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So That No One Will Cry (Canto IV)

CHAPTER 04 / BOSS GUIDE

So That No One Will Cry (Canto IV)

4-54 · The League of Nine in Memory, Floor 1Story guide

Focus Blunt attacks on the Right Arm first. If the fight lasts, return talismans on turn 3 to weaken turn 4's 5- attack. Distinguish talismans on your Sinners from those returned to the enemy.

HP
Overall 1223 / Right Arm 326
Level
33
Speed
1〜4
Defense Lv.
35
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. Focus Blunt, Wrath, and Pride damage on the 326-HP Right Arm. Time its to stop the turn-4 major attack.
  2. To return talismans, attack “” on turn 3 with a Sinner carrying them. At least 12 returned talismans apply 5 next turn.
  3. A passive returns to Sinners carrying talismans. Avoid prolonging the fight with a team that stacks large amounts of .

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

Talismans increase despite winning es
“” and “” also apply talismans [On Use]. Winning cannot prevent all of them. Check each Sinner's stacks and choose who will return them on turn 3.
You do not know what to target on turn 3
Attack “”'s Defense with Sinners carrying many talismans. Their stacks are removed and the same amount returns to the enemy; aim for 12 total. If you have enough damage, ing the Right Arm is another option.
You cannot beat the turn-4 5- attack
Return at least 12 talismans by turn 3 to apply 5 next turn. Alternatively, the Right Arm to stop its action. If neither is ready, prepare strong skills or a Blunt-resistant defender.
Applying also burns your allies
The story encounter has . The enemy's returns next turn to targets carrying talismans. If will not finish the fight, use another damage source.

Dungeon preparation

Prepare Blunt damage for the Right Arm and Sinners to return talismans

  • Prepare 7 Sinners, aiming for Level 35 and III or higher on your main units. Blunt, Wrath, and Pride are effective; focusing the Right Arm brings an earlier .
  • If damage is insufficient before the major attack, prepare a Blunt-resistant defender, HP healing, and Sinners to return talismans.
  • teams must account for . Enemy returns to talisman carriers, so it is not a safe plan for a long fight.

Turns 1–2

Focus the Right Arm first and check talisman stacks

  • Win dangerous es and direct spare actions at the Right Arm. The basic plan is to delay the major attack through Part while reducing overall HP.
  • “” applies 2 talismans [On Use]; “” applies 1. They remain even if you win, so check each Sinner's status.
  • At 9 or more talismans, gain 2 next Turn Start. Keep excessive stacks off your major-attack specialists and use separate talisman returners.

Turn 3 / returning talismans

Attack “Transferring Talisman” with talisman carriers

  • There are 2 “” slots. Assign attacks from Sinners with many talismans to each Defense . Their stacks disappear and the enemy gains the same amount of .
  • At Turn End, 9 or more returned talismans grant 5 ; 12 or more grant 5 . Aim for 12 to weaken next turn's major attack. Transfer occurs after the attack, so check the actual stacks too.
  • One example uses 2 defenders: each es with “” on turn 1 to receive 2 talismans, then s against “” on turn 2. Its [On Use] effect raises stacks to 3, and the first hit raises them to 6. Returning 6 each on turn 3 makes 12 total.
  • Redirecting another ally's attack to the defender requires higher than the enemy. Check targeting lines and HP. This example intentionally takes hits; if resistances or HP are insufficient, prioritize Right Arm or strong ordinary es instead.

Check at the end of turn 3

Use extra talismans to complete the debuff setup

  • Passing the Sloth check adds 5 to the enemy and gives the chosen Sinner 2 next turn. Check the displayed success chance.
  • The extra 5 stacks help reach 12. Failure removes all talismans from the chosen Sinner, so avoid risking a defender on the assumption of success.

Turn 4's major attack

Use debuffs or Arm Stagger to limit damage

  • The Right Arm uses 2 copies of . Each has 3 Base Power plus 5 s of +3, rolling up to 18. Answer them with 5 from at least 12 returned talismans, or the Right Arm.
  • If setup is incomplete, with powerful skills or use a defender resistant to Blunt and Gloom. Check HP and ; keep the attacks away from low-HP Sinners.
  • is removed at the end of the major-attack turn. If the fight reaches another cycle, prepare to return talismans again. The broken Arm remains targetable, so focus damage to finish the enemy.

NOTESUnique effects and cautions

Easy-to-miss details

  • Talismans also apply [On Use]. Winning es cannot prevent all of them.
  • Breaking the Right Arm does not stop it acting. Temporary action loss from differs from reduced damage after breaking.
  • Collecting 6 talismans on 2 Sinners requires taking hits. If HP is insufficient, aim for Arm instead of forcing this setup.
  • returns to targets carrying talismans. Do not stack as if this were a Mirror Dungeon version without that passive.
  • The regular turn-4 skill does not have s. Do not apply the rules of enhanced Railway or Mirror Dungeon versions here.

