
CHAPTER 10 / BOSS GUIDE
Jeanne (Canto X, Route C Final Battle)
In Phase 1, kill blueprints before “” can consume them. In Phase 2, match Meursault's skill numbers to advance the waltz. In Phase 3, kill blueprints to reduce the body's HP instead of attacking it directly. Protect Meursault's HP and assignments; do not assume he can repeatedly survive lethal damage as in the preceding Chaplain battle.
- HP
- 2,793 / next phase at 1,396
- Level
- 90
- Speed
- 2~4
- Defense Lv.
- 94
- Deployment limit
- 12 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Protect Meursault; do not assign skill-number or named-recipient clashes to another Sinner.
- Phase 2 requires 1 → 2 → 3 or . Check the actual equipped enemy skill's requirement.
- In Phase 3, win transformed blueprint clashes with Meursault, apply , then kill the blueprint.
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
- es became much harder after blueprints appeared
- If Jeanne kills a blueprint with “”, she gains ; at 3, it becomes . Her Heads chance becomes 100%, while your s are fixed unfavorably. Do not try to clash with “”; kill its blueprint target first.
- HP does not decrease at all in Phase 2
- This phase is immune to damage and does not require HP reduction. Match Meursault's skill number to the enemy's requirement and advance to 100. Do not try to bypass it with area attacks or statuses.
- Even Meursault's has unfavorable s
- Phase 2 “” requires 1 and “” requires 2. Only “” permits . Increasing Power alone cannot counter the wrong-number punishment skill.
- I cannot attack Jeanne herself in Phase 3
- This phase does not involve direct attacks on the body. Target Le Noir and Le Rouge blueprints; their deaths lower body HP. with transformed Sartorial Tailor blueprints using Meursault to inflict , then plan their elimination.
- Blueprints heal and the battle does not progress
- Check that Meursault clashes with the transformed blueprint's “” Another Sinner or an unopposed attack changes it to a punishment skill that heals 50% max HP. Le Rouge's defense also heals, so concentrate damage on one blueprint you can finish.
- A key Sinner's s become unfavorable next turn
- fixes positive s to 100% Tails and negative s to 100% Heads. applies it After Attack, so a clash win alone does not prevent it. Do not keep that Sinner on an important clash next turn; use defense, healing, or another recipient.
Before the final battle
Protect Meursault and prepare damage for blueprints
- Check shopping toward Customer Lv. 65 on Route C. Identity levels follow Customer Level in the dungeon. is not boosted, so check available effects and resource costs too.
- Prepare HP recovery and for Meursault, plus damage for blueprints. Meursault's death causes defeat in Phases 1 and 2; do not carry over The Stranger's 1 HP protection from the Warden battle.
- The final battle has no preceding action encounter where you reduce the body's HP. Each phase needs different actions; check skill conditions instead of relying only on auto-selection.
Phase 1: down to 50% body HP
Kill blueprints before “Focusing” and prevent Nailed
- Every three turns, three blueprints are summoned and the body gains a Shield equal to max HP, removes , and cannot be ed that turn. Clear blueprints before pouring everyone's damage into the Shield.
- “” prioritizes blueprints, is Unclashable, and cannot be redirected. Check targeting lines and use fast Sinners to kill blueprints before Jeanne gains .
- Blueprints take 50% less basic attack damage and 100% more damage. However, they use defense before the first hit to greatly reduce that skill's damage. Do not assume one skill will kill them; check remaining HP.
- Sinner kills on blueprints grant 5 total resources of scarce affinities. Use them for the next cleanup and healing while advancing to 50% body HP. Win against Unbreakable skills such as “” for 80% reduction.
When Nailed or Engagement is present
Do not confuse fixed Coin chances with low SP
- fixes Heads chance at 95% and gives the clash opponent −2 Power at 2 Stack. At 3, it changes to next turn. Killing blueprints before she consumes them prevents this buildup.
- During , Jeanne has 100% Heads. Units clashing with or attacking her have positive s fixed to 100% Tails, negative s to 100% Heads. SP recovery or high Power alone cannot remove these fixed chances.
- Removed when “” is equipped or on . Check whether the effect has ended rather than repeatedly forcing difficult clashes on the same key Sinner.
Phase 2: the waltz
Choose Meursault's skill number to match the enemy skill
- Jeanne takes no damage in this phase. Advance to 100 rather than reducing HP to 0. Check the skill generated in Meursault's upper slot and the enemy's requirement.
