English translation in progress. Untranslated passages remain in Japanese.

Cassetti & Sasha

CHAPTER 6.5 / BOSS GUIDE

Cassetti & Sasha

6.5-28 · Murder on the WARP Express: The One Who CommandsStory guide

Prepare against the Bloodbags and Sasha, then reduce Cassetti's through clash wins and HP damage. Use against the Unclashable area attack at 0 blood to limit his massive lifesteal recovery.

HP
1711
Level
45
Speed
2–4 / 10 for the special area attack
Defense Lv.
40
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. Aim for Level 45 and III or higher, with Blunt/Envy damage and healing. Build SP and resources in the first wave.
  2. Prioritize clashes that reduce . Hits on ing allies enable enemy healing and buffs.
  3. The area attack at 0 blood is Unclashable. Use to limit healing; stop the later able area attack with powerful skills.

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

Cassetti repeatedly heals nearly to full
Hits on ing Sinners trigger lifesteal. The 10 special area attack greatly strengthens it; letting everyone be hit causes massive recovery. Use against the Unclashable version and win clashes against other area attacks.
will not decrease
It drops by 1 per 5% maximum HP lost, and winning against “” or reduces it too. Some hits increase it instead; combine damage and clash wins.
A team cannot finish the fight
on Cassetti himself strengthens Offense/s and clashes, and he resists damage. Try direct Blunt/Envy damage rather than relying on buildup alone.
Sasha gained more attacks
As Wave 1 enemies disappear, Sasha gains slots up to 5. Check the additional attack lines and use her 50% HP to stop attacks.

Before deployment

Prepare main Blunt attackers and Sinners with Evade

  • Aim for Level 45 and III or higher, choosing leveled Identities that exploit ×1.5 Blunt and Envy. This chain encounter allows 6 Sinners plus 6 reserves; check reserve order and levels too.
  • Heavy on Cassetti buffs him. If a team stalls, switch to available direct damage and bring HP/SP recovery.
  • users can limit healing from the Unclashable area attack. Prepare resistance and remaining HP on Sinners without .

Wave 1 · Bloodbags and reinforcements

Raise main attackers' SP through easy clashes

  • Begins with 5 half-HP passengers. Cleanup Agents and Prosthetic Fixers reinforce after kills; the wave does not end with the initial 5.
  • Assign winning clashes to main attackers for SP and resources. Bloodbags also heal by hitting ing allies; do not leave weak enemies alive to cause attrition.
  • When Sasha appears, check remaining enemies and attack lines. Her slots increase as adds disappear; use Blunt to reach the 50% HP and follow up.
  • Sasha increases through self-damage. Do not wait for that alone to defeat her; finish while saving resources for the next wave.

Wave 2 · Starting with 5 Stored Blood

Prevent hits and reduce Stored Blood and HP

  • caps at 10 and drops by 1 per 5% maximum HP lost. Wins against “” and certain other skills reduce it further. Stop dangerous clashes while dealing direct damage.
  • High- Sinners attract attacks and enable healing and skill bonuses. Redirect to lower- Sinners, and Offset with defense.
  • “” gains area coverage based on the number of ing Sinners. Its 4 hits can heal substantially; stop it with a strong skill or .

First drop to 0 Stored Blood

Evade the Speed 10 Unclashable area attack

  • “” is Unclashable and prevents that turn. A powerful clash cannot stop it.
  • Hits on ing targets trigger enhanced lifesteal and massive healing. where possible to reduce hits; prioritize endangered Sinners.
  • After attacking, returns to 10 and the turn ends. Do not plan to finish him with later attacks; prepare to reduce blood again next turn.

After the pattern change / at 30% HP or lower

Stop the Clashable finisher and finish the fight

  • After the pattern change, low blood brings “” This one is able; retain a strong handler or to prevent hits.
  • This skill also gains 10 blood after attacking. Winning does not stop that gain; prepare for the next buffs and further HP damage.
  • At 30% HP or lower, adds blood on each hit. Prevent healing in the closing phase and combine clash wins with follow-up damage on the same turn.

