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Shiomi Yoru (9-41)

CHAPTER 09 / BOSS GUIDE

Shiomi Yoru (9-41)

9-41 · ArayaStory guide

Have the fastest Sinner beat to weaken the enemy, while each marked Sinner stops “”. Reduce Meursault and Outis's Bladetrail, deplete each stage's Shield, and finish by reaching half HP.

HP
1918
Level
77
Speed
2–5 / Speed range −2 from Fourfold Afterimage Entanglement
Defense Lv.
77
Deployment limit
3 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. Handle first to weaken later clashes.
  2. The marked Sinner must stop “” with an Attack .
  3. Protect Meursault and Outis's HP, reduce their Bladetrail, and deplete each Shield in turn.

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

Another Sinner cannot clash with the designated attack
Only the Sinner with the corresponding Dawn's First Crow, The Sun's Descent, or Eventide Glow can clash with “”. Defense s cannot activate either, so prepare an Attack for the marked Sinner.
The area attack every three turns deals heavy damage
Win against “” to remove marks before Scartrail Slash. Marked Sinners take additional damage equal to five times the 's Final Power. Have a slow Sinner handle the area attack so marks and resolve first.
Breaking the Shield does not end the battle
Unlike 9-33, breaking the initial 1,600 Shield is not enough. Deplete the Shield at each stage, then lower HP to 959. Surviving 11 turns is not an ending condition here.

Before deployment

Level the three required Sinners and stabilize early clashes

  • Recommended Lv. 60 with Ryōshū, Meursault, and Outis. No NPCs provide assistance, so bring Slash resistance, healing, and strong clashes for each Sinner.
  • Ryōshū cannot die while another ally lives. Where she can win, assign her Swift Glimmer, Formless Cut, and other skills with heavy damage remaining after a clash.
  • If the opening is unstable, consider on the first turn. Avoid spending all three Ampule uses shared by Meursault and Outis in the opening turns.

Turns with Silent Regard available

Win against Silent Regard early with a fast Sinner

  • Winning against gives the enemy 2 and restores 5 SP to its clasher. Use a fast Sinner to apply the debuff before later powerful attacks.
  • Marked Sinners also need to handle “”. Do not spend all their slots on ; save skills for designated attacks and area attacks.
  • Winning against Swift Glimmer reduces its Atk Weight from 3 to 1. Winning against Formless Cut grants 80% damage reduction and prevents from that skill. Use Ryōshū's winning skills to limit damage.

“Destinated Opponent” and Scartrail Slash

Have each marked Sinner remove their mark before the area attack

  • Check Dawn's First Crow, The Sun's Descent, and Eventide Glow, then have the corresponding Sinner beat “” with an attack. Defense s cannot activate; leaving it unopposed also gives the enemy +10 Final Power.
  • A clash win removes the mark and deals fixed damage to the enemy. When several designated attacks appear, remove the marks on Sinners other than Ryōshū too.
  • Scartrail Slash appears every three turns and deals heavy extra damage to marked targets. Have a slow Sinner clash with it so and mark removal resolve first.
  • If winning against the area attack looks unlikely, prepare Defense s. Use the passive that halves final damage against targets using defense and Scartrail Slash's reduction based on equipped Defense s. “” and Deathedge preventing defense are separate exceptions.

Afterimage stages 4 → 3 → 2

Deplete Shields and reduce Bladetrail through Phantom Step

  • Depleting the Shield lowers the Afterimage stage by one and grants a new Shield at the next stage. After breaking it at stages 4 and 3, use the next turn's to attack.
  • Phantom Step joins the pattern at stage 3. Let Meursault and Outis win against it to halve Bladetrail. Even with Ampule revivals available, do not neglect Bladetrail damage.
  • The enemy reduces HP damage, SP damage, and Threshold advancement from statuses by 30%. Combine direct Wrath, Gloom, and Slash damage with early debuffs.