- Use 1 against “”, 2 against “”, and 3 or against “”. Numbers refer to Identity skill numbers, not count.
- A wrong number changes the attack to “”, fixing s unfavorably. Do not substitute for requirements 1 or 2. Keep taking the required clashes rather than simply defending and waiting.
- In this phase, Meursault clears negative effects and gains fixed SP and prevention, but not damage immunity. Positive- Identities have 45 SP; negative- Identities have −30. Do not confuse his effects with Jeanne's damage immunity.
- results and exchanges, dialogue skills, and increase and . At 100 , Phase 3 begins. is a separate effect increasing Meursault's and Power.
Phase 3: four blueprints
Use Meursault against transformed blueprints to create Fragile
- The body cannot be targeted directly and starts at 50% HP. Le Noir and Le Rouge blueprints are replenished to two of each. Each blueprint death reduces body HP by 5%.
- From the second turn of Phase 3, one blueprint becomes the Sartorial Tailor. is removed on transformation; do not assume makes it safe to ignore.
- Always clash with “” using Meursault and win. Another Sinner or an unopposed attack changes it to the punishment skill and prompts major healing.
- After Meursault wins, that blueprint gains 5 every turn from next turn onward. Prioritize killing it. Other Sinners handle blueprint normal clashes and damage.
Blueprint deaths and added Rights skills
Rotate recipients with unfavorable Coins and focus blueprint damage
- Each time the Sartorial Tailor form ends, another blueprint starts using Jeanne's . It applies for next turn After Attack regardless of the clash result. Avoid fixing affected Sinners to important clashes.
- A blueprint death gives other blueprints ; next turn, one blueprint equips . Win against Gaze for 80% reduction and to prevent next-turn .
- increases both Power and damage taken. At 4 or more, Turn Start removes all , clears , and increases slot weight by 1. Exploit increased damage taken to finish them rather than waiting for alone.
- Le Noir uses Shields; Le Rouge uses self-damage and healing. Do not chip everyone down: focus on a or low-HP blueprint while preserving Meursault's required clash.
- The phase ends at 10% body HP or less. Progress through blueprint kills instead of direct body attacks. Do not assume you can receive “”'s death-on-hit effect through immortality as in the Chaplain fight.
NOTESUnique effects and cautions
Easy-to-miss details
- Meursault's death causes defeat in Phases 1 and 2. Do not carry over 1 HP protection from the Warden / Chaplain battle.
- The waltz requires s 1, 2, and 3, not matching counts or sin affinities.
- The Phase 2 body is immune to damage. Meursault's prevention does not grant that immunity.
- The Phase 3 body cannot be attacked directly. Use Meursault to clash with transformed blueprints' required skills.
- fixes chances. Neither 45 SP nor high-Power alone removes it.
- “” kills On Hit. Progress through blueprint kills rather than assuming Meursault can take lethal hits.
Maximum 3. Heads chance 95%; at 2 Stack, the clash opponent has −2 Power. At 3, consume all to gain next turn. Loses 1 at Turn End except on the turn gained.
Kill Phase 1 blueprints before “” to prevent buildup.
Own Heads chance 100%. Units clashing with or attacking this unit have positive s fixed to 100% Tails and negative s to 100% Heads. Removed on equipping “” or becoming ed.
High SP cannot override fixed unfavorable chances. Clear blueprints and check effect removal.
Special . Jeanne gains 1 Potency per cumulative 10 Count consumed; Count does not naturally decrease. At Turn End, gain Potency based on Count and Count based on Potency.
Also strengthens and area skills. Do not assume prolonging the fight favors you.
Fixes Phase 2 Jeanne's SP to 45 and makes her immune to damage. Removed at phase transition.
Increase through the required waltz skills rather than damage.
On gaining it in Phase 2, Meursault removes negative effects and gains fixed 45 SP (−30 for negative- Identities) and prevention. Removed at phase transition. Does not grant damage immunity.
Follow skill-number requirements while protecting HP. immunity is not death immunity.
Phase 2 progression, maximum 100. Increases by 3 on Jeanne's clash win, by 5 on her loss, and additionally by clash exchanges. Certain skills also increase it. At 100, advance to the next phase.
Track this value instead of body HP. Follow skill numbers and continue the waltz.
Meursault's accumulating effect, maximum 100. Gains 5 on a clash win and increases by clash exchanges. +1 per 10 Stack, Power +1 per 20. Certain skills also increase it.
