
CHAPTER 6.5 / BOSS GUIDE
Cassetti & Sasha
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
3 things to understand first
- Aim for Level 45 and III or higher, with Blunt/Envy damage and healing. Build SP and resources in the first wave.
- Prioritize clashes that reduce . Hits on ing allies enable enemy healing and buffs.
- 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

- 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
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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

- HP
- 505
- Level
- 45
- Speed
- 1〜5
- Defense Lv.
- 50
- Stagger Thresholds
- 50% / 0% (252 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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

- HP
- Maximum 133 / on entry 66
- Level
- 45
- Speed
- 1〜3
- Defense Lv.
- 43
- Stagger Thresholds
- 20% / 0% (26 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.0
Blunt
- ×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

- HP
- Maximum 186 / on entry 93
- Level
- 45
- Speed
- 2〜4
- Defense Lv.
- 48
- Stagger Thresholds
- 10% / 0% (18 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.75
Blunt
- ×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

- HP
- Maximum 161 / on entry 80
- Level
- 45
- Speed
- 3〜4
- Defense Lv.
- 48
- Stagger Thresholds
- 0%(0)
Physical resistances
Slash
- ×0.75
Pierce
- ×1.0
Blunt
- ×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)
Grovel Before Me
- 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 .
Pathetic One
- 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 Increase Count by 2.
How to respond
Increases Count. Letting it hit a high- Sinner worsens later area attacks and healing conditions.
Go... Go Away...!
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has 4+ , Power +1
On Use Damage +5% per 1 Count on the target (max 20%)
ⅡOn Hit Inflict 8 and increase Count by 2
How to respond
Adds , with extra damage from the target's Count. Stop it by clashing rather than repeatedly healing through hits.
The Parade's Prince
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
Combat Start Increase by the number of targets with (max 5)
On Use If the target has 4+ , Base Power +1
On Use If the target has 3+ Count, Power +1
On Clash Lose -1
ⅠOn Hit Increase Count by 2.
ⅡOn Hit Increase Count by 2.
ⅢOn Hit Inflict 4
ⅣOn Hit Inflict 4
How to respond
More ing Sinners mean greater area coverage. A priority clash to stop 4 hits and lifesteal; winning also reduces by 1.
Blood... Blood... Blood...!
- Displayed Power
- 8〜16
- Base Power
- 8
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has 8+ , Power +1
On Clash Lose -1
ⅠOn Hit Inflict 5 and increase Count by 3
On Hit If the target has 10+ , next damage +20%
ⅡOn Hit Gain 1
On Hit Inflict 1 next turn.
How to respond
Winning reduces by 1; letting 2 hit gives the enemy 1 blood. Assign a blood-reduction handler while protecting high- main attackers.
Leave Me Alone...!
- Displayed Power
- 4〜14
- Base Power
- 4
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Base Power +1 per 1 Count on the target (max 4)
How to respond
gains Base Power from the target's Count. Offset it with defense to enable boss damage. is unlisted.
I Am... The Prince... of the Parade...!
- Displayed Power
- 1〜5
- Base Power
- 1
- Coin Power
- +1
- No. of Coins
- 4
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 6
[Unclashable]
On Use Double 's healing effect
On Use Set SP to 0
After Attack Gain 10
Cannot be ed this turn. End the turn after using this skill
ⅠOn Hit Inflict 2 and increase Count by 1
ⅡOn Hit Inflict 2 and increase Count by 1
ⅢOn Hit Inflict 2 and increase Count by 1
ⅣOn Hit Inflict 2 and increase Count by 1
How to respond
Unclashable, 10, and immune to that turn. Use where possible rather than trying to clash; limit the massive healing from hits on ing allies. Blood returns to 10 after the attack.
I'm... Never... Going Back...!
- Displayed Power
- 5〜21
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 4
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 6
On Use Power +1 per 5 on the target (max 3)
On Use If the target has 4+ Count, Power +1
On Use Damage +5% per 1 Count on the target (max 20%)
On Use Double 's healing effect
After Attack Gain 10
ⅠOn Hit Inflict 3 and increase Count by 1
ⅡOn Hit Inflict 3 and increase Count by 1
ⅢOn Hit Inflict 3 and increase Count by 1
ⅣOn Hit Inflict 3 and increase Count by 1
How to respond
This powerful area attack is able. Enhances lifesteal on use and gains 10 blood after attacking. Win to prevent hits and massive healing, then prepare to reduce blood again.
Sasha (Wave 1)
Activate Prosthesis
- 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.
Hardblood Reflux
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- 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 4 .
On Hit Inflict 2
ⅡOn Hit Inflict 2 .
On Hit Count +1
ⅢOn Hit Inflict 2 .
On Hit Count +1
How to respond
3 hits stack and . On-use self-damage and occur even after winning; assign someone to prevent the hits themselves.
Bioenergy Conversion Charge
- Displayed Power
- 5〜15
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +5
- Attack Weight
- 1
On Use Consume 10% own maximum HP and gain 15 Count
ⅠOn Hit Inflict 4 .
On Hit Count +1
ⅡOn Hit Inflict 6
On Hit Count +2
On Hit Inflict 2 .
How to respond
