English translation in progress. Untranslated passages remain in Japanese.

Don Quixote (Canto VII Final Boss)

CHAPTER 07 / BOSS GUIDE

Don Quixote (Canto VII Final Boss)

7-36 · The Tale of the Great Fixer Who Sought the Dream: Final BattleStory guide

A long encounter: clear adds during the Ferris Wheel phase, then manage and restraints in the humanoid phase. Have allies defeat Coagulated Dreams to turn them into support and prepare for the big attacks.

HP
4026 (ending event near 20%)
Level
90
Speed
2〜4
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 try to damage the Ferris Wheel directly. Handle Gondolas and self-destructing adds.
  2. Aim to win against Unbreakable attacks too, adjusting action order for Sinners with accumulated .
  3. Have allies quickly destroy Spears to free Sinners. Defeat Coagulated Dreams with allies too, gaining support for the big 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

The Ferris Wheel loses no HP
This phase is not about directly damaging the main body. Defeat Gondolas to reduce . Equip Defense s on everyone to handle the summoning area attacks.
Allies die despite winning clashes
Unbreakable attacks and both remain. Early in the humanoid phase especially, check whether heavily ing Sinners can act before receiving more . Use reserves to recover too.
An ally is trapped in a Spear
Destroy the Impaling Spear quickly with allied attacks. Leaving it alone or letting the boss kill it causes more harm. Removing the Spear releases its corresponding ally next turn.
HP recovers or the turn ends after dealing damage
HP-based phase transitions prevent clearing everything in a single burst. Check the enemy's next skill and remaining Dreams and Spears, then advance the mechanics.

Ferris Wheel

Destroy Gondolas and stop self-destruction before it acts

  • s and Bloodfiends use an Unclashable self-destruct attack the turn after appearing. or kill them beforehand rather than trying to clash.
  • Clear Gondolas too, bringing to 0. Remaining units reappear later; do not confuse retreat with defeat.
  • “” and “” deal no damage to targets using Defense s. Equip Defense s in everyone's action slots before they arrive.
  • Few clashes make SP harder to build in this phase. Prepare SP recovery, desired passives, and Identity mechanics here.

Humanoid / above roughly 75% HP

Assign clashes around area-attack order and Bleed

  • As an opening guideline, clash with “” → “” → Hardblood Arts 14: Mantle. Account for “” raising enemy SP and Bloodlust, then reduce Bloodlust by beating Mantle afterward.
  • Several “” area attacks can appear with s. Check order and all targets to avoid stacking them on heavily ing Sinners.
  • Action order matters: act before gaining , or consume existing Count before taking another hit. If would kill a Sinner before their attack, use healing, defense, or reserves to recover.
  • The restraining Sloth version of has an Unbreakable second . If hit, have allies quickly destroy the Spear. If an Identity can , check its Power and prediction too.

Around 75% HP / Sundering

Beat the big attack and make time for healing and Bleed management

  • Hardblood Arts 4 - Sundering gains Power from cumulative consumed. Win with a high-Power clasher to halve damage and prevent from this skill.
  • After use, enemy Offense and s drop, and the at 73% HP is close. Stabilize allied HP and Count rather than rushing straight to the next boundary.
  • Around 60% HP, advance to the latter half. Save strong skills and actions for handling Dreams and the returning area attacks.

Latter humanoid phase / roughly 60% HP or below

Have Sinners defeat all 4 Coagulated Dreams

  • “” is Unclashable. Use defense to endure it and prepare to handle the 4 Dreams that appear next turn.
  • Dreams supply Shield while alive. Rather than insisting on attacking the boss, have Sinners land the kills to transform Dreams into support Memories.
  • If the boss kills a Dream, the Sinners take Lust damage and heavy . Clear Dreams first with allies and secure the support needed.
  • Early in the latter half, if possible clash with “” before “”. This handles area attacks before the enemy gains more Bloodlust.

