English translation in progress. Untranslated passages remain in Japanese.

Shock Centipede (Canto IV)

CHAPTER 04 / BOSS GUIDE

Shock Centipede (Canto IV)

4-54 · The League of Nine in Memory, Floor 2Story guide

keeps it alive at 1 HP. Damage the Body first, then beat “” and “” after the transition to exhaust its stacks. Breaking the Shield is a separate approach.

HP
Overall 1183 / Head 424
Level
34
Speed
2〜5
Defense Lv.
39
Deployment limit
7 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. Aim to the Body and reduce overall HP to 1. If you cannot fully break the opening Head Shield, focus damage on the Body.
  2. At 1 HP, check . “” and “” consume 2 [On Use] and another 3 when you win the .
  3. Save powerful skills for the area attack on the turn after “”. Protect low-HP Sinners and those d by earlier hits.

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

Repeated attacks cannot finish it at 1 HP
locks overall HP at 1 while stacks remain. Make it use “” and “” after the transition, and win those es to consume stacks rather than simply adding more damage.
increases despite winning every
The regular “” and “” gain 2 [On Use] and consume 1 [ Lose]. Even when you win, the net result is an increase. These differ from the consumption skills used after reaching 1 HP.
Attacking the Head does not reduce overall HP
The Head has a Shield equal to its current HP. If your damage cannot fully break it, prioritize Body and reaching 1 overall HP.
Your main units fall to the attacks after reaching 1 HP
After the transition, “” and “” prioritize low-HP targets. Redirect them with faster Sinners and save healing and skills that can beat a maximum roll of 17.

Dungeon preparation

Prepare Body damage and strong Clashes for after the transition

  • Prepare 7 Sinners, aiming for Level 35 and III or higher on your main units. Bring Pierce for the Body, Blunt for the Head, and Gloom/Sloth damage effective against both.
  • Prepare that can beat “” and “” after reaching 1 HP. Do not spend all powerful skills in the opening.
  • Prepare HP and SP in earlier fights. Low-HP Sinners are prioritized after the transition, so healing and a fast redirector help.

Turn 1 / every 5 turns afterward

Choose between breaking the Shield and damaging the Body

  • “” grants a Shield equal to current Head HP. The usual plan is to focus the Body for without losing actions to the Shield.
  • If you can fully break the Head Shield, focusing the Head is another option. Breaking it consumes and s all Parts next turn. Partially damaging the Shield does not trigger this effect.
  • Splitting damage between the Head and Body while the Shield is active makes either goal harder to achieve. Choose one based on your current skills.

The turn after “Coil Up”

Beat the area attack and aim for Body Stagger

  • “” has 5 . Damage increases above 10 , so with a strong skill and check secondary targets' HP.
  • Sinners d by earlier hits may fail to gain Power. Reassign the major-attack based on their current statuses.
  • Focus damage to the Body and bring overall HP to 1. Winning regular es does not keep reducing ; do not wait in the normal phase for it to reach zero.

First transition to 1 overall HP

Beat “Wriggling Head” and “Wriggling Tail” to exhaust remaining Self-charge

  • On its first death, all actions that turn are canceled and increases by its current amount. Up to 20 stacks can remain, so the battle continues at 1 HP.
  • When its skills change to “” and “”, redirect low-HP-targeting attacks with faster Sinners and use winning regular skills or . Each consumes 2 [On Use] and another 3 if you win, for 5 total per skill.
  • If the Head is already broken, its skills do not appear, leaving the Tail to consume . Do not assume the fight will end in 1 turn; survive until no stacks remain.
  • Reaching 1 HP through turn-boundary damage such as may not immediately trigger the same action change. Check current skill names and ; win when the consumption skills appear.

NOTESUnique effects and cautions

Easy-to-miss details

  • The 1-HP lock is 's effect. Adding more damage alone will not finish the fight.
  • Normal gains differ from consumption after reaching 1 HP. Repeated wins do not guarantee reaching zero in the normal phase.
  • Breaking the Head may not immediately defeat the enemy, and also removes some post-transition skills. Check remaining .
  • The turn-5 event may be canceled by the transition to 1 HP. Do not make its successful reduction a required step.
  • This is separate from Canto IX and Railway Shock Centipedes. Do not apply their enhanced skills or special deployment conditions here.

Maximum 20. If stacks remain after death, overall HP stays locked at 1 until all are consumed. The first transition adds stacks equal to the current amount.

Limit buildup during the normal phase, then win against the consumption skills after reaching 1 HP to exhaust the remaining stacks.

A unique status checked by “”. If present, its hit deals additional fixed damage equal to 40% of final damage.