Afterimage stages 1 and 0

Reduce Bladetrail before String Severance and use automatic E.G.O attacks

  • Uttermost Rend Space - String Severance gains +10 Final Power at 20 or more SP. Even base may struggle, so reduce Bladetrail through Phantom Step first and prepare healing and defense.
  • On reaching stage 1, Meursault automatically uses at maximum ; Outis uses the next turn. These are separate from manual uses that spend your SP and resources.
  • Deathedge prioritizes low-HP Sinners other than Ryōshū and prevents Defense s from activating. with an Attack and redirect it to Ryōshū if possible. Concentrating too many hits on her can cause to complicate next-turn assignments.
  • After depleting the remaining Shields, lower HP to 959. Ryōshū surviving alone is not enough; manage the other two Sinners' HP and shared Ampules too.

NOTESUnique effects and cautions

Easy-to-miss details

  • The ending differs from 9-33's Shield break or 11-turn survival. Progress through the stages and lower HP to 959 here.
  • Ryōshū's protection from death requires another living ally. She is not safe if Meursault and Outis both fall.
  • “” prevents Defense s from activating. Preparing defense against major attacks does not mean defense can stop this skill.
  • and Phantom Step use the Power values available in the 9-41 tables. Do not import another battle's unconfirmed values or Tiansha Star's Bladewound.

Ryōshū's effect. Deals and takes 20% more damage against the Nursefather; clash wins lower his SP by 5. Prevents , removes , and grants 1 next turn. Cannot retreat.

Have Ryōshū beat dangerous skills. Use her protection from death while other Sinners remain alive.

Meursault and Outis share three uses. On lethal damage while another ally lives, clear and fully restore HP, reducing every ally's remaining count by 1.

This is not three uses each. Manage HP and Bladetrail on Sinners other than Ryōshū.

At Turn Start, gain a Shield equal to its value; the value falls as the Shield is depleted. Gain (stage × 400) once at the start of each Afterimage stage.

Breaking 1,600 once does not end the battle. Deplete the Shield at every stage.

A special status progressing from stage 4. Additional damage and action patterns change with its stage.

Even within the same three-turn cycle, check the skill pattern after a stage change.

Afterimage stage 4. range −2. On hit, inflict 1 Poison, 2 , 1 next turn, and 2 .

Statuses and build up from the opening. Use debuffs and clashes rather than relying solely on Ampules.

Maximum 99. Every 10 grants 1 next turn (max 5). String Severance consumes it all to deal additional max-HP-based damage.

Have Meursault and Outis win against Phantom Step to halve it.

The combined on the field.

Avoid accumulating Bladetrail; rotate clash wins against Phantom Step.

Starts at 2. At Turn Start, gain 5 Potency and 1 Count per stack. Gain 1 Slash per 15% HP lost (max 5).

Lower HP means more damage in the later stages. Save healing for hits that still get through.

Marks allowing a clash with the corresponding “”. If still present when Scartrail Slash hits, take additional damage.

Have the marked Sinner win against “” to remove the mark before the area attack.

Marks allowing a clash with the corresponding “”. If still present when Scartrail Slash hits, take additional damage.

Have the marked Sinner win against “” to remove the mark before the area attack.

Marks allowing a clash with the corresponding “”. If still present when Scartrail Slash hits, take additional damage.

Have the marked Sinner win against “” to remove the mark before the area attack.

Meursault's base . Automatically used at maximum on the turn stage 1 begins, without spending resources or SP.

Treat it separately from a normal manual use and check the enemy skills and action order.

Outis's base . Automatically used at maximum the turn after Meursault's automatic attack, without spending resources or SP.

After the automatic support, continue depleting the enemy with Phantom Step and healing.

PARTYRecommended teams and preparation

What to prepare first

  • Level the three required Sinners to the recommended Lv. 60 and bring Slash resistance and HP/SP recovery.
  • Save a way for each Sinner to win their designated clash, plus strong skills for Ryōshū to handle area attacks.

Ryōshū handles dangerous skills

Use her protection from death while another ally lives to take area attacks and remaining hits.

Fast Silent Regard clasher

Apply the debuff first to help later clashes succeed.

Each marked Sinner removes their own mark

Beat “” to prevent the area attack's additional damage.

Halve Bladetrail and heal

Limit damage to Meursault and Outis.