Around 40% HP / The Sphere

Use Memories' support to survive the big attack, then damage the main body

  • Memories created by allied Dream kills convert their support into allied Shields on this big-attack turn. Finish handling Dreams before it arrives.
  • The Sphere has high Power and 2 s. Check that support is ready rather than repeatedly spending solely on clash odds.
  • After use, all Bloodlust is consumed and the boss gains and . Check remaining Spears and , then focus attacks on the main body to reach the ending event near 20%.

Ending event

Follow the prompts and use the special E.G.O

  • Other Sinners leaving and resources becoming 0 are part of the event. Do not mistake it for a normal team wipe.
  • Follow the prompts to use from the , then select Don Quixote's La Sangre de Sancho. with the designated opponent even if the prediction is extremely unfavorable.
  • During the weapon-lock sequence, follow the on-screen button or Space-key prompts. You do not need a regular team capable of beating this 99 Power.

NOTESUnique effects and cautions

Easy-to-miss details

  • has a Wrath version with percentage-based damage and a Sloth version with restraints. Distinguish them by affinity and effects.
  • Do not apply the Mirror Dungeon-only 80% damage reduction on Lose to the story version's big attacks.
  • HP boundaries can end the turn. Do not calculate resources and damage assuming every skill will act.
  • Dream support Shields are important preparation for the big attack. near a boundary can shift activation timing; check actual Shields and the displayed big attack.
  • Departing Sinners and 0 resources in the ending sequence are part of the mechanic. Proceed with the prompted and controls.

Starts at 7; decreases by 1 per Gondola defeated. At 0 with no pending summons, changes to the humanoid form.

Use remaining Gondolas rather than Ferris Wheel HP to track progression.

Gained by consuming . Reaches II at 10 or more and III at 20 or more. Stage II grants Offense and and +1 Power; III adds effects including +1 Power. and application also increases.

Stop Mantle, Wedge, and other skills that reduce Bloodlust on your clash win, limiting later area-attack damage.

Incapacitated for 2 turns; creates a corresponding Spear.

Assign a Spear clearer to prevent timeout damage and boss kills.

Created from Dreams defeated by Sinners. Restores SP and buffs allied Don Quixote; supplies Shields to everyone for The Sphere.

Have Sinners, not the boss, defeat Dreams and turn them into support before the big attack.

HP cannot fall below 1 while another Sinner is alive. Base cannot be used during normal combat. Gains and SP-related buffs as turns pass and under other conditions. The Manager Identity's special effects differ.

Can receive attacks alone, but cannot protect the whole team from area damage. Keep another Sinner alive.

PARTYRecommended teams and preparation

What to prepare first

  • Aim for the recommended Lv.50 on main combatants and reserves. A Chain Battle with 6 deployed Sinners and 6 reserves; Don Quixote is mandatory.
  • Prepare SP and HP recovery, , and Shields. Check resources gathered in the dungeon too.
  • Prepare for Pierce and Blunt area attacks and . strength alone is insufficient; remaining s also require resistances and HP.
  • Starting SP modifiers for reserves have opposite signs for positive- and negative- Identities. Decide who enters after a casualty.

Main combatants who clash while managing Bleed

Beat area attacks and Mantle to reduce Bloodlust. Check attack order and additional targets too.

Spear and Dream clearers

Handle rescues, stop Shield generation, and create support rather than focusing only on the main body.

Recovery, SP support, and reserves

A long encounter where not every hit can be prevented. Survive the difficult humanoid opening and advance to the later mechanics.

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 6 reserves in a Chain Battle. Enemy levels are base values for the Canto VII dungeon versions. Both main-body forms' Defense and skill levels account for Withered and the Golden Bough's Forced Arbitration, totaling −40. Adds show values before individual modifiers. Mirror Dungeon-only damage reductions are excluded.

