You’re so close to finally saving the group’s collective little sister, Nanako, when you reach the final floor of the Heaven dungeon in Persona 4 Golden, and only one fight stands in your way. But Taro Namatame isn’t going to give Nanako up that easily – instead, he fuses with several other shadows to become the powerful and allows Kunino-Sagiri to take over, believing it to be the savior of man.
The boss fight against Kunino-Sagiri is renowned for its difficulty, though, so if you’re looking for tips on how to fight Kunino-Sagiri in Persona 4 Golden, we’ve got you covered.
This guide will contain spoilers for elements of Persona 4 Golden.
Kunino-Sagiri Battle Setup
Recommended Party For Kunino-Sagiri
Party Member |
Strength in this Fight |
Effect |
---|---|---|
Kanji |
Ziodyne |
Heavy electric damage to one foe |
Elec Boost |
Boosts damage done by electric magic by 25% |
|
Vile Assault |
Heavy physical damage to one foe, doing additional damage to foes who are downed |
|
Matarukaja |
Raises the party's attack for three turns |
|
Regenerate 1 |
Kanji regains 2% of his max HP before every turn he takes in battle |
|
Yukiko |
Diarahan |
Restores one ally's HP to max |
Mediarahan |
Restores all allies' HP to max |
|
Samerecarm |
Revives one fallen ally to full HP |
|
Agidyne |
Heavy fire damage to one foe |
|
Fire Boost |
Boosts damage done by fire magic by 25% |
|
Choose Either to Round out the Party |
||
Yosuke * |
Garudyne |
Heavy wind damage to one foe |
Wind Boost |
Boosts damage done by wind magic by 25% |
|
Power Slash |
Medium physical damage to one foe |
|
Masukukaja |
Boosts the party's hit and evasion for three turns |
|
Naoto * |
Makarakarn * |
Erects a barrier to reflect one magic attack per use |
Deathbound |
Heavy physical damage to all foes |
|
Agidyne |
Heavy fire damage to one foe |
|
Megidola |
Heavy almighty damage to all foes |
* While Naoto makes a great teammate for her Makarakarn, which has the same effect as Magic Mirrors without consuming a rare item, she doesn't learn Makarakarn until Lv. 64.
If she's not at Lv. 64 before the battle with Kunino-Sagiri, double down on finding Magic Mirrors and bring Yosuke instead. He's got Wind Boost, while Naoto is lacking the Fire Boost that'd make her hit as hard with Agidyne.
What Level Should You Be For Kunino-Sagiri?
Although Kunino-Sagiri is only Lv. 65, we'd suggest grinding your protagonist to around Lv. 70 for this fight.
It may sound overpowered, but there are plenty of factors at play here. Not only will you need to endure the high amount of damage from Kunino-Saigiri, but you also need to survive damage done to you by your teammates.
Kunino-Sagiri will use a skill exclusive to this fight, Control, to seize direct control of your party members and use them to attack Yu. Your party's strength is turned against you in this stage of the fight.
Therefore, the higher your level, the better chance you have to survive this odd onslaught. The team will use both magic and physical skills against you, essentially handing their skills list over to Kunino-Sagiri entirely while they're under his control.
The more resistances you have, the better. You'll need to be mindful of repelling damage, however, as while this is helpful when fighting Kunino-Sagiri directly, it will hinder you when your team turns against you in the late stages of the fight.
Good Personas For The Kunino-Sagiri Fight
Persona |
Their Strength in this Fight |
Effect |
---|---|---|
For Attacking Kunino-Sagiri |
||
Trumpeter |
Debilitate |
Lowers one foes' attack, defense, hit, and evasion for three turns |
Heat Riser |
Increases one ally's attack, defense, hit, and evasion for three turns |
|
Megidolaon |
Severe almighty damage to all foes |
|
Ziodyne |
Heavy electric damage to one foe |
|
Elec Amp |
Boosts damage done by electric magic by 50% |
|
For When Your Party Members Attack |
||
Tam Lin |
Enduring Soul |
Revives Yu to full health upon knockout in battle (once per battle) |
Evade Physical |
Triples the user's evasion against physical attacks |
|
Ziodyne |
Heavy electric damage to one foe |
|
Elec Amp |
Boosts damage done by electric magic by 50% |
|
Deathbound |
Heavy physical damage to all foes |
|
Power Charge |
The user's next physical attack des 250% damage |
We recommend using Trumpeter when you're dealing only with Kunino-Sagiri, and saving Tam Lin for after Kunino-Sagiri uses Control on the party.
Not only does it have great stat boost and offensive moves, Trumpeter's affinities grant it plenty of protection defensively.
Trumpeter repels both light and electric magic, and Kunino-Sagiri will be using both against your team, so you can turn this damage back around. Additionally, it absorbs ice, meaning that if Quad Control boosts ice magic, Kunino-Sagiri will heal you by a large amount instead of hurting you for the same.
After Kunino-Sagiri has control of the party, though, we'd recommend switching to Tam Lin.
You'll still have powerful offensive moves at your disposal with Deathbound (especially if you use Power Charge first) to use on Kunino-Sagiri, but its defense is better for not also hurting your party in this stage of the fight, or getting hurt yourself.
Tam Lin is strong against physical and even learns Evade Physical at Lv. 58. Even if a physical attack does land, it'll be ineffective.
Tam Lin does also have High Counter, which has a 20 percent chance to repel physical attacks, so your party members may injure themselves during this phase.
On the chance they do manage to knock Yu out, Tam Lin knows the passive skill, Enduring Soul. This move fully revives Yu to max HP once per death in battle, giving you a second chance to finish the fight.