NOTESUnique effects and cautions

Easy-to-miss details

  • Distinguish the Unclashable area attack from the later able one. is the main response to the former; clash wins to the latter.
  • Ordinary reduces damage but does not prevent the hit itself. It does not suppress lifesteal like .
  • The first drop to 0 risks massive healing. Check the displayed skill instead of choosing only attacks at 0 blood.
  • Do not apply Hard-only Nightmare of La Manchaland or its SP recovery conditions to this Normal version.

Max 10; starts Wave 2 at 5. Lose 1 per 5% maximum HP lost. Also decreases on certain clash losses, and increases on hits or after special area attacks. High blood raises Offense/s; low blood weakens them.

Neither clash wins nor damage alone is enough; combine both to reduce it.

Gained at 30% HP. Provides clash/damage buffs each turn and +1 on hit. Failing to gain blood also triggers different next-turn buffs and debuffs.

Recheck closing-phase predictions and prevent hits to break the healing cycle.

Gain Offense/s equal to its value (max 5). Bloodbags gain it from Count accumulated when attacked.

Focus killable targets to reduce numbers rather than slightly damaging many enemies.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Level 45 and III or higher. Bring Blunt/Envy damage and strong enough to win dangerous area clashes.
  • Prepare HP/SP recovery and build resources in the opening. Healing does not necessarily remove all ; check the target's Count too.
  • With few users, review resistance and damage. A smaller team can reduce area targets, but first check that enough actions remain for regular clashes.

Blunt/Envy damage

Exploit weaknesses from the opening Bloodbags through Cassetti, dealing HP damage to reduce blood.

Evade and powerful clashes

the Unclashable attack and beat able area attacks with high Power. Divide these jobs instead of leaving both to one Sinner.

Healing and reserves

Sustain the long 2-wave fight and keep going next turn if a main attacker falls.

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 6.5-28. Deployment limit: 6 Sinners, with 6 reserves in a Chain Battle. Normal 6.5-28. Covers Wave 1's Bloodbags and Sasha, then Wave 2's Cassetti. Bloodbags list both maximum HP and halved HP on entry. Separate from Hard's extra passives and values.

Cassetti (Wave 2)Part: Body

Cassetti (Wave 2) appearance
HP
1711
Level
45
Speed
2–4 / 10 for the special area attack
Defense Lv.
40
Stagger Thresholds
Regular Stagger thresholds are unlisted

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×0.5
Sloth
×0.75
Gluttony
×1.0
Gloom
×1.25
Pride
×1.0
Envy
×1.5
  • Enters with 5 . The first drop to 0 changes patterns and brings a 10 Unclashable area attack.
  • Gains at 30% HP (about 513). Hits on high- Sinners heal him; prevent hits as well as dealing damage.

Sasha (Wave 1)Part: Body

Sasha (Wave 1) appearance
HP
505
Level
45
Speed
1〜5
Defense Lv.
50
Stagger Thresholds
50% / 0% (252 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×0.5
Sloth
×0.75
Gluttony
×1.0
Gloom
×1.25
Pride
×1.0
Envy
×1.5
  • Reinforces Wave 1 after 5 cumulative enemy deaths. Starts with 3 slots and gains up to 5 as other enemies disappear.
  • skills change at 50% HP or lower. Self-damage cannot kill her; finish with Sinner attacks.

Craving Bloodbag PassengerPart: Body

Craving Bloodbag Passenger appearance
HP
Maximum 133 / on entry 66
Level
45
Speed
1〜3
Defense Lv.
43
Stagger Thresholds
20% / 0% (26 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×0.75
Sloth
×1.0
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.5
  • The Wave 1 version enters at half HP due to . Does not use regular-stage or Hard values.
  • All types are vulnerable to Blunt and Envy. Handle reinforcements while building the main team's SP and resources.

