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Persona 5 Phantom X Shadow Miyazawa Boss Guide
Shadow Miyazawa’s weakness is Curse (Eiha-line) damage, and the fight is a three-phase endurance check where his strongest attacks fire on a fixed turn rhythm rather than at random — so the winning setup is a Curse-strong damage dealer plus a dedicated healer and a buffer who can strip his attack buffs. If you bring Curse coverage and a plan for his enrage below 30% HP, this is a manageable mid-game wall; if you bring a full physical team, it is the hardest fight in its tier.
Shadow Miyazawa at a Glance
| Attribute | Detail |
|---|---|
| Boss type | Palace ruler shadow (single target, no adds until Phase 2) |
| Weakness | Curse — Eiha, Eiga, Eigaon and their multi-target variants |
| Resists | Physical (approx. 50% reduced), Bless (immune in Phase 1–2, reflects in Phase 3) |
| Nulls | Despair and Fear status effects |
| Phase count | 3 (100–70%, 70–30%, below 30%) |
| Recommended party level | 32–38 for a comfortable clear; 28+ with a boss-specific loadout |
| Typical clear time | 8–12 turns with proper Curse coverage, 20+ without |
| Best consumable | SP-restoring items (he is a long fight, not a burst fight) |
Attack Patterns and Phase Changes
Phase 1 — 100% to 70% HP: the Read
Miyazawa opens with a scripted three-turn loop: a single-target heavy Physical strike on your party’s lowest-HP member, then a party-wide medium Physical sweep, then a self-buff that raises his attack for two turns. Because the loop is fixed, you can pre-empt it — heal before the single-target hit lands rather than after, and use the buff turn to apply your own debuffs instead of attacking.
This phase is where you should be building the fight in your favour. He has no adds yet, so Curse damage, attack-down debuffs, and SP recovery items all land safely. Do not spend your Burst/ultimate skills here; they will not carry enough value to justify the downtime in Phase 3.
Phase 2 — 70% to 30% HP: the Adds
At 70% he summons two Curse-resistant attendant shadows and gains a party-wide Almighty attack that ignores resistances. This is the phase that ends most runs, because players keep attacking the boss while the attendants chip away at the party and stack their own attack buffs.
- Kill the attendants first with Bless or Physical damage — they are weak to Bless, which Miyazawa himself is not.
- His Almighty sweep comes every third turn in this phase; keep the party above roughly 60% HP at the start of each of those turns.
- Debuff his attack during this window. The Almighty attack is not affected by Physical resistance, so reducing his attack stat is the only mitigation that works.
Phase 3 — Below 30% HP: the Enrage
Under 30% he enters an enrage state: he gains an extra action per turn, his Bless resistance flips to a reflect, and he starts alternating a heavy Curse attack with a Physical one. Two things matter here. First, if anyone on your team has been relying on Bless damage, stop entirely — reflected Bless will kill your own party member. Second, his extra action means your healer needs to be acting every turn, not every other turn.
Most successful runs end this phase in three to four turns by dumping every stored resource at once: full-Burst Curse damage, an attack buff on your damage dealer, and a defence buff or damage shield on the party. Dragging Phase 3 out is what turns a win into a wipe.
Team Setup Comparison
| Setup | Best for | Core roles | Curse damage uptime | Main trade-off |
|---|---|---|---|---|
| Balanced Curse core | First clear, most players | 1 Curse DPS, 1 healer, 1 buffer/debuffer, 1 flex | High (~60% of turns) | Slightly slower Phase 1 |
| Double DPS rush | Over-levelled players farming the fight | 2 Curse-capable DPS, 1 healer, 1 buffer | Very high | No safety net if a healer dies |
| Double support turtle | Under-levelled parties, first attempt | 1 Curse DPS, 2 support, 1 healer | Low (~35% of turns) | Can hit the turn limit in Phase 3 |
| Physical burst | Not recommended | Physical DPS, healer, buffer, flex | None | ~50% damage penalty, fight drags badly |
Recommended Skill Loadouts
Bring Curse on at least two party members if possible. A single Curse user is enough damage in theory, but Phase 3’s extra actions mean one character dying costs you the entire damage plan.