Kunino-Sagiri Affinity Chart
Persona Affinity Table Key
Label |
Explanation |
---|---|
Str |
This shadow is strong against this element, and attacks of this element deal less damage. |
Wk |
This shadow is weak against this element, and attacks of this element deal more damage. |
Rep |
This shadow will repel attacks of this element, reversing the damage onto you. |
Nul |
This shadow will nullify attacks of this element, and as such, they deal no damage. |
Drn |
This shadow will gain health from attacks of this element, so attacks of this heal the shadow. |
- |
Attacks of this element deal normal damage to the shadow. |
Kunino-Sagiri's Affinities
Affinities and Weaknesses |
|||||||
---|---|---|---|---|---|---|---|
Phys. |
Fire |
Ice |
Elec. |
Wind |
Light |
Dark |
Almi. |
- |
- |
- |
- |
- |
Nul |
Nul |
- |
Skills and Attacks |
|||||||
Agidyne |
Heavy fire damage to one foe |
||||||
Maragidyne |
Heavy fire damage to all foes |
||||||
Bufudyne |
Heavy ice damage to one foe |
||||||
Mabufudyne |
Heavy ice damage to all foes |
||||||
Ziodyne |
Heavy electric damage to one foe |
||||||
Maziodyne |
Heavy electric damage to all foes |
||||||
Garudyne |
Heavy wind damage to one foe |
||||||
Magarudyne |
Heavy wind damage to all foes |
||||||
God's Judgment |
Chance to reduce each foe's HP by half with light magic |
||||||
Unerring Justice |
Heavy almighty damage to all foes |
||||||
Fire Break |
Negates one foe's resistance to fire magic for three turns |
||||||
Ice Break |
Negates one foe's resistance to ice magic for three turns |
||||||
Elec Break |
Negates one foe's resistance to electric magic for three turns |
||||||
Wind Break |
Negates one foe's resistance to wind magic for three turns |
||||||
Makara Break |
Negates a foe's use of Makarakarn |
||||||
Tetra Break |
Negates a foe's use of Tetrakarn |
||||||
Dekaja |
Cancels all stat bonuses applied to the opposing party |
||||||
Dekunda |
Cancels all stat decreases on the party |
||||||
Life Leech |
Drains a significant portion of HP from one foe and applies it to the user |
||||||
Spirit Drain |
Steals 100 SP from one foe |
||||||
Quad Convergence |
Boosts the effectiveness of one element, while simultaneously reducing the effectiveness for all other elements (applies to everyone on the field) |
||||||
Control |
Assumes control one or all of the members of the Investigation Team (except Yu) |
Kunino-Sagiri Battle Strategy
If you don’t already play this way, this fight should be done with Direct Command on.
You’re already in for a challenge against Kunino-Sagiri in P4G, so don’t let your teammates waste time on moves that aren’t as effective as possible!
Stage One: Outright Damage
The fight with Kunino-Sagiri in P4G begins straightforwardly enough, with Kunino-Sagiri using its various heavy-level elemental damage moves to try to chip away at your team’s HP.
The answer to this is to do the same, having your team use heavy damage-dealing moves against it in return.
If you use Makarakarn during this stage of the fight, Kunino-Sagiri will immediately answer this defensive move by using Spirit Drain on someone on your team, followed by Dekaja to cancel any of your status boosts.
Using Tetrakarn instead sees Kunino-Sagiri opt to use Life Leech in place of Spirit Drain, taking a good amount of HP from someone on the team.
Stage Two: Quad Convergence
He’ll continue trying with this pattern until roughly 1/3 of its HP, before opting to switch tactics.
It’s then that he casts Quad Convergence. This move will sharply increase the power of one element at random. At the same time, all other elements have a sharp decrease in power.
The game will not tell you outright which element has been boosted when Kunino-Sagiri casts Quad Convergence.
However, you can tell which it is based on which element it begins to use against you on its following move.
Once you’ve identified whichever element is boosted, have the teammate capable of that kind of damage use heavy damage-dealing moves of the element that got the damage increase.
This makes for a great chance to have everyone else heal and buff, as all other elemental moves will amount to chip damage during this time.
If you’ve got Naoto with you, this is the time to have her use Makarakarn. With an element boosted, Kunino-Sagiri will skip its usual Spirit Drain in favor of continuing to attack.
During this stage, casting Makarakarn or using a Magic Mirror will immediately repel the boosted attack back at Kunino-Sagiri, effectively making it deal a massive amount of damage onto itself.
Stage Three: Control
After you’ve taken down roughly 2/3 of its HP, Kunino-Sagiri will cast a truly frustrating move: Control.
This skill sees Kunino-Sagiri take control of every Investigation Team member except for Yu, using them against you and having them attack Yu on their turns.
Thankfully, they focus on using their physical attacks, while Kunino-Sagiri keeps laying into you using elemental damage.
With a Persona strong to physical attacks, you should be able to survive your teammates’ onslaught, while still focusing on doing damage to Kunino-Sagiri until this wears off.
Stage Four: Unerring Justice
Once the fight has worn on long enough and Kunino-Sagiri has roughly 1,000 HP remaining, he’ll begin to use his strongest move: Unerring Justice.
This move is unique to Kunino-Sagiri and inflicts heavy almighty damage to the party. This is tricky to handle because almighty damage is incredibly hard if not impossible to block.
It guarantees Kunino-Sagiri will be dealing a good amount of damage to everyone left, so be sure you’re healing as needed to counter the damage.
Once Kunino-Sagiri begins to use Unerring Justice, he won’t stray from doing so in something of a last-ditch effort to swing the fight.
From there, focus on offense for the most part to hammer out the last bit of damage needed to end the fight with Kunino-Sagiri in P4G and finish the Heaven dungeon.