TouhouGensoumarokuW - The Devil of Decline

TouhouGensoumarokuW - The Devil of Decline

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A Deadly Summer Festival ~ Conquering the Fourth Stratum
By Gloochi
An in-depth guide detailing the bosses available during the postgame and strategies for defeating them.
   
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Brief Disclaimer
Devil of Decline is an incredibly open game in how you can approach it, and, as a result, there's no one solution to any given fight. What works for one player and their party may not work quite as well for another player and their own wildly different party. This guide is meant to provide help and advice if you're struggling, and I've done my best to accommodate a variety of playstyles, but it's not (nor can it be) a be-all end-all. If something's not necessarily working for you, don't be afraid to tweak the idea and experiment.

However, unlike in the main story, the postgame is a lot more linear. Almost every fight WILL block progression when you reach it. Any exceptions will be marked as such, and they will only be very temporary exceptions. Just leaving isn’t an option anymore.
EX Chapter 1 - 4th Stratum Pt. 1
Yinglong
Location: Underground Waterway Area 3

As the first boss you run into in the postgame, Yinglong sets the tone for the type of fights to come, and what a doozy of a tone it sets, given that it has as much health as Angra's second phase. According to the JP atwiki, its attack pattern SHOULD be as follows:
  1. Hellfire ~> Freezing Blizzard
  2. Poisonous Gas ~> Intense Lightning
  3. Hellfire ~> Freezing Blizzard
  4. Poionous Gas ~> Intense Lightning
  5. Vortex ~> Nuclear Breath
However, in my experience, the fight went rather consistently like this:
  1. Hellfire ~> Flame Strike / Normal attack
  2. Poisonous Gas ~> Land Impact / Poison Hand
  3. Freezing Blizzard ~> Freeze Impact
  4. Intense Lightning ~> Inazuma Slash
  5. Vortex ~> Inhale ~> Nuclear Breath
I guess it was updated for the Steam release? Thankfully, this is certainly easier to work with. Just cycle through your own actions as such:
  1. Fire Barrier (Burabura lv1)
  2. Elemental Shield Wall (Earth) (Alice lv1, Yuuka lv25)
  3. Water Barrier (Buruburu lv1)
  4. Elemental Shield Wall (Thunder)
  5. Benevolence Wall (Yuugi lv45, G. Matter lv57, Mining Village lv44) + Resurrection (Kaguya lv40, Orin lv1, Star lv14, Akyuu lv1, Lily White lv1, Kedama lv1, Yukkuri King lv30, Mokou lv25) / Elixir (Akyuu lv31, Unicorn lv42) | Rainbow Sign "Rainbow Wind Chime" (Meiling route only)
If it can still use the old pattern, adjusting isn't too difficult. Just use both Fire Barrier and Water Barrier on turns 1 and 3 and Elemental Shield Wall with both Alice and Yuuka on turns 4 and 5. If, for whatever reason, you don't want to use Benevolence Wall, you'll need to equip the party to resist Mystic damage to survive Nuclear Breath. As for offense, phys sword users should spam Dragon Strike (and your strongest one should equip the Naegling specifically) while everyone else focuses down on Dark damage. If you have it, the 25% boost to Dark damage from Netherworld Unburial is quite helpful. Just keep in mind that it can weave Super Healing into the end of any of its turns, though that shouldn't do much more than delay the inevitable.

This fight can be quite terrifying, but so long as you've been diligently gathering and raising shikigami, you can defang it without too much trouble. Expect more fights like this from here on out.


