
CHAPTER 09 / BOSS GUIDE
Shiomi Yoru (9-33)
You do not need to reduce HP to 0. Deplete the Shield or survive through the end of Turn 11 to progress. Have fast Sinners beat and Phantom Step first to make later major attacks safer.
- HP
- 1,918 / Starts with a 1,600 Disjunction Shield
- Level
- 77
- Speed
- 3–5 / Range −2 from Fourfold Afterimage Entanglement / Major attacks: 20 and 30
- Defense Lv.
- 77
- Deployment limit
- 7 Sinners + 5 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Restore the team to 7 deployed Sinners and 5 backups. Keep Sinners other than Ryōshū alive too.
- Weaken the enemy through and reduce Bladetrail through Phantom Step before taking the major attacks.
- Deplete 1,600 or survive 11 turns. There is no need to reduce the enemy's HP to 0.
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
- Almost every clash looks Hopeless
- The enemy starts at Lv. 77 with 45 SP. Have a fast Sinner beat first to inflict , then handle the remaining skills. Use leveling, healing, and the as needed.
- Allies die even after winning against a major attack
- s and max-HP-based damage from Bladetrail remain. Before the major attack, win against Phantom Step to halve Bladetrail and heal in advance. The 80% damage reduction does not erase every source of damage.
- The team still has only four Sinners from the previous battle
- This battle returns to 7 deployed Sinners and 5 backups. Increase the deployment count and bring leveled backups. Ryōshū loses her protection if no other ally remains alive.
- A low-HP Sinner dies without even evading
- Deathedge prevents Defense s from activating and prioritizes low-HP Sinners other than Ryōshū. Stop it with an attack, or heal everyone to at least 50% HP before it appears to remove the condition for the extra action.
Before deployment
Bring seven Sinners and backups, Slash resistance, and healing
- Recommended Lv. 60. Deploy 7 Sinners with 5 backups; Ryōshū is required. Expand the preceding four-Sinner team with additional leveled Sinners.
- The enemy is Lv. 77 with 45 SP. Bring Slash resistance, HP and SP recovery, and strong clashers. If the level gap makes clashes unwinnable, consider from the .
- Ryōshū cannot die while another ally is alive, but this does not keep the other Sinners alive. Spend healing on them too.
Turns with Silent Regard
Have a fast Sinner beat Silent Regard first
- Winning against gives the enemy 2 and restores 5 SP to the Sinner who clashes with it. Assign a fast Sinner so the debuff lands before the later attacks.
- Plan the remaining clashes with the weakened enemy in mind. A clash win by Ryōshū also lowers the enemy's SP by 5, letting her contribute both strong clashes and resource generation.
- Winning against Swift Glimmer reduces its Atk Weight from 3 to 1. Prioritize clashing with it to protect secondary targets.
Turns with Phantom Step
Let Sinners with high Bladetrail halve their stacks
- Every 10 grants 1 next turn. Major attacks also convert it into max-HP-based damage, so win against Phantom Step to reduce it.
- Assign fast Sinners with high Bladetrail. Once the total across all Sinners reaches 50, also strengthens the next major attack.
- Deathedge is more likely to be added when a Sinner other than Ryōshū falls below 50% HP. Heal to remove the condition, or clash with the added skill using an attack. Defense alone cannot handle it.
Formless Cut and the four-turn major attack cycle
Use strong clashes and advance healing to survive Unbreakable Coins
- Formless Cut and Rend Space can be clashed with regardless of . Winning reduces their damage by 80% and prevents their targets from being ed by the skill. Even a slow Sinner can intercept them with a strong skill.
- At 50 or more , the attack changes to Rend Space - String Connection. At 10 or more SP, it gains another +5 Final Power. Do not choose the clasher based on Base Power alone.
- Rend Space consumes all Bladetrail to deal additional max-HP-based damage. Reduce Bladetrail and restore HP beforehand. The turn ends after the attack, so do not leave healing until afterward.
Depleting the Shield or surviving
Break the Shield or survive through Turn 11
- Use Wrath, Gloom, and Slash damage to deplete the 1,600 Shield. Meeting the Shield-breaking condition triggers the event; you do not need to deplete the remaining 1,918 HP.
- If damage is insufficient, prioritize healing and clash wins to reach the end of Turn 11. s deal half damage to targets that use Defense s, but Deathedge is an exception because it prevents Defense s from activating.
- At the end of every fourth turn, the enemy gains and . Your attacks become more effective, but incoming damage also rises. Manage remaining HP and healing resources.
