Overview
Kiroumaru is a sentient Anomaly that is both the weapon and constant companion of Sakiri, the S-Class Incantation Esper at the Eibon Antique Shop. Classified as an Anomaly Hammer, Kiroumaru is far more than an ordinary weapon. It has its own personality, appetites, and reactions, and its behaviour often mirrors Sakiri's emotions. The creature is described as "dangerous, dependable, and surprisingly misunderstood," reflecting both its threat as a weapon and its role as Sakiri's closest ally.
Despite its classification as a weapon, Kiroumaru exhibits distinctly creature-like behaviour. It can bite, shock, devour enemies whole, and even manipulate gravity. The Bureau of Anomaly Control's stance on Kiroumaru is implied through Eibon's shop disclaimer: "not liable for anything swallowed or for any bitten butts," suggesting that Kiroumaru's appetite and temperament are well-known concerns.
Appearance
Kiroumaru takes the form of an enormous creature adorning the end of a staff or hammer that Sakiri wields. Its size contrasts sharply with Sakiri's own diminutive frame, creating a visual contrast central to the character's design. Kiroumaru appears monstrous and imposing, with a wide mouth capable of consuming objects, enemies, and apparently whatever it finds in the fridge.
Personality
Kiroumaru is defined by one overriding trait: gluttony. The creature is constantly hungry and will attempt to eat anything within reach if left unsupervised. This is the direct reason for the first of Sakiri's three non-negotiable shop rules at Eibon: "Don't feed random things to Kiroumaru." The rule exists because other Eibon members have apparently tried feeding the Anomaly inappropriate items, with unpredictable results.
Beyond its appetite, Kiroumaru displays a range of emotional responses that mirror Sakiri's mood. When Sakiri is angry, Kiroumaru becomes aggressive and dangerous. When she is calm, the weapon is more docile. This emotional synchronisation creates both comedic and dramatic moments throughout the game. Kiroumaru has been described as a creature that "bites, shocks, and sometimes judges," suggesting it also has opinions about the people around it.
Combat Abilities
In combat, Kiroumaru functions as Sakiri's primary weapon and the source of all her attack capabilities. Sakiri's fighting style revolves entirely around wielding Kiroumaru, swinging the Anomaly Hammer for devastating close-range damage. The hammer's abilities go far beyond simple melee strikes:
Ability | Type | Description |
|---|---|---|
Kiroumaru Headbutt | Basic Attack | Up to 5 consecutive ram attacks. Holding the attack activates Eating Mode, where Kiroumaru pulls nearby targets in a cone, destroys movable objects, and devours weak enemies. |
Devour Whole | Skill | Blurp: Pulls enemies in, inflates, and knocks the target down. Gravity Eater: Devours gravity to levitate enemies (ineffective against bosses). |
Feast of Gluttony | Ultimate | Spits Gravity Slurry dealing 6 instances of Incantation damage, then crushes enemies against the ground, suppressing their movement. |
Squash! | QTE | Slams an enlarged Kiroumaru onto the target for a single instance of heavy damage. |
Devouring Mechanic
Kiroumaru's most distinctive combat feature is its ability to devour enemies. When Eating Mode is activated during the basic attack, Kiroumaru pulls nearby targets into its maw and consumes weak enemies entirely, removing them from the field instantly. Boss-tier and elite enemies are pulled but not devoured; the move still deals damage and applies a brief stagger window before the target breaks free.
The same mechanic feeds into the Feast of Gluttony ultimate, which acts as a finisher when multiple weakened enemies are present. Players targeting AoE clearing on packs of mob-tier anomalies benefit most from chaining Eating Mode into the ultimate window.
Sakiri Affinity and Companion Bond
Kiroumaru's emotional link with Sakiri ties directly into the in-game Affinity Bond system. The relationship structure mirrors Sakiri's own bond progression: gifts that Sakiri appreciates also stabilise Kiroumaru's mood, while gifts that disturb her can trigger an aggressive Kiroumaru reaction in companion scenes. The structure works like this:
Bond Tier | Sakiri Title | Kiroumaru Behaviour |
|---|---|---|
Tier 1-2 | Acquaintance | Distrustful; growls during dialogue close-ups and snaps at gifted items |
Tier 3-4 | Familiar | Tolerant; allows the player to hand items directly to Sakiri without intercept |
Tier 5-6 | Close Friend | Curious; sniffs offered items and reacts visibly to liked vs. disliked gifts |
Tier 7-8 | Confidant | Affectionate; sits calmly at Sakiri's side during cafe and downtime scenes |
Tier 9-10 | Trusted Partner | Companionable; participates in unique companion-only dialogue lines and joint actions |
Recommended Gifts (Sakiri Bond)
Bond progression follows the standard companion gifting flow. Each character has unique gift preferences, and Kiroumaru's reactions follow Sakiri's preference table rather than acting independently:
A Handwritten Letter. Universal S-Rank gift that boosts every companion's affection by 2,000 points. Available through the Warp Exchange Circle Bounty. The single most efficient gift for raising Sakiri (and stabilising Kiroumaru) early.
Dessert and sweet items. Sakiri's preference profile leans toward sweet treats and warm pastries. These also satisfy Kiroumaru's hunger animation, producing a positive companion reaction.
Curio and antique items. Sakiri works at the Eibon Antique Shop and reacts well to relevant artefact-tier gifts. Kiroumaru typically ignores these.
Daily gift cap. The 10-gift-per-companion-per-day cap applies to Sakiri the same as every other companion. Spread gifting across multiple days for the most efficient bond climb.
Eibon Arc Participation
Kiroumaru appears alongside Sakiri throughout the Eibon-anchored story content. Notable arc and mission participation includes:
Eibon Antique Shop tutorial. Kiroumaru is introduced during the player's first formal visit to Eibon. The introduction emphasises the rule about not feeding random objects to the hammer.
Sakiri Bond Quests. Each tier of Sakiri's Affinity Bond line includes Kiroumaru as a witness or participant. Higher-tier scenes feature Kiroumaru more prominently as the relationship progresses.
Anomaly Commissions involving Sakiri. Whenever Sakiri is on the assigned team for an Anomaly Commission, Kiroumaru appears in the cinematic intro and outro frames as her weapon and companion.
Eibon-led story arcs. Story content centred on the Eibon shop staff (covering Hotori, Edgar, Adler, Daffodil, and Sakiri) features Kiroumaru consistently in scenes where Sakiri appears.
Cooking and downtime cutscenes. Kiroumaru is a recurring sight gag in Eibon downtime moments, especially during cooking scenes; Adler must work around the hammer's appetite when preparing meals.
Cultural Reference
The name Kiroumaru combines two Japanese-style elements: "Kirou" (which can suggest a fanciful or wanderer-like quality) and "-maru" (a traditional suffix often given to weapons, ships, or beloved companions). The combined name fits both Kiroumaru's status as a named weapon and its treatment as a near-pet in Sakiri's daily life.
Related Pages
Sakiri
Eibon Antique Shop
Affinity Bond
Anomaly Commissions
Anomalies
Adler