Separate from . Also keep Meursault's required Phase 3 clashes in mind.
Fixes positive s to 100% Tails and negative s to 100% Heads. Loses 1 at Turn End. applies it for next turn After Attack; applies it when the enemy wins the clash.
Their application conditions differ. Use another recipient or defense rather than forcing the affected Sinner into next turn's high-Power clash.
Maximum 5. Power +1 and skill damage taken +10% per Stack. At 4 or more, remove all , clear , and gain +1 slot weight at Turn Start.
Both offense and damage taken increase. Combine with to finish them instead of waiting for .
The Le Noir blueprint's special . Gains 1 Potency per cumulative 10 Count consumed. Enables stronger Shields and damage from skills.
Do not leave its defensive Shield indefinitely; focus a blueprint that is easier to kill.
The Le Rouge blueprint's special . Gains 1 Potency per cumulative 10 Count consumed. Self-damage from its own skills cannot lower HP below 1.
Attack after self-damage. Do not wait for self-destruction; kill it before healing.
A skill added to blueprints. Its first is Unbreakable; applies for next turn After Attack.
Winning does not prevent application. Reconsider next turn's recipient.
3 Atk Weight and two s. Strengthened by special and negative effects. On a clash loss, deals 80% less damage and cannot targets with its damage.
Win with a high-Power recipient and prevent next-turn too.
PARTYRecommended teams and preparation
What to prepare first
- Check Customer Lv. 65 and your . -number requirements and blueprint cleanup make raw damage alone insufficient.
- Prepare Meursault's HP recovery and and other clash recipients. Phase 1 mainly uses Pierce; Phase 3 Le Noir mainly uses Blunt and Le Rouge Pierce.
- Phase 1 blueprints are vulnerable to and grant resources on death. Save area-attack and healing resources for Phase 3 required clashes and finishing damage.
Meursault
Handles the waltz's skill-number requirements and transformed blueprint clashes in Phase 3. Protect his HP first.
Damage to kill blueprints first
Prevents Phase 1 “”; in Phase 3, kills blueprints to lower body HP.
HP recovery and Protection
Recovers from Unbreakable hits and fixed unfavorable chances to keep Meursault alive.
High-Power clashes and alternate recipients
Win Gaze to reduce damage and avoid forcing clashes on Sinners with .
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 10-04. Deployment limit: 12 Sinners. Route C's final battle. The Phase 1 body is Lv. 90 with 2,793 HP and base 94. Phase 2 is immune to damage; the Phase 3 body has no directly targetable part. Blueprints have 178 HP in Phase 1 and 730 HP at Lv. 65 in Phase 3. Phase 1 blueprint are unconfirmed. Aim for Customer Lv. 65, separately from Identity levels outside the dungeon.
Jeanne Sartre, the Sartorial Tailor (Phase 1)Part: Body

- HP
- 2,793 / next phase at 1,396
- Level
- 90
- Speed
- 2~4
- Defense Lv.
- 94
- Stagger Thresholds
- 70%(1955)
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×0.9
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×1.2
- Gluttony
- ×1.0
- Gloom
- ×0.8
- Pride
- ×1.2
- Envy
- ×0.8
- Starts at 45 SP. Meursault's death causes defeat.
- Next phase at 50% body HP or less. Blueprint summons give a max-HP Shield, remove , and prevent .
Grand Magasin Sisyphe BlueprintPart: Phase 1 · Torso
- HP
- 178
- Level
- 65
- Speed
- 1~2
- Defense Lv.
- 69
- Stagger Thresholds
- Unknown
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.2
- Sloth
- ×1.2
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.2
- Basic attack damage taken −50%; damage taken +100%.
- Uses defense before the first hit to reduce that skill's damage.
Jeanne-Marie Sartre (Phase 2)Part: Body

- HP
- Maximum 2,793 / immune to damage in this phase
- Level
- 90
- Speed
- 1~2
- Defense Lv.
- 94
- Stagger Thresholds
- Cannot be Staggered
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×0.9
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.0
- Sloth
- ×1.2
- Gluttony
- Unknown
- Gloom
- ×0.8
- Pride
- Unknown
- Envy
- ×1.2
- HP damage does not advance the phase. At 100 , Phase 3 begins.
- Base Gluttony and Pride resistances are unconfirmed, separately from this phase's damage immunity.