Keep the major attack away from Sinners already carrying it; check assignments and healing.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Level 35 and III or higher on your main units. Prepare Pierce for the Body, plus Gloom and Sloth damage.
  • Save winning skills for the 5-Attack-Weight area attack and the post-transition attack rolling up to 17. Heal low-HP Sinners beforehand.

Focused Body damage

Bypass the Head Shield to cause and reach 1 overall HP.

High-power Clash specialist

Stop the area attack, then consume 5 per skill after the transition.

Healing and fast redirection

Protect weakened Sinners from “” and “”'s low-HP targeting.

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 4-54. Deployment limit: 7 Sinners. The regular encounter on Floor 2 of the Canto IV dungeon, separate from enhanced Canto IX, Railway, and Mirror Dungeon versions. Overall HP is 1183, Head HP is 424, and Body HP is 739. The Head stops acting after breaking; the Body can still act.

Shock Centipede (Head)Part: Head

Shock Centipede (Head) appearance
HP
Overall 1183 / Head 424
Level
34
Speed
2〜5
Defense Lv.
39
Stagger Thresholds
0%(0)

Physical resistances

SlashSlash
×0.5
PiercePierce
×1.0
BluntBlunt
×2.0

Sin Nullification

Wrath
×0.5
Lust
×1.0
Sloth
×1.5
Gluttony
×1.0
Gloom
×2.0
Pride
×1.0
Envy
×0.5
  • Gains a Shield equal to current Head HP. The opening Shield corresponds to 424 Head HP.
  • Remains targetable after breaking, but the Head stops acting. Breaking it may still leave locking overall HP at 1.

Shock Centipede (Body)Part: Body

Shock Centipede (Body) appearance
HP
Body 739 / Overall 1183
Level
34
Speed
2〜5
Defense Lv.
39
Stagger Thresholds
55%(406)

Physical resistances

SlashSlash
×0.5
PiercePierce
×1.5
BluntBlunt
×1.0

Sin Nullification

Wrath
×0.5
Lust
×1.0
Sloth
×1.5
Gluttony
×1.0
Gloom
×2.0
Pride
×1.0
Envy
×0.5
  • Weak to Pierce. The usual target for bypassing the Head's Shield, causing , and reaching 1 overall HP.
  • Can still act and be attacked after breaking. It continues using “” after reaching 1 HP; use that to consume .

SKILLSSkills and how to respond

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

9 regular skills. “” is assigned to the Body in the skill table but the Head in the action table; it is listed under the Head here, so check the Shield's target. “”'s 1- entry conflicts with an effect labeled Ⅱ. Do not substitute enhanced versions' power or slot counts at 1 HP.

Shock Centipede (Head)

01

Bite

GloomPiercePierce
Displayed Power
4〜11
Base Power
4
Coin Power
+7
No. of Coins
1
AttackLevel
31Enemy Lv. -3
Attack Weight
1

On Use Gain 2 .

[ Lose] Consume 1 .

ⅠOn Hit Inflict 3 and increase Count by 2.

How to respond

Gains 2 [On Use] and loses 1 when you win the . Winning prevents hits and limits the increase, but does not continually reduce its stacks on its own.

Shock Centipede (Body)

01

Tail Poke

GloomPiercePierce
Displayed Power
4〜10
Base Power
4
Coin Power
+3
No. of Coins
2
AttackLevel
31Enemy Lv. -3
Attack Weight
1

On Use Gain 2 .

[ Lose] Consume 1 .

ⅠOn Hit Inflict 3 and increase Count by 2.

ⅡOn Hit Inflict 2 next turn.

How to respond

to prevent and next-turn . Gaining 2 [On Use] and consuming 1 [ Lose] means wins alone cannot reduce to zero.

PASSIVESPassives

Shock Centipede (Body)

Enemy passives

Living Nerves

Condition: First death

On death, cancel all skills for that turn. Gain equal to its current amount.

Impact on the fight

All actions that turn stop and increases by its current amount. This is why the fight continues at 1 HP; prepare the next es to consume its stacks.

Enemy passives

Undying Persistence

Condition: Initially / every 5 turns

Every 5 turns, gain a Shield equal to Head HP.

Impact on the fight

The Shield equals current Head HP. Be aware that damage to the Head may not directly reduce overall HP while it remains.

Enemy passives

Terminated Persistence

Condition: Shield depletion after “Coil Up”

After using “Coil Up”, fully depleting the Shield consumes . All Parts become ed next turn.

Impact on the fight

Fully breaking the Shield consumes and s all Parts next turn. If pursuing this route, focus the Head rather than leaving the Shield only partially damaged.

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

← Back to boss guides