NOTESUnique effects and cautions
Easy-to-miss details
- Phantom Step and have unconfirmed Power. Their debuff and Bladetrail-halving effects remain useful, but the listed numbers alone cannot guarantee a clash win.
- Additional damage that cannot still reduces HP. damage reduction and max-HP-based Bladetrail damage are separate effects.
- Deathedge prevents Defense s from activating. Simply assigning to a low-HP Sinner is insufficient.
- No actions occur after Rend Space. Complete healing and debuffing beforehand.
- 9-33 allows progression through survival. Do not apply the ending conditions of the related or similarly named bosses at 9-41 and 9-48.
Ryōshū gains 1 skill slot. She deals and takes 20% more damage against the Pinky Nursefather; her clash wins lower his SP by 5. Damage that would her removes her and grants 1 next turn (once per turn). Using a skill generates 1 resource of its affinity and 1 of a missing affinity (twice per turn). She cannot retreat.
Spend the resources on healing and debuffs. Ryōshū also takes more damage, so do not rely solely on her conditional protection from death.
At battle start, grants a Shield equal to its value; the value decreases as the Shield is depleted. Starts at 1,600.
Damage that would reduce the Shield to 0 meets this battle's ending condition. There is no need to reduce HP to 0.
Maximum 99. At Turn Start, every 10 grants 1 (max 5). Major attacks consume all of it to deal max-HP-based damage.
Halve it by winning against Phantom Step, then heal before the major attack.
range −2. On hit, inflicts 1 Poison, 2 , 1 next turn, and 2 .
Check which skills still hit after a clash win and heal the damage caused by status effects.
The combined Bladetrail on all Sinners on the field. At 50 or higher, it strengthens the periodic major attack.
Check everyone's Bladetrail when assigning Phantom Step, rather than watching only one Sinner.
Maximum 3. At Turn Start, gain 5 Potency and 1 Count per stack. Gain 1 Slash for every 15% HP lost (max 5).
Check predictions with the enemy's and current status in mind. Its Power does not stay at its starting value throughout the battle.
PARTYRecommended teams and preparation
What to prepare first
- Recommended Lv. 60. Bring 7 deployed Sinners and 5 backups, Slash resistance, and healing resources. Assign fast Sinners to and Phantom Step.
- Combine strong single-target clashes, , and HP/SP recovery. Surviving through Turn 11 allows progression, so a short burst of damage is not the only approach.
Early debuffer
Beat early to help the other Sinners win their clashes.
Bladetrail reducer
Halve Bladetrail through Phantom Step to reduce max-HP-based damage from the major attack.
Finisher clash handler
Win with a strong skill regardless of to gain 80% damage reduction.
Healing and reserves
Survive s and additional damage until the ending condition is met.
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 9-33. Deployment limit: 7 Sinners, with 5 reserves in a Chain Battle. The normal 9-33 battle. Deploy 7 Sinners with 5 backups; Ryōshū is required. Restore the team size after the preceding four-Sinner battle. The enemy starts at Lv. 77 with 45 SP and 1,600 , with no fixed level reduction. Dealing damage that would reduce the Shield to 0, or reaching the end of Turn 11, triggers the event. Treat this separately from the battles at 9-41 and 9-48.
The Pinky Nursefather - Shiomi YoruPart: Body

- HP
- 1,918 / Starts with a 1,600 Disjunction Shield
- Level
- 77
- Speed
- 3–5 / Range −2 from Fourfold Afterimage Entanglement / Major attacks: 20 and 30
- Defense Lv.
- 77
- Stagger Thresholds
- 50% (959) / Losing Disjunction causes Stagger at the relevant stages
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 with 45 SP, 1 , , and 1,600 .
- One attack slot consumes 2 points of Atk Weight. Do not count secondary targets as though this enemy used ordinary slot sizes.
- The battle ends when damage would reduce the Shield to 0, or at the end of Turn 11. The final damage that would break the Shield becomes 0.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Phantom Step and have inconsistent Power listings, so their Base Power and displayed Power are marked unconfirmed. Check the actual clash prediction. Rend Space - String Connection is shown with 20 Base Power and +6 Power; its +5 Final Power at 10 or more SP is listed separately in the effects.
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
Gains Count on use and Potency on hit. Weaken the enemy by beating , then win the remaining clashes with the other Sinners.
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 regular three- skill that gains . Account for the level gap and the enemy's current SP as well as the listed Power.