Sara
Location: Underground Waterway Area 12

Much like Yinglong, Sara looks intimidating at first glance but can be defanged with the right set-up, though not quite to the same degree. Sara's fight focuses rather heavily on field control, and she opens up the first turn with Gate Sign "Gatekeeper", a spell that sets a field that highly strengthens a specified element and heavily weakens its opposite element, set to Fire and follows it up Phoenix. The second turn then always opens with Jammer (Fire), heavily weakening all Fire damage to keep you from taking advantage of the increased Fire land. From there, she can repeat this pattern whenever: starting a turn with Gate Sign "Gatekeeper" on any element (generally influenced by current land power?); finishing that turn with Phoenix, Diamond Dust, Stone Shower, Roaring Thunder, Testament, or Psuedo Epigrapher to match the Gate element; then opening the next turn with Jammer set to that same element. Outside of her wombo combo, she acts twice per turn and can use Extended Barrage, Blade Net, Stun Grenade, Rainbow Ray, and Energy Riot, and she'll punish statused party members with Survival of the Fittest. For the first turn, you can use Fire Barrier (Burabura lv1) to negate all incoming damage and give yourself a turn to set up buffs. Res is especially important to avoid Survival of the Fittest. From there, you can either play defensively or offensively. If you have the bulk and resistances to withstand Sara's onslaught with Gate active, then take full advantage of it and go all in on the her chosen element before she can use Jammer (which won't be too difficult with its 90 cast speed). Alternatively, you can take Gate out of the picture entirely by using Osendaku (Oshira-sama lv1), a field that does nothing beyond being unable to be overwritten. However, Osendaku will naturally wear off before coming off cooldown without passive effects that increase field length (Keine lv1, Decarabia lv1) or decrease cooldown (Keine lv50), though Sara should be close to beaten before that becomes an issue. Just pick an element, build resistance around it, and focus down with that element to build land and snowball damage.

Note: If you feel you need a little extra strength, you can continue on to the Magic Laboratory, though you can't progress through the Daemon Colosseum until you clear the tower Sara is guarding.
EX Chapter 1 - 4th Stratum Pt. 2
Louise
Location: North of 4th Stratum Third Clock Tower of the End Area 18

Louise acts twice per turn and can use Deplorable Hit, Flame Strike, Freeze Impact, Land Impact, Inazuma Slash, Disintegrate, Absolute Zero, Supergravity, Mega Stroke, Divine Gate, Void Cutter, Sleep, 1 Million Volts, Release Barrier, and Nil Sign "Void Explosion", and she'll punish sleeping party members with Invitation to Eternal Rest. Additionally, she may respond to magic attacks by casting Anti-Magic Shell. Void Explosion is a powerful spell that deals void element magic damage to the whole party. Being void element, it can't be resisted, but you can't be weak to it either. Instead, focus on buffs and debuffs. Prioritize buffing your Res to protect against status (especially Sleep), and use Magic Barrier (Manuscript lv1), Aquarius Age (Undyne lv40), or United Mining Village (Mining Village lv30) to reduce magic damage taken. Falling Blast (Shizuha lv24) can completely block one magic attack, which can help protect against Void Explosion, given that the rest of Louise's magic is single-target, but be mindful of who does and doesn't still have it active. If you want to use magic damage, have someone with Dispel (Koishi lv30, Star lv1, Toyohime lv1, Dogazer lv7, Shinzo lv1) on hand to remove Anti-Magic Shell, and focus on Dark damage as it's the only element she doesn't have, allowing you to build up land with no risk.

Note: If you feel you need a little extra strength, you can continue on to the Magic Laboratory, though you can't progress through the Daemon Colosseum until you beat Louise.


