English translation in progress. Untranslated passages remain in Japanese.

Slithering Inquisitor (Canto III, Floor 2)

CHAPTER 03 / BOSS GUIDE

Slithering Inquisitor (Canto III, Floor 2)

3-22 · K-02 Branch, Floor 2: Path to the SanctuaryStory guide

Win es to reduce Instincts and make it defensive, then break both arms together. Leaving only one arm broken lets it regenerate based on the surviving arm's HP. Once the Body appears, accumulates; focus damage and finish it while it has 5 .

HP
677 (main body) / 237 (Right Arm)
Level
26
Speed
2〜4
Defense Lv.
30
Deployment limit
5 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. Winning es against “” and “” reduces Instincts. It becomes defensive at 0 and resumes attacking when Instincts returns to 4. This differs from other enemies that lose Instincts simply from attack damage.
  2. Do not leave only one arm broken. If the other survives, the broken arm regenerates 2 turns after destruction with the same HP as the surviving arm. Aim to break both in the same turn.
  3. Breaking both arms reveals the Body and starts a phase with teamwide and 5 attacks. The boss gains 5 , so concentrate damage to finish it rather than prolonging the fight with healing.

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

The arm I broke came back
regenerates a broken arm if the other remains. If breaking one first, weaken the other enough to break it soon afterward. Regeneration HP is based on the surviving arm's current HP.
It keeps attacking even at 3 Instincts
The actual switch to defensive behavior occurs at 0 Instincts. Afterward, “” restores Instincts, and attacking resumes at 4. Do not assume any value below 4 immediately makes it defensive.
Attacking the arms keeps inflicting on my team
If a Part starts the turn below 50% HP, returns 3 to the attacker. Finish breaking low-HP arms instead of leaving them until next turn.
Everyone takes damage after both arms break
Revealing the Body brings teamwide , and Body skills also inflict or . Exploit 5 and the skills' self-damage; focus strong attacks to finish quickly.

Opening / 4 Instincts

Win the Clashes that reduce Instincts

  • Starts aggressive with 4 Instincts. When you win a against “” or “”, the enemy loses 1 Instincts. Block them while damaging the arms.
  • Allowing “”' 3 or “”' and makes later es harder. Use strong winning skills, mainly Pierce and Sloth.
  • Starts with 3 actions and can reach 5 as the fight progresses. Assignment between arms is random, and one arm may receive most skills. Check the actual skills and targets.

0 Instincts / defensive behavior

Bring both arms' remaining HP into line

  • At 0 Instincts, it switches to defensive actions centered on “”. Combat Start effects restore Instincts, so use this window to damage and break both arms.
  • Split attacks so both arms can break in the same turn. Breaking one first reduces actions, but it regenerates 2 turns later if the other remains. Break the second before regeneration.
  • Leaving a low-HP arm until next turn activates if it starts below 50% HP, returning 3 to attackers. Finish it with concentrated attacks rather than many weak hits over several turns.
  • Attacks resume when Instincts returns to 4. Reaching 3 does not immediately make it defensive; check its current mode and skills.

After both arms break

Defeat the main body before Poison stacks up

  • The Body appears, beginning a phase in which the enemy gains 5 each turn and inflicts 10 across your team. The Body has no normal Threshold.
  • Has 5 actions: 3 and 2 “”. The former inflicts 3 next turn on each hit; the latter inflicts 6 next turn on each hit. Win es with strong skills while dealing damage.
  • Both skills consume 12 HP On Use and add or Count to the user next turn. Exploit self-damage and 5 , and finish main-body HP with Pierce and Sloth.
  • At Turn End, deals HP damage equal to its value, then halves. Check remaining HP before ending the turn, and use available healing or status removal to survive if needed.

NOTESUnique effects and cautions

Easy-to-miss details

  • The description that any value below 4 causes defensive behavior does not match actual behavior. It switches at 0 and resumes attacks when restored to 4.
  • Actual arm regeneration takes 2 turns. Do not base the plan solely on a description saying it takes 1 turn.
  • Removed arms cannot be attacked further. Reassign attacks to the surviving arm or the Body once it appears.
  • checks . Do not judge its response solely from overall HP.
  • Do not use the stats, skills, or values of the lower-tier, one-armed Slithering Beast.

Starts at 4. Losing a with “” or “” reduces it by 1. In practice, 0 triggers defensive behavior; “” restores it at Combat Start, and 4 resumes attacks.

Unlike other enemies, it does not lose Instincts simply from being hit. Control its mode by winning es against the specified skills.

2 turns after one arm breaks, if the other remains, it regenerates with the surviving arm's current HP. Buffs and debuffs on the regenerated Part reset.

Normally, break both arms in the same turn. Do not leave the surviving arm at high HP.

At Turn End, take damage equal to this value, then halve the value.

Increases when attacking low-HP Parts and after both arms break. Account for Turn End damage and maintain enough remaining HP.

PARTYRecommended teams and preparation

What to prepare first

  • Deploy 5 Sinners against a Lv. 26 enemy with 30. Check levels needed to win es and available high-Power skills or .
  • Pierce ×1.5 and Sloth ×2 are effective; Blunt ×0.5 is resisted. Prepare enough actions to break both arms together and damage for the Body phase.
  • Prepare HP for 's Turn End damage. If healing or status removal is available, retain it for survival after arm destruction.

Clash roles that lower Instincts

Win against the specified skills to create a defensive opening.

Damage to break both arms together

Prevent regeneration and reduce the number of turns spent taking .

Pierce and Sloth damage for the Body

Deal damage during 5 and avoid a prolonged fight.

