
CHAPTER 07 / BOSS GUIDE
Dulcinea
Clear adds early to reduce the boss's . Watch thorns that return to attackers and s that remain after Wins; exploit the later for concentrated damage.
- HP
- 2745
- Level
- 85
- Speed
- 2–4 (increases with phase changes)
- Defense Lv. (adjusted)
- 52
- Deployment limit
- 6 Sinners + 6 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Do not rush damage on the main body. First defeat the 8 adds, including reinforcements, to reduce .
- Winning clashes does not prevent every hit. Check attacking Sinners' HP and every turn.
- The enemy gains buffs at 66% and 33% HP. Use and strong skills to keep the latter half short.
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
- Unable to damage the main body
- gained each turn is the cause. Kill adds first to reduce it. Clear later reinforcements as well as the 3 visible enemies to trigger a special .
- increases despite winning clashes
- s still attack after you win. Attacking an enemy with Thorns also inflicts on the attacker. Reduce damage through clash wins while assigning attacks to Sinners with low Count.
- Suddenly wiped out in the latter half
- Buffs at 66% and 33% HP strengthen Thorns and big attacks. Reduce before damaging the main body too far, then use to finish the latter half quickly.
Above 66% HP / first reinforcements
Defeat adds before damaging the main body
- Bring 6 deployed Sinners and 6 reserves, including Don Quixote. Xichun cannot be controlled, so check whether she is entering unfavorable clashes.
- The main body gains 8 each turn, reduced by 1 for each dead add. Prioritize adds rather than forcing clashes against the main body's early on.
- Clearing all 8 initial enemies, including reinforcements, triggers the main body's special . Check for remaining reinforcements, then focus strong attacks on the ed main body.
- Defeated adds also grant resources. Use these for healing or area attacks, while reducing the attack burden on Sinners whose Count has risen.
66% HP or below
Beat the Counter and turn add kills into a Stagger opening
- The main body's Thorns strengthen, and the whole enemy team gains Fever and Thorns each turn. Longer fights become worse; clear adds to the main body.
- Beating “” removes 5 Thorns. At 5 Fever or more it also gains Power, so assign a strong clasher.
- Use the Threshold at 50% HP too. Avoid wasting it alongside the add-clear ; watch remaining HP and attack order when focusing damage.
- Check the attacker's Count before using area . Hitting several enemies with Thorns can add Potency to the attacker from all of them.
33% HP or below / “The Finale”
Win against the big attack, then finish the weakened main body
- All 3 s of “” are Unbreakable. Attacks and remain after you win, but the enemy's clash loss halves damage and prevents this skill's damage from ing its targets.
- Prioritize winning with a high-Power skill or . This does not also prevent death from , so check the clasher's and other allies' HP.
- Physical resistances weaken after the big attack. Avoid spreading too many attacks across adds; finish the main body with attackers who still have little .
NOTESUnique effects and cautions
Easy-to-miss details
- s remain after a clash win. Winning still matters: it breaks normal s and prevents On Hit effects that require the enemy to win the clash.
- Xichun is an NPC: she does not receive effects targeting allied Sinners, and her skills do not generate resources. Help her if she keeps losing strong clashes.
- Damaging the main body into later phases before clearing the initial adds leaves active and makes the fight harder.
- “” after 33% HP leaves heavy . prevention is separate from death caused by .
Maximum 10. On taking skill damage, inflict equal to half the value, rounded up, on the attacker, then decrease by 1. Does not expire at Turn End.
Check attackers' Count as well as attack counts. Be careful when an area attack hits several enemies with Thorns.
returned to attackers equals the Thorn value. On Hit increase by 1 in the middle form and 2 in the final form. -consuming skills also gain 1 Power in the middle form and 2 in the final form. The final form also grants effects including +50% damage.
Base Power tables alone cannot represent later strength. Recheck predictions after a phase change and attack during .
Maximum 10. Gain 1 per 3 value (max 3). The main body uses its big attack at 10; adds at 8.
Check the 's bonus at 5 Fever or more too.
Increases by 2 on a 's death and 3 on a Bloodfiend's death. At Turn Start, gain 1 per 5 consumed cumulatively.
Kill adds to trigger , then attack the main body with its .
On an add's death, gain 1 each of the 3 least abundant resources. Inflict 3 Count on a Sinner, prioritizing the killer. Enemy Fever can also trigger buffs next turn.