Amukihajah & Uzubogikhi
Location: Magic Laboratory Area 5

Amukihajah acts once per turn and can use Damage Net, Disintegrate, Absolute Zero, Supergravity, Mega Stroke, Divine Gate, Abyss, Marionette, Active Mind, Meteor, Focus Mind, and Full Charge. Focus Mind is always followed up by either Magic Grudge Grenade, Chaos Flare, Freezing Prison, Downfall Calamity, Super Cell, Paraklesis Canon, or Daemon's Flare, depending on the current land power. Full Charge is always followed up by Galaxy Blazer. Uzubogikhi acts once per turn and can use Counter Form, Phoenix, Diamond Dust, Stone Shower, Roaring Thunder, Testament, Psuedo Epigrapher, Meteor, Earth Wall, Accurate Movement, Hyper Increase, Focus Mind, and Full Charge. Focus Mind is always followed up by either Destruction Nova, Inferno Phoenix, Cold Snap Soul, Stinking Toxic Gas, Surendra-jit Astra, Punish the Judgement, or Royal Darkness Giga Flare, depending on the current land power. Full Charge is always followed up by Universal Cyclic. Additionally, Uzubogikhi can counter Dark attacks with Nirvana Lotus Hit, and they'll both try to revive the other if they find themselves alone. This fight is a rough one. Try to keep your Res buffed to protect against Marionette, and keep their INT debuffed to drop their hefty magic damage. Magic Barrier (Manuscript lv1), Aquarius Age (Undyne lv40), and United Mining Village (Mining Village lv30) are also quite helpful for staying alive. Make sure to have any field ready to override Damage Net and Counter Form if you see them pop up. If you can handle the combined onslaught, try to whittle them down evenly to prevent them from reviving each other. Alternatively, focus down Uzobogikhi (as her omni-targets make her the bigger threat), then cast Colosseo (Murasa lv1, Oshira-sama lv20) to prevent Amukihajah from reviving her. Just be mindful of the fact that it prevents you from healing too, though Amukihajah's weakness to Dark and lack of multi-target damage makes it simpler to take him out before that can become a problem. If you're lucky enough to get the Sanjian Liangren Dao to drop from an Amazon in the Underground Waterway or a Mahakola Sanni Yaka in the Magic Laboratory, you can give it to a phys sword user and spam Tyrant Flash, Dimensional Slash, or Superdimension Smash to take advantage of its Magician Slay effect and speed the fight along.

Note 1: If you feel you need a little extra strength, you can head to the Clock Tower of the End instead, but you can't progress to the Daemon Colosseum until you beat this duo.
Note 2: While Uzubogikhi is recruitable with a rank of SS, she won't join your party after the initial battle. Instead, she and Amukihajah will appear in the southern part of Hakurei Shrine Area 0 for a rematch after beating them in the Magic Laboratory.
EX Chapter 1 - Daemon Colosseum
Sara & Louise
Location: Daemon Colosseum Area 6

Damn, a rematch already? These two are largely unchanged, with the only real differences being lower stats, the fact that they now only act once each per turn, and the fact that Sara's first turn isn't set anymore. Beyond that, just use the same strats you used to defang Sara the first time while you whittle down Louise, and these two jokers will be sent back out of the colosseum faster than you can blink.

Note: While these three fights ARE back to back, you don't have to win them consecutively. Losing won't make you start from this fight, despite the framing of the scene.


Kakuyoku Daibu
Location: Daemon Colosseum Area 6

For the most part, Kakuyoku Daibu is largely unchanged from his initial fight beyond higher stats, but he can now counter Earth attacks with Jammer (Earth), and he has a chance to summon Haniyasu Daisoi once to assist. Haniyasu Daisoi is also largely unchanged beyond higher stats, but he can now set Rejuvenation, and he'll prioritize buffing Kakuyoku Daibu over actually attacking you (as long as he's not fully buffed up yet). As long as you keep the buffs dispelled, Haniyasu Daisoi should never actually attack, meaning you can just focus on defending against Thunder instead of Thunder and Earth. However, make sure you take out Haniyasu Daisoi first if he appears. If Kakuyoku Daibu goes down first, Haniyasu Daisoi will go berserk and start spamming Ophidian Occlusion and Nirvana Lotus Hit. Unless you're incredibly resistant to Strike damage or Haniyasu Daisoi is low on HP, this is effectively a lose state.

While I've never gotten it to work myself, Haniyasu Daisoi is vulnerable to instant death (specifically of the disintegration/pulverize type). If you're struggling to take him out, try buffing your DEX as high as you can get it, then use a high chance death skill like Wrath (Cyber Squid lv1).

Note: If you beat Kakuyoku Daibu before he gets a chance to summon Haniyasu Daisoi, you'll miss out on Haniyasu Daisoi's second compendium entry. However, you don't have to beat Kakuyoku Daibu in the same attempt that you beat Haniyasu Daisoi to be able to keep his compendium entry.