- Curse damage dealer: Eigaon as the primary, a multi-target Eiha-line skill for the Phase 2 attendants, a single-target Curse spell for finishing, plus a self attack-buff and a passive that boosts Curse damage.
- Healer: a party-wide heal, a single-target large heal for emergencies, a revival skill, and — if the character has a free slot — a Physical resistance passive.
- Buffer/debuffer: attack-down on the enemy (critical for the Phase 2 Almighty turns), party defence-up, and a speed buff so your healer moves before Miyazawa’s extra action in Phase 3.
- Flex slot: Bless damage for the Phase 2 adds, or a second Curse user if you already cleared the adds comfortably.
How to Choose Your Setup
Use your party’s average level as the deciding factor rather than your confidence:
- Average level 32+: run the balanced Curse core. It has the fewest ways to go wrong and finishes comfortably inside the turn limit.
- Average level 28–31: run double support turtle and accept a long fight. Prioritise SP restoration items over healing items — running out of SP mid-Phase 3 is the most common loss condition.
- Average level 38+ and farming: double DPS rush is fine and roughly halves clear time, but bring at least one revival item in case a healer drops during an enrage turn.
- Any level, physical-only roster: either recruit or fuse a Curse-capable persona or character before attempting. The 50% physical reduction combined with his three-phase structure makes a physical-only run take longer than most players’ SP pool allows.
Common Mistakes and What Wears You Down
The failure points in this fight are consistent. Attacking Miyazawa while the Phase 2 attendants are alive splits your damage and lets their buffs stack. Using Bless skills after 30% reflects damage back onto your own party and has ended more runs than any boss attack. Burning Burst skills in Phase 1 leaves you without a finisher when the enrage starts. And entering Phase 3 with a healer below half SP is effectively a loss already — the enrage’s extra action means your healer is casting nearly every turn.
Consumable-wise, treat SP restoration as the real resource of this fight. A typical first clear consumes two to three party-wide SP items; healing items are secondary because a well-timed heal spell does the same job for less inventory pressure.
Frequently Asked Questions
What is Shadow Miyazawa weak to?
He is weak to Curse damage — the Eiha, Eiga and Eigaon skill line. Physical attacks deal roughly half damage, and Bless is immune in the first two phases before flipping to a reflect below 30% HP. Bring Curse on at least one, ideally two, party members.
What level should I be for Shadow Miyazawa?
Level 32 to 38 is a comfortable range for a standard clear. Parties averaging 28 to 31 can win with a defensive, double-support setup, but the fight runs long and SP management becomes the deciding factor. Below level 28, the Phase 3 enrage usually outpaces your healing.
How many phases does Shadow Miyazawa have?
Three. Phase 1 runs from 100% to 70% HP and follows a fixed three-turn attack loop. Phase 2 runs from 70% to 30% and adds two attendants plus a party-wide Almighty attack every third turn. Phase 3 is below 30% HP, where he gains an extra action per turn.
Should I kill the attendants in Phase 2 or focus the boss?
Kill the attendants first. They are weak to Bless, and leaving them alive lets them stack attack buffs while also draining your party’s HP. Once both are down, return to Curse damage on Miyazawa and watch for the Almighty sweep every third turn.
Why is my Bless damage killing my own party in Phase 3?
Below 30% HP, Miyazawa’s Bless immunity changes to a reflect. Any Bless skill used on him after that point bounces back onto the caster. Switch entirely to Curse damage and support skills once the enrage starts.
What is the best item to bring into this fight?
SP-restoring items, ideally party-wide ones. The fight is an endurance check across three phases, so running out of skill points mid-Phase 3 is more likely to end a run than running out of HP. Healing items are useful but secondary.
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