Don Quixote (Humanoid)Part: Body

Don Quixote (Humanoid) appearance
HP
4026 (ending event near 20%)
Level
90
Speed
2〜4
Defense Lv. (adjusted)
52
Stagger Thresholds
73% / 30% HP (2938 / 1207)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.2
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.5
Sloth
×0.5
Gluttony
×1.2
Gloom
×0.75
Pride
×1.0
Envy
×1.0
  • Base Lv.90, but starts with a total −40 to Offense and s. 92 becomes 52 after modifiers. Recommended development target: Lv.50.
  • Patterns change or turns end forcibly near 75%, 60%, 40%, and 20% HP. Exact boundaries have some uncertainty, so do not plan progression using a fixed damage calculation alone.
  • Cannot be ed before using Sundering and The Sphere. Do not assume can always skip a big attack.

Don Quixote (Ferris Wheel)Part: The Wheel of La Manchaland

Don Quixote (Ferris Wheel) appearance
HP
4692 (do not damage directly)
Level
90
Speed
1〜3
Defense Lv. (adjusted)
52
Stagger Thresholds
No HP Stagger Thresholds

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • The encounter's first form. Direct skills and status effects do not reduce its HP.
  • Clear Gondolas to reduce its special effect and advance to the humanoid form.

GondolaPart: Gondola

Gondola appearance
HP
68
Level
45
Speed
1〜3
Defense Lv.
45
Stagger Thresholds
No Stagger Thresholds

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • 7 in total. Remaining Gondolas later return with their HP carried over even if they retreat midway.
  • Defeating them with allied attacks rather than self-destruction also grants resources.

Impaling SpearPart: Hardblood Fragment

Impaling Spear appearance
HP
Overall 165 / Part 108 (listed values)
Level
45
Speed
2〜5
Defense Lv.
45
Stagger Thresholds
50% part HP (54)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.2

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.0
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • A special unit that restrains a Sinner. Overall and part HP are listed separately because the values differ. Check the targeted part's HP on screen.
  • Has no separate Attack table. Rescue, timeout, and boss-kill conditions are listed under passives.

Coagulated DreamPart: Dreamshard

Coagulated Dream appearance
HP
165
Level
45
Speed
2〜5
Defense Lv.
45
Stagger Thresholds
60% / 30% HP (99 / 49)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.2

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.0
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • 4 horse-shaped units appear in the latter half. Supply Shield to the boss while present.
  • When a Sinner defeats one, it becomes and supports allies. Has no separate Attack table.

Memories of the Dreaming AdventurePart: Memories of the Adventure

Memories of the Dreaming Adventure appearance
HP
345
Level
45
Speed
2〜5
Defense Lv.
50
Stagger Thresholds
No Stagger Thresholds

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.2

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.0
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • A unit supporting the Sinners, not an enemy to defeat.
  • Its buffs for allied Don Quixote change into Shield support for The Sphere.

Well-dressed BloodbagPart: Body

HP
166
Level
45
Speed
1〜4
Defense Lv.
47
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

Sinister BloodbagPart: Body

HP
237
Level
45
Speed
1〜4
Defense Lv.
47
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

Bloodbag of the Rear ParadePart: Body

HP
181
Level
45
Speed
1〜4
Defense Lv.
47
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

Insane Fashionista BloodfiendPart: Body

HP
208
Level
60
Speed
1〜4
Defense Lv.
62
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

"Ghost" Bloodfiend of PrayersPart: Body

HP
227
Level
60
Speed
1〜4
Defense Lv.
62
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

Bloodfiend of the Happy ParadePart: Body

HP
262
Level
63
Speed
1〜4
Defense Lv.
65
Stagger Thresholds
HP30%

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.2
Sloth
×0.7
Gluttony
×1.0
Gloom
×1.0
Pride
×1.0
Envy
×1.2
  • HP, resistances, and are specific to this boss encounter, separate from regular-stage values.
  • In addition to regular skills, uses an Unclashable self-destruct attack the turn after appearing. or kill it first.