Mima
Location: Daemon Colosseum Area 6

Hoo boy. Genuinely, I think this is the hardest fight in the game outside the superbosses. Give this fight everything you can if you want to even have a chance.

Mima can act 2-4 times per turn and can use Energy Hand, Skull Crush, Apnea Rush, Miracle Hammer, Cosmic Liner, Rainbow Ray, Spell Enhance, Weapon Bless, Energy Riot, Time Stop, and Magic Grudge Grenade, and she can counter physical attacks with Power Decrease and magic attacks with Energy Hand. At first, things are hard yet manageable. Build for Mystic and Strike damage resist, buff up your party's defenses, and keep Magic Barrier (Manuscript lv1), Aquarius Age (Undyne lv40), or United Mining Village (Mining Village lv30) active for protection. Use any remaining variety slots on buffing your offenses to chew through her bulk. Most of Mima's attacks are single target, so keep a bulky tank ready to eat as many attacks as possible. Absolutely cast Provocation (Keine lv33, Momiji lv18, Toyohime lv1, Yukkuri Stack lv30, Youmu lv20) if you have it. As Mima approaches half HP, reapply your buffs, because once she drops below that...


...she stops playing around. She replaces Energy Hand with Strato Blade and Energy Riot with Destruction Nova, and she gains access to Dispel and Gather Strength. Gather Strength will always be followed up by Charge "Twilight Takedown" on the next turn. Twilight Takedown is a powerful Large Area physical Strike attack with a 50% chance of inflicting Tumble and an incredible 300 cast speed. Without using First Strike (Aya lv12, Dreadnaught lv30, Otoha lv1, F. Yoshino lv1) or casting Lightning Speed (Sylph lv1) in advance, you're not going to have a chance to defend against this. Try to avoid formations with party members grouped too close together to minimize damage. As a whole, due to her much more dangerous attacks, you can't afford to play defensively anymore. Switch gears and rush her down with everything you've got. Thankfully, she only has Dispel instead of Vortex, so you should be able to end the fight before everyone gets their buffs dispelled.

If you've made it this far, you can absolutely finish this out. Nothing else is this hard until you reach the superbosses.
EX Chapter 1 - 4th Stratum Pt. 3
Golem & Mini Golem x4
Location: Mine 1 Area 7

The Golem acts twice per turn, and the Mini Golems act once per turn. The Golem can use One Hundred Million Amps and resummon defeated Mini Golems, the Mini Golems can buff the Golem, and both can use powerful Strike attacks. Additionally, the Golem will counter Earth damage with Mass Barrier Element (Earth). The Mini Golems are notably vulnerable to Paralysis, and the Golem is vulnerable to Silence and Blind. Silence the Golem to keep it from resummoning Mini Golems or using Mass Barrier Element, debuff its accuracy while buffing the party's evasion, then bring it and its allies down with a barrage of Earth attacks.

Note: The Golem drops the second Shikigami Ticket on defeat, meaning you can feel free to spend your first one to farm out a recruit on any potential Shikigami until you get them. I personally recommend recruiting either the Stray Yukkuri for absurd amounts of Divine Shield or the Yukkuri Stack for Triple Storm to let someone act three times in a turn.


Yuki
Location: North of 4th Stratum Second Clock Tower of the End Area 12

Yuki will lead with Forbidden Sign "Forbidden Lore" on her first turn, a spell that deals Dark damage to all party members and inflicts Topple. After that, she acts twice per turn and can use Miracle Hammer, Flame Strike, Detonate, Hellfire, Abyss, Drain Touch, Dark Zapper, Dark Breath, Roar, Vortex, and Forbidden Sign "Forbidden Lore". No fancy bells and whistles in this fight. Just protect against Dark and Fire while focusing on dealing Light and Water damage, though you should make sure to equip Mistilteinn if you're trying to use Light. Anti-Magic Shell (Alice lv60, Isohime lv32) can be great to free up accessory slots, while Netherworld Unburial and Phoenix Wing are great formations for damage reduction if you have them. Alternatively, you could use Great Tidal Wave for extra damage output. Make sure to buff your Res to protect against instant death, Blind, and Topple, or you can just use Lightning Speed (Sylph lv1) to negate the threat of Topple entirely.

