
CHAPTER 05 / BOSS GUIDE
Skin Prophet (Canto V)
Reduce all 4 s to 1 HP to light them. Once the boss's normal resistances return, focus damage on it or break every lit 's Shield in the same turn to trigger self-damage and .
- HP
- 942
- Level
- 39
- Speed
- 2〜4
- Defense Lv.
- 44
- Deployment limit
- 6 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Avoid triggering the boss's ; light all 4 s first.
- After all are lit, choose between focusing the boss and breaking all 4 Shields in the same turn.
- Do not use to weaken negative- 9:2. Manage and healing instead.
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
- Attacks barely damage the boss
- While resistance buffs are active, all resistances are 0.5. Reduce all s to 1 HP to light them rather than trying to defeat them. Once all are lit, normal resistances return, making Gloom especially effective.
- s do not die at 1 HP
- s light at 1 HP and cannot die. This creates an opening to attack the boss. Breaking their Shields after lighting extinguishes them next turn; these are separate steps.
- The area attack remains strong despite
- 9:2 has 20 Base Power and -4 Power. sets Power to 0, preventing the usual power reduction. Use strong es or extinguish every instead of treating as a debuff here.
Before deployment
Prepare attacks for all 4 Candles and healing for Burn
- Recommended Level 40; deploy 6 Sinners. Divide attacks so each of the 4 s reaches 1 HP rather than focusing everything on one.
- Once normal resistances return, Gloom, Sloth, and Slash are effective. Prepare Wrath resistance and HP healing for attrition too.
- Ishmael starts at low SP. Consider opening recovery or defense rather than relying on her winning every needed to light s.
While Candles are unlit
Light all 4 without triggering the boss's normal Counter
- s light when reduced to 1 HP. Divide attacks across all 4 instead of trying to defeat them one at a time.
- “” and “” are unclashable. Use or other damage mitigation rather than trying to redirect them into a strong attacking .
- The boss also has a normal during this phase. Check and targets when using area attacks to avoid accidentally including the boss as a secondary target.
- The boss lights the s 4 turns after they go out. If you lack actions, you need not keep triggering its unnecessarily.
After all Candles are lit
Choose between focusing the boss and extinguishing all Candles
- The boss's normal resistances return and attacks can deal effective damage. If your damage is sufficient, leave s alone and focus the boss to it before 9:2.
- Otherwise, fully deplete every 's 20-point Shield in the same turn. All go out next turn, triggering 6:5's self-damage and .
- Splitting actions between damaging the boss and extinguishing s can leave you taking without extinguishing them all. Choose the turn's goal before assigning attacks.
When 9:2 appears
Use a strong Clash against negative Coins
- 9:2 starts at 20 and loses 4 power per . removes that reduction, so do not use it to weaken this skill.
- Win with a strong skill to prevent and Max HP reduction on hit. However, the enemy's [ Lose] effect still applies 10 and next-turn , so victory does not mean taking no damage.
- targets take additional damage based on Max HP. Check HP recovery and Wrath resistance, and recover before the area attack.
- Afterward, s heal and go out. If the boss survives, repeat the lighting process.
Deplete all 4 Shields in the same turn
Focus damage after 6:5's self-inflicted hit
- If all s go out in time, the boss uses 6:5 instead of 9:2. This unclashable, unredirectable skill makes the boss take the damage itself.
- Attack during the boss's next turn. Save healing and damage skills rather than attempting to with the self-damaging skill using a Sinner's .
- Light the s again after they heal. Manage buildup and repeat the process for another opening if needed.
NOTESUnique effects and cautions
Easy-to-miss details
- Lit s use normal s. These cannot be stopped by winning a .
- Winning against 9:2 still leaves its [ Lose] effect. Preventing hits does not cancel every effect.
- To extinguish all s, deplete all 4 Shields in the same turn. Breaking just one does not trigger the same opening.
- Enhanced-resistance and restored-resistance entries share one HP gauge. You do not defeat two separate bosses in sequence.
4 s with 26 HP each. They light at 1 HP rather than reaching 0; lighting all restores the boss's normal resistances. Breaking their 20-point Shields afterward extinguishes them next turn.
Treat initial lighting and Shield-breaking to extinguish all s as separate steps.
A mark prioritized by some boss and attacks. A hit from 9:2 also deals additional damage equal to 5% of Max HP.
Heal the marked Sinner and protect them with strong es or resistances.
A Canto V dungeon aid. Raises Ishmael to Level 40 if below 40 and assists / to IV. Grants each battle.
