
CHAPTER 07 / BOSS GUIDE
Dulcinea
Clear adds early to reduce the boss's . Watch thorns that return to attackers and s that remain after Wins; exploit the later for concentrated damage.
- HP
- 2745
- Level
- 85
- Speed
- 2–4 (increases with phase changes)
- Defense Lv. (adjusted)
- 52
- Deployment limit
- 6 Sinners + 6 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Do not rush damage on the main body. First defeat the 8 adds, including reinforcements, to reduce .
- Winning clashes does not prevent every hit. Check attacking Sinners' HP and every turn.
- The enemy gains buffs at 66% and 33% HP. Use and strong skills to keep the latter half short.
GUIDEKeys to the fight
Turn numbers indicate a typical sequence. HP loss and Stagger can change the order, so also check the names of the skills the enemy is using.
Find a response based on how you lost
- Unable to damage the main body
- gained each turn is the cause. Kill adds first to reduce it. Clear later reinforcements as well as the 3 visible enemies to trigger a special .
- increases despite winning clashes
- s still attack after you win. Attacking an enemy with Thorns also inflicts on the attacker. Reduce damage through clash wins while assigning attacks to Sinners with low Count.
- Suddenly wiped out in the latter half
- Buffs at 66% and 33% HP strengthen Thorns and big attacks. Reduce before damaging the main body too far, then use to finish the latter half quickly.
Above 66% HP / first reinforcements
Defeat adds before damaging the main body
- Bring 6 deployed Sinners and 6 reserves, including Don Quixote. Xichun cannot be controlled, so check whether she is entering unfavorable clashes.
- The main body gains 8 each turn, reduced by 1 for each dead add. Prioritize adds rather than forcing clashes against the main body's early on.
- Clearing all 8 initial enemies, including reinforcements, triggers the main body's special . Check for remaining reinforcements, then focus strong attacks on the ed main body.
- Defeated adds also grant resources. Use these for healing or area attacks, while reducing the attack burden on Sinners whose Count has risen.
66% HP or below
Beat the Counter and turn add kills into a Stagger opening
- The main body's Thorns strengthen, and the whole enemy team gains Fever and Thorns each turn. Longer fights become worse; clear adds to the main body.
- Beating “” removes 5 Thorns. At 5 Fever or more it also gains Power, so assign a strong clasher.
- Use the Threshold at 50% HP too. Avoid wasting it alongside the add-clear ; watch remaining HP and attack order when focusing damage.
- Check the attacker's Count before using area . Hitting several enemies with Thorns can add Potency to the attacker from all of them.
33% HP or below / “The Finale”
Win against the big attack, then finish the weakened main body
- All 3 s of “” are Unbreakable. Attacks and remain after you win, but the enemy's clash loss halves damage and prevents this skill's damage from ing its targets.
- Prioritize winning with a high-Power skill or . This does not also prevent death from , so check the clasher's and other allies' HP.
- Physical resistances weaken after the big attack. Avoid spreading too many attacks across adds; finish the main body with attackers who still have little .
NOTESUnique effects and cautions
Easy-to-miss details
- s remain after a clash win. Winning still matters: it breaks normal s and prevents On Hit effects that require the enemy to win the clash.
- Xichun is an NPC: she does not receive effects targeting allied Sinners, and her skills do not generate resources. Help her if she keeps losing strong clashes.
- Damaging the main body into later phases before clearing the initial adds leaves active and makes the fight harder.
- “” after 33% HP leaves heavy . prevention is separate from death caused by .
Maximum 10. On taking skill damage, inflict equal to half the value, rounded up, on the attacker, then decrease by 1. Does not expire at Turn End.
Check attackers' Count as well as attack counts. Be careful when an area attack hits several enemies with Thorns.
returned to attackers equals the Thorn value. On Hit increase by 1 in the middle form and 2 in the final form. -consuming skills also gain 1 Power in the middle form and 2 in the final form. The final form also grants effects including +50% damage.
Base Power tables alone cannot represent later strength. Recheck predictions after a phase change and attack during .
Maximum 10. Gain 1 per 3 value (max 3). The main body uses its big attack at 10; adds at 8.
Check the 's bonus at 5 Fever or more too.
Increases by 2 on a 's death and 3 on a Bloodfiend's death. At Turn Start, gain 1 per 5 consumed cumulatively.
Kill adds to trigger , then attack the main body with its .
On an add's death, gain 1 each of the 3 least abundant resources. Inflict 3 Count on a Sinner, prioritizing the killer. Enemy Fever can also trigger buffs next turn.
A kill does not guarantee safety. Recheck the clearing Sinner's Count every turn.
PARTYRecommended teams and preparation
What to prepare first
- Aim for the recommended Lv.50 on your main team, leveling as your resources allow. Don Quixote is mandatory.
- Set 6 deployed Sinners and 6 reserves. Reserves receive starting SP modifiers, with the sign reversed for negative- Identities. Plan their order and roles.
- Prepare clashers, durable Sinners and healers to withstand , and damage for openings. Check resource generation for healing and area .
- Lust and Envy are effective against the main body; Lust works well against adds. and teams offer damage beyond attacking through , but a dedicated keyword team is not required to win by clearing adds first.
Clasher for the Counter and big attacks
Handle clashes with Fever and later buffs included. Do not spend every strong skill on regular attacks.
Add clearing and recovery
Reduce while managing the clearing Sinner's accumulating Count and HP.
Damage for later Stagger openings
Save strong attacks for the at 50% HP and the weakness after “”.
One ally can fill several roles. First choose a main fighter who can win Clashes, then assign responsibilities for dangerous attacks and special mechanics.
STATUSBasic stats
Stats for 7-34. Deployment limit: 6 Sinners, with 6 reserves in a Chain Battle. Enemy levels show the source's base values. The main body's Defense and skill levels account for Withered (−35). Adds show base Defense and skill levels; also check effects for individual buffs and Withered modifiers.
DulcineaPart: Body