Note 1: The JP atwiki claims she should use Forbidden Lore every odd turn, but I only ever saw it myself on turns 1 and 5.
Note 2: If you need a little extra strength, you can finish exploring the optional Mines and go through the other Clock Tower of the End, but you will need to clear both towers to continue on to the Black Sanctuary.


Mai
Location: North of 4th Stratum First Clock Tower of the End Area 14

Mai will lead with Betrayal "Judas Betrayer" on her first turn, a powerful Dark spell that hits all party members. After that, she acts twice per turn and can use Vampirize, Wild Shot, Energy Hand, Absolute Zero, Diamond Dust, Lunatic Voice, Vortex, and Betrayal "Judas Betrayer". Pretty much the exact same strats you used for Yuki will also work for Mai, just with Fire and Water swapped.

Note: If you need a little extra strength, you can finish exploring the optional Mines and go through the other Clock Tower of the End, but you will need to clear both towers to continue on to the Black Sanctuary.
EX Chapter 2 - Black Sanctuary
Ergon Wing
Location: Black Sanctuary Area 11

And here's what I think may be the hardest fight in the game. Ergon Wing acts twice per turn and can use mainly Pierce and Void attacks, though I've also seen it use high level Fire attacks, so it may adjust its pattern based on land power. At the very least, it can use Shooting Star, Vital Shock, Void Cutter, Meteor, Comet, Damage Net, and Vortex, and on top of everything, it has 999 regen per turn 35k HP, officially surpassing Mima in bulk. Falling Blast (Shizuha lv24) is just about a necessity in this fight. Keep it active to survive Meteor or Comet, and do not hesitate to reapply it. Magic Barrier (Manuscript lv1), Aquarius Age (Undyne lv40), and United Mining Village (Mining Village lv30) can also help keep damage low. If you got lucky enough to get an Angel Wing to drop from an Ophanim in the 4th First Clock Tower or a Daemon Heart from a Lightning Baron in the 4th Second Clock Tower, the 25 Divine Shield from both of those accessories will be helpful in keeping important party members alive. Same thing if you were lucky enough to get a shikigami with Divine Shield (Stray Yukkuri lv1/20/40/65/85). This won't be enough to stay alive, though. Ergon Wing's actions must be kept to a minimum, and thankfully, it's actually rather vulnerable to stun effects, though still not guaranteed. Your physical attackers should use weapons with stun chances paired with skills with high stun chances and/or multiple hits. The Almacia in particular is a good choice, especially when paired with Speedstar Barrage, Full Moon Revenge, Human Oni "Slash of the Eternal Future" (Youmu spell), or Matsuyoi-Reflecting Satellite Slash (Youmu Last Word). To further raise the odds of the stun procs, cast Quick as the Wind (Aya lv1) or Triple Storm (Yukkuri Stack lv70) on one of your stun users to let them repeat the action once/twice, though the latter's 75 cast speed may make it impratical unless your stun user is particularly slow. You'll also want to lead with Lightning Speed (Sylph lv1) to ensure the party is outspeeding Ergon Wing's monstrous AGI, which will also have the bonus benefit of overriding Damage Net, though it may be a good idea to reduce its 1 turn cooldown (Keine lv50) in case Ergon Wing uses Damage Net on the same turn. From there, just focus on buffing your DEX and attack stats and debuffing its VIT and PDef to increase the stun odds and bring it down that much faster. In spite of everything, a stun-reliant strategy like this one will come down to luck in the end, so it may be a bit before you hit that jackpot and escape the Pandemonium Casino.

Note 1: Ergon Wing is right next to a healing circle, so don't be afraid to flee the fight and try again if things go south.
Note 2: While Ergon Wing is recruitable with a rank of SS, it won't join your party after the initial battle. Instead, it'll appear in the southern part of Hakurei Shrine Area 0 for a rematch after you defeat Shinki in the Innermost Black Sanctuary.