A kill does not guarantee safety. Recheck the clearing Sinner's Count every turn.
PARTYRecommended teams and preparation
What to prepare first
- Aim for the recommended Lv.50 on your main team, leveling as your resources allow. Don Quixote is mandatory.
- Set 6 deployed Sinners and 6 reserves. Reserves receive starting SP modifiers, with the sign reversed for negative- Identities. Plan their order and roles.
- Prepare clashers, durable Sinners and healers to withstand , and damage for openings. Check resource generation for healing and area .
- Lust and Envy are effective against the main body; Lust works well against adds. and teams offer damage beyond attacking through , but a dedicated keyword team is not required to win by clearing adds first.
Clasher for the Counter and big attacks
Handle clashes with Fever and later buffs included. Do not spend every strong skill on regular attacks.
Add clearing and recovery
Reduce while managing the clearing Sinner's accumulating Count and HP.
Damage for later Stagger openings
Save strong attacks for the at 50% HP and the weakness after “”.
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 7-34. Deployment limit: 6 Sinners, with 6 reserves in a Chain Battle. Enemy levels show the source's base values. The main body's Defense and skill levels account for Withered (−35). Adds show base Defense and skill levels; also check effects for individual buffs and Withered modifiers.
DulcineaPart: Body

- HP
- 2745
- Level
- 85
- Speed
- 2–4 (increases with phase changes)
- Defense Lv. (adjusted)
- 52
- Stagger Thresholds
- 50% HP (1372) / Stagger from clearing all adds
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
- Withered lowers Offense and s by 35. Base is 87; it starts at 52. Aim for the recommended Lv.50 rather than matching the enemy's Lv.85.
- Gains further buffs at 66% HP or below (1812) and 33% or below (906). After the final big attack, each Physical resistance multiplier increases by 0.5, making her more vulnerable.
- Jia Xichun joins as an allied NPC. Check her random targets and clashes, and have Sinners intercept dangerous clashes.
Disgraced BloodbagPart: Body

- HP
- 188
- Level
- 50
- Speed
- 1〜2
- Defense Lv.
- 48
- Stagger Thresholds
- 70% / 35% HP
Physical resistances
Slash
- ×1.0
Pierce
- ×1.5
Blunt
- ×0.75
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.2
- Sloth
- ×0.75
- Gluttony
- ×1.0
- Gloom
- ×1.25
- Pride
- ×1.0
- Envy
- ×1.0
- Defeat these to reduce the main body's too. Prevent repeated and hits.
Despairing BloodbagPart: Body

- HP
- 181
- Level
- 50
- Speed
- 1〜2
- Defense Lv.
- 48
- Stagger Thresholds
- 70% / 35% HP
Physical resistances
Slash
- ×1.0
Pierce
- ×1.5
Blunt
- ×0.75
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.2
- Sloth
- ×0.75
- Gluttony
- ×1.0
- Gloom
- ×1.25
- Pride
- ×1.0
- Envy
- ×1.0
- Defeat these to reduce the main body's too. Prevent repeated and hits.
Bloodbag of the Painful ParadePart: Body

- HP
- 196
- Level
- 50
- Speed
- 1〜3
- Defense Lv.
- 50
- Stagger Thresholds
- 70% / 35% HP (137 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×2.0
- Sloth
- ×0.75
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodbag of the Rear ParadePart: Body

- HP
- 194
- Level
- 50
- Speed
- 1〜3
- Defense Lv.
- 50
- Stagger Thresholds
- 70% / 35% HP (136 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×2.0
- Sloth
- ×0.75
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodfiend of the Joyful ParadePart: Body

- HP
- 228
- Level
- 63
- Speed
- 2〜5
- Defense Lv.
- 64
- Stagger Thresholds
- 65% / 30% HP (148 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodfiend of the Happy ParadePart: Body

- HP
- 236
- Level
- 63
- Speed
- 2〜4
- Defense Lv.
- 64
- Stagger Thresholds
- 65% / 30% HP (153 / 70)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Dulcinea
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
You do not need to intercept every action that buffs an enemy ally. Prioritize adds early and handle attacks aimed at Sinners.
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
You do not need to intercept every action that buffs an enemy ally. Prioritize adds early and handle attacks aimed at Sinners.
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
II is Unbreakable. Win to prevent the large Count increase, and assign a Sinner who can survive the remaining attack.
