
CHAPTER 6.5 / BOSS GUIDE
The Time Ripper (6.5-14)
raises Offense/s early. Avoid repeated losing clashes; endure with resistance and defense while time is consumed. On “” turns, limit attackers to control who is targeted during next turn's acceleration.
- HP
- 1279
- Level
- 45
- Speed
- 1〜3
- Defense Lv.
- 48
- Deployment limit
- 6 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Aim for Level 45 and III or higher. Bring Pierce, Sloth, and Gluttony damage, plus defense against Slash and Pierce.
- Sinners who attack the boss on turn 3's “” are targeted during next turn's acceleration. Keep vulnerable Sinners from attacking and prepare HP, resistance, and defense on the handlers.
- starts at 1000 and is not replenished. Level bonuses weaken as it is spent; at 0, weaker patterns replace them. Avoid collapsing to unwinnable opening clashes.
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
- Opening clashes are stronger than the displayed range
- The initial 1000 raises Offense/s. and HP conditions add further bonuses; the base range alone does not ensure a win. Endure with resistant defense skills while time is spent.
- The accelerated enemy focuses vulnerable Sinners
- Sinners attacking during “” gain next turn. Attack only with those able to survive accelerated attacks rather than with the whole team.
- Weak attacks keep failing against
- gains +1 Base Power per 100 remaining time. Offset it with defense, and avoid attacking with Sinners you do not want targeted during acceleration.
Turns 1–2
Survive the opening with winning clashes and defense
- 's opening level bonus is substantial. Avoid raising enemy SP through repeated losing clashes; defend with Sinners resistant to Slash and Pierce.
- Assign winning clashes to main attackers and build SP and resources for healing and powerful . Avoid halved Slash damage; use Pierce, Sloth, and Gluttony offensively.
- Check HP and Count on afflicted Sinners. Retain defensive options to avoid self-inflicted deaths from consecutive multi- attacks.
Turn 3 · “Time to be Saved”
Choose who will be targeted next turn
- “” is Unclashable. At Combat Start, consumes 200 time and prepares next turn. A powerful attack cannot stop it through a clash.
- Sinners who attack the boss this turn gain next turn. Attack with those able to survive the incoming hits; switch vulnerable Sinners to defense or other actions.
- Offset with defense. Remaining time strengthens it; do not force weak attacks through it.
Turn 4 · Time Acceleration
Prepare for the faster enemy's buffs
- +5 makes redirection harder. Check entitled Sinners' defense, HP, and resistance so they can personally survive attacks that cannot be redirected.
- “” gains +1 Power during acceleration and +2 Power on use below 75% HP. “” also gains ; do not rely only on base Power or target counts.
- The warning and acceleration cycle repeats. HP conditions also consume time; check remaining time and the next warning when recovering.
Time consumption through 0
Use weaker clashes to Stagger and finish
- Level bonuses fall with remaining time. Win more clashes to raise SP and concentrate damage at the 60% and 30% HP s.
- At 0 time, uses 2 “” and 1 “” for 3 actions. wins inflict 1 on the enemy; exploit the opening to finish.
- -inflicting hits and recovery remain. Running out of time does not remove every attack; keep checking HP.
NOTESUnique effects and cautions
Easy-to-miss details
- Do not import the 6.5-15 finale's parts, divided time, or events into this fight.
- s consume . It does not normally decrease by a fixed amount every turn.
- Excludes Hard-only 'O Clock and Remaining Time effects. The 4-action pattern after time runs out also belongs to Hard.
- Slash and Lust are halved. Review affinities if even leveled attackers deal little damage.
At Turn Start with 200+ stacks, gain (value − 200) ÷ 50 Offense/s. Below 200, lose (200 − value) ÷ 50 Offense/s.
Do not bake a fixed modifier into the base table; assess remaining time each turn. No rounding rule is assumed.
Gain +5 , skill bonuses, and 1 . Threshold increases received from Burst, skill effects, and effects are 50% greater.
Prepare handlers for dangerous attacks on the warning turn. Exploit when able to attack.
Becomes a target during . Applied next turn to Sinners who attacked the boss on “”'s turn.
Limit attackers to selected handlers rather than the whole team.
PARTYRecommended teams and preparation
What to prepare first
- Aim for Level 45 and III or higher; check opening defense and Slash/Pierce resistance.
- Bring Pierce, Sloth, and Gluttony damage, HP recovery, and powerful for buffed skills.
- Ryōshū, Hong Lu, and Rodion gain badges, but deployment is not limited to those 3. Bring a leveled team of 6.
Accelerated-attack handlers
Attack on the warning turn to accept targeting, then endure through resistance and defense.
Pierce/Sloth/Gluttony damage
Turn depleted time into and defeat.
Healing and SP maintenance
Recover from opening hits and to secure more winning clashes.