Yuki & Mai
Location: Black Santuary Area 19

These two weren't that hard on their own, and if I'm being honest here, one plus one doesn't exactly equal two here. They each can only act once per turn, and Yuki can use Dark Zapper, Dark Breath, Flame Strike, Mass Dispel, Roar, Death, and Focus Mind, while Mai can use Acid Storm, Wild Shot, Weapon Bless, Freezing Blizzard, Radiation Mist, and Focus Mind. Focus Mind will always be followed up by their respective spells, which are unchanged from their initial fights. Once you beat one of them, the other powers up, giving them regen and a few extra moves from their initial fights, though they'll still need to telegraph their spells with Focus Mind (unlike in their initial fights), and they'll still only have one action per turn. More than anything, make sure to buff your Res to protect against the variety of Conditions being flung around in this fight. From there, you can go about this in two ways: protect against Fire and Water while maxing out Light land, then keep damage relatively even to keep them from powering up for too long, or you can protect against Dark and either Fire or Water, then focus down whichever magician whose element you didn't protect against. Even while powered up, these two are still barely a threat, so whichever strat you go with, the fight shouldn't trip you up for too long.


Yumeko
Location: Inner Black Sanctuary Area 7

Yumeko is another boss that looks scary, but so long as you know what you're doing, she'll go down without too much issue. She acts twice per turn, and she can use Vital Variety Stab, Law of Evil, Critical Thrust, Vital Shock, Tachyon Thrust, Divine Gate, Starlight Web, Phase Frostbite, Marionette, Vortex, and Gather Strength. Gather Strength will always be followed up by Murder "Makai Killer Doll", a powerful single-target multi-hit Pierce spell. She seems to only ever use Gather Strength on turns after a multiple of 3 (turn 4, turn 7, turn 10, etc), so you can plan around it quite easily. Outside of that, spend time buffing your offensives, PDef, and Res while debuffing her Acc and PAtk. If you're not using physical damage all that much, use Psychic Field (Shinzo lv1) to increase everyone's physical resistances. If you are using physical damage, though, set Jammer (Light) (Oshira-sama lv1) or Three Sacred Treasures (Keine lv36) instead. As long as you stay on top of protecting against Makai Killer Doll and remind mindful of Vital Shock's defense piercing and Tachyon Thrust's multi-hit death chance, Yumeko should fall with time.
Important Note
Much like Angra, Shinki can also be weakened by finding and activating seals found within the Inner Black Sanctuary. After defeating Yumeko, three more warps appear in Inner Black Sanctuary Area 1. One leads towards Shinki, while the other two lead to Areas 8 and 9 with a seal found in both.
As a result, Shinki has three levels of power (and each one is in the compendium). For your first fight, I HIGHLY recommend activating one or both of the seals. It's definitely still possible to beat unsealed Shinki at this point, but having access to level 99 and the resources from the Underworld of Chaos and Hakurei Undershrine will make it much more feasible. Anything marked with an * is only available in the bonus dungeons and, thus, only available for rematches to try and beat Shinki's powered-up forms.
!!!POSTGAME FINAL BOSS!!!
Shinki
Location: North of Inner Black Sanctuary Area 17

This fight is divided into 5 phases, each sectioned off by HP thresholds that can't be passed until after the phase change, which will occur mid-turn after the attack that brought Shinki to that point. Through testing, I've done my best to approximate these thresholds. No matter the phase, Shinki acts twice per turn.

If you have the resources to spend, Gambanteinn (Daemon Lord Statue), Nouvelle Almacia (Obsidian), and Mjolnir (Obsidian) are phenomenal weapons to give to mages, physical sword users, and physical hammer users, respectively. If you have more than one mage, it's even worth spending an Orichalcum to make a new Mistilteinn after making Gambanteinn as it's still one of the best staves available to you at this point. If you're fighting fully unsealed Shinki, Gambanteinn is an absolute must if not using Mystic due to Shinki's higher resistances in phase 5 when fully unsealed. Additionally, anything that gives land regen will be incredibly helpful in this fight. Pick one element from each pair and build around them.