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
Do not predict it solely from the listed 4–12 range. Cumulative and Thorn form strengthen it. It also grants Thorns to adds; check attackers' .
The Parade Repeats for Eternity
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 54Enemy Lv. +4−35
- Attack Weight
- 6
On Use Power +1 for every 20 Consumed by this unit (max 10)
On Use At less than 50 , gain 25 , +2 Count, immediately trigger it twice, then reduce Count by 2 (at less than 10% HP, activate only the part of this effect where this unit gains )
On Use Consume half of
Turn End Consume all
Turn End Gain 10
ⅠOn Hit Heal by 25% of damage dealt
ⅡOn Hit Heal by 25% of damage dealt
Ⅲ.
On Hit Heal by 50% of damage dealt
On Hit Inflict 5 and 5
[Current Attack End] Gain 1 for every 10 consumed by this (max 10)
How to respond
An area attack after accumulates. III remains, but breaking the first 2 s reduces healing and damage. In the final form, the healing effects become SP recovery.
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
You can prioritize adds early. When attacking the main body later, win with a high-Power clasher to reduce Thorns before the remaining attacks.
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
Winning matters even when every is Unbreakable. Gain the damage reduction and prevention, then focus attacks on the weakened main body. Watch for death from damage.
Disgraced Bloodbag
Hardblood Slam
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If this unit has Coagulated Blood, and if this 's effect inflicts , inflict +1 Count as well
ⅠOn Hit Inflict 3
ⅡOn Hit Inflict 1
How to respond
Combines with the main body's attacks to build . Stop it through a clash, , or kill.
Aimless Wrath
- Displayed Power
- 5〜14
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has 5+ , Power +1
On Use If this unit has 3+ Coagulated Blood, and if this 's effect inflicts , inflict 2 as well
ⅠOn Hit Inflict 1
ⅡOn Hit Inflict 1
ⅢOn Hit Inflict 2
On Hit If target has , gain 1 Coagulated Blood
How to respond
Stronger when allowed to hit ing allies. Have a Sinner who can win intercept it, and continue clearing reinforcements.
Unbridled Smite
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 4
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has 5+ , Power +1
ⅠOn Hit Inflict +2 Count
On Hit Inflict 1
ⅡOn Hit Inflict 3
ⅢOn Hit Inflict 1
ⅣOn Hit Inflict 2
On Hit If target has 10+ , deal +20% damage
How to respond
The bonuses and 4 hits can combine for heavy damage. ing the user before it attacks is another option.
Guard
- Displayed Power
- 6〜10
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has , gain 1 Coagulated Blood
How to respond
Reducing reinforcements helps remove the main body's . Kill targets you can finish even while they defend.
Despairing Bloodbag
Hardblood Slam
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If this unit has Coagulated Blood, and if this 's effect inflicts , inflict +1 Count as well
ⅠOn Hit Inflict +2 Count
ⅡOn Hit Inflict +1 Count
How to respond
Combines with the main body's attacks to build . Stop it through a clash, , or kill.
Aimless Wrath
- Displayed Power
- 5〜14
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has 5+ , Power +1
On Use If this unit has 3+ Coagulated Blood, and if this 's effect inflicts , inflict +1 Count as well
ⅠOn Hit Inflict +1 Count
ⅡOn Hit Inflict +1 Count
ⅢOn Hit Inflict +1 Count
On Hit If target has , gain 1 Coagulated Blood
How to respond
Stronger when allowed to hit ing allies. Have a Sinner who can win intercept it, and continue clearing reinforcements.
Unbridled Smite
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 4
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has 5+ , Power +1
ⅠOn Hit Inflict +2 Count
On Hit Inflict 1
ⅡOn Hit Inflict 3
ⅢOn Hit Inflict +1 Count
ⅣOn Hit Inflict 2
On Hit If target has 10+ , deal +20% damage
How to respond
The bonuses and 4 hits can combine for heavy damage. ing the user before it attacks is another option.
Guard
- Displayed Power
- 6〜10
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If target has , gain 1 Coagulated Blood
How to respond
Reducing reinforcements helps remove the main body's . Kill targets you can finish even while they defend.
