
CHAPTER 07 / BOSS GUIDE
The Barber / The Priest / Dulcinea
Focus enemies down in order: the Barber, the Priest, then Dulcinea. Prepare for “” before the first kill, and account for phase-transition conditions that differ from the solo encounters.
- HP
- 748
- Level
- 70
- Speed
- 2〜4
- Defense Lv. (adjusted)
- 45
- Deployment limit
- 6 Sinners + 5 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Default order: the Barber → the Priest → Dulcinea, one at a time. Do not try to intercept every early support action aimed at an enemy ally.
- Killing the Barber or Priest triggers Dulcinea's final pattern even if her HP is high. Prepare high-Power skills for “” and healing before the kill.
- 6 Sinners plus 5 reserves, without Don Quixote. Sinners with heavy may need to defend rather than force an attack.
GUIDEKeys to the fight
Turn numbers indicate a typical sequence. HP loss and Stagger can change the order, so also check the names of the skills the enemy is using.
Find a response based on how you lost
- “” appeared while Dulcinea was nearly at full HP
- In the rematch, the final pattern can trigger from killing the Barber or Priest, not just Dulcinea reaching 33% HP. Prepare team healing and strong clashes before the first kill.
- Attacking all 3 enemies but unable to kill anyone
- The Priest's skills and Turn End effects heal his allies. Focus attacks on the low-HP Barber and remove enemies one by one. Do not damage everyone, including Dulcinea, evenly from the opening.
- Intercepting lines between enemies leaves too few actions
- “” and “” support enemy allies when hitting them. Do not intercept everything; prioritize dangerous attacks on Sinners and damage to the Barber.
- Allies die from despite only one enemy remaining
- Thorns return , and rolling attack s also activates your own . Check HP, Potency, and Count; switch endangered Sinners to defense and attack after healing.
Before deployment
Prepare recovery and focused damage without Don Quixote
- Choose 6 Sinners and 5 reserves, aiming for Lv.50 and III or higher on your main team. Don Quixote is unavailable; do not rely on her healing, damage, or team effects.
- All 3 are vulnerable to Lust. Prepare developed high-Power skills, HP and SP recovery, and that can beat “”.
- The Barber retains her instant-kill skill. Do not leave anyone at 30% HP or below; check the targeted Sinner's way to beat a skill that cannot be redirected.
Opening / all 3 alive
Focus down the Barber
- The Barber has the lowest HP at 748. Stop dangerous attacks with clashes and direct remaining damage at her. Prioritize overcoming the Priest's healing to secure the first kill.
- Dulcinea's “” and “” are support actions when aimed at allies. You need not intercept them all. Avoid carelessly hitting Dulcinea with area attacks and advancing her buffs early.
- Before killing the Barber, prepare everyone's HP, skills, and resources to beat “”. Even with HP remaining, check whether other conditions have already triggered the final pattern.
First kill / transition to final pattern
Prepare for “The Finale” before 33% HP
- The Barber's or Priest's death triggers the final pattern, starting with “”. Dulcinea's own 33% HP threshold is not its only trigger.
- 6 with 3 s. Win with a strong to halve damage and prevent from this skill's damage. can still kill, so heal beforehand too.
- Even after a win, I's remain. Additional targets can consider , but do not assume everyone will escape unharmed.
- After use, the enemy's SP becomes −45. Use the opening to focus damage on the remaining Priest.
After the Barber's defeat
Stop the Priest's healing and secure the second kill
- Winning a clash cannot cancel the Priest's On Use healing. Focus attacks and kill him before he keeps restoring allies.
- The Priest damages himself each turn and accumulates . At 10 he gains , but also heals through attacks; use to deal damage.
- Assign strong clashers to Dulcinea's Sinner-targeting attacks and area attacks. Do not force repeated clashes on heavily ing Sinners; use healing and defense between attacks.
Only Dulcinea remains
Choose actions that do not kill your own Sinners through Bleed
- Even with few enemy attacks left, Thorns and remain dangerous. Check HP, Count, and the count of each skill you plan to use.