Moulin Rouge - Jeanne-Marie SartrePart: Phase 3; no directly targetable part

The body cannot be attacked directly. Kill blueprints to lower body HP. s added to blueprints and the final special skill are grouped below.
- Main body HP
- Maximum 2,793 / starts at 50%; phase ends at 10% or less
- Level
- 90
- Prioritize blueprint clashes and kills rather than looking for a direct body target.
- SP fixed at 45. Each blueprint kill reduces body HP by 5%.
Sisyphe System Blueprint - Le NoirPart: Phase 3; Body

- HP
- 730
- Level
- 65
- Speed
- 1~2
- Defense Lv.
- 69
- Stagger Thresholds
- 50%(365)
Physical resistances
Slash
- ×0.8
Pierce
- ×0.8
Blunt
- ×0.8
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×0.8
- Pride
- ×1.2
- Envy
- ×1.2
- Replenished to two of each type. Kills reduce body HP by 5% and give other blueprints .
- When transformed into the Sartorial Tailor, win the required clash with Meursault to inflict 5 every turn from next turn. Transformed skills appear in separate tabs under the same user.
Sisyphe System Blueprint - Le RougePart: Phase 3; Body

- HP
- 730
- Level
- 65
- Speed
- 1~2
- Defense Lv.
- 69
- Stagger Thresholds
- 50%(365)
Physical resistances
Slash
- ×0.8
Pierce
- ×0.8
Blunt
- ×0.8
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×0.8
- Pride
- ×1.2
- Envy
- ×1.2
- Replenished to two of each type. Kills reduce body HP by 5% and give other blueprints .
- When transformed into the Sartorial Tailor, win the required clash with Meursault to inflict 5 every turn from next turn. Transformed skills appear in separate tabs under the same user.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
levels are marked unknown where no level is listed or the actual of a blueprint-granted skill is unconfirmed. Phase 2 “” has unconfirmed displayed Power. The Le Rouge blueprint's “” retains its listed one , with the Count effect's number marked unconfirmed.
Jeanne Sartre, the Sartorial Tailor (Phase 1)
Readying the Sartorial Nails
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Gain +3 Count
On Use Gain +2 Count
ⅠOn Hit Inflict 1
ⅡOn Hit Inflict 1 next turn
How to respond
A normal skill building and . Protect Meursault's HP and limit and buildup. is unconfirmed.
Patterns and Designs
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Gain +3 Count
On Use Gain +2 Count
[ Lose] Deal -80% damage and damage dealt by this cannot the target
Ⅰ.
On Hit Inflict +1 Count
Ⅱ.
On Hit without Cracking Inflict 1 next turn
How to respond
Both s are Unbreakable. Win for 80% reduction and prepare for hits remaining after the clash.
Fixed Viewpoint
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 91Enemy Lv. +1
- Attack Weight
- 3
On Use Consume all Count on self to deal +25% damage for every 3 Count consumed (max 50%)
On Use Gain +3 Count
On Use Gain +2 Count
[ Lose] Deal -80% damage and damage dealt by this cannot the target
Ⅰ.
On Hit without Cracking Inflict 1 Pierce Resist Down this turn and next turn
Ⅱ.
On Hit Inflict +1 Count
Ⅲ.
On Hit Inflict 1
Ⅳ.
On Hit without Cracking Deal Pierce damage equal to (types of negative effects on target x 15)% of this 's final damage (max 45%)
How to respond
Four s and 3 Atk Weight. and negative effect types increase damage; win with a strong skill for 80% reduction.
Within Perspective
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- 91Enemy Lv. +1
- Attack Weight
- 1
On Use Final Power +1 for every 2 Count on self (max 5)
On Evade Heal 2% HP
How to respond
Each successful heals 2% max HP; also raises Power. Avoid feeding it many weak attacks; use defensive offsetting or a skill that can win.
Focusing
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Indiscriminate
[Unclashable] [Target Fixed]
Prioritizes allies
This does not trigger Defense s
ⅠOn Hit If target is an ally,
- Kill target
- Gain 1
How to respond
Kills an allied blueprint and gains . Unclashable and cannot be redirected. Kill the blueprint first to prevent the gain.
Grand Magasin Sisyphe Blueprint
Department Store Blueprint
- Displayed Power
- 1〜2
- Base Power
- 1
- Coin Power
- +1
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Take -90% damage from s (once per turn)
How to respond
Automatically uses defense before the first hit, greatly reducing that skill's damage. Basic attacks are also reduced; exploit increased damage to clear it.
