⅠOn Hit Inflict 5
ⅡOn Hit Inflict 5
ⅢOn Hit Increase Count by 3
On Hit Inflict Amplitude Conversion into a random type
ⅣOn Hit Trigger Burst; reduce the target's Count by 1
How to respond
A high-Power four- skill with 7 Atk Weight. Assign it to the NPC while Sinners handle Lust, Gluttony, and other manageable skills.
The Emperor's Excision
- Displayed Power
- 12〜28
- Base Power
- 12
- Coin Power
- +8
- No. of Coins
- 2
- AttackLevel
- 90Enemy Lv. +0
- Attack Weight
- 7
Damage +20% per type of negative effect on the target (max 100%)
Damage +10% per 2 on the target
On Use Base Power +20 per in the opposing skill
[ Lose] Deal 80% less damage; this damage cannot
Ⅰ
On Hit Inflict 3 Potency and 3 Count of one random effect among , , , , and
On Hit without Coin Destruction Inflict 5
Ⅱ
On Hit Inflict 3 Potency and 3 Count of one random effect among , , , , and
On Hit without Coin Destruction Inflict 5
How to respond
Base Power +20 per opposing . Take the clash from the NPC with a Sinner using ordinary s. Win for 80% damage reduction and prevention. This is the highest-priority check in the second half.
The Emperor's Feast
- Displayed Power
- 10〜28
- Base Power
- 10
- Coin Power
- +9
- No. of Coins
- 2
- AttackLevel
- 90Enemy Lv. +0
- Attack Weight
- 1
Damage +20% per type of negative effect on the target (max 100%)
Damage +10% per 2 on the target
On Use Base Power +20 per in the opposing skill
[ Lose] Deal 80% less damage; this damage cannot
Ⅰ
On Hit without Coin Destruction Remove the target's Shield
On Hit without Coin Destruction Inflict 3
Ⅱ
On Hit without Coin Destruction Heal the main body and part for 25% of their max HP
How to respond
Base Power +20 per opposing . An undestroyed second heals 25% of enemy HP on hit. Win with a high-Power ordinary- skill or .
'Son, don't forget to go for the heart.'
- Displayed Power
- 60〜72
- Base Power
- 60
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 95Enemy Lv. +5
- Attack Weight
- 7
[Cannot be redirected]
On Use Gain 10 and 4 Count
[ Win] Gain 10
[ Lose] Deal 80% less damage and cannot trigger critical hits
This damage cannot
[ Lose] Gain 5 next turn
Ⅰ.
On Hit Inflict 5 Potency and 2 Count of one random effect among , , , , and
On Crit Deal Pride damage equal to 25% of the target's max HP
Ⅱ.
On Hit Inflict 5 Potency and 2 Count of one random effect among , , , , and
On Crit Deal Pride damage equal to 25% of the target's max HP
Ⅲ.
On Hit Inflict 5 Potency and 2 Count of one random effect among , , , , and
On Crit Deal Pride damage equal to 25% of the target's max HP
Ⅳ.
On Hit Inflict 5 Potency and 2 Count of one random effect among , , , , and
On Crit Deal Pride damage equal to 25% of the target's max HP
How to respond
Cannot be redirected; 7 Atk Weight. Leave it to the NPC's Funeral and do not add Sinner attacks to that clash target. Winning grants 80% damage reduction and prevents critical hits, so check the NPC's prediction too.
The Emperor's Shield
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel
- 90Enemy Lv. +0
- Attack Weight
- Unknown
Take 50% less damage from the designated target's Attack s this turn
[ Win] Inflict 3 next turn
[ Lose] Heal the target for 15 SP
Ⅰ.
How to respond
Reduces damage from the designated target's attacks by 50% that turn. Have a Sinner handle it to preserve NPC damage. Treat its conditions separately from a handled simply with unopposed attacks.
PASSIVESPassives
The Roach Emperor
The Unwrapped Present
Condition: Fixed 50% Heads chance; clash wins against Sinners
Heads chance is fixed at 50% regardless of SP.
On winning a clash against a Sinner, lose 5 SP and deal 40% less damage to Sinners.
In Low Morale or , gain Power Down and Power Down.
On recovering from , gain 2 Power Down.
“But has it really all been unwrapped?”
Impact on the fight
Assigning Sinners also helps lower SP and reduce damage. Still avoid concentrated hits.
The Emperor's Subjects
Condition: Turn Start; Protecting Pest at 0
At Turn Start, gain 50 (the amount gained decreases by 3 each turn, up to a reduction of 20).
- If the user has , , , , or , randomly reduce their Potency and lose Protecting Pest equal to the amount reduced.
- If the effect has 1 Potency and at least 2 Count, reduce Count instead.
If all Protecting Pest is depleted during combat, apply the following next turn:
- Gain 10 instead of Protecting Pest.
- Generate 2 resources of each of the enemy's three least-abundant affinities.
- At Turn End, remove all negative effects and gain Protecting Pest.
Wherever and whenever it may be, they crawl out from the lines where surfaces meet.
Impact on the fight
Use the five statuses to reduce Protecting Pest and create an opening next turn.
The Emperor's Mantle
Condition: Turn Start
At Turn Start, gain a Shield equal to ( × 40).
The swarm moves for one emperor alone.
Impact on the fight
At 50 Protecting Pest, the Shield is 2,000. Reduce pests before focusing on HP damage.
The Emperor's Legion
Condition: wins and hits
- On Win, inflict 3 on the target.
- On skill hit, inflict 1 on the target.
Burrow, seep, permeate, gnaw, tear, and devour.
Impact on the fight
Avoid building up pests; rotate who takes Devouring to halve them.
The Emperor's Blood
Condition: Status damage and lost HP
HP damage, SP damage, and Threshold advancement from , , , , and are reduced by 50%.
This damage cannot cause .
At Turn Start, gain 2 Power Down per 25% HP the main body has lost.
Adapt to everything, and grow dull.
Impact on the fight
Use status application amounts, as well as direct damage, to strip pests.
The Emperor's Wrath
Condition: 50% HP or
At 50% HP or when ed, clear among the user's negative effects and change the pattern.
Then apply the following:
- Set SP to 0.
- Gain 50 .
- Double the inflicted by .
Impact on the fight
Returns to 0 SP and 50 Protecting Pest, with increased pest application. Reassign clashes for the second-half skills.
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
Use skill assignments and debuffs rather than relying on a different Type.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
SP recovers. Do not treat -based weakening as permanent.