- Switch a Sinner to defense if would kill them before healing. If recovery can act first, let your damage dealers act afterward.
- The is able; winning reduces Thorns. Handle it with a strong clasher, then focus the remaining attacks using current resistances and .
NOTESUnique effects and cautions
Easy-to-miss details
- Killing the Barber or Priest also triggers “”. Do not assume it waits for Dulcinea to reach 33% HP.
- The middle phase triggers at Dulcinea's 66% HP, either the Barber or Priest at 35% HP or below, or the trio's average HP percentage at 75% or below.
- The final phase triggers at Dulcinea's 33% HP or below or an ally's death. It also triggers with the Barber at 40% HP or below and average HP at 65% or below, or the Priest at 35% HP or below and average HP at 59% or below. Confirm the phase from current actions.
- remains even after winning against s. “”'s prevention applies to that skill's damage.
- Unlike the solo encounters, Don Quixote is unavailable. Do not reuse the 7-16 Barber or 7-34 Dulcinea's values.
Starts at 10, stage II; reaches III at 20 or more. Minimum 1. Stage and value change offense, defense, reuse, and .
The same skill can vary in Power and range. Prepare for Before Attack buffs and additional targets.
The Barber's priority attack target. Some skills gain bonuses against it. Removed at Turn End.
Have Sinners without intercept attacks such as “”
On Lose, increase Count by 3, activate , and consume 1 Count. Removed at Turn End.
Affected Sinners should avoid losing clashes. Heal before builds up.
A shared resource accumulating enemy and allied damage. Consumed for the trio's buffs, healing, and big attacks.
The Priest's and Barber's own also increases it. Prevent application on allies and limit attrition.
The Barber's and Priest's Offense and s −25; Dulcinea's −35.
Distinguish base levels from current levels. 's additional reduction varies with turns.
Max HP is reduced. At Turn Start, −1 per 1 cumulative turn (max 15).
Listed HP is already after this effect; do not reduce it again. Check the current display for turn-based reductions.
The Priest starts at 3 and gains 1 at Turn End. At 10, gains 3 and loses 5 SP, and heals for 40% of damage dealt.
Longer fights change his actions. Use to deal damage, but prevent unopposed hits because he can also drain HP.
The Priest's accumulating effect. Changes to II at 10 or more and III at 20 or more, enabling skill bonuses and reuse.
Check the reuse conditions of “”
Gained through allied buffs and phase changes; enables SP recovery and skill bonuses. Watch for strong actions at 10.
Turn Start gains can also reach 10. Do not judge solely by the previous turn's value.
Thorns return to attackers. Later action phases replace them with stronger effects.
Check whether your own will kill a Sinner after attacking a target with Thorns.
PARTYRecommended teams and preparation
What to prepare first
- 6 deployed Sinners plus 5 reserves. Prepare Lust damage, HP and SP recovery, and high-Power skills for “”.
- More s mean more damage for affected Sinners. Use defense or healing beforehand; not everyone has to attack every turn.
Focused damage to defeat the Barber
Overcome the Priest's healing and remove the first enemy to ease the action burden.
Area clashes and recovery
Prepare for “” from the first kill onward.
Reserves that can fight while carrying Bleed
Use the 11 Sinners other than Don Quixote, preserving recovery and damage for the latter half.
One ally can fill several roles. First choose a main fighter who can win Clashes, then assign responsibilities for dangerous attacks and special mechanics.
STATUSBasic stats
Stats for 7-36. Deployment limit: 6 Sinners, with 5 reserves in a Chain Battle. The rematch in the Canto VII dungeon's A Sick Person's Fate. Don Quixote cannot deploy; bring 6 Sinners plus 5 reserves. Listed HP is after . Displayed Offense and s account for : −25 for the Barber and Priest, −35 for Dulcinea. Additional from cumulative turns and other buffs vary separately.