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 9-41. Deployment limit: 3 Sinners. Ryōshū, Meursault, and Outis are required. Meursault and Outis share three Ampule uses; Ryōshū cannot die while another ally lives. The enemy starts with 30 SP, 2 , 1,600 , and . Base is 2–5, before the Fourfold modifier. The battle ends at 959 HP.

The Pinky Nursefather - Shiomi YoruPart: Body

The Pinky Nursefather - Shiomi Yoru appearance
HP
1918
Level
77
Speed
2–5 / Speed range −2 from Fourfold Afterimage Entanglement
Defense Lv.
77
Stagger Thresholds
20% (383) / Staggered next turn after losing the Shield at stages 3 and 4

Physical resistances

SlashSlash
×1.2
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.0
Sloth
×0.8
Gluttony
×0.8
Gloom
×1.2
Pride
×0.8
Envy
×1.0
  • Starts at 30 SP. Distinguish this from 9-33's 45 SP, seven-Sinner deployment, and ending conditions.
  • Gains (Afterimage stage × 400) once at the start of each stage. Deplete the 1,600, 1,200, 800, and 400 Shields in order.
  • Losing all at stages 3 and 4 s the enemy next turn. Do not assume the transition from stage 2 to 1 causes the same .
  • Ryōshū cannot die while another Sinner is alive. Keeping Meursault and Outis alive also matters.

SKILLSSkills and how to respond

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

The Pinky Nursefather - Shiomi Yoru

01

Twinslash [二連]

EnvySlashSlash
Displayed Power
7〜13
Base Power
7
Coin Power
+3
No. of Coins
2
AttackLevel
74Enemy Lv. -3
Attack Weight
1

On Use Gain 2 Count

ⅠOn Hit Gain 1

ⅡOn Hit Gain 1

How to respond

A two- skill that gains . Beat first to weaken it, while saving skills for designated attacks.

PASSIVESPassives

The Pinky Nursefather - Shiomi Yoru

Enemy passives

Superposed Afterimage

Condition: Start of a stage; loss of

At Stage Start, gain .

At the start of the first turn of a pattern, gain ( stage × 400) .

(Once per stage)

Losing all at stages 3 and 4 changes the pattern and s the user throughout the next turn.

HP damage, SP damage, and Threshold advancement from , , , , and are reduced by 30%.

Impact on the fight

Deplete the Shields in order. At stages 4 and 3, use the following turn's to attack.

Enemy passives

Afterimage of the Future

Condition: Use of “”

Uses “” at specific turn intervals.

Only the designated attack target can clash with the skill.

When “” loses a clash, take 36–60 fixed damage.

At Combat End, if every “” used this turn lost its clash, gain 1 next turn.

Impact on the fight

Win with the marked Sinner to deal fixed damage and remove the mark.

Enemy passives

'I Shall Give You Some Quarter'

Condition: Use of Defense s; end of every fourth turn

The user's skills deal 50% less final damage to targets that use Defense s.

At Turn End every 4 turns, gain 2 and 2 for the rest of the encounter (stacks up to twice per encounter).

Impact on the fight

Use defensive damage reduction against area attacks you cannot beat. It cannot solve the designated skill's prevention of Defense s.

Enemy passives

Panic Recovery

Condition: Turn End while ked

At Turn End, if ked, set SP to 30

Impact on the fight

SP recovers. Do not treat -based weakening as permanent.

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

Use skill assignments and debuffs rather than relying on a different Type.

Enemy passives

Afterimage Reverberation

Condition: hit

On hit, deal Slash damage equal to (that 's final damage ÷ 10). Trigger this once per stage. This damage cannot .

Impact on the fight

Deals additional damage according to the Afterimage stage. Damage that cannot still reduces HP, so heal it.

Enemy passives

Lacerating Afterimages from Myriad Moments

Condition: Critical hits; above 20

At the end of an Attack , deal Slash damage to each target equal to (number of Slash s that critically hit × 10). This damage cannot .

At the end of an Attack , consume all above 20 and inflict on the target equal to the amount consumed.

Impact on the fight

Watch for additional damage and Bladetrail; win against Phantom Step to reduce it.

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

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