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 6.5-14. Deployment limit: 6 Sinners. The Normal 6.5-14 focused encounter: the first fight against a single enemy. Level 45, 1279 HP, base 48. Base tables exclude 's Turn Start modifiers, , and changes. Ryōshū, Hong Lu, and Rodion start with 1 T Corp. Special Investigator Badge, but 6 Sinners may deploy. Final-battle and Hard parts and values are excluded.
The Time RipperPart: Body

- HP
- 1279
- Level
- 45
- Speed
- 1〜3
- Defense Lv.
- 48
- Stagger Thresholds
- 60% / 30% / 0% (767 / 383 / 0)
Physical resistances
Slash
- ×0.5
Pierce
- ×1.2
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.2
- Lust
- ×0.5
- Sloth
- ×1.5
- Gluttony
- ×1.5
- Gloom
- ×1.0
- Pride
- ×0.75
- Envy
- ×1.0
- Starts with 1000 . The amount held at Turn Start changes Offense/s.
- grants +5 , 1 , and skill bonuses.
- Distinct from the finale, which splits into multiple parts at 75% HP. This first fight s at 60% and 30%.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
All 8 regular skills, before and remaining-time bonuses. gains Base Power from remaining time. “” is Unclashable. After time runs out, Normal uses 3 attacks.
The Time Ripper
Are You Afraid?
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 41Enemy Lv. -4
- Attack Weight
- 1
During , Power +1
On Clash Lose Below 75% HP, consume 50 and gain 1 (once per turn)
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 3 .
How to respond
Gains +1 Power during acceleration. Below 75% HP, losing the clash consumes 50 and grants 1 ; win to reduce time. also affects follow-ups that turn.
Punishment For Time Killers
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 41Enemy Lv. -4
- Attack Weight
- 1
During , Power +2
On Use At 500+ , increase the target's Count by 1
On Use At 300+ , consume 25 and inflict +1 with this skill
ⅠOn Hit Inflict 4 .
ⅡOn Hit Increase Count by 2.
ⅢOn Hit Increase Count by 2.
How to respond
Acceleration grants +2 Power. On-use conditions at 500+ and 300+ time also increase Count and application; include remaining time and acceleration in predictions.
Extraction
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
During , Power +1
On Use Below 75% HP, consume 50 for +2 Power
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 3 .
ⅢOn Hit Inflict 3 .
ⅣOn Hit Count +2
How to respond
During acceleration, +1 Power; below 75% HP, consumes 50 time on use for +2 Power. Account for the buffed maximum of 21 and difference rather than only the base maximum of 15.
Mutilate
- Displayed Power
- 5〜15
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
On Use Below 75% HP, consume 75 for +2 Power
Before Attack During , +1
ⅠOn Hit Count +1
ⅡOn Hit Inflict 8
How to respond
Acceleration adds +1 before attacking. Below 75% HP, consuming 75 time grants +2 Power. Check targets and rather than treating it as a weak single-target attack.
Time to be Saved
- Displayed Power
- 3〜6
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 1
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
[Unclashable]
Inflict next turn on targets that used attack skills against self
Combat Start Consume 200 . Gain next turn
How to respond
Unclashable. Sinners attacking this turn gain next turn. Attack only with those able to survive accelerated hits; keep vulnerable Sinners from attacking the boss.
Evade
- Displayed Power
- 2〜8
- Base Power
- 2
- Coin Power
- +6
- No. of Coins
- 1
- DefenseLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
On Use Base Power +1 per 100
How to respond
Base Power +1 per 100 remaining time. Starting from 1000, it can roll high; do not challenge it with weak attacks based on the base maximum of 8. Offset with defense.
My...
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
On Clash Lose Gain 1
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 3 .
How to respond
An attack after time runs out. Winning against it gives the enemy 1 ; use winning skills and follow up.
Running Out of Time
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
On Clash Lose Gain 1
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 3 .
ⅢOn Hit Inflict 3 .
ⅣOn Hit Count +2
How to respond
A 4- attack after time runs out. Winning gives the enemy 1 . hits still remain a risk at 0 time; take winning clashes to the end.
PASSIVESPassives
The Time Ripper
Panic Recovery
Condition: In at Turn End
Reset SP to 0.
Impact on the fight
Do not assume will disable it for long; maintain offense and defense.
Fixed Panic
Condition: Receives an effect that changes Type
type does not change; effects for targets without SP apply instead.
Impact on the fight
Do not rely on replacing with a different type.
Rescued Time
Condition: Combat Start
Holds 1000 .
Impact on the fight
Endure the opening level bonuses with defense and wait for time consumption.
Accelerated Regeneration
Condition: Part remains broken at Turn End
Consume 100 time and restore the broken part next turn. Body and part HP are equal in this encounter, so regeneration normally does not become relevant.
Impact on the fight
Part regeneration is not a required time-reduction step.