The BarberPart: Body

- HP
- 748
- Level
- 70
- Speed
- 2〜4
- Defense Lv. (adjusted)
- 45
- Stagger Thresholds
- 60% / 30% / -30% (449 / 224 / -224)
Physical resistances
Slash
- ×0.8
Pierce
- ×1.0
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×0.5
- Lust
- ×1.5
- Sloth
- ×0.75
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×1.25
- Envy
- ×1.0
- Lowest HP and the first focus target. Has fewer skills than in the solo encounter, but retains the low-HP instant kill that cannot be redirected.
- Her death triggers Dulcinea's final pattern. Prepare healing and high-Power skills before landing the kill.
The PriestPart: Body

- HP
- 1521
- Level
- 70
- Speed
- 1〜3
- Defense Lv. (adjusted)
- 47
- Stagger Thresholds
- 50%(760)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×0.8
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×0.75
- Gluttony
- ×1.25
- Gloom
- ×1.5
- Pride
- ×1.0
- Envy
- ×0.5
- Starts with 3 . Increases each turn and changes his actions if the fight lasts.
- Uses his own to recover allied HP and SP. Defeat him after the Barber.
DulcineaPart: Body

- HP
- 1449
- Level
- 85
- Speed
- 4–6 / increases with phases
- Defense Lv. (adjusted)
- 52
- Stagger Thresholds
- 50% / 0% / -30% (725 / 0 / -435)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.25
- Gloom
- ×0.75
- Pride
- ×1.0
- Envy
- ×1.5
- Alternates between supporting allies and attacking Sinners. Ally deaths and remaining HP can change her pattern as well as her own HP.
- After “”, SP becomes −45. Check recovery from Fever and the following turn's state too.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Lists the 21 skills documented for the rematch, without adding unlisted skills from solo encounters. varies with conditions; the Barber's area attack shows 2, the lower end of the listed 2–4 range, and its is unknown. “”'s Final Power bonus is in its effects. Issues have been reported with the Priest's Power bonus.
The Barber
I'll Cut You Up All Pretty!
- Displayed Power
- 5〜11
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv.+0−25
- Attack Weight
- 1
On Use If target has 6+ , Power +1
On Use Power +1 for every 5 on self (max 3)
ⅠOn Hit Inflict 4
On Hit Reuse ( Stage - 1) times (max 2)
How to respond
Reuses the based on Blood-tinged Scissorblade stage; it is not necessarily just a single- attack. Also check its bonus against targets with heavy .
Even Sharper
- Displayed Power
- 6〜14
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv.+0−25
- Attack Weight
- 1
On Use Consume up to 20 ; gain 1 and heal 3 SP for every 10 consumed
- If this unit failed to consume with this , gain 30
On Use If target has 6+ , Power +1
On Use Power +1 for every 5 on self (max 2)
ⅠOn Hit Inflict +2 Count
ⅡOn Hit Inflict +2 Count
How to respond
Consumes On Use to gain Scissorblades and SP. Winning cannot cancel the On Use buffs, but prevents the Count increases.
SNIP!!
- Displayed Power
- 4〜16
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 45Enemy Lv.+0−25
- Attack Weight
- 1
On Use Consume up to 30 ; gain 1 and heal 3 SP for every 10 consumed
On Use If target has , Power +5
Heal 5 SP each time a hit lands on a .
ⅠOn Hit Inflict 3
ⅡOn Hit Inflict 3
ⅢOn Hit Inflict +3 Count
How to respond
Gains +5 Power against a . Have a fast Sinner without intercept it.
Now, It's Your Turn
- Displayed Power
- 6〜14
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv.+0−25
- Attack Weight
- 1
On Use If target has 6+ , Power +1
Ⅱ.
On Hit Inflict 1 next turn
On Hit Inflict next turn
How to respond
II is Unbreakable. or next-turn may remain even after a win; check next turn's assignments too.
I'll Cut You Together!