Hungering Bloodbag Cleanup AgentPart: Body

Hungering Bloodbag Cleanup Agent appearance
HP
Maximum 186 / on entry 93
Level
45
Speed
2〜4
Defense Lv.
48
Stagger Thresholds
10% / 0% (18 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×0.75
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×0.75
Sloth
×1.0
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.5
  • The Wave 1 version enters at half HP due to . Does not use regular-stage or Hard values.
  • All types are vulnerable to Blunt and Envy. Handle reinforcements while building the main team's SP and resources.

Bloodbag Prosthetic FixerPart: Body

Bloodbag Prosthetic Fixer appearance
HP
Maximum 161 / on entry 80
Level
45
Speed
3〜4
Defense Lv.
48
Stagger Thresholds
0%(0)

Physical resistances

SlashSlash
×0.75
PiercePierce
×1.0
BluntBlunt
×1.5

Sin Nullification

Wrath
×1.0
Lust
×0.75
Sloth
×1.0
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.5
  • The Wave 1 version enters at half HP due to . Does not use regular-stage or Hard values.
  • All types are vulnerable to Blunt and Envy. Handle reinforcements while building the main team's SP and resources.

SKILLSSkills and how to respond

Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.

Cassetti has both able and Unclashable area attacks. “” and also differ by user; check who is using them. Cassetti's is unlisted.

Cassetti (Wave 2)

01

Grovel Before Me

PrideSlashSlash
Displayed Power
4〜10
Base Power
4
Coin Power
+6
No. of Coins
1
AttackLevel
45Enemy Lv. +0
Attack Weight
1

On Use If the target has 4+ , Power +1

ⅠOn Hit Inflict 4 .

How to respond

Power increases against 4+ . Redirect to a healthy, lower- Sinner to prevent healing and further .

Sasha (Wave 1)

01

Activate Prosthesis

WrathBluntBlunt
Displayed Power
4〜10
Base Power
4
Coin Power
+6
No. of Coins
1
AttackLevel
48Enemy Lv. +3
Attack Weight
1

On Use At 10+ Count, consume 3 for +1 Power

On Use At 15+ Count, consume 3 additional Count for +20% damage

On Use Below 5 Count, lose 10% maximum HP and gain 5 Count

ⅠOn Hit Inflict 3 .

On Hit Inflict 1 next turn.

How to respond

Uses and . Despite the shared name, Sasha and the Prosthetic Fixer have different affinities, Power, and conditions; check the user when assigning clashes.

Craving Bloodbag Passenger

01

Coagulated Arm

SlothPiercePierce
Displayed Power
2〜7
Base Power
2
Coin Power
+5
No. of Coins
1
AttackLevel
42Enemy Lv. -3
Attack Weight
1

ⅠOn Hit Increase Count by 2.

How to respond

Increases Count. Give main attackers easy clashes to build SP for later enemies.

Hungering Bloodbag Cleanup Agent

01

Spear Swing

LustPiercePierce
Displayed Power
5〜10
Base Power
5
Coin Power
+5
No. of Coins
1
AttackLevel
45Enemy Lv. +0
Attack Weight
1

On Use Own Count +2

ⅠOn Hit Own Count +2

On Hit Inflict 2

On Hit Count +1

How to respond

rises on use and on hit. Prevent hits and avoid leaving reinforcements alive for long.

Bloodbag Prosthetic Fixer

01

Activate Prosthesis

EnvyPiercePierce
Displayed Power
3〜10
Base Power
3
Coin Power
+7
No. of Coins
1
AttackLevel
45Enemy Lv. +0
Attack Weight
1

On Use At 10+ Count, consume 5 for 3

ⅠOn Hit Inflict 3 .

How to respond

Uses and . Despite the shared name, Sasha and the Prosthetic Fixer have different affinities, Power, and conditions; check the user when assigning clashes.

PASSIVESPassives

Cassetti (Wave 2)

Enemy passives

Stored Blood

Condition: Blood at Turn End

At Turn End, depending on :

- At 5 or lower, gain 1 , 1 , and 1 next turn per stack below 5.

- Above 5, gain 2 and 2 next turn per excess stack.

Impact on the fight

Low blood weakens him; above 5, Offense/s rise. Reduce it through clash wins and HP damage.