In her base form, Shinki can use Bash, Mirage Blade, Chain Slash, Cosmic Liner, Destruction Nova, Special Missile, Heat Hand, Cold Hand, Thunder Hand, Poison Hand, Star Hand, Dark Hand, Energy Hand, Heat Weapon, Earth Wall, Weapon Bless, Armor Bless, Haste, Concrete, Marionette, and Focus Mind. Focus Mind will always be followed up with Super Danmaku "Danmaku Fantasy", Chaos Flare, Freezing Prison, Downfall Calamity, Super Cell, Paraklesis Canon, or Daemon's Flare, depending on land power. Danmaku Fantasy is a status spell that sets everyone's HP to 1 but can be avoided with enough Res. This phase should be spent setting up your buffs for the fight to come. At minimum, you should buff Res and PDef. United Mining Village (Mining Village lv30) can also be quite helpful to apply. Falling Blast (Shizuha lv24) is also quite helpful as Shinki's magic is sparse yet powerful, though it falls off just a bit towards the end of the fight. Most of Shinki's arsenal is single-target, so I recommend having a tank you can set up with Provocation (Keine lv33, Momiji lv18, Yukkuri Stack lv30, Youmu lv20, High Master lv20*) to draw in Shinki's attacks. Shinki's Res is also rather middling, so debuff her however you can, being sure to especially hit her VIT, POT, and PAtk at the very least. Have Dispel (Koishi lv30, Star lv1, Toyohime lv1, Dogazer lv7, Shinzo lv1) at the ready in case Shinki tries buffing up herself. While setting up, weave in either Light or Dark attacks from your Gambanteinn/Mistilteinn user and either Earth or Thunder attacks from your other party members not setting up buffs and debuffs to build up land.

Phase transition occurs at approximately ~58k/88k/183k (~88-91%?).


After manifesting Fire and Water, Shinki's resistances change to the following: ★ Fire, ★ Water, △ Earth, △ Thunder, ◯ Light, ◯ Dark

In this form, she can use Bash, Mirage Blade, Chain Slash, Cosmic Liner, Destruction Nova, Heat Hand, Cold Hand, Flame Strike, Freeze Impact, Disintegrate, Absolute Zero, Hellfire, Heat Weapon, Earth Wall, Weapon Bless, Armor Bless, Haste, Concrete, Marionette, and Focus Mind. Focus Mind will always be followed up with Super Danmaku "Danmaku Fantasy", Chaos Flare, or Freezing Prison, depending on land power. Continue as you had been in the previous phase, and this phase will be over in no time.

Phase transition occurs at approximately ~45k/70k/140k (~68-70%?).


After manifesting Earth and Thunder, Shinki's resistances change to the following: △ Fire, △ Water, ★ Earth, ★ Thunder, ◯ Light, ◯ Dark

In this form, she can use Bash, Mirage Blade, Chain Slash, Cosmic Liner, Destruction Nova, Thunder Hand, Poison Hand, Inazuma Slash, Land Impact, Mega Stroke, Supergravity, Intense Lightning, Heat Weapon, Earth Wall, Weapon Bless, Armor Bless, Haste, Concrete, Marionette, Focus Mind. Focus Mind will always be followed up with Super Danmaku "Danmaku Fantasy", Super Cell, or Downfall Calamity, depending on land power. Just swap from attacking with Earth/Thunder to attacking with either Fire or Water instead to quickly end this phase as well.

Phase transition occurs at approximately ~32k/46k/100k (~46-48%?).


After manifesting Light and Dark, Shinki's resistances change to the following: △ Fire, △ Water, △ Earth, △ Thunder, ★ Light, ★ Dark

In this form, she can use Bash, Mirage Blade, Chain Slash, Cosmic Liner, Destruction Nova, Star Hand, Dark Hand, Holy Zapper, Dark Zapper, Divine Gate, Abyss, Dark Breath, Heat Weapon, Earth Wall, Weapon Bless, Armor Bless, Haste, Concrete, Marionette, and Focus Mind. Focus Mind will always be followed up with Super Danmaku "Danmaku Fantasy", Paraklesis Canon, or Daemon's Flare, depending on land power. For this phase, go all in on Fire/Water and Earth/Thunder, making sure the land gauge is capped out on one side for both pairs. Your Gambanteinn/Mistilteinn user should switch gears as well as not even Gambanteinn can pierce through an immunity. When you approach the HP threshold, make sure to reapply buffs and debuffs before pushing onwards.

