Act 2 Boss Parry Guide
Last Updated:June 19, 2025|Changelog
In Clair Obscur: Expedition 33, learning and perfecting the art of parrying is perhaps the most defining aspect when it comes to proving one's mastery of its ingenious and innovative combat system. Parrying is often difficult and complex, yet extremely satisfying when done correctly; as well, the benefits of parrying are many:
- Incoming damage is completely avoided.
- Extra AP is gained for each successful parry.
- Allows for powerful counterattacks.
- Builds Break more effectively.
- Immensely stylish (most importantly).
It's a high-risk, high-reward system that really allows you to elevate your gameplay and tackle the hardest challenges the game has to offer, especially on higher difficulties. This Boss Parry Guide aims to assist in nailing down the parry timings for all Act 2 Main Story bosses. Refer to the videos provided in each section for freeze-frames of successful parry windows for every single attack that a boss might throw at you.

Dualliste
Dualliste is a Main Story boss that is encountered at the end of Forgotten Battlefield.
Battle Text | Description |
---|---|
Phase 1 | |
1. Dualliste attacks the Expedition. | A single attack that targets the entire party. |
2. Dualliste performs a swiping combo. | Targets a single party member. Parry the first hit and jump over the second one, then parry the remaining 2. |
3. Dualliste attacks swiftly. | 3 hits against a single party member, fairly well telegraphed. |
4. Dualliste performs a combo. | A series of 5 hits against a single party member, also pretty well telegraphed. |
Phase 2 | |
5. Dualliste uses Stormblood. | 3 clones are summoned, one from each side and then one from above, with a final delayed 4th hit from Dualliste. |
6. Dualliste attacks the Expedition. | Similar to the attack seen in phase 1, but with a secondary explosion that follows shortly after the initial hit. |
7. Dualliste performs a combo. | 9 hits against one party member that come in pretty quick succession. Pay attention to which sword Dualliste attacks with, as they alternate until he uses both of them. The final hit must be parried with a Gradient Counter. |
8. Dualliste attacks swiftly. | Longer version of the swiping combo in phase 1. Immediately after the first jump you must do another one, then the rest of the hits can be parried normally. |
Renoir 1
Renoir is a Main Story boss that is encountered at the end of Old Lumiere.
Battle Text | Description |
---|---|
1. Renoir performs a melee combo. | 5 hits against a single party member, all with different timings. May take a few tries to perfect it. |
2. Renoir attempts to vanish [party member]. | A single hit against one party member that must be parried with a Gradient Counter. If failed, the targeted party member is removed from battle. |
3. Renoir gathers an incredible amount of Chroma. | A large slam that targets the entire party. This one also must be parried with a Gradient Counter. |
4. Renoir summons a pool of Chroma. | Targets the entire party; simply jump over it and counter. |
5. Renoir attacks from a distance. | 4 hits against one party member that are all slightly or moderately delayed. Can be tricky to time, may require a few attempts. |
6. Renoir performs a melee combo. | Advanced version once Renoir drops below 50% health. Adds one additional delayed hit at the end of the combo. |
7. Renoir attempts to vanish [party member]. | Advanced version once Renoir drops below 50% health. Adds one additional hit to the start of the attack that can be parried normally. |
8. Renoir gathers an incredible amount of Chroma. | Advanced version once Renoir drops below 50% health. Hits the party with 3 slams instead of 1. |
9. Renoir sends waves of Chroma. | 5 quick pulses that target the entire party, with the 5th pulse being slightly delayed. |
10. Renoir summons strange masks. | Renoir summons 3 masks that fire beams at random party members 6 times, followed by a delayed 7th beam that hits the entire party and inflicts the Exhaust status effect. |
Visages
Visages is a Main Story boss that is encountered at the end of the area that shares its name. Before engaging in this fight, it is recommended to defeat the masks from each of the 3 side areas before approaching.