Bloodbag of the Painful Parade
Hardblood Lash
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +1
ⅠOn Hit Inflict 3 Count
[Heads Hit] Inflict 2
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Hardblood Wild Jag
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 for every 5 on self or every 6 on the target (max 2)
On Use Gain 15 , immediately trigger it once, and reduce Count by 1
ⅠOn Hit If target has 6+ , gain 1 Coagulated Blood
ⅡOn Hit Inflict 3 and +2 Count
On Hit Gain 1
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 2〜9
- Base Power
- 2
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +1
Combat Start Gain 2
[Failed ] Lose 2
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Hardblood Power Unfurling
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Gain 15 and +2 Count, immediately trigger it twice, then reduce Count by 2
Turn End Consume all Coagulated Blood and
ⅠOn Hit Inflict and equal to Coagulated Blood on self
ⅡOn Hit Heal ( x 2.5)% HP (max 20%)
ⅢOn Hit Gain 2
How to respond
A strong attack after Fever accumulates. Aim to or kill the enemy first, or stop it with a strong clash.
Bloodbag of the Rear Parade
Hardblood Downward Cut
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +1
ⅠOn Hit Inflict 2 and +2 Count
[Heads Hit] Inflict 2
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Hardblood Carve
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 for every 5 on self or every 6 on the target (max 2)
On Use Gain 15 , immediately trigger it once, and reduce Count by 1
ⅠOn Hit If target has 6+ , gain 1 Coagulated Blood
ⅡOn Hit Inflict 3 and +2 Count
On Hit Gain 1
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 2〜9
- Base Power
- 2
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +1
Combat Start Gain 2
[Failed ] Lose 2
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Hardblood Power Unfurling
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Gain 15 and +2 Count, immediately trigger it twice, then reduce Count by 2
Turn End Consume all Coagulated Blood and
ⅠOn Hit Inflict and equal to Coagulated Blood on self
ⅡOn Hit Heal ( x 2.5)% HP (max 20%)
ⅢOn Hit Gain 2
How to respond
A strong attack after Fever accumulates. Aim to or kill the enemy first, or stop it with a strong clash.
Bloodfiend of the Joyful Parade
Welcome to the Festival of Wonders!
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +2
ⅠOn Hit Inflict 2 and +3 Count
[Heads Hit] Inflict 3
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Let's All Match Our Steps, Dance!
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 for every 5 on self or every 6 on the target (max 3)
On Use At less than 20 , gain 20 and immediately trigger it once, then reduce Count by 1
[Attack End] Consume 20
ⅠOn Hit Gain 1 Coagulated Blood for every 6 on the target (max 2)
Ⅱ.
[Hit after Win] Inflict 4 and +3 Count
On Hit Gain 2~3
How to respond
II is Unbreakable. Count and Thorns increase; check HP for the attack after the clash too.
Lose Yourself in the Singing!
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Power +1
On Use If target has 6+ , Power +1
ⅠOn Hit Inflict 3 Count
Ⅲ[Hit after Win] Gain 2
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 3〜10
- Base Power
- 3
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +2
Combat Start Gain 3
[Failed ] Lose 3
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Eternal Kingdom of Happiness, La Manchaland!
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At less than 40 , gain 20 and +2 Count, immediately trigger it twice, then reduce Count by 2
[Attack End] Consume 40
Turn End Consume all Coagulated Blood and
ⅠOn Hit Inflict and equal to Coagulated Blood on self
On Hit Heal ( x 4)% HP (max 40%)
Ⅱ.
On Hit Gain 5
How to respond
II remains. Win to reduce damage, and let a Sinner with little take the remaining hit.
Bloodfiend of the Happy Parade
Welcome to the Festival of Wonders!
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +2
ⅠOn Hit Inflict 3 and +2 Count
[Heads Hit] Inflict 3
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Join the Joyful Parade!
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 for every 5 on self or every 6 on the target (max 3)
On Use At less than 20 , gain 20 and immediately trigger it once, then reduce Count by 1
[Attack End] Consume 20
ⅠOn Hit Gain 1 Coagulated Blood for every 6 on the target (max 2)
Ⅱ.
[Hit after Win] Inflict 4 and +3 Count
On Hit Gain 2~3
How to respond
II is Unbreakable. Winning does not necessarily prevent Thorn gain.
Blossom your Smiles of Joy!
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Power +1
On Use If target has 6+ , Power +1
ⅠOn Hit Inflict 3 Count
Ⅲ[Hit after Win] Gain 2
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 3〜10
- Base Power
- 3
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At 5+ , Final Power +2
Combat Start Gain 3
[Failed ] Lose 3
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Eternal Kingdom of Happiness, La Manchaland!