SKILLSSkills and how to respond

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

Don Quixote (Humanoid)

01

Burning Thirst

SlothBluntBlunt
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
50Enemy Lv. +0−40
Attack Weight
1

On Use Base Power +1 per 5 on the target (max 3). Consume up to 30 ; gain 1 Bloodlust per 10 consumed.

[ Lose] SP −3.

ⅠOn Hit Inflict 3 .

ⅡOn Hit Inflict 3 .

How to respond

Stronger against ing allies. Avoid forcing weak clashes against a regular attack; save responses for the remaining area attacks and restraints.

Don Quixote (Ferris Wheel)

01

The Infinite Parade

LustBluntBluntUnclashable
Displayed Power
10〜15
Base Power
10
Coin Power
+5
No. of Coins
1
AttackLevel
50Enemy Lv. +0−40
Attack Weight
7

Unclashable. Damage −100% if the target uses a Defense .

On Use Create 1 Gondola next turn.

How to respond

Equip a Defense to receive it. This is not a clash to answer with an Attack against its predicted Power.

Gondola

01

LETMEOUT!!!LETMEOUT!!!

SlothGuard
Displayed Power
3〜6
Base Power
3
Coin Power
+3
No. of Coins
1
DefenseLevel
45Enemy Lv. +0
Attack Weight
1

Uses an exploding skill next turn.

How to respond

Defeat it before the explosion. A defending enemy is not safe to ignore here.

Memories of the Dreaming Adventure

01

Shining Memories of the Adventure

LustGuard
Displayed Power
10〜15
Base Power
10
Coin Power
+5
No. of Coins
1
DefenseLevel
45Enemy Lv. +0
Attack Weight
1

Combat Start Grant 1 Power Up and 1 to 1 random Sinner. Inflict 1 on the boss and Coagulated Dreams.

How to respond

An allied support skill. You do not need to attack the transformed Memories.

Well-dressed Bloodbag

01

Hardblood Stab

GluttonyPiercePierce
Displayed Power
4〜11
Base Power
4
Coin Power
+7
No. of Coins
1
AttackLevel
46Enemy Lv. +1
Attack Weight
1

ⅠOn Hit Inflict 3 .

How to respond

Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.

Sinister Bloodbag

01

Hardblood Thrash

GloomBluntBlunt
Displayed Power
4〜11
Base Power
4
Coin Power
+7
No. of Coins
1
AttackLevel
45Enemy Lv. +0
Attack Weight
1

[ Lose] Gain 10 and 1 Count.

ⅠOn Hit Increase Count by 2.

On Hit Gain 10 and 1 Bloodied Hand.

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
45Enemy Lv. +0
Attack Weight
1

On Use If at 5 Festive Fever or more, Final Power +1.

ⅠOn Hit Increase Count by 3.

[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.

Insane Fashionista Bloodfiend

01

It's a Festival, a Festival!

PrideSlashSlash
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
61Enemy Lv. +1
Attack Weight
1

ⅠOn Hit Inflict 3 .

ⅡOn Hit Inflict 3 .

How to respond

Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.

"Ghost" Bloodfiend of Prayers

01

Please answer the survey.

GloomBluntBlunt
Displayed Power
3〜11
Base Power
3
Coin Power
+4
No. of Coins
2
AttackLevel
60Enemy Lv. +0
Attack Weight
1

On Use Gain 5 and 1 Count.

ⅠOn Hit Increase Count by 2.

ⅡOn Hit Increase Count by 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 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 If at 5 Festive Fever or more, Final Power +2.

ⅠOn Hit Inflict 3 and increase Count by 2.

[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

Don Quixote (Humanoid)

Enemy passives

Starved and Withered

Condition: Combat Start

Offense and s −10.

Impact on the fight

You do not need to level your team to the enemy's Lv.90.

Enemy passives

The Golden Bough's Forced Arbitration

Condition: Combat Start

Offense and s −30.

Impact on the fight

Totals −40 with Withered. Main-body skill values account for this modifier.

Enemy passives

For the Family...