Jeanne-Marie Sartre (Phase 2)
First Step
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing using Meursault's s that are not 1, change this to "You've got to keep to the pattern"
[ Win] End this and use "" on the target
How to respond
with Meursault's 1. A wrong number changes it to a skill that fixes s unfavorably.
Second Pace
- Displayed Power
- 6〜18
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing using Meursault's s that are not 2, change this to "You've got to keep to the pattern"
[ Win] End this and use "" on the target
How to respond
with Meursault's 2. Match the Identity skill number, not attack type or sin affinity.
Third Movement
- Displayed Power
- 5〜20
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 3
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing using Meursault's s that are not 3 or s, change this to "You've got to keep to the pattern"
[ Win] End this and use "" on the target
How to respond
with Meursault's 3 or . is permitted for this requirement, not automatically for 1 or 2 requirements.
You've got to keep to the pattern.
- Displayed Power
- 8〜18
- Base Power
- 8
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 94Enemy Lv. +4
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Target has 100% chance to flip Tails
- Target's Minus s have 100% chance to flip Heads
ⅠOn Hit Gain 3 - Désir d'être
ⅡOn Hit Gain 3 - Désir d'être
How to respond
Punishment for the wrong assignment. chances become unfavorable; match skill numbers instead of forcing higher Power.
Those times when we chatted together at the café
- Displayed Power
- 1〜2
- Base Power
- 1
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
[Unclashable]
This skill has the following effects
- Does not trigger Defense s
- Its attack does not hit
On Use Both this unit and the target gain 5 - Désir d'être and 5 - Manque d'être
How to respond
A progression skill whose attack does not hit. Increases and by 5 each. Do not judge it as a damage attack to stop based only on displayed Power.
We had our little quarrels, yes.
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Evade Both this unit and the target gain 4 - Désir d'être and 4 - Manque d'être
How to respond
activated on a clash loss or receiving an unopposed attack. Success increases progression effects. Displayed Power is unconfirmed; do not base actions on an estimated maximum.
Moulin Rouge - Jeanne-Marie Sartre
Rights: Ban
- Displayed Power
- 7〜21
- Base Power
- 7
- Coin Power
- +7
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
[Attack End] Inflict 1 next turn
Ⅰ.
If the is not Cracked, deal +20% damage
On Hit without Cracking Inflict 1
Ⅱ.
If the is not Cracked, deal +20% damage
On Hit without Cracking Inflict 1 next turn
How to respond
Added to blueprints. Applies for next turn After Attack regardless of the clash result. Do not fix the recipient to the next important clash.
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing against targets that are not Meursault, or if this is used as an , change this to ""
[ Lose] Meursault gains 10 - Manque d'être
How to respond
Always clash with the transformed blueprint's skill using Meursault and win. Another Sinner or an unopposed attack changes it to the punishment skill.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment for a wrong assignment. Fixes chances unfavorably and heals 50% max HP After Attack. Avoid it by assigning Meursault to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 for every 2 Unique Count on self (max 5)
How to respond
Special Count raises Power. Avoid unnecessary unopposed attacks and prioritize Meursault's required clash on transformed blueprints.
Rights: Gaze
- Displayed Power
- 9〜23
- Base Power
- 9
- Coin Power
- +7
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 3
On Use Final Power +1 for every 4 Unique (Potency + Count) on self (max 3)
On Use Deal +10% damage for every 2 types of negative effects on all targets (max 50%; overlapping effects between units are counted separately)
[ Win] Inflict 1 next turn
[ Lose] Deal -80% damage and damage dealt by this cannot the target
Ⅰ.
If the is not Cracked, deal +50% damage
On Hit without Cracking Inflict 2 next turn
Ⅱ.
If the is not Cracked, deal +50% damage
On Hit without Cracking Inflict 2 next turn
How to respond
Added to blueprints, with 3 Atk Weight and two s. Win for 80% reduction and to prevent next-turn .
Rights: Rebuild
- Displayed Power
- 24〜48
- Base Power
- 24
- Coin Power
- +24
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
[Cannot be redirected]
Does not activate the target's Defense s
Mainly targets Meursault
[ Start] This unit has 100% chance to flip Heads
Ⅰ.