- HP
- 2745
- Level
- 85
- Speed
- 2–4 (increases with phase changes)
- Defense Lv. (adjusted)
- 52
- Stagger Thresholds
- 50% HP (1372) / Stagger from clearing all adds
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.25
- Gloom
- ×0.75
- Pride
- ×1.0
- Envy
- ×1.5
- Withered lowers Offense and s by 35. Base is 87; it starts at 52. Aim for the recommended Lv.50 rather than matching the enemy's Lv.85.
- Gains further buffs at 66% HP or below (1812) and 33% or below (906). After the final big attack, each Physical resistance multiplier increases by 0.5, making her more vulnerable.
- Jia Xichun joins as an allied NPC. Check her random targets and clashes, and have Sinners intercept dangerous clashes.
Disgraced BloodbagPart: Body

- HP
- 188
- Level
- 50
- Speed
- 1〜2
- Defense Lv.
- 48
- Stagger Thresholds
- 70% / 35% HP
Physical resistances
Slash
- ×1.0
Pierce
- ×1.5
Blunt
- ×0.75
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.2
- Sloth
- ×0.75
- Gluttony
- ×1.0
- Gloom
- ×1.25
- Pride
- ×1.0
- Envy
- ×1.0
- Defeat these to reduce the main body's too. Prevent repeated and hits.
Despairing BloodbagPart: Body

- HP
- 181
- Level
- 50
- Speed
- 1〜2
- Defense Lv.
- 48
- Stagger Thresholds
- 70% / 35% HP
Physical resistances
Slash
- ×1.0
Pierce
- ×1.5
Blunt
- ×0.75
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.2
- Sloth
- ×0.75
- Gluttony
- ×1.0
- Gloom
- ×1.25
- Pride
- ×1.0
- Envy
- ×1.0
- Defeat these to reduce the main body's too. Prevent repeated and hits.
Bloodbag of the Painful ParadePart: Body