Battle Text | Description |
---|---|
1. Visages attacks with the Determination Mask. | 3 slow swings against the entire party. The 2nd swing must be jumped over. |
2. Visages attacks with the Anxiety Mask. | 2 slow attacks against the entire party. |
3. Visages tries to build Shields with the Peace Mask. | A series of 4 swift strikes that grant Visages Shields should they connect. This attack begins very quickly when the mask reaches the party, so be ready to parry almost immediately. |
4. Visages attacks with the Doubt Mask. | This is a series of 4 slow swings with a final slam that is very delayed. |
5. Visages tries to heal with the Confidence Mask. | A single slam against the entire party; heals Visages if it connects. |
6. Visages sacrifices its crumbling Masks for an ultimate attack. | This attack only occurs if you destroy every mask before Visages' health bar is depleted. As such, you don't really ever have to attack Visages directly; just target the masks every turn to make this attack occur and end phase 1. |
Mask Keeper
Mask Keeper is a Main Story boss that is essentially the second phase of the Visages encounter.
Battle Text | Description |
---|---|
1. Mask Keeper attacks the Expedition. | A series of 4 ranged attacks that target the entire party. |
2. Mask Keeper vehemently attacks the expedition. | Advanced version once Mask Keeper drops below 50% health. Adds 2 additional hits. |
3. Mask Keeper performs a swing combo. | 3 hits against a single party member; the first 2 are very quick and the 3rd is slightly delayed. |
4. Mask Keeper performs a long swing combo. | Advanced version once Mask Keeper drops below 50% health. Adds 3 additional hits that somewhat follow the same timing as the first 3. |
5. Mask Keeper attacks like a storm. | 4 hits against a single party member that are pretty well telegraphed. |
6. Mask Keeper performs a chaotic combo. | Advanced version once Mask Keeper drops below 50% health. Adds 4 additional hits after a short delay once the first 4 connect. |
7. Mask Keeper sets Fire to his sword. | 3 swings against a single party member followed by a 4th swing that must be parried with a Gradient Counter. |
8. Mask Keeper turns his sword into ice. | Targets the entire party. 1 initial hit followed by 3 pulses. |
Tisseur
Tisseur is encountered near the end of Sirène and is technically an optional boss. However, defeating it makes the final boss of this area a bit easier to deal with, so it's recommended to engage in this fight since you don't even really have to go out of your way to do it. Note that the curse inflicted at the start of this fight can not be dodged or parried.
Battle Text | Description |
---|---|
1. Tisseur smashes its target. | A single slam against the entire party. |
2. Tisseur weaves some Glissandos. | Long animation followed by a single projectile attack that targets the entire party. |
3. Tisseur performs a combo. | A series of 5 attacks against the entire party. Parry the first 2, jump over the following 2, then parry the last projectile hit. |
4. Tisseur performs a swiping combo. | 3 swings that can all be jumped over and countered, followed by a slam that can be parried by the entire party. |
Glissando
Glissando is a mini-boss that is encountered shortly after dealing (or not dealing) with Tisseur in Sirène.
Battle Text | Description |
---|---|
1. Glissando uses its tail to slam its target. | A series of 3 quick tail swipes that target the entire party. |
2. Glissando smashes its head into the Expedition. | 2 attacks against the entire party that have short wind-ups followed by quick slams. |
3. Glissando enchants its target. | A long animation followed by a single projectile that targets a random party member. Inflicts Charm if it connects. |
4. Glissando summons Ballets to attack the Expedition. | 3 Ballets are summoned from either side of the party that can be jumped over, no parries required. |
Sirene
Sirène is a Main Story boss that is encountered at the end of the area that shares its name.