Prepare other main units, resistances, and healing rather than rushing to raise only Ishmael.
Ishmael begins combat at -25 SP. At Turn Start, if SP is below 0, gain 3 .
Prioritize SP recovery and durability, and watch for at low SP.
PARTYRecommended teams and preparation
What to prepare first
- Prepare enough actions to light each , Gloom/Sloth/Slash damage for the boss, and HP recovery.
- Save a powerful answer to 9:2. does not weaken its negative s.
Lighting all 4 Candles
Remove the boss's universal 0.5 resistances.
Boss damage
Exploit restored resistances and openings.
Actions / area attacks to extinguish all Candles
Break every Shield in the same turn to trigger self-damage.
Burn and HP management
Recover from attrition that remains even after winning the area-attack .
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 5-36. Deployment limit: 6 Sinners. The enhanced-resistance and restored-resistance entries describe the same boss, retaining its 942 HP. There are 4 s with 26 HP each; they light at 1 HP rather than falling to 0. Breaking their 20-point Shields after lighting is a separate step. Ishmael must deploy while alive and cannot be replaced with a Support Identity. assists her to Level 40 and / IV. She begins each fight at -25 SP, so do not rely on her alone for strong opening es or costly .
Skin Prophet (Enhanced Resistances)Part: Body

- HP
- 942
- Level
- 39
- Speed
- 2〜4
- Defense Lv.
- 44
- Stagger Thresholds
- 50% / 0% (471 / 0)
Physical resistances
Slash
- ×0.5
Pierce
- ×0.5
Blunt
- ×0.5
Sin Nullification
- Wrath
- ×0.5
- Lust
- ×0.5
- Sloth
- ×0.5
- Gluttony
- ×0.5
- Gloom
- ×0.5
- Pride
- ×0.5
- Envy
- ×0.5
- After s fully heal and go out, all resistances are 0.5 until every is lit.
- Attacking the boss triggers its normal . Attack s first.
- Remains targetable and can still act after Part break.
Skin Prophet (Restored Resistances)Part: Body

- HP
- 942 (retains the same boss's remaining HP)
- Level
- 39
- Speed
- 2〜4
- Defense Lv.
- 44
- Stagger Thresholds
- Retains the same boss's remaining thresholds
Physical resistances
Slash
- ×1.2
Pierce
- ×1.0
Blunt
- ×0.5
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×0.5
- Sloth
- ×1.5
- Gluttony
- ×0.75
- Gloom
- ×2.0
- Pride
- ×1.25
- Envy
- ×1.0
- Normal resistances after all s are lit: Gloom 2.0, Sloth 1.5, Slash 1.2.
- To extinguish all s, damage every 's Shield in the same turn.
- At the end of 9:2 or 6:5, s fully heal, their Parts revive, and the flames go out.
CandlePart: Candle

- HP
- 26 (4 appear)
- Level
- 39
- Speed
- 1
- Defense Lv.
- 39
- Stagger Thresholds
- None
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×0.5
- Sloth
- ×1.5
- Gluttony
- ×0.75
- Gloom
- ×2.0
- Pride
- ×1.25
- Envy
- ×1.0
- Cannot reach 0 HP. At 1 HP, the Part breaks and lights. Acts while lit.
- When all are lit, uses a normal with a 20-point Shield. Fully depleting the Shield extinguishes it next turn.
- 4 turns after the flames go out, the boss also reduces all s to 1 HP and lights them.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Skin Prophet (Enhanced Resistances)
All Shall be Revealed
- Displayed Power
- 3〜6
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
[Unclashable]
ⅠOn Hit Inflict 1 Wrath Fragility.
How to respond
An unclashable Lust/Pierce attack. Prevent hits with or similar options, and attack s without triggering the boss's .
All Shall Burn
- Displayed Power
- 3〜6
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
[Unclashable]
ⅠOn Hit If the target has , inflict 3 .
How to respond
Unclashable. Adds 3 to targets already carrying , so use or HP recovery.
Scorn Not the Prophecy
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
ⅠOn Hit Inflict 5 and increase Count by 2.
How to respond
A normal triggered by attacking the boss during enhanced resistances. Light the s first to avoid unnecessary .
Skin Prophet (Restored Resistances)
All Shall Scatter
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
Prioritize targets.
ⅠOn Hit Deal SP damage equal to the number of lit s.
ⅡOn Hit Deal SP damage equal to the number of lit s.