On Hit Target dies
How to respond
Special skill targeting Meursault, with 100% Heads and death On Hit. Ordinary resistance and HP healing cannot tank it. Prioritize blueprint kills and reaching 10% body HP or less in Phase 3.
Sisyphe System Blueprint - Le Noir
Tailoring: "Conserve."
- Displayed Power
- 7〜16
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- 66Enemy Lv. +1
- Attack Weight
- 1
On Use Gain +5 Count
- If target has , gain +5 additional Count
ⅠOn Hit Inflict 3
How to respond
Applies and builds Count. Gains more against holders; check recipients and buildup.
Tailoring: "Witness in silence."
- Displayed Power
- 6〜18
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 67Enemy Lv. +2
- Attack Weight
- 1
On Use Gain +5 Count
- If target has , gain +5 additional Count
On Use Final Power +1 for every 2 Count on self (max 2)
On Use At 10+ Count, inflict 5 Potency on Hit
ⅠOn Hit Inflict +3 Count
ⅡOn Hit Trigger Burst; then, reduce target's Count by 1
How to respond
increases Power; also triggers Burst. Prevent unopposed hits on heavily debuffed Sinners and focus blueprints you can finish.
Tailoring: "Let all be pinned."
- Displayed Power
- 7〜25
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 2
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
Deal +4% damage for every on self (max 20%)
On Use Consume all Count on self to gain Final Power +1 for every 2 Count consumed (max 3)
- If this unit consumed 10+ Count, inflict 5 Potency on Hit
ⅠOn Hit Inflict +3 Count
ⅡOn Hit Deal Sloth damage equal to ( Potency on target)% of this 's final damage
How to respond
High-Power skill consuming all Count. Adds Sloth damage based on ; do not assume alone makes it safe.
Tailoring: "Cometh the nail."
- Displayed Power
- 10〜17
- Base Power
- 10
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
Combat Start This turn and next turn, gain Shield equal to 25% of this unit's max HP (min 1)
- At 2+ , gain Shield equal to 40% of this unit's max HP instead
How to respond
Shield-granting defense. If difficult to finish, focus another blueprint with .
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing against targets that are not Meursault, or if this is used as an , change this to ""
[ Lose] Meursault gains 10 - Manque d'être
How to respond
Transformed skill. Winning its clash with Meursault makes this blueprint gain 5 every turn from next turn. Do not assign another Sinner.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment when Meursault is not assigned. Fixes chances and heals heavily. Assign the correct recipient to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 for every 2 Unique Count on self (max 5)
How to respond
while transformed. Special increases Power. Prioritize Meursault's required clash instead of forcing extra attacks through.
Sisyphe System Blueprint - Le Rouge
Pattern: "Desire."
- Displayed Power
- 7〜16
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- 66Enemy Lv. +1
- Attack Weight
- 1
On Use At fewer than max Count, consume 5% HP to gain 10 Count
ⅠOn Hit Inflict 3
How to respond
Builds Count through self-damage. Focus damage after its HP drops, but later skills strengthen with lost HP.
Pattern: "Don."
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use At fewer than max Count, consume 5% HP to gain 10 Count
On Use Consume 5 Count to gain Final Power +2
ⅠOn Hit Inflict +2 Count
ⅡOn Hit Inflict +2 Count
How to respond
Consumes for +2 Final Power. One is listed, but effect numbering disagrees; the Count effect's number is unconfirmed.
Pattern: "Consume."
- Displayed Power
- 7〜25
- Base Power
- 7
- Coin Power
- +9
- No. of Coins
- 2
- AttackLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use Deal +3% damage for every 2% missing HP on self (max 60%)
On Use Consume all Count on self to gain Final Power +1 for every 2 Count consumed (max 3)
ⅠOn Hit Inflict 1 Lust Fragility
ⅡOn Hit Deal Lust damage equal to (missing HP on self)% of this 's final damage
How to respond
Lost HP and increase damage. Do not ignore a nearly dead blueprint; kill it first or clash with a strong recipient.
Pattern: "Scrape and gather."
- Displayed Power
- 10〜17
- Base Power
- 10
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 68Enemy Lv. +3
- Attack Weight
- 1
On Use Heal 25% HP
- At 2+ , heal 50% HP instead
How to respond
Heals 25% max HP On Use, or 50% at 2 or more . Concentrate enough damage to finish instead of repeatedly chipping it.
At least on this stage, everything's set and fixed.