Enemy passives

Must Retain Blood

Condition: First drop to 0

Change patterns the first time reaches 0.

When using “”, is fixed at 10.

Impact on the fight

Prepare for the next 10 Unclashable area attack. Reaching 0 blood does not make everything safe.

Enemy passives

The Prince's Frenzy

Condition: Reaching 30% HP

At 30% maximum HP remaining, gain

Impact on the fight

Hits now increase blood. Assign winning handlers to dangerous clashes, especially when trying to finish.

Enemy passives

Hardblood Glaive

Condition: Hits on ing targets

Prioritize the target with the highest total .

On Hit against a target with , heal 2% maximum HP.

Impact on the fight

High- Sinners attract attacks and enable major healing. Prevent hits through clashes or .

Enemy passives

Sanguivore - Coagulation

Condition: on self

While self has :

- Gain 1 and 1 per 5 (max 10).

- Gain 1 Power Up per 10 (max 5).

- Take 50% less damage (rounded down).

Impact on the fight

strengthens the enemy's Offense/s and clashes. If a team stalls, switch to direct Blunt/Envy damage.

Enemy passives

Fixed Panic

Condition: Receives an effect that changes Type

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 replacing its type. Normal SP reduction and clash wins can still be useful separately.

Enemy passives

Panic Recovery

Condition: ked at Turn End

If ked at Turn End, reset SP to 0.

Impact on the fight

does not last indefinitely. Concentrate damage before recovery.

Sasha (Wave 1)

Enemy passives

Panic Recovery

Condition: ked at Turn End

If ked at Turn End, reset SP to 0.

Impact on the fight

does not last indefinitely. Concentrate damage before recovery.

Enemy passives

Blood Coagulation

Condition: Taking damage / Turn End

Whenever taking attack damage, gain 1 Count.

At Turn End, consume 3 own Count for 1 .

Impact on the fight

Hits add Count, converted to at Turn End. Longer fights raise Offense/s; defeat enemies one at a time.

Enemy passives

Thirst for Blood

Condition: ing-target selection / a turn without dealing damage

Prioritize ing targets.

If no damage was dealt this turn, gain 2 and 2 next turn.

Impact on the fight

Preventing damage gives the enemy but also . Recheck predictions and focus its weaknesses.

Enemy passives

Power Leakage

Condition: Attacked with a -gaining skill

When taking damage, if the attacker used a skill that gains , transfer 1 Count to the attacker.

(Once per skill; does not activate if the damaged target has no .)

Impact on the fight

If the enemy has left, transfers Count to that skill's attacker. Can support available Identities but is not required.

Enemy passives

Tenacious

Condition: Self-damage from own skills

Damage from own skills cannot reduce HP below 1

Impact on the fight

Self-damage cannot reduce HP below 1. Finish with Sinner attacks rather than waiting.

Enemy passives

Prosthesis Model - L37

Condition: Count at Turn Start

At Turn Start below 5 Count, gain 1 .

At Turn Start with 5+ Count, gain 2 Power Up.

Impact on the fight

es strengthen at 5+ . Do not assume its low opening Power persists.

Enemy passives

A Young Kindred

Condition: damage / hits on ing targets

Take 30% less damage (rounded down).

On Hit against a ing target, heal 25% of damage dealt.

Impact on the fight

Resists and has lifesteal. Kill through direct Blunt or other damage rather than allowing repeated hits.

Craving Bloodbag Passenger

Enemy passives

Blood Coagulation

Condition: Taking damage / Turn End

Whenever taking attack damage, gain 1 Count.

At Turn End, consume 3 own Count for 1 .

Impact on the fight

Hits add Count, converted to at Turn End. Longer fights raise Offense/s; defeat enemies one at a time.

Enemy passives

Thirst for Blood

Condition: ing-target selection / a turn without dealing damage

Prioritize ing targets.

If no damage was dealt this turn, gain 2 and 2 next turn.

Impact on the fight

Preventing damage gives the enemy but also . Recheck predictions and focus its weaknesses.

Enemy passives

Bloodsucking

Condition: damage / hits on ing targets

Take 10% less damage (rounded down).

