
CHAPTER 04 / BOSS GUIDE
Shock Centipede (Canto IV)
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
3 things to understand first
- Aim to the Body and reduce overall HP to 1. If you cannot fully break the opening Head Shield, focus damage on the Body.
- At 1 HP, check . “” and “” consume 2 [On Use] and another 3 when you win the .
- 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

- HP
- Overall 1183 / Head 424
- Level
- 34
- Speed
- 2〜5
- Defense Lv.
- 39
- Stagger Thresholds
- 0%(0)
Physical resistances
Slash
- ×0.5
Pierce
- ×1.0
Blunt
- ×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

- HP
- Body 739 / Overall 1183
- Level
- 34
- Speed
- 2〜5
- Defense Lv.
- 39
- Stagger Thresholds
- 55%(406)
Physical resistances
Slash
- ×0.5
Pierce
- ×1.5
Blunt
- ×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)
Bite
- 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.
Electric Load
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
On Use Gain 1 .
Deal +10% damage if the target has .
ⅡOn Hit Inflict 3 .
How to respond
Gains 1 [On Use] and inflicts 3 on the final hit. This weakens skills relying on Power; avoid automatically assigning a d Sinner to next turn's major .
Coil Up
- Displayed Power
- 1〜2
- Base Power
- 1
- Coin Power
- +1
- No. of Coins
- 1
- DefenseLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
While this skill slot is present, gain a Shield equal to the Head's current HP.
How to respond
Gains a Shield equal to current Head HP. Focus the Head if you plan to fully break it; otherwise, damage the Body to reach 1 overall HP. Offsetting alone does not count as removing the Shield.
Wriggling Head
- Displayed Power
- 6〜14
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
Prioritize the enemy with the lowest HP.
On Use Consume 2 .
[ Lose] Consume 3 .
ⅡOn Hit Inflict 3 .
How to respond
Used after reaching 1 HP. Consumes 2 [On Use] and another 3 if you win, for 5 total. It targets low-HP Sinners, so check whether a faster ally can redirect it.
Shock Centipede (Body)
Tail Poke
- 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.
Wrapping Coil
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +8
- No. of Coins
- 1
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
On Use Gain 2 .
[ Lose] Consume 1 .
ⅠOn Hit Inflict 2 .
[Heads Hit] Inflict 2 next turn.
The source lists 1 but labels the effect Ⅱ. Its assignment is unconfirmed.
How to respond
increases subsequent damage, so win the to prevent the hit. The source lists 1 but labels as Ⅱ, leaving that effect's assignment unconfirmed.
Electric Release
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
On Use Gain 1 .
Deal +10% damage if the target has .
ⅢOn Hit Inflict 3 .
How to respond
A 3- attack that deals more damage to d targets. Keep it away from low-HP or d Sinners.
High-voltage Electric Discharge
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 5
If exceeds 10, deal +10% damage per excess stack.
Consume all .
ⅠOn Hit Inflict 2 .
ⅡOn Hit If the target has , deal fixed damage equal to 40% of final damage.
ⅡOn Hit Inflict 3 and 1 .
How to respond
5 . Damage increases above 10 , with additional fixed damage against targets with . Win using a powerful skill. The consumption does not list a outcome requirement.
Wriggling Tail
- Displayed Power
- 8〜17
- Base Power
- 8
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 31Enemy Lv. -3
- Attack Weight
- 1
Prioritize the enemy with the lowest HP.
On Use Consume 2 .
[ Lose] Consume 3 .
ⅢOn Hit Inflict 3 .
How to respond
Used after reaching 1 HP, with a maximum roll of 17. Win using to consume 2 [On Use] plus 3 [ Lose], for 5 total. Avoid losing with a weak skill and letting the attack hit.
PASSIVESPassives
Shock Centipede (Body)
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.
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.
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.