- Displayed Power
- 3〜23
- Base Power
- 3
- Coin Power
- +5
- No. of Coins
- 4
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 2
Before Attack Atk Weight +1 for every Stage of
On Use Consume up to 100 ; gain 1 and heal 3 SP for every 10 consumed
On Use If target has 6+ , Power +2 [Attack End] Consume 10
Ⅰ.
On Hit Inflict +3 Count
[Hit after Win] Activate the target's (max 10). The target loses 1 Count
Ⅱ.
On Hit Inflict 5
[Hit after Win] Activate the target's (max 10). The target loses 1 Count
Ⅲ.
On Hit Inflict 5
[Hit after Win] Activate the target's (max 10). The target loses 1 Count
ⅣOn Hit Deal +40% damage for every Stage (max 120%)
On Kill If this effect killed the target, heal by 50% of the damage dealt against the killed target.
How to respond
An area attack whose first 3 s are Unbreakable. Losing the clash also causes immediate activation, so win with a strong . Normal application remains after a win; heal everyone beforehand.
I Don't Need Ugly Things!!
- Displayed Power
- 15〜25
- Base Power
- 15
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv.+0−25
- Attack Weight
- 1
[Cannot be redirected]
Prioritizes the target with the lowest current HP percentage.
ⅠOn Hit If the target is at 30% HP or below, instantly kill them.
On Kill Increase by 30% of the defeated target's HP.
On Kill Gain 4 next turn.
How to respond
Cannot be redirected. Win with the targeted Sinner's strong skill or heal them above 30% HP before the hit. Do not rely on survival at 1 HP to prevent instant death.
The Priest
This Unforgivable Sin...
- Displayed Power
- 5〜12
- Base Power
- 5
- Coin Power
- +7
- No. of Coins
- 1
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use Gain 20 and +1 Count
ⅠOn Hit Inflict 3
How to respond
Normally a single- attack. Win to prevent application. Winning does not cancel the Priest's On Use on himself.
The Deserved Penance...
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use Gain 20 and +1 Count
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict +2 Count
How to respond
Increases . Hits on heavily ing allies make later attacks costly; assign a Sinner who can win.
Did you think about blood today?
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use Gain 10
On Use Consume up to 30 : heal the Core and the Part of the ally with the least HP by ( consumed x 2). (excludes self; rounded down)
ⅠOn Hit Inflict 2
ⅡOn Hit Gain 2 and
How to respond
Consumes On Use to heal an ally. Winning the clash alone cannot stop healing; focus one target and finish them.
Are you still thinking about blood?
- Displayed Power
- 6〜14
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use Gain 10
On Use Consume up to 20 : heal self and the ally(the Core and the Part) with the least HP by ( consumed x 2).
- If there are no remaining allies, double the healing on self
Ⅰ.
On Hit Inflict +2 Count
On Hit At 50%+ HP, activate on self. Lose 1 Count on self
ⅡOn Hit Gain 3 and
On Hit At 10 , gain 3 additional and gain 1 next turn
How to respond
Heals On Use and has an Unbreakable first . At half HP or below, that hit activates his own . Count application can remain after you win.
More, more blood...!
- Displayed Power
- 5〜12
- Base Power
- 5
- Coin Power
- +7
- No. of Coins
- 1
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use Consume up to 50 and gain 1 for every 10 consumed
On Use Gain 10
On Use Gain 3
ⅠOn Hit Gain 1 for every 5 on the target (max 5)
How to respond
Builds through and self-damage On Use. Win to prevent additional On Hit gains, and prepare for the next strengthened attack.
How Bountiful...
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use If target has 6+ , Power +1
On Use Consume up to 30 : gain Power +1 for every 10 consumed (effect expires after the first attack)
[ Lose] Gain 1 next turn
Ⅰ.
On Hit Inflict 4
ⅡOn Hit Inflict +2 Count
ⅢOn Hit Heal HP equal to damage dealt (Max 30)
On Hit If this consumed 30 , and if this unit is at 30+ III, Reuse this once
- If this unit failed to consume with this , gain 20
How to respond
Watch 's Power bonus and final- reuse. I is Unbreakable; losing also gives you next turn. The bonus has reported issues, so check the current prediction.