Battle Text | Description |
---|---|
1. Sirène dances with the Glissandos. | This attack always occurs at the start of the fight and is used during most other phases as well. It consists of 2 ranged hits that target the entire party. |
2. A widow Ballet Charms [party member] and flies away. | After certain attacks, this occurs as a follow-up. It's a single projectile that targets a random party member. When Sirène's health is low, a slightly different Ballet is summoned that attacks twice instead. |
3. Sirène attacks with her dress. | 3 attacks with long animations that target random party members. |
4. Sirène seduces [party member]. | An attack against one party member that inflicts Charm if it connects. Must be parried with a Gradient Counter. |
5. The Grand Ballet begins. | Occurs when Sirène drops below 75% health. 5 Ballets are summoned that attack the party in quick succession, with the final Ballet being slightly delayed. |
6. Sirène's Glissandos cause the ground to shake. | Glassandos slam the ground 3 times; these must be jumped over and countered, no parry required. |
7. The Final Act begins. | A variation of the above attacks that occurs when Sirène drops to around 25% health. The slams are followed by a Ballet that can be parried. The attacks ends with Sirène using an overhead slam against the entire party. |
Renoir 2
Renoir returns as a Main Story boss and is encountered near the end of The Monolith.
Battle Text | Description |
---|---|
Phase 1 | |
1. Renoir performs a melee combo. | 6 hits against a single party member, all with different timings. All of the phase 1 attacks are very similar to the ones used in the previous fight against Renoir. |
2. Renoir sends waves of Chroma. | 5 quick pulses that target the entire party, with the 5th pulse being slightly delayed. |
3. Renoir attempts to vanish [party member]. | A single hit against one party member followed by a second one that must be parried with a Gradient Counter. If failed, the targeted party member is removed from battle. |
4. Renoir summons a pool of Chroma. | Targets the entire party; simply jump over it and counter. |
5. Renoir gathers an incredible amount of Chroma. | 3 large slams that target the entire party. The third must be parried with a Gradient Counter. |
6. Renoir attacks from a distance. | 4 hits against one party member that are all slightly or moderately delayed. |
Phase 2 | |
7. The Dark Creature launches itself at the Expedition. | Targets the entire party. Starts with a tail swipe, followed by a lunge that must be jumped over and countered. |
8. The Dark Creature performs a Tail Attack. | A single swipe against the entire party that must be parried with a Gradient Counter. |
9. The Dark Creature roars. | 3 projectile attacks against random party members. |
10. The Dark Creature claws the Expedition. | 3 quick slam attacks that target a single party member. |
The Paintress
The Paintress is a Main Story boss (or perhaps *the* Main Story boss) and is encountered at the end of The Monolith.
Battle Text | Description |
---|---|
Phase 1 | |
1. The Paintress summons Void meteors. | A series of 7 projectile attacks that launch in quick succession at random party members. Parry when you see a small explosion occur for each meteor. |
2. The Paintress performs a Gradient Attack. | One attack on a single party member, requires Gradient Counter. |
3. The Paintress scatters Chroma. | 5 quick explosions against the entire party, with the last one being a bit delayed. Parry when you see the Chroma start to implode. |
4. The Paintress throws Chroma waves. | A series of 4 waves that hit the entire party. |
5. The Paintress manipulates Rocks from the Monolith. | 3 rocks are launched at the party. |
Phase 2 | |
6. The Paintress summons a giant brush of light. | A swiping attack that hits the entire party 3 times, with the third hit being slightly delayed. |
7. The Paintress rips reality apart. | 5 beams of light are fired at the entire party somewhat quickly. Can be tricky to time due to vision sometimes being obscured, so a rhythmic approach can be helpful for this attack. |
8. The Paintress unleashes. | 7 attacks against a single party member, and a final hit against the entire party. The first 5 attacks are very quick and the following ones are a bit slower, with the last hit being very delayed. |
9. The Paintress attacks from afar. | Targets a single party member. Jump the first hit and parry the remaining 3. |
10. The Paintress flies into the air. | 5 attacks against a single party member that all have slightly different timings. |
Summary
- Parrying is a rewarding combat mechanic that is used to efficiently and stylishly achieve victory in battle.
- Use this Boss Parry Guide as a reference for parrying all Main Story bosses in Act 2.
- Take note of the in-game battle text and compare here to know what each attack does and how it targets the party.
- View the corresponding video for freeze-frames that indicate successful parry timing windows.
Written by: snail