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
Before Use When ing against targets that are not Meursault, or if this is used as an , change this to ""
[ Lose] Meursault gains 10 - Manque d'être
How to respond
Transformed skill. Winning its clash with Meursault makes this blueprint gain 5 every turn from next turn. Do not assign another Sinner.
You went off-pattern.
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
This skill always deals Critical hits
[ Start] Fix the target's Tails chance to 100%
- For negative s, fix Heads instead
After Attack Heal 50% max HP
Ⅰ.
Ⅱ.
How to respond
Punishment when Meursault is not assigned. Fixes chances and heals heavily. Assign the correct recipient to the original skill.
The designing was up to this point.
- Displayed Power
- 10〜18
- Base Power
- 10
- Coin Power
- +8
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Final Power +1 for every 2 Unique Count on self (max 5)
How to respond
while transformed. Special increases Power. Prioritize Meursault's required clash instead of forcing extra attacks through.
PASSIVESPassives
Jeanne Sartre, the Sartorial Tailor (Phase 1)
Sartre
Condition: Summoning and “” every three turns
Summon 3 "Grand Magasin Sisyphe Blueprint" every 3 turns and gain Shield equal to this unit's max HP
- For that turn, when ed, recover from and cannot be ed again for the rest of the turn
After killing a "Grand Magasin Sisyphe Blueprint" with the "" , gain
At 3 , convert into
If this unit failed to kill a single "Grand Magasin Sisyphe Blueprint" with its "" , gain 1 next turn
Impact on the fight
Kill blueprints first to prevent . Avoid concentrating excessive direct damage into the body's summon Shield.
You know, I...
Condition: Meursault death and body at 50% HP or less
Start this Encounter with 45 SP
When Meursault is defeated, the Sinners lose the Encounter
At 50%- HP, stop taking any damage and enter a new Phase
- When entering a new Phase, remove all removable negative effects on self
Impact on the fight
Meursault's death causes defeat. Do not assume The Stranger's survival effect from the preceding Chaplain battle applies.
Mauvaise Foi
Condition: consumption and long clashes
Gain 1 Potency for every 10 cumulative Count this unit consumes in this Encounter
- The "Turn End: Lose 1 Count" effect on does not trigger
Turn End: Gain Potency equal to Count on self (max 10)
Turn End: Gain Count equal to Potency on self (max 5)
Take -60% damage from , , , , and
- Threshold raised from -60%
At 10+ es against the same target, gain Power by ( Count / 10)
Impact on the fight
Status damage and threshold rise are reduced by 60%. Status-only damage or prolonged clashes do not guarantee victory.
Remember the rhythm of the waltz?
Condition: es lasting at least four exchanges
At 4+ es in the same :
- From the 3rd , the winner of the 3rd deals +15% damage for every 4th won (3 times max)
- If the that won the won the first , Final Power +1
Impact on the fight
progression changes damage. Displayed Power alone cannot determine the result.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
Lowering SP does not keep active indefinitely.
Fixed Panic
Condition: Gaining an effect that changes type
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Do not rely on normal -type changes to stop actions.
Grand Magasin Sisyphe Blueprint
Outfit Ensemble Blueprint
Condition: Phase 1 blueprint, before the first hit
During the Encounter, immediately before taking a hit for the first time, use the equipped "" regardless of how this unit's s are Chained (once per turn)
Take -50% damage from Base s
Take +100% damage from s
This unit is defeated when hit by the "Focusing" of "Jeanne Sartre, the Sartorial Tailor"
Impact on the fight
Basic attacks are reduced; works well. Kill before “Focusing” to prevent Nailed.
Blueprint of the Self
Condition: Blueprint killed by a Sinner's skill
When killed by a Sinner's , give 1 resource each from 5 of the Affinities with the least amount of resources (if 2 or more least-owned Affinities share the resource quantity, it is distributed randomly)
Impact on the fight
Gain 5 total resources of scarce affinities. Turn blueprint cleanup into the next area attack and healing.
Jeanne-Marie Sartre (Phase 2)
Remember the experience of the waltz?
Condition: Phase 2 start, unopposed attacks, and clash losses
Does not take any damage for this Phase
Turn Start (once per Encounter):
- Jeanne gains 1 and 1 - Désir d'être
- Meursault gains 1 and 1 - Manque d'être
When attacked by s, or when losing a , activate the ""
Generate a unique in Meursault's upper
Impact on the fight
The body takes no damage in this phase. Follow Meursault's skill numbers and track .