Sacrifice for the Family
- Displayed Power
- 10〜14
- Base Power
- 10
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
Combat Start At 50%+ HP, activate on self (max 3 times; reduce Count every time it is activated; cannot be ed from this damage)
Combat Start All allies heal 5 SP (including self)
How to respond
A Defense that heals the entire enemy team for 5 SP at Combat Start. Offsetting is an option, but cannot be assumed to cancel the Combat Start recovery. Secure responses to other attacks first.
Blood...
- Displayed Power
- 5〜15
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 48Enemy Lv. +3−25
- Attack Weight
- 1
On Use If target has 6+ , deal +20% damage
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict +2 Count
How to respond
Damage rises against targets with at least 6 . with a Sinner who has little and prevent added Count.
Dulcinea
Gracefully...
- Displayed Power
- 4〜16
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0−35
- Attack Weight
- 1
On Use If target has 6+ , Power +1
ⅠOn Hit Inflict 4
ⅡOn Hit Inflict 4
How to respond
A Slash attack aimed at your side. Gains Power against at least 6 ; choose a winning clasher with little .
Walk With Grace...
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
Prioritize an unstaggered ally. If the target is an ally, gain Power +10, and fix the damage to 0 at all times
Power +1 per 3 on the target (max 3).
ⅠOn Hit Inflict 3
- If the target is an ally, replace this effect with 3 until next turn
How to respond
When aimed at an enemy ally, this support attack deals no damage and grants 3 through next turn. Not every targeting line is an attack on Sinners; prioritize focusing the Barber.
Move With Beauty...
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
Prioritize an unstaggered ally. If the target is an ally, gain Power +10, and fix the damage to 0 at all times
Power +1 per 3 on the target (max 3).
ⅠOn Hit Inflict 3 Count
- If the target is an ally, replace this effect with 3 until next turn
How to respond
When aimed at an enemy ally, grants 3 through next turn. Against a Sinner, increases Count; check the actual target and effect.
Beckon the Audience Hither...
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
On Use Final Power +1 for every 5 on self or every 6 on the target (max 4)
On Use At less than 15 , gain 15 and immediately trigger it once, then reduce Count by 1 (at less than 10% HP, activate only the part of this effect where this unit gains )
[Attack End] Consume 15
ⅠOn Hit Gain 1 and 1 for every 6 on the target (max 3 of each)
Ⅱ.
[Hit after Win] Inflict +5 Count
On Hit Gain 3
How to respond
Fever and target raise Final Power. II is Unbreakable and adds Thorns. Win to prevent the large Count increase, and prepare for the remaining hit.
Parade of Wonders
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 53Enemy Lv. +3−35
- Attack Weight
- 6
Indiscriminate
Prioritizes enemies for its main target, and prioritizes allies for its sub-targets. If the target is an ally, Power +10 and always fix the damage to 0.
On Use Power +1 for every 20 Consumed by this unit (max 10)
On Use At less than 25 , gain 25 , immediately trigger it once, then lose 1 Count (at less than 10% HP, activate only the part of this effect where this unit gains )
[Attack End] Consume 25
Turn End Consume all
ⅠOn Hit Inflict 1 and until next turn based on (1 per 3 , max 3 of each)
Ⅱ.
On Hit Inflict +3 Count
- If the target is an ally, replace this effect with 5
How to respond
6. Additional targets can include enemy allies, who take 0 damage and receive buffs instead. Prepare for Unbreakable Count application on Sinners, checking HP and Count even after a win.
And that's all it does...
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
Clashable Counter
On Use At 5+ , Power +3
Combat Start Gain 5
[ Lose] Lose 5
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict +2 Count
How to respond
A able . Gains +3 Power at 5 Fever or more; winning removes 5 Thorns, so assign a strong clasher.