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
An Unbreakable attack with 3 Atk Weight. Winning the clash reduces its Atk Weight by 2, making it single-target. Prioritize clashing with it, as an unopposed attack grants it 5 .
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 Indiscriminate attack that reuses its single up to four times. with it regardless of to gain 80% damage reduction and protection from caused by the skill. Bladetrail and additional damage still require care.
Rend Space [空間斬]
- Displayed Power
- 15〜19
- Base Power
- 15
- Coin Power
- +4
- 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.
[ Lose] Deal 80% less damage; targets taking damage from this skill cannot be ed
After Attack End the turn
Ⅰ.
Critical damage +100%
On Hit Consume all on the target; deal HP damage equal to (amount consumed)% of each target's max HP
How to respond
An Unbreakable attack with 7 Atk Weight. Win with a strong skill regardless of to gain 80% damage reduction. Heal beforehand to prepare for max-HP-based damage from consuming all Bladetrail and for the turn ending after the attack.
Phantom Step [殘像步]
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- 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 the Sinner who clashes with it. Have a fast Sinner with Bladetrail handle it before the major attack. Its Power is unconfirmed, so also check the actual clash prediction.
Silent Regard
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- 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
Winning gives the enemy 2 and restores 5 SP to the Sinner handling it. Win early with a fast Sinner to improve later clashes against regular and area attacks. Its Power is unconfirmed.
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
Targets low-HP Sinners other than Ryōshū and prevents Defense s from activating. with an attack instead of relying on . Lower HP means more Bladetrail, followed by max-HP-based damage on the next .
Rend Space - String Connection [空間斬-緣]
- Displayed Power
- 20〜26
- Base Power
- 20
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 80Enemy Lv. +3
- Attack Weight
- 7
On Use If the user's SP is 10 or higher, generate 1 Mang. Final Power +5
Can be clashed regardless of ; cannot be ed until this skill is used
[ Lose] Deal 80% less damage; targets taking damage from this skill cannot be ed
After Attack If this skill generated Mang, lose 10 SP
After Attack End the turn
Ⅰ.
Critical damage +100%
On Hit Consume all on the target; deal HP damage equal to (amount consumed)% of the target's max HP
On Crit Gain 1
A technique that cuts space: Rend Space. Cutting space is a long-held ambition of swordsmen, who have reached that realm through various methods.
How to respond
At 50 or more , this becomes a stronger Rend Space. At 10 or more SP, it also gains +5 Final Power. Win the clash for 80% damage reduction, but remember that this does not erase max-HP-based damage from Bladetrail. The turn ends after the attack.
PASSIVESPassives
The Pinky Nursefather - Shiomi Yoru
Superposed Afterimage
Condition: Battle start and loss of
At Turn Start, gain .
At the start of the first turn of a pattern, gain (Afterimage Entanglement stage × 400) .
(Once per Afterimage Entanglement stage)
Losing all at Afterimage Entanglement stages 3 and 4 changes the pattern and s the user throughout the next turn.
HP damage, SP damage, and Threshold advancement caused by , , , , and are reduced by 30%.
Impact on the fight
Start by depleting the 1,600 Shield. Alternatively, reduce Bladetrail and survive; the event also triggers at the end of Turn 11.
Unsheathing Dihui Star's Blade
Condition: Four-turn major attack cycle; at 50 or higher
Uses a powerful skill every 4 turns.
- If is 50 or higher, the skill is enhanced.
“...A loathsome blade, like a brand.”
Impact on the fight
The total Bladetrail across all Sinners strengthens the major attack. Reduce it with Phantom Step and save healing and high-Power skills for the major attack.
'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
Final skill damage is halved against targets using Defense s. However, Deathedge prevents Defense s from activating, so do not rely on Defense for every attack.
Panic Recovery
Condition: Turn End while ked
At Turn End, if ked, set SP to 30
Impact on the fight
SP returns to 30. Lowering SP does not disable the enemy for long.
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
Instead of relying on replacing the effect, win against weaker skills first.
Afterimage Reverberation
Condition: On hit
On hit, deal Slash damage equal to (that 's final damage ÷ 10). Trigger this once per Afterimage Entanglement stage. This damage cannot .
Impact on the fight
Deals additional Slash damage once per Afterimage stage. Damage that cannot still reduces HP, so bring healing and resistance.
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
Adds damage and Bladetrail after attacks. Do not leave Sinners at low HP; reduce Bladetrail through Phantom Step.