How to respond
Prioritizes targets, dealing SP damage according to the lit count. Stop it with a regular skill while continuing to focus damage on the boss.
Longing...
- Displayed Power
- 5〜11
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
ⅠOn Hit Inflict 1 Wrath Fragility next turn.
On Hit If the target has , inflict 3 .
ⅡOn Hit Inflict 1 Wrath Fragility next turn.
On Hit If the target has , inflict 3 .
How to respond
Adds Wrath Fragility and . Stop it with a strong regular skill to avoid making the following 9:2 more dangerous.
9:2
- Displayed Power
- 12〜20
- Base Power
- 20
- Coin Power
- -4
- No. of Coins
- 2
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 7
Extinguish all s next turn.
On hitting a target, deal additional damage equal to 5% of Max HP.
[ Lose] Inflict 10 . Inflict on the target next turn.
Turn End Heal all s to Max HP.
ⅠOn Hit Reduce the target's Max HP by 10%.
On Hit Inflict 5 and increase Count by 2.
ⅡOn Hit Reduce the target's Max HP by 10%.
On Hit Inflict 5 and increase Count by 2.
How to respond
An area attack with 20 Base Power and two -4 s. Do not use to weaken it. Even when you prevent hits by winning, the enemy's [ Lose] effect applies 10 and , so prepare healing.
6:5
- Displayed Power
- 12〜20
- Base Power
- 20
- Coin Power
- -4
- No. of Coins
- 2
- AttackLevel
- 35Enemy Lv. -4
- Attack Weight
- 1
[Unclashable] [Cannot be redirected]
Take the target's damage instead. Become ed next turn.
Inflict next turn on a random enemy without .
Turn End Heal all s to Max HP.
ⅠOn Hit Reduce own Max HP by 10%.
On Hit Inflict 10 on self.
ⅡOn Hit Reduce own Max HP by 10%.
On Hit Inflict 10 on self.
How to respond
An unclashable, unredirectable self-damaging skill. Trigger it by extinguishing all s, then concentrate attacks during the boss's next turn.
Candle
Sparked Flame
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- AttackLevel
- 39Enemy Lv. +0
- Attack Weight
- 1
Prioritize targets with .
ⅠOn Hit Inflict 6 and increase Count by 2.
How to respond
A lit 's attack. Prioritizes targets and applies 6 and 2 Count. Avoid leaving these attacks unchecked while working toward lighting all s.
So That It Will Burn
- Displayed Power
- 2〜4
- Base Power
- 2
- Coin Power
- +2
- No. of Coins
- 1
- AttackLevel
- 39Enemy Lv. +0
- Attack Weight
- 1
Combat Start Gain a 20-point Shield.
When the Shield is fully depleted, the flame goes out next turn.
ⅠOn Hit Inflict 1 and 1 Count.
How to respond
A normal with a 20-point Shield. To extinguish all s, deplete every Shield in the same turn. Account for from s too.
PASSIVESPassives
Skin Prophet (Enhanced Resistances)
Darkness Deterred
Condition: 4 turns after extinguishing
Every 4 turns after the flames go out, if any s are unlit, light all s and set their HP to 1.
Impact on the fight
The boss lights the s. You need not wait 4 turns if you can light them sooner yourself.
The All-Illuminating Light
Condition: Unlit / all lit
While s are unlit and at full HP, resistances increase until every is lit. When all s are lit, resistances decrease.
Impact on the fight
Distinguish universal 0.5 resistances from restored resistances, and deal damage after all s are lit.
Skin Prophet (Restored Resistances)
Darkness Deterred
Condition: 4 turns after extinguishing
Every 4 turns after the flames go out, if any s are unlit, light all s and set their HP to 1.
Impact on the fight
The boss lights the s. You need not wait 4 turns if you can light them sooner yourself.
The All-Illuminating Light
Condition: Unlit / all lit
While s are unlit and at full HP, resistances increase until every is lit. When all s are lit, resistances decrease.
Impact on the fight
Distinguish universal 0.5 resistances from restored resistances, and deal damage after all s are lit.
Candle
Burning Embers
Condition: at 1 HP
HP cannot reach 0. At 1 HP, the flame lights and Attack s are used.
Impact on the fight
Its survival is intended. Divide only the damage needed to light each .
Sinking Darkness
Condition: All s lit / Shield depletion
Use a Defense when all s are lit. When the Shield is fully depleted, the flame goes out next turn.
Impact on the fight
To extinguish all s, divide attacks across all 4 Shields.