Condition: ked at Turn End

At next Turn Start, recover from and reset SP to 0. If able to consume 30 , gain 2 and 1 and heal 30 SP. Otherwise, gain 40 , immediately activate it, and reduce Count by 5. Still gain 2 and heal 30 SP next turn afterward.

Impact on the fight

SP reduction alone cannot disable the enemy for long. Check post- buffs too.

Enemy passives

Please, try again

Condition: On pattern change

Halve , , , , and Potency on the part.

Impact on the fight

Do not assume status values remain unchanged across boundaries.

Enemy passives

Fixed Panic

Condition: Receives a Type change effect

Type stays unchanged; apply the effects intended for enemies without SP instead.

Impact on the fight

Do not rely on changing Type.

Enemy passives

Bloodfeast

Condition: damage occurs on the battlefield

damage becomes shared , consumed by the boss's skills.

Impact on the fight

Accumulating Count also fuels enemy buffs.

Enemy passives

Returning Bloodlust

Condition: Bloodlust reaches 10 / 20

Changes to stages II and III; returns to a lower stage if value falls. Stage II grants effects including +1 Power to consuming skills; stage III grants +1 Power.

Impact on the fight

Win against Mantle, Wedge, and other relevant skills to reduce Bloodlust and weaken later attacks.

Enemy passives

Don Quixote Hardblood Arts

Condition: On hitting a ing target

Heal overall and part HP by 30% of damage dealt. Does not activate on Unbreakable hits after losing a clash.

Impact on the fight

Winning still matters against Unbreakable attacks. Prevent healing to shorten the encounter.

Enemy passives

An Unfamiliar Banquet

Condition: Heal at least 15% max HP in one turn / absorb / kill a target

Large healing or absorption grants 3 next turn (once per turn each). Each target killed by the user's own skills grants 2 and 1 next turn (up to 3 times).

Impact on the fight

Rather than deliberately taking damage to trigger this, check and levels after it activates and recover.

Don Quixote (Ferris Wheel)

Enemy passives

Starved and Withered

Condition: Combat Start

Offense and s −10.

Impact on the fight

You do not need to level your team to the enemy's Lv.90.

Enemy passives

The Golden Bough's Forced Arbitration

Condition: Combat Start

Offense and s −30.

Impact on the fight

Totals −40 with Withered. Main-body skill values account for this modifier.

Enemy passives

La Manchaland, Abandoned and Festering

Condition: On the specified actions

Creates Gondolas, Bloodbags, and Bloodfiends.

Impact on the fight

Plan add kills before self-destruction and the next defense assignments in summon order.

Enemy passives

Here we go... another lap.

Condition: at 0 / no pending arrivals

Changes to the humanoid form.

Impact on the fight

Check remaining Gondolas and scheduled summons.

Enemy passives

The Eternal Cycle of Windmills, Wheels, and Us

Condition: During the Ferris Wheel phase

Cannot be attacked while Gondolas are present. Direct skills, , , , , and do not reduce the main body's HP.

Impact on the fight

Clear Gondolas instead of attacking the main body.

Gondola

Enemy passives

Shattering, Scattering Hardblood

Condition: Defeated by enemy attacks or status effects

Bloodfeast +30 and a random resource +2. Does not activate when it removes itself.

Impact on the fight

Defeat it for resources rather than waiting for self-destruction.

Impaling Spear

Enemy passives

Hardblood Wedge Gaol

Condition: The Spear is removed

Release the corresponding ally's restraint next turn.

Impact on the fight

Have Sinners destroy it early to rescue the ally.

Enemy passives

Shattering, Scattering Hardblood

Condition: The Spear is removed

The least abundant resource +3 and a random resource +3.

Impact on the fight

Rescue the ally while replenishing resources.

Enemy passives

Internal Blood Crystallization

Condition: Survives through the turn after being created

Disappears at that Turn End, dealing fixed damage equal to 30% max HP to its captive and inflicting 10 and 5 Count.