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use At less than 40 , gain 20 and +2 Count, immediately trigger it twice, then reduce Count by 2
[Attack End] Consume 40
Turn End Consume all Coagulated Blood and
ⅠOn Hit Inflict and equal to Coagulated Blood on self
On Hit Heal ( x 4)% HP (max 40%)
Ⅱ.
On Hit Gain 5
How to respond
II remains. Win to reduce damage, and let a Sinner with little take the remaining hit.
PASSIVESPassives
Dulcinea
Parade of Happiness
Condition: First reaches 66% HP or below
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
Reduce through add kills before damaging the main body too far.
Eternal Parade of Happiness
Condition: First reaches 33% HP or below
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
Avoid a prolonged final phase; finish during the weakness after the big attack.
The Parade Repeats for Eternity
Condition: At Turn End, at least 5
Turn End: if at 5+ , use a powerful next turn
Impact on the fight
Prepare for the next area attack after clearing adds.
The Parade's Lady
Condition: Turn Start / ally death
Turn Start: gain 8
- With every ally death, gain 1 less at Turn Start
Turn End: If this unit did not take any HP damage this turn, gain 2 next turn
Impact on the fight
Clearing adds early prepares the main body to take damage.
This isn't how it ends
Condition: No living adds or available reinforcements remain
Turn End: If there are no surviving allies nor Backup allies, consume all and next turn and become ed (activates immediately if there are no surviving allies at Turn Start)
In the turn after this unit is ed, summon 2 Kindred Bloodfiends
Impact on the fight
Resummoning can occur after the first 8 enemies. Use add clearing and as openings to attack.
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 '' is active, this effect does not activate)
Impact on the fight
Watch how quickly Fever builds to predict the next area attack.
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 rise above the surface.
Impact on the fight
damages allied HP and also fuels enemy resources.
Starved and Withered
Condition: Combat Start
Withered lowers Offense and s by 35.
Impact on the fight
Do not judge your preparation solely by the enemy's base Lv.85.
Panic Recovery
Condition: ked at Turn End
If ked at Turn End, reset SP to 0.
Impact on the fight
Expect the encounter to continue after .
Fixed Panic
Condition: Receives a 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
Do not rely on changing Type.
Disgraced Bloodbag
Thirst for Blood
Condition: Prioritizes ing targets / no damage dealt by Turn End
Targets ing enemies. If unable to deal damage, gain 2 and 2 next turn.
Impact on the fight
Do not leave attacks on your ing main combatants unchecked.
Clumsy Bloodsucking
Condition: On hitting a ing target
On Hit, if the target has , heal by 5~10% of damage dealt
Impact on the fight
Stopping attacks through clashes also prevents HP drain.
Blood Coagulation
Condition: At Attack End, target has at least 8
At Attack End, if the target has at least 8 , gain 1 Coagulated Blood.
Impact on the fight
Enables conditional buffs; clear the enemy early.
Anti-Bloodfiend Hammer
Condition: On Use, target has at least 10
On use, if the target has 10+ , deal +30% damage instead of inflicting with this unit's s
Impact on the fight
Do not let strong attacks hit Sinners with heavy .
Despairing Bloodbag
Thirst for Blood
Condition: Prioritizes ing targets / no damage dealt by Turn End
Targets ing enemies. If unable to deal damage, gain 2 and 2 next turn.
Impact on the fight
Do not leave attacks on your ing main combatants unchecked.
Clumsy Bloodsucking
Condition: On hitting a ing target
On Hit, if the target has , heal by 5~10% of damage dealt
Impact on the fight
Stopping attacks through clashes also prevents HP drain.
Blood Coagulation
Condition: At Attack End, target has at least 8
At Attack End, if the target has at least 8 , gain 1 Coagulated Blood.
Impact on the fight
Enables conditional buffs; clear the enemy early.
Anti-Bloodfiend Hammer
Condition: On Use, target has at least 10
On use, if the target has 10+ , deal +30% damage instead of inflicting with this unit's s
Impact on the fight
Do not let strong attacks hit Sinners with heavy .
Bloodbag of the Painful Parade
Festive Sounds
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn.
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
Bloodsucking
Condition: Under the listed effect's conditions
On attack hit against a target with , heal HP by 15% of damage dealt.
Impact on the fight
Hits on ing allies also permit healing. Do not ignore an attack just because the enemy's HP is low.