Consumes 10% HP for 15 . Do not wait for self-damage alone; stop its attack and follow with Blunt damage to and kill.
Guard
- Displayed Power
- 5〜10
- Base Power
- 5
- Coin Power
- +5
- No. of Coins
- 1
- DefenseLevel
- 47Enemy Lv. +2
- Attack Weight
- 1
On Use Base Power +1 per 3 own Count (max 2)
How to respond
Offset with defense or focus enough damage to break through. Avoid losing skills needed for the next dangerous clash to a Shield.
Hardblood Transfusion
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- 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 .
ⅡOn Hit Inflict 4 .
On Hit Count +1
How to respond
raises Power. Check current and clash predictions rather than relying on low Base Power.
Bioenergy Conversion Recharge
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +5
- Attack Weight
- 1
On Use Consume 10% own maximum HP and gain 15 Count
ⅠOn Hit Inflict 4 .
On Hit Inflict 1 .
ⅡOn Hit Inflict 4 .
On Hit Count +1
ⅢOn Hit Inflict 6
On Hit Count +2
On Hit Inflict 2 .
How to respond
A powerful skill Sasha uses at 50% HP or lower. Prevent and , then concentrate damage after to defeat her.
Craving Bloodbag Passenger
Coagulated Arm
- 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.
Hardblood Jag
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 42Enemy Lv. -3
- Attack Weight
- 1
ⅠOn Hit Count +1
ⅡOn Hit Increase Count by 2.
How to respond
Adds Count despite low Power. Clear Bloodbags with winning clashes and Blunt follow-ups to limit attrition.
Collecting Blood
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
If the target has 10+ , damage +20%
ⅠOn Hit Inflict 4 .
ⅡOn Hit Inflict 4 .
ⅢOn Hit Absorb up to 10 Potency from the target and heal (absorbed Potency × 2)% of maximum HP
( Potency cannot fall below 1)
How to respond
Stronger against high- targets; the last absorbs and heals. Do not ignore low-HP Bloodbags; kill before they hit or win the clash.
Counter
- Displayed Power
- 6〜7
- Base Power
- 6
- Coin Power
- +1
- No. of Coins
- 1
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
On Use Base Power +1 per 3 own Count (max 2)
ⅠOn Hit Inflict 2 .
How to respond
An ordinary . Check resistance and thresholds on the first attacker to avoid a fatal initiating hit. Attack type also varies by user.
Hungering Bloodbag Cleanup Agent
Spear Swing
- 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.
Tear Up Wound
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
On Use Own Count +5
ⅠOn Hit Own Count +2
On Hit Inflict 1
On Hit Count +1
ⅡOn Hit Own Count +2
On Hit Inflict 2
On Hit Count +1
How to respond
Builds and . Has more HP than regular passengers; focus Blunt or other effective damage before it heals.
Hardblood Weapon
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 47Enemy Lv. +2
- Attack Weight
- 1
On Use Consume all Count, lose 2 × (15 − consumed Count)% of maximum HP, and gain +2 Power
ⅠOn Hit Inflict 6
On Hit Count +1
ⅡOn Hit Inflict 3 .
On Hit Absorb up to 10 Potency from the target and heal (absorbed Potency × 2)% of maximum HP
( Potency cannot fall below 1)
How to respond
Consumes and HP for stronger s, then absorbs and heals on the last . Its maximum exceeds the base display; check buffed predictions.
Guard
- Displayed Power
- 8〜12
- Base Power
- 8
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
On Use Base Power +1 per 3 own Count (max 2)
How to respond
Offset with defense or focus enough damage to break through. Avoid losing skills needed for the next dangerous clash to a Shield.
Bloodbag Prosthetic Fixer
Activate Prosthesis
- 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.
Harpoon Mark
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 45Enemy Lv. +0
- Attack Weight
- 1
Combat Start Below 5 own Count, gain 5 Count, 3 Count, and 1
On Use At 10+ Count, consume 5 for 3
ⅠOn Hit Inflict 4 .
ⅡOn Hit Inflict 2 .
On Hit Inflict 2 next turn
How to respond
Winning does not prevent Combat Start and other gains. Stop on-hit and to protect the main team's next actions.
Hardblood Strike
- Displayed Power
- 4〜14
- Base Power
- 4
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 46Enemy Lv. +1
- Attack Weight
- 1
On Use Consume 10% own maximum HP and gain 10 Count
ⅠOn Hit Increase Count by 3.
ⅡOn Hit Inflict 6
On Hit Count +2
On Hit Inflict 2
How to respond
Self-damage and occur on use; hits inflict and . Focus the enemy after self-damage without allowing its charged attacks through.
Counter
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 47Enemy Lv. +2
- Attack Weight
- 1
On Use Base Power +1 per 3 own Count (max 2)
How to respond
An ordinary . Check resistance and thresholds on the first attacker to avoid a fatal initiating hit. Attack type also varies by user.
PASSIVESPassives
Cassetti (Wave 2)
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.
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.
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.
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 .
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.
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.
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)
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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 .
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.
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.