The Finale
- Displayed Power
- 3〜21
- Base Power
- 3
- Coin Power
- +6
- No. of Coins
- 3
- AttackLevel
- 55Enemy Lv. +5−35
- Attack Weight
- 6
On Use Consume half of
[ Win] Deal +( consumed by this )% damage (max 150%)
[ Lose] Deal -50% damage, and the damage from this does not the target
[Attack End] This unit's SP drops to -45
Ⅰ.
On Hit Inflict 6
On Hit Inflict +6 Count
Ⅱ.
[Hit after Win] Inflict 6
[Hit after Win] Inflict +6 Count
Ⅲ.
[Current Attack End] Gain 1 for every 10 consumed by this (max 10)
How to respond
6, with all 3 s Unbreakable. Winning halves damage and prevents from this skill's damage. Heal beforehand because still apply. Distinguish them from II's application, which a win prevents.
PASSIVESPassives
The Barber
Starved and Withered
Condition: Combat Start
At Combat Start, gain .
Impact on the fight
Displayed Offense and s account for . Check subsequent changes from Scissorblades, Thorns, Severe Wounds, and other effects too.
I'll Cut You First!
Condition: A is present
Prioritizes .
Impact on the fight
Dangerous skills concentrate on the . Check which attacks another fast Sinner can intercept.
I Don't Need Ugly Things!!
Condition: A Sinner is at 30% HP or below
If there are any enemies with 30% or less HP, use '' .
Impact on the fight
Heal low-HP Sinners to prepare for the instant-kill skill that cannot be redirected. If it appears, the target must win the clash.
Blood... Blood... Blood...!
Condition: On recovery from
Turn End: If ked, recover from at the next Turn Start and reset SP to 0.
When recovering from :
- Consume 30 to gain 2 and 1 next turn, and heal 20 SP.
- If this unit failed to consume , gain 30 , immediately take the damage from , then lose 3 Count. Then, gain 2 , 2 , and heal 20 SP next turn.
Impact on the fight
Recovery restores SP and strengthens attacks. Do not rely on alone to keep her disabled.
It's Not Over Yet
Condition: The Barber reaches 40% HP
At 40% HP remaining, change pattern. After the change, gain 10 and 2 each turn.
Impact on the fight
and Scissorblades increase every turn in the latter half. Focus attacks before the buffs stack further.
Bloodfeast
Condition: damage occurs on the battlefield
If this unit is on field, or is one of the units that can appear on this Stage, increase value by the amount of damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
Impact on the fight
A resource shared by enemies and allies. Your and enemy self-damage both increase it; do not assume you can always keep it depleted.
Bloodsteeped Scissors
Condition: At the start / on gaining or consuming Scissorblades
Combat Start: gain 10
- cannot drop below 1
- At 10+ , convert them to II.
- At 20+ , convert them to III.
If this unit consumes and drops below the above thresholds, convert them accordingly.
Impact on the fight
Starts at 10, stage II. Higher stages strengthen reuse and area attacks; check the current value.
Hardblood Scissor
Condition: On hitting a target with
On Win, if the target has , heal this unit's Part & Core by 40% of the HP damage dealt.
Attack End: If this unit healed at least 100 HP, heal 10 SP
This effect does not activate On Hit with an if it loses the .
Impact on the fight
Winning suppresses HP drain. Even if Unbreakable hits remain, this healing does not activate after the Barber loses the clash.
Fixed Panic
Condition: Type change effect
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Handle the fight with clashes and recovery rather than relying on replacing Type.
The Priest
Starved and Withered
Condition: Combat Start
At Combat Start, gain .
Impact on the fight
Displayed Offense and s account for . Check subsequent changes from Scissorblades, Thorns, Severe Wounds, and other effects too.
Bloodfeast
Condition: damage occurs on the battlefield
If this unit is on field, or is one of the units that can appear on this Stage, increase value by the amount of damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
Impact on the fight
A resource shared by enemies and allies. Your and enemy self-damage both increase it; do not assume you can always keep it depleted.