La Nausée
Condition: 100 and Meursault death
When Meursault is defeated, the Sinners lose the Encounter
Current End: At 100 - Désir d'être, enter a new Phase
- When entering a new Phase, remove all removable negative effects on self
Impact on the fight
Advance at 100 , not through HP damage. Keep Meursault alive and continue the required waltz.
Moulin Rouge - Jeanne-Marie Sartre
L'enfer, c'est les autres
Condition: Phase 3 body at 10% HP or less
If Jeanne's HP reaches 10% or less...
Impact on the fight
Blueprint deaths lower body HP. Do not assume the subsequent sequence is an ordinary attack endurance battle.
Gaze: Grand Magasin Sisyphe
Condition: Phase 3 blueprint summoning and transformation
This unit's SP is fixed at 45
Turn Start: Summon "Sisyphe System Blueprint - Le Rouge" and "Sisyphe System Blueprint - Le Noir" until there are 2 of each on the field
2nd turn after Phase change: Convert 1 Blueprint unit into "Jeanne Sartre, the Sartorial Tailor" form
- Prioritize the Blueprint unit that does not have
- Exclude the Blueprint unit that entered the "Jeanne Sartre, the Sartorial Tailor" state on the previous turn
- If ed, recover from
When entering the "Jeanne Sartre, the Sartorial Tailor" state, use the ""
- If Meursault's wins the against "", the said Blueprint unit gains 5 every turn starting from the next turn
Every time "Jeanne Sartre, the Sartorial Tailor" state is disabled, 1 Blueprint unit equips Jeanne's "" next turn
- The number of Blueprint units that equip Jeanne's s increases cumulatively by 1
When a Blueprint unit is defeated,
- Jeanne loses 5% HP
- All other Blueprint units gain 1 Délaissement
- 1 Blueprint unit equips Jeanne's "" instead of "" next turn
Impact on the fight
with transformed blueprints using Meursault and win for , then kill them to damage the body.
Sisyphe System Blueprint - Le Noir
Pattern: Grand Magasin Sisyphe
Condition: Blueprint transformation and death
When ing against the same target, Power +1 for every 10 es
Starting from the turn after this unit enters the field, 1 Blueprint unit enters the "Jeanne Sartre, the Sartorial Tailor" state
- Prioritize the Blueprint unit that does not have
- Exclude the Blueprint unit that entered the "Jeanne Sartre, the Sartorial Tailor" state on the previous turn
- If ed, recover from
When entering the "Jeanne Sartre, the Sartorial Tailor" state, use the ""
- If Meursault's wins the against "", the said Blueprint unit gains 5 every turn starting from the next turn
When a Blueprint unit is defeated,
- Jeanne loses 5% HP
- All other Blueprint units gain 1
Impact on the fight
Exploit from Meursault's clash win to finish it. Check on other blueprints too.
Conservation
Condition: Cumulative Count consumption
Gain 1 Potency per cumulative 10 Count consumed during battle.
Impact on the fight
Higher Potency strengthens defensive Shields and other effects. Focus a blueprint you can finish rather than leaving it indefinitely.
Sisyphe System Blueprint - Le Rouge
Pattern: Grand Magasin Sisyphe
Condition: Blueprint transformation and death
When ing against the same target, Power +1 for every 10 es
Starting from the turn after this unit enters the field, 1 Blueprint unit enters the "Jeanne Sartre, the Sartorial Tailor" state
- Prioritize the Blueprint unit that does not have
- Exclude the Blueprint unit that entered the "Jeanne Sartre, the Sartorial Tailor" state on the previous turn
- If ed, recover from
When entering the "Jeanne Sartre, the Sartorial Tailor" state, use the ""
- If Meursault's wins the against "", the said Blueprint unit gains 5 every turn starting from the next turn
When a Blueprint unit is defeated,
- Jeanne loses 5% HP
- All other Blueprint units gain 1
Impact on the fight
Shares the same transformation and death effects. Assign Meursault to required skills as with Le Noir.
Metabolic Action and Reaction
Condition: Cumulative Count consumption and self-damage
Gain 1 Potency for every 10 cumulative Count this unit consumes in this Encounter
This unit's effects cannot drop this unit's HP below 1
Impact on the fight
Self-damage alone cannot reduce HP below 1. Kill it with Sinner attacks instead of waiting for self-destruction.