English translation in progress. Untranslated passages remain in Japanese.

Dulcinea

CHAPTER 07 / BOSS GUIDE

Dulcinea

7-34 · On What Befell the Fair Dulcinea and Don QuixoteStory guide

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
  1. 01Keys to the fight
  2. 02Unique effects and cautions
  3. 03Recommended teams and preparation
  4. 04Basic stats
  5. 05Skills and how to respond
  6. 06Passives

3 things to understand first

  1. Do not rush damage on the main body. First defeat the 8 adds, including reinforcements, to reduce .
  2. Winning clashes does not prevent every hit. Check attacking Sinners' HP and every turn.
  3. 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

Dulcinea appearance
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

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×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

Disgraced Bloodbag appearance
HP
188
Level
50
Speed
1〜2
Defense Lv.
48
Stagger Thresholds
70% / 35% HP

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×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

Despairing Bloodbag appearance
HP
181
Level
50
Speed
1〜2
Defense Lv.
48
Stagger Thresholds
70% / 35% HP

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.5
BluntBlunt
×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

Bloodbag of the Painful Parade appearance
HP
196
Level
50
Speed
1〜3
Defense Lv.
50
Stagger Thresholds
70% / 35% HP (137 / 68)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×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

Bloodbag of the Rear Parade appearance
HP
194
Level
50
Speed
1〜3
Defense Lv.
50
Stagger Thresholds
70% / 35% HP (136 / 68)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×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

Bloodfiend of the Joyful Parade appearance
HP
228
Level
63
Speed
2〜5
Defense Lv.
64
Stagger Thresholds
65% / 30% HP (148 / 68)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×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

Bloodfiend of the Happy Parade appearance
HP
236
Level
63
Speed
2〜4
Defense Lv.
64
Stagger Thresholds
65% / 30% HP (153 / 70)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.8
BluntBlunt
×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

01

Walk With Grace...

WrathPiercePierce
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.

Disgraced Bloodbag

01

Hardblood Slam

EnvyBluntBlunt
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.

Despairing Bloodbag

01

Hardblood Slam

EnvyBluntBlunt
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.

Bloodbag of the Painful Parade

01

Hardblood Lash

WrathSlashSlash
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.

Bloodbag of the Rear Parade

01

Hardblood Downward Cut

WrathSlashSlash
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.

Bloodfiend of the Joyful Parade

01

Welcome to the Festival of Wonders!

WrathPiercePierce
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.

Bloodfiend of the Happy Parade

01

Welcome to the Festival of Wonders!

WrathPiercePierce
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.

PASSIVESPassives

Dulcinea

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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 .

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Updates may change enemy stats, effects, or behavior. Also check the information shown during battle.

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