Impact on the fight

Destroy it rather than waiting for automatic release.

Enemy passives

Total Blood Coagulation

Condition: Defeated by enemy Don Quixote

The captured ally dies.

Impact on the fight

The boss cannot rescue your ally. Have allies land the kill.

Coagulated Dream

Enemy passives

Broken Fragment of a Futile, Naive Dream

Condition: Removed

Bloodfeast +30. If a Sinner lands the kill, create .

Impact on the fight

Have allies defeat all 4 Dreams to gain the support needed.

Enemy passives

A Selfish Wish at the Expense of the Family

Condition: Defeated by enemy Don Quixote

The boss gains 5 Bloodlust. Deal 30 Lust damage and inflict 8 and 8 Count on all Sinners.

Impact on the fight

Clear it before the enemy kills it.

Enemy passives

I never should've dreamed this irresponsible dream

Condition: Has Irresponsible Dream

Defeating it does not create .

Impact on the fight

Do not leave Dreams until The Sphere; convert them to support first.

Enemy passives

The adventure ends here.

Condition: Every Turn Start

Supplies Shield to the boss.

Impact on the fight

A reason to handle Dreams before damaging the main body.

Memories of the Dreaming Adventure

Enemy passives

Memories of the Journeys Past

Condition: Every Turn Start / The Sphere turn

Heal 5 SP for all Sinners. Buff allied Don Quixote; on The Sphere turn, changes to an effect granting allied Shields. The Manager Identity receives a different special effect.

Impact on the fight

Provides both long-fight support and defense against the big attack. Have Sinners defeat Dreams first.

Well-dressed Bloodbag

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

Blood-tinged Scissorblades

Condition: Under the listed effect's conditions

If at 1 or more, strengthen the Scissorblades.

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

On taking damage, increase own Count by 1. Each 20% HP lost grants 1 Coagulated Blood. On death, if an ally or enemy is a Bloodfiend, increase Bloodfeast by 30.

Impact on the fight

Adds also accumulate and buffs. Handle regular skills while seeking s and kills.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

Sinister Bloodbag

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

On taking damage, increase own Count by 1. Each 20% HP lost grants 1 Coagulated Blood. On death, if an ally or enemy is a Bloodfiend, increase Bloodfeast by 30.

Impact on the fight

Adds also accumulate and buffs. Handle regular skills while seeking s and kills.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

Bloodbag of the Rear Parade

Enemy passives

Festive Sounds

Condition: Under the listed effect's conditions

Gain 1 Festive Fever whenever a skill grants a positive buff (once per type).

At Turn Start, gain Festive Fever equal to the number of other allies (max 3). At Turn End, lose Festive Fever equal to allies who died this turn.

At 8 Festive Fever 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

On taking damage, increase own Count by 1. Each 20% HP lost grants 1 Coagulated Blood and 2 Blooming Thorn. On death, if any ally or enemy is a Bloodfiend, increase Bloodfeast by 30.

Impact on the fight

Adds also accumulate and buffs. Handle regular skills while seeking s and kills.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

Insane Fashionista Bloodfiend

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

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

Blood-tinged Scissorblades

Condition: Under the listed effect's conditions

If at 2 or more, strengthen the Scissorblades.

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.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

"Ghost" Bloodfiend of Prayers

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

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

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.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

Bloodfiend of the Happy Parade

Enemy passives

Festive Mood

Condition: Under the listed effect's conditions

Gain 1 Festive Fever whenever a skill grants a positive buff (once per type).

At Turn Start, gain Festive Fever equal to the number of other allies (max 3). At Turn End, lose Festive Fever equal to allies who died this turn and heal SP equal to Festive Fever (does not activate at −45 SP).

At 8 Festive Fever 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 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.

Enemy passives

This Explosive Insanity!

Condition: Alive at the end of the arrival turn

Uses its self-destruct skill next turn and dies at that turn's end.

Impact on the fight

Self-destruction is Unclashable. or kill it first.

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

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