
CHAPTER 09 / BOSS GUIDE
Shiomi Yoru (9-41)
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
3 things to understand first
- Handle first to weaken later clashes.
- The marked Sinner must stop “” with an Attack .
- 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

- 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
Slash
- ×1.2
Pierce
- ×1.0
Blunt
- ×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
Twinslash [二連]
- 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.
Tripleslash [三連]
- Displayed Power
- 7〜13
- Base Power
- 7
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel
- 74Enemy Lv. -3
- Attack Weight
- 1
On Use Gain 3 Count
ⅠOn Hit Gain 1
ⅡOn Hit Gain 1
ⅢOn Hit Gain 1
How to respond
A three- skill that gains . Choose regular skills using predictions after debuffs and avoid unnecessary concentrated hits.
Swift Glimmer [快閃]
- Displayed Power
- 10〜16
- Base Power
- 10
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 78Enemy Lv. +1
- Attack Weight
- 3
On Unopposed Attack Gain 5
[ Lose] Atk Weight −2
Ⅰ.
Critical Damage +30%
On Hit Gain 2 .
On Hit Inflict 1
On Hit without Coin Destruction Inflict 1
How to respond
Unbreakable, but a clash win reduces Atk Weight by 2. If Ryōshū can win, she can take the remaining damage more safely.
Formless Cut [無形斬]
- Displayed Power
- 12〜13
- Base Power
- 12
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 78Enemy Lv. +1
- Attack Weight
- 4
Unfocused Volley
This skill can be clashed with regardless of . The user cannot be ed until the skill ends.
[ Lose] Deal 80% less damage; targets taking damage from this skill cannot be ed
Ⅰ.
Reuse this (up to 4 times)
On Hit Gain 1
On Hit Inflict 1
On Hit without Coin Destruction Inflict 1
How to respond
An Unfocused Volley with s. regardless of and win for 80% damage reduction and prevention. Assign Ryōshū if possible.
Phantom Step [殘像步]
- Displayed Power
- 4〜7
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 74Enemy Lv. -3
- Attack Weight
- 1
[ Lose] Halve the target's (rounded down)
How to respond
Winning halves Bladetrail on its clasher. Prioritize Meursault and Outis, and resolve it before String Severance.
Silent Regard
- Displayed Power
- 2〜3
- Base Power
- 2
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 72Enemy Lv. -5
- Attack Weight
- 1
[ Lose] Gain 2
[ Lose] Heal the target for 5 SP
Ⅰ.
How to respond
Have a fast Sinner win first to give the enemy 2 and restore 5 SP to the clasher. The highest-priority clash for weakening later attacks.
Deathedge [絶命]
- Displayed Power
- 9〜19
- Base Power
- 9
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 80Enemy Lv. +3
- Attack Weight
- 1
This skill prevents the target's Defense from activating
Targets the unit with the lowest current HP percentage
- Prioritizes Sinners other than Ryōshū
ⅠOn Hit Inflict 1 for every 1% HP the target has lost
ⅡOn Hit Consume all on the target; deal HP damage equal to (amount consumed)% of the target's max HP
How to respond
Prioritizes low-HP Sinners other than Ryōshū and prevents Defense s from activating. with an Attack to prevent max-HP-based damage from Bladetrail.
Uttermost Rend Space - String Severance [空間斬 - 絕緣]
- Displayed Power
- 14〜24
- Base Power
- 14
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 77Enemy Lv. +0
- Attack Weight
- 7
This skill can be clashed with regardless of . The user cannot be ed until the skill ends.
On Use If the user's SP is 20 or higher, generate 3 Mang. Final Power +10
After Attack If this skill generated Mang, lose 20 SP
[ Win] Gain 2 Slash
[ Lose] Deal 80% less damage; this skill's damage cannot its targets
Ⅰ.
Critical damage +100%
On Hit Consume all on the target; deal HP damage equal to (amount consumed)% of each damaged unit's max HP
How to respond
At 20 or more SP, gains +10 Final Power. Reduce Bladetrail through Phantom Step first and assign a slow Sinner. If winning is impossible, use defense-based reduction and advance healing.
Destinated Opponent
- Displayed Power
- 3〜4
- Base Power
- 3
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 79Enemy Lv. +2
- Attack Weight
- 1
Only a target with the corresponding Dawn's First Crow, The Sun's Descent, or Eventide Glow buff can clash with this skill
This skill prevents Defense s from activating
On Clash Lose Gain 1
[ Lose] Remove the target's Dawn's First Crow, The Sun's Descent, or Eventide Glow
On Unopposed Attack Final Power +10
How to respond
Only the Sinner with the matching mark can clash with it. Defense s cannot activate; win with an attack to remove the mark before Scartrail Slash.
You Have Failed to Stop the Future - Scartrail Slash [殘痕斬]
- Displayed Power
- 7〜16
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- 80Enemy Lv. +3
- Attack Weight
- 7
This skill can be clashed with regardless of . The user cannot be ed until the skill ends.
Combat Start Gain 1 for each enemy with a Defense equipped this turn (max 5)
[ Lose] Deal 80% less damage; this skill's damage cannot its targets
ⅠOn Hit If the target has Dawn's First Crow, The Sun's Descent, or Eventide Glow, deal Pride damage equal to (this 's Final Power) × 5
How to respond
Can be clashed with regardless of . Beat the designated skills first to remove marks; a remaining mark causes additional damage equal to five times Final Power. Equipped Defense s also reduce damage without changing Power.
PASSIVESPassives
The Pinky Nursefather - Shiomi Yoru
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.
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.
'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.
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.
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.
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.
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.