Talismans applied to Sinners. Deal +1% damage per stack. At Turn Start, if at 9 or more, gain 2 . Attack “” to return them to the enemy.

Normally keep stacks at 8 or fewer, and separate talisman returners from major-attack specialists.

Talismans returned to the enemy. At Turn End, gain 5 at 9 or more stacks and 5 at 12 or more.

Reach at least 12 on turn 3 to weaken the following 5- skill. Distinguish these from the talismans on your Sinners.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Level 35 and III or higher on your main units. Focus Blunt, Wrath, and Pride on the Right Arm to it before the major attack.
  • For a longer fight, prepare a Blunt-resistant defender, HP healing, and talisman returners.

Focused Right Arm damage

and break the lower-HP Part to wear down overall HP.

Talisman collectors and returners

Build at least 12 returned talismans on turn 3 to weaken next turn's major attack.

Major-attack Clash specialist or defender

Prevent the 5- skill's hits and avoid recovery being delayed by next-turn and .

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 1 of the Canto IV dungeon. Overall HP is 1223, Body HP is 760, and Right Arm HP is 326; do not add to determine overall HP. Both Parts can act and remain targetable after breaking. The broken Right Arm's -20% damage does not mean it stops acting.

So That No One Will Cry (Right Arm)Part: Right Arm

So That No One Will Cry (Right Arm) appearance
HP
Overall 1223 / Right Arm 326
Level
33
Speed
1〜4
Defense Lv.
35
Stagger Thresholds
70% / 30% (228 / 98)

Physical resistances

SlashSlash
×0.5
PiercePierce
×1.0
BluntBlunt
×2.0

Sin Nullification

Wrath
×2.0
Lust
×0.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×1.0
Pride
×1.5
Envy
×0.5
  • The usual focus target, with less HP than the Body. it to stop its actions that turn and delay its major attack.
  • Can still act and be attacked after breaking. The Arm deals 20% less damage, but its 5- skill is not permanently removed.

So That No One Will Cry (Body)Part: Body

So That No One Will Cry (Body) appearance
HP
Body 760 / Overall 1223
Level
33
Speed
1〜4
Defense Lv.
35
Stagger Thresholds
50% / 0% (380 / 0)

Physical resistances

SlashSlash
×0.5
PiercePierce
×1.0
BluntBlunt
×2.0

Sin Nullification

Wrath
×2.0
Lust
×0.5
Sloth
×1.0
Gluttony
×1.0
Gloom
×1.0
Pride
×1.5
Envy
×0.5
  • Has talisman-stacking skills and the Defense used to return them. Attack its turn-3 Defense with Sinners carrying talismans.
  • Shares the Right Arm's resistances. Blunt, Wrath, and Pride are effective; Slash, Lust, and Envy are resisted.

SKILLSSkills and how to respond

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

5 regular skills. Talismans applied [On Use] remain even if you win the . “” lists [On Use], while the footnote places talisman application after the attack; attack its Defense and check the actual transfer. This excludes Mirror Dungeon enhanced skills and s.

So That No One Will Cry (Right Arm)

01

Entangling Talisman

LustBluntBlunt
Displayed Power
4〜9
Base Power
4
Coin Power
+5
No. of Coins
1
AttackLevel
28Enemy Lv. -5
Attack Weight
1

On Use Inflict 2 on the target.

ⅠOn Hit Inflict 2 and increase Count by 2 next turn.

How to respond

Applies 2 talismans [On Use], so they remain even if you win. You can still prevent next-turn on hit, so normally win the . If deliberately taking it to collect talismans, check HP and stacks.

So That No One Will Cry (Body)

01

Cumulating Curse

LustBluntBlunt
Displayed Power
3〜12
Base Power
3
Coin Power
+3
No. of Coins
3
AttackLevel
28Enemy Lv. -5
Attack Weight
1

On Use Inflict 1 on the target.

ⅠOn Hit Inflict equal to the target's current stacks.

Ⅱ[Heads Hit] Inflict 5 next turn.

Ⅲ[Heads Hit] Inflict 2 and increase Count by 2 next turn.

How to respond

Applies 1 talisman [On Use], then adds the target's current amount on the first hit. Starting from 2 gives 3 on use and 6 after the first hit. Win the to limit stacks unless deliberately collecting them for return.

PASSIVESPassives

So That No One Will Cry (Right Arm)

Enemy passives

Broken Means

Condition: Right Arm broken

When the Arm Part breaks, the Arm deals 20% less damage.

Impact on the fight

The Arm deals 20% less damage but can still act. Keep attacking after the break to finish the enemy.

So That No One Will Cry (Body)

Enemy passives

Spreading Ember

Condition: Enemy has at Turn End

At Turn End, if this unit has , inflict equal to its value next turn on all targets with .

Impact on the fight

returns next turn to targets carrying talismans. This applies to the story encounter; do not confuse it with Mirror Dungeon versions lacking this passive.

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

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