English translation in progress. Untranslated passages remain in Japanese.

The Barber / The Priest / Dulcinea

CHAPTER 07 / BOSS GUIDE

The Barber / The Priest / Dulcinea

7-36 · To Reach the Dream: A Sick Person's FateStory guide

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
  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. 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.
  2. 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.
  3. 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

The Barber appearance
HP
748
Level
70
Speed
2〜4
Defense Lv. (adjusted)
45
Stagger Thresholds
60% / 30% (448 / 224)

Physical resistances

SlashSlash
×0.8
PiercePierce
×1.0
BluntBlunt
×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

The Priest appearance
HP
1521
Level
70
Speed
1〜3
Defense Lv. (adjusted)
50
Stagger Thresholds
50%(760)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×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

Dulcinea appearance
HP
1449
Level
85
Speed
4–6 / increases with phases
Defense Lv. (adjusted)
52
Stagger Thresholds
60% / 20% (869 / 289)

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
  • 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

01

I'll Cut You Up All Pretty!

GluttonySlashSlash
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 the target has at least 6 , Power +1.

On Use Power +1 per 5 Count on self (max 3).

ⅠOn Hit Inflict 4 .

On Hit Reuse this in proportion to (Blood-tinged Scissorblade stage −1), up to 2 times.

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 .

The Priest

01

This Unforgivable Sin...

GloomPiercePierce
Displayed Power
5〜12
Base Power
5
Coin Power
+7
No. of Coins
1
AttackLevel
48Enemy Lv. +3−25
Attack Weight
1

On Use Inflict 20 on self and increase own Count by 1.

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.

Dulcinea

01

Gracefully...

LustSlashSlash
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 the target has at least 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 .

PASSIVESPassives

The Barber

Enemy passives

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.

Enemy passives

I'll Cut You First!

Condition: A is present

Prioritizes attacking s.

Impact on the fight

Dangerous skills concentrate on the . Check which attacks another fast Sinner can intercept.

Enemy passives

I Don't Need Ugly Things!!

Condition: A Sinner is at 30% HP or below

If an enemy has 30% HP remaining, 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.

Enemy passives

Blood... Blood... Blood...!

Condition: On recovery from

If ked at Turn End, recover at the next Turn Start and reset SP to 0. On recovery from :

- Consume 30 ; gain 2 and 1 next turn, and heal 20 SP.

- If unable to consume , gain 30 , immediately activate damage, then reduce Count by 3. Afterward, gain 2 and 2 next turn, and heal 20 SP.

Impact on the fight

Recovery restores SP and strengthens attacks. Do not rely on alone to keep her disabled.

Enemy passives

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.

Enemy passives

Bloodfeast

Condition: damage occurs on the battlefield

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 more latent blood scattered across the battlefield.

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.

Enemy passives

Bloodsteeped Scissors

Condition: At the start / on gaining or consuming Scissorblades

At Combat Start, gain 10 .

- Cannot fall below 1.

- At 10 or more, changes to II.

- At 20 or more, changes to III.

Returns to the previous stage if consumption lowers the value below its threshold.

Impact on the fight

Starts at 10, stage II. Higher stages strengthen reuse and area attacks; check the current value.

Enemy passives

Hardblood Scissor

Condition: On hitting a target with

On attack hit against a target with , heal part and overall HP by 40% of the damage taken by that target. If 100 HP was healed by Attack End, heal 10 SP. This effect does not activate on Unbreakable hits after losing a clash.

Impact on the fight

Winning suppresses HP drain. Even if Unbreakable hits remain, this healing does not activate after the Barber loses the clash.

Enemy passives

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

Enemy passives

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.

Enemy passives

Bloodfeast

Condition: damage occurs on the battlefield

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 more latent blood scattered across the battlefield.

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.

Enemy passives

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.

Enemy passives

Unctio Extrema

Condition: Turn End / a wounded allied Bloodfiend is present

At Turn End, activate own (max 50; consume 1 own Count). Heal the overall and part HP of the allied Bloodfiend with the lowest HP by 50. Does not activate if no ally is wounded.

Impact on the fight

The Priest heals allies while damaging himself. Focus one enemy down instead of chipping everyone.

Enemy passives

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.

Enemy passives

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.

Enemy passives

Bloodied Hand

Condition: Reaches 10 / 20

- At 10 or more, changes to II.

- At 20 II or more, changes to III.

Impact on the fight

consumption and other effects strengthen it. Check reuse on the strengthened 3- attack too.

Enemy passives

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.

Enemy passives

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

Enemy passives

Parade of Happiness

Condition: 66% HP or below / rematch phase-transition conditions

The first time HP reaches 66% of max or below, strengthen the action pattern:

- Minimum and maximum +1.

- becomes .

- Each turn, all allies gain 3 and 3 .

Impact on the fight

The trio encounter can also change phases based on allied HP. Do not judge solely by Dulcinea's HP.

Enemy passives

Eternal Parade of Happiness

Condition: 33% HP or below / rematch phase-transition conditions

The first time HP reaches 33% of max or below, strengthen the action pattern:

- Minimum and maximum +2.

- Use a strong skill, then increase Slash, Pierce, and Blunt resistance multipliers by 0.5, making her more vulnerable.

- and become .

- Each turn, all allies gain 5 and 5 .

Impact on the fight

Killing the Barber or Priest also triggers the final pattern. Prepare clashes for “” and healing before the kill.

Enemy passives

Bloodfeast

Condition: damage occurs on the battlefield

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

A resource shared by enemies and allies. Your and enemy self-damage both increase it; do not assume you can always keep it depleted.

Enemy passives

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.

Enemy passives

Festival of Wonders

Condition: Ally buffs / Turn Start and Turn End

Gain 1 whenever a skill grants a positive buff to another ally (once per type). At Turn Start, gain equal to the number of other allies (max 3). At Turn End, heal SP equal to (does not activate at −45 SP). If is at 10 at Turn End, use a strong skill next turn, unless The Parade Repeats for Eternity is active.

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.

Enemy passives

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.

Enemy passives

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.

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

← Back to boss guides