On Hit against a ing target, heal 10% of damage dealt.

Impact on the fight

Passengers also heal from ing targets. Build SP through easy clashes, then kill before they recover.

Enemy passives

Burst Bloodbag

Condition: Combat Start

Begin combat at half HP

Impact on the fight

Bloodbags enter at half maximum HP. Distinguish maximum from starting HP when distributing attacks.

Hungering Bloodbag Cleanup Agent

Enemy passives

Blood Coagulation

Condition: Taking damage / Turn End

Whenever taking attack damage, gain 1 Count.

At Turn End, consume 3 own Count for 1 .

Impact on the fight

Hits add Count, converted to at Turn End. Longer fights raise Offense/s; defeat enemies one at a time.

Enemy passives

Thirst for Blood

Condition: ing-target selection / a turn without dealing damage

Prioritize ing targets.

If no damage was dealt this turn, gain 2 and 2 next turn.

Impact on the fight

Preventing damage gives the enemy but also . Recheck predictions and focus its weaknesses.

Enemy passives

Rough Bloodsucking

Condition: damage / hits on ing targets

Take 20% less damage (rounded down).

On Hit against a ing target, heal 15% of damage dealt.

Impact on the fight

Stop lifesteal through clashes or and quickly remove low-HP enemies.

Enemy passives

Power Leakage

Condition: Attacked with a -gaining skill

When taking damage, if the attacker used a skill that gains , transfer 1 Count to the attacker.

(Once per skill; does not activate if the damaged target has no .)

Impact on the fight

If the enemy has left, transfers Count to that skill's attacker. Can support available Identities but is not required.

Enemy passives

Tenacious

Condition: Self-damage from own skills

Damage from own skills cannot reduce HP below 1

Impact on the fight

Self-damage cannot reduce HP below 1. Finish with Sinner attacks rather than waiting.

Enemy passives

Burst Bloodbag

Condition: Combat Start

Begin combat at half HP

Impact on the fight

Bloodbags enter at half maximum HP. Distinguish maximum from starting HP when distributing attacks.

Bloodbag Prosthetic Fixer

Enemy passives

Blood Coagulation

Condition: Taking damage / Turn End

Whenever taking attack damage, gain 1 Count.

At Turn End, consume 3 own Count for 1 .

Impact on the fight

Hits add Count, converted to at Turn End. Longer fights raise Offense/s; defeat enemies one at a time.

Enemy passives

Thirst for Blood

Condition: ing-target selection / a turn without dealing damage

Prioritize ing targets.

If no damage was dealt this turn, gain 2 and 2 next turn.

Impact on the fight

Preventing damage gives the enemy but also . Recheck predictions and focus its weaknesses.

Enemy passives

Power Leakage

Condition: Attacked with a -gaining skill

When taking damage, if the attacker used a skill that gains , transfer 1 Count to the attacker.

(Once per skill; does not activate if the damaged target has no .)

Impact on the fight

If the enemy has left, transfers Count to that skill's attacker. Can support available Identities but is not required.

Enemy passives

Tenacious

Condition: Self-damage from own skills

Damage from own skills cannot reduce HP below 1

Impact on the fight

Self-damage cannot reduce HP below 1. Finish with Sinner attacks rather than waiting.

Enemy passives

Blood to Brain

Condition: damage / hits on ing targets

Take 30% less damage (rounded down).

On Hit against a ing target, heal 15% of damage dealt.

Impact on the fight

The Prosthetic Fixer's resistance and healing. Use its Blunt weakness rather than relying only on .

Enemy passives

Prosthesis Model - L37

Condition: Count at Turn Start

At Turn Start below 5 Count, gain 1 .

At Turn Start with 5+ Count, gain 2 Power Up.

Impact on the fight

es strengthen at 5+ . Do not assume its low opening Power persists.

Enemy passives

Burst Bloodbag

Condition: Combat Start

Begin combat at half HP

Impact on the fight

Bloodbags enter at half maximum HP. Distinguish maximum from starting HP when distributing attacks.

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

← Back to boss guides