Blood Coagulation
Condition: Under the listed effect's conditions
At Attack End, if the target has at least 8 , gain 1 Coagulated Blood.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Thirst for Blood
Condition: Under the listed effect's conditions
Prioritizes targets with .
At Turn End, if no damage was dealt this turn, gain 2 and 2 next turn.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodbag
Condition: Under the listed effect's conditions
When hit, gain +1 Count.
Gain 1 Coagulated Blood and 2 every time this unit loses 20% HP.
If there is a Bloodfiend on the field, regardless of whether it is an ally or an enemy, increase Bloodfeast by 30 upon death
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodbag of the Rear Parade
Festive Sounds
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn.
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
Bloodsucking
Condition: Under the listed effect's conditions
On attack hit against a target with , heal HP by 15% of damage dealt.
Impact on the fight
Hits on ing allies also permit healing. Do not ignore an attack just because the enemy's HP is low.
Blood Coagulation
Condition: Under the listed effect's conditions
At Attack End, if the target has at least 8 , gain 1 Coagulated Blood.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Thirst for Blood
Condition: Under the listed effect's conditions
Prioritizes targets with .
At Turn End, if no damage was dealt this turn, gain 2 and 2 next turn.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodbag
Condition: Under the listed effect's conditions
When hit, gain +1 Count.
Gain 1 Coagulated Blood and 2 every time this unit loses 20% HP.
If there is a Bloodfiend on the field, regardless of whether it is an ally or an enemy, increase Bloodfeast by 30 upon death
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodfiend of the Joyful Parade
Festive Mood
Condition: Under the listed effect's conditions
Gain 1 every time this unit gains positive buff with effects (once per type of buff)
Turn Start: gain equal to the number of other allies (max 3)
Turn End: lose equal to the number of allies that were killed this turn
Turn End: heal SP equal to on self (does not activate at -45 SP)
Turn End: at 8+ , use a powerful next turn
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
Bloodsucking
Condition: Under the listed effect's conditions
On attack hit against a target with , heal HP by 20% of damage dealt.
Impact on the fight
Hits on ing allies also permit healing. Do not ignore an attack just because the enemy's HP is low.
Blood Coagulation
Condition: Under the listed effect's conditions
At Attack End, if the target has at least 5 , gain 1 Coagulated Blood.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Thirst for Blood
Condition: Under the listed effect's conditions
- Prioritizes targets with .
- At Turn End, if no damage was dealt this turn, gain 2 and 2 next turn.
- At Turn End, if damage was dealt this turn, heal 5 SP.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodfeast
Condition: Under the listed effect's conditions
If this character appears in the encounter or is in its enemy roster, all characters' damage increases from Turn 1. Each time this character enters, reveal the latent blood scattered across the battlefield.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Starved and Withered
Condition: Under the listed effect's conditions
At Combat Start, gain Withered.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Panic Recovery
Condition: Under the listed effect's conditions
If ked at Turn End, reset SP to 0.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodfiend of the Happy Parade
Festive Mood
Condition: Under the listed effect's conditions
Gain 1 every time this unit gains positive buff with effects (once per type of buff)
Turn Start: gain equal to the number of other allies (max 3)
Turn End: lose equal to the number of allies that were killed this turn
Turn End: heal SP equal to on self (does not activate at -45 SP)
Turn End: at 8+ , use a powerful next turn
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
Bloodsucking
Condition: Under the listed effect's conditions
On attack hit against a target with , heal HP by 20% of damage dealt.
Impact on the fight
Hits on ing allies also permit healing. Do not ignore an attack just because the enemy's HP is low.
Blood Coagulation
Condition: Under the listed effect's conditions
At Attack End, if the target has at least 5 , gain 1 Coagulated Blood.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Thirst for Blood
Condition: Under the listed effect's conditions
- Prioritizes targets with .
- At Turn End, if no damage was dealt this turn, gain 2 and 2 next turn.
- At Turn End, if damage was dealt this turn, heal 5 SP.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodfeast
Condition: Under the listed effect's conditions
If this character appears in the encounter or is in its enemy roster, all characters' damage increases from Turn 1. Each time this character enters, reveal the latent blood scattered across the battlefield.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Starved and Withered
Condition: Under the listed effect's conditions
At Combat Start, gain Withered.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Panic Recovery
Condition: Under the listed effect's conditions
If ked at Turn End, reset SP to 0.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.