Thirst for Blood
Condition: ing-target selection / a turn without dealing damage
Prioritizes targets with .
At Turn End, if no damage was dealt this turn, gain 2 and 2 next turn.
Impact on the fight
Stopping attacks gives the Priest and next turn. Use the damage opening, but include the buff in the next clash prediction.
Unctio Extrema
Condition: Turn End / a wounded allied Bloodfiend is present
Turn End: activate on self. (max 50; consume 1 Count on self) Heal 50 HP to Core and Part of an allied Bloodfiend with the least HP (does not activate if all allies are at full HP)
Impact on the fight
The Priest heals allies while damaging himself. Focus one enemy down instead of chipping everyone.
Sacramentum Paenitentiae
Condition: Turn End
At Turn End, lose 5 SP and heal 10 SP for the allied Bloodfiend with the lowest SP. Does not activate if no eligible target has SP.
Impact on the fight
The Priest restores allied SP. Do not assume other enemies remain at low SP; reassess each turn.
Ailing Heart
Condition: Value increases at Turn End
Action pattern changes with 's value. At Turn End, gain 1 .
Impact on the fight
Longer fights change his actions. Defeat the Priest after the Barber rather than leaving him until last.
Bloodied Hand
Condition: Reaches 10 / 20
- At 10+ , convert them to II.
- At 20+ II, convert them to III.
Impact on the fight
consumption and other effects strengthen it. Check reuse on the strengthened 3- attack too.
Fixed Panic
Condition: Type change effect
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Handle the fight with clashes and recovery rather than relying on replacing Type.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
SP may differ next turn. Check predictions before actions begin.
Dulcinea
Parade of Happiness
Condition: 66% HP or below / rematch phase-transition conditions
Gains a new pattern when this unit's HP drops to 66% or less for the first time
Upon pattern change,
- Raise Min & Max values by 1
- Convert on self to
- All allies gain 3 and 3 at every turn
Impact on the fight
The trio encounter can also change phases based on allied HP. Do not judge solely by Dulcinea's HP.
Eternal Parade of Happiness
Condition: 33% HP or below / rematch phase-transition conditions
Gains a new pattern when this unit's HP drops to 33% or less for the first time
Upon pattern change,
- Raise Min & Max values by 2
- Uses a powerful ; then weakens s against Slash, Pierce, and Blunt (+0.5)
- Convert and on self to
- All allies gain 5 and 5 at every turn
Impact on the fight
Killing the Barber or Priest also triggers the final pattern. Prepare clashes for “” and healing before the kill.
Bloodfeast
Condition: damage occurs on the battlefield
If this unit is on field, or is one of the units that can appear on this Stage, increase value by the amount of damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
Impact on the fight
A resource shared by enemies and allies. Your and enemy self-damage both increase it; do not assume you can always keep it depleted.
Starved and Withered
Condition: Combat Start
At Combat Start, gain .
Impact on the fight
Displayed Offense and s account for . Check subsequent changes from Scissorblades, Thorns, Severe Wounds, and other effects too.
Festival of Wonders
Condition: Ally buffs / Turn Start and Turn End
Gain 1 every time this unit applies a positive buff to other allies with its effects (once per type of buff)
Turn Start: gain equal to the number of other allies (max 3)
Turn End: heal SP equal to on self (does not activate at -45 SP)
Turn End: at 10+ , use a powerful next turn (however, if 'The Parade Repeats for Eternity' is active, this effect does not activate)
Impact on the fight
Watch for the big attack at 10 Fever. Although the effect says next turn, reaching 10 through Turn Start gains can trigger it that same turn. Prioritize the currently displayed actions.
Panic Recovery
Condition: Turn End while ked
If ked at Turn End, reset SP to 0.
Impact on the fight
SP may differ next turn. Check predictions before actions begin.
Fixed Panic
Condition: Type change effect
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Handle the fight with clashes and recovery rather than relying on replacing Type.