Phase transition occurs at approximately ~17k/23k/60k (~23-30%?).


After manifesting her true power, Shinki's resistances change to the following: ◯ Fire, ◯ Water, ◯ Earth, ◯ Thunder, ◯ Light, ◯ Dark
If she's fully unsealed, her resistances change to the following instead: ◎ Fire, ◎ Water, ◎ Earth, ◎ Thunder, ◎ Light, ◎ Dark

For the remainder of the fight, Shinki can use Bash, Mirage Blade, Ribbon Slash, Dimensional Slash, Gale Slash, Magic Grudge Grenade, Disintegrate, Absolute Zero, Mega Stroke, Supergravity, Divine Gate, Abyss, Weapon Bless, Strong Wall, Brave Soul, Terror, Disturbance Weather, Counter Force, Shortcomings, Release Barrier, Control Land (Any), and Focus Mind. Focus Mind will always be followed up by the wombo combo of First Strike, Mass Dispel, and Makai Creation. Makai Creation is a powerful Void spell that hits the whole party and gets stronger the closer each of the three land gauges are to neutral. Brave Soul is a buff skill exclusive to Shinki that grants All Up. From this point on, rush Shinki down with everything you've got, and do your best to keep her from dragging any of the land gauges back towards neutral. If you have time, reapply your buffs if they get removed by Mass Dispel, but for the most part, just try to end the fight quickly. If you find yourself in a rough spot and need to quickly defend against a powered up Makai Creation (or you just don't want to bother with the land gauges), have your fastest party member (who would need to be faster than Shinki after current buffs/debuffs) use First Strike (Aya lv12, Dreadnaught lv30, Otoha lv1, High Master lv1*, F. Yoshino lv1) and follow up with either Quick Time (Sakuya lv76) if you have the MP still or Benevolence Wall (Yuugi lv45, G. Matter lv57, Marisahedron lv67, O. Tortoise lv65*) and Elixir (Akyuu lv31, Unicorn lv42, High Priestess lv80). Alternatively, you can set up Lightning Speed (Sylph lv1) in advance and not have to worry about beating Shinki in speed at all. As long as you keep Makai Creation in check, the rest of the fight should wrap up rather quickly.

If you managed this, then congratulations! You've beaten the Devil of Decline's imitator and resolved the incident once again. Have fun with the postpostgame content!
5 Comments
Gloochi  [author] 1 Aug @ 8:55pm 
THAT EXPLAINS EVERYTHING, OH MY GOD! In all my testing, I never even realized there was a mechanical difference. That's so fascinating.
Vali/Claire 1 Aug @ 8:48pm 
A further thing for Haniyasu Daisoi, he is specifically invulnerable to physical (beheading) and magical (life drain) types of death, but is not immune to disintegration (pulverize) death, which both Cyber Squid and Toyohime have access to. He is also not immune to Remilia's Last Word, so you can just turn him into a Yukkuri and call it a day if you're lucky. I forget if he is or is not immune to percentile damage.
Gloochi  [author] 31 Jul @ 2:35pm 
Hm. Good to know. Thankfully, though, it's not like he's hard to take out without it. I'll adjust the note once I get back home.
Amazon313 31 Jul @ 2:28pm 
Hinyasu Daisoi is indeed vulnerable to Instant Death, but you need a high DEX stat and a move with a high success rate. I recommend Cyber Squid, because from experience Wrath has a very high chance of working.
Gloochi  [author] 31 Jul @ 11:14am 
Sorry about the long wait on this one. The last year and a half of my life has been especially turbulent (I literally moved twice among MANY other things), but now I'm on quite literally the other side of the country and starting fresh, so once I'm fully settled in, I should be able to gradually get the rest of everything out.