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 3-22. Deployment limit: 5 Sinners. A single boss on the Path to the Sanctuary, Floor 2 of the Canto III dungeon. Lv. 26, 677 main-body HP, 237 HP per arm, and 203 Body HP after both arms break. 30, 2–4. Differs from the one-armed Slithering Beast and Refraction Railway versions.

Slithering Inquisitor (Right Arm)Part: Right Arm

Slithering Inquisitor (Right Arm) appearance
HP
677 (main body) / 237 (Right Arm)
Level
26
Speed
2〜4
Defense Lv.
30
Stagger Thresholds
40%(95)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×0.5

Sin Nullification

Wrath
×1.5
Lust
×1.0
Sloth
×2.0
Gluttony
×0.75
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Starts with 4 Instincts. Removable: destruction cancels actions and deletes slots; cannot be attacked afterward.
  • If only one arm is broken, it regenerates to match the surviving arm's HP. Regeneration also resets buffs and debuffs.

Slithering Inquisitor (Left Arm)Part: Left Arm

HP
237
Level
26
Speed
2〜4
Defense Lv.
30
Stagger Thresholds
40%(95)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×0.5

Sin Nullification

Wrath
×1.5
Lust
×1.0
Sloth
×2.0
Gluttony
×0.75
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Same stats as the Right Arm. Removal cancels actions and deletes slots; cannot be attacked afterward.
  • Actions are randomly assigned between the arms and may favor one side. An arm with no skill can still be targeted.

Slithering Inquisitor (Body)Part: Body

HP
203
Level
26
Speed
2〜4
Defense Lv.
30
Stagger Thresholds
None

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×0.5

Sin Nullification

Wrath
×1.5
Lust
×1.0
Sloth
×2.0
Gluttony
×0.75
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Targetable after both arms break. Cannot be broken. Begins the phase with 5 and teamwide .
  • Has 5 actions: 3 that inflict and 2 that inflict . Its skills also consume its own HP On Use.

SKILLSSkills and how to respond

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

The Slithering Inquisitor's 7 skill types give 11 entries separated by Part. Displayed Power excludes “”' reduction from broken arms. has Base Power 7, −1 Power, and 3 s; “” has 11, −5, and 2 s. Keep , self-damage, On Hit, and Combat Start conditions distinct.

Slithering Inquisitor (Right Arm)

01

Coiling Arms

LustPiercePierce
Displayed Power
2〜11
Base Power
2
Coin Power
+9
No. of Coins
1
AttackLevel
27Enemy Lv. +1
Attack Weight
1

ⅠOn Hit Inflict 3 next turn.

How to respond

On Hit inflicts 3 next turn. Stop it to protect later es. It is stronger than the lower-tier Slithering Beast's same-named skill and inflicts a different amount of .

Slithering Inquisitor (Left Arm)

01

Coil Up

LustBluntBlunt
Displayed Power
4〜8
Base Power
4
Coin Power
+2
No. of Coins
2
AttackLevel
27Enemy Lv. +1
Attack Weight
1

[ Lose] Lose 1 Instincts.

ⅡOn Hit Heal 20 HP and increase Count by 5.

How to respond

Winning the makes the enemy lose 1 Instincts. 2 heals 20 HP and increases Count by 5 on hit, so winning both reduces Instincts and prevents healing.

Slithering Inquisitor (Body)

01

Pained Writhing

GluttonyBluntBlunt
Displayed Power
4〜7
Base Power
7
Coin Power
-1
No. of Coins
3
AttackLevel
27Enemy Lv. +1
Attack Weight
1

On Use Consume 12 HP. Gain 3 next turn.

ⅠOn Hit Inflict 3 next turn.

ⅡOn Hit Inflict 3 next turn.

ⅢOn Hit Inflict 3 next turn.

How to respond

A Body skill used after both arms break. The enemy consumes 12 HP On Use and gains 3 next turn. Each of its 3 s inflicts 3 next turn on hit, so quickly finish the main body while it has .

PASSIVESPassives

Slithering Inquisitor (Right Arm)

Enemy passives

Wriggling Instincts

Condition: Changes behavior based on Instincts

The description says aggressive at 4 or more Instincts and defensive below 4. In practice, it switches to defensive at 0 and becomes aggressive again at 4 or more.

Impact on the fight

Do not assume attacks stop as soon as Instincts drops to 3. Use the opening after reaching 0 to break the arms.

Enemy passives

Rotting Skin

Condition: is below 50% at Turn Start

When taking damage, inflict 3 on the attacker.

Impact on the fight

Leaving low-HP arms alive longer stacks more on attackers. Reach destruction in the same turn where possible.

Enemy passives

Molt

Condition: One arm is broken while the other remains

Actual regeneration occurs 2 turns after destruction. The broken arm returns with the same HP as the surviving arm.

Impact on the fight

Do not leave only one arm broken. Adjust both arms' HP and destroy both before regeneration.

Slithering Inquisitor (Left Arm)

Enemy passives

Rotting Skin

Condition: is below 50% at Turn Start

When taking damage, inflict 3 on the attacker.

Impact on the fight

Leaving low-HP arms alive longer stacks more on attackers. Reach destruction in the same turn where possible.

Enemy passives

Molt

Condition: One arm is broken while the other remains

Actual regeneration occurs 2 turns after destruction. The broken arm returns with the same HP as the surviving arm.

Impact on the fight

Do not leave only one arm broken. Adjust both arms' HP and destroy both before regeneration.

Slithering Inquisitor (Body)

Enemy passives

Pained Writhing

Condition: After both arms break

Each turn, gain 5 and inflict 10 on all enemies.

Impact on the fight

This phase builds on Sinners. Exploit 5 and skill self-damage to finish without delay.

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

← Back to boss guides