- HP
- 196
- Level
- 50
- Speed
- 1〜3
- Defense Lv.
- 50
- Stagger Thresholds
- 70% / 35% HP (137 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×2.0
- Sloth
- ×0.75
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodbag of the Rear ParadePart: Body

- HP
- 194
- Level
- 50
- Speed
- 1〜3
- Defense Lv.
- 50
- Stagger Thresholds
- 70% / 35% HP (136 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×2.0
- Sloth
- ×0.75
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodfiend of the Joyful ParadePart: Body

- HP
- 228
- Level
- 63
- Speed
- 2〜5
- Defense Lv.
- 64
- Stagger Thresholds
- 65% / 30% HP (148 / 68)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
Bloodfiend of the Happy ParadePart: Body

- HP
- 236
- Level
- 63
- Speed
- 2〜5
- Defense Lv.
- 64
- Stagger Thresholds
- 65% / 30% HP (153 / 70)
Physical resistances
Slash
- ×1.0
Pierce
- ×0.8
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.25
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.5
- Gloom
- ×1.25
- Pride
- ×0.75
- Envy
- ×1.0
- HP and resistances are for the 7-34 version. Regular skills are shared with common Canto VII enemies.
- Defeating it reduces the main body's , but may inflict Count on the attacker.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Dulcinea
Walk With Grace...
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
Prioritizes non-ed allies on its own side. Against an ally, Power +10 and damage is 0. Power +1 per 3 on the target (max 3).
ⅠOn Hit Inflict 3 . If targeting its own ally, instead grant 3 through next turn.
How to respond
You do not need to intercept every action that buffs an enemy ally. Prioritize adds early and handle attacks aimed at Sinners.
Move With Beauty...
- Displayed Power
- 6〜12
- Base Power
- 6
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
Prioritizes non-ed allies on its own side. Against an ally, Power +10 and damage is 0. Power +1 per 3 on the target (max 3).
ⅠOn Hit Count +3. If targeting its own ally, instead grant 3 through next turn.
How to respond
You do not need to intercept every action that buffs an enemy ally. Prioritize adds early and handle attacks aimed at Sinners.
Beckon the Audience Hither...
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
On Use Final Power +1 per 5 Fever on self or 6 on the target (max 4). If is below 15, gain 15 , immediately activate it once, and reduce Count by 1. Below 10% HP, only the gain effect applies.
After Attack Consume 15 .
ⅠOn Hit Gain 1 and 1 per 6 on the target (each max 3).
ⅡOn Hit after Clash Win Count +5. On Hit Gain 3 .
How to respond
II is Unbreakable. Win to prevent the large Count increase, and assign a Sinner who can survive the remaining attack.
Parade of Wonders
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 53Enemy Lv. +3−35
- Attack Weight
- 6
Indiscriminate. Main target prioritizes Sinners; additional targets prioritize its own allies. Against allies, Power +10 and damage is 0.
On Use Power +1 per 20 consumed cumulatively (max 10). If is below 25, gain 25 , immediately activate it once, and reduce Count by 1. Below 10% HP, only the gain effect applies.
After Attack Consume 25 . Turn End Consume all Fever.
ⅠOn Hit Grant 1 and 1 through next turn per 3 Fever on the target (each max 3).
ⅡOn Hit Count +3. For its own allies, grant 5 instead.
How to respond
Do not predict it solely from the listed 4–12 range. Cumulative and Thorn form strengthen it. It also grants Thorns to adds; check attackers' .
The Parade Repeats for Eternity
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 54Enemy Lv. +4−35
- Attack Weight
- 6
On Use Power +1 per 20 consumed cumulatively (max 10). If is below 50, gain 25 and 2 Count, immediately activate it twice, and reduce Count by 2. Below 10% HP, only the gain effects apply. Then consume half the .
Turn End Consume all and gain 10 Fever.
ⅠOn Hit Heal HP by 25% of the damage dealt.
ⅡOn Hit Heal HP by 25% of the damage dealt.
ⅢOn Hit Heal HP by 50% of the damage dealt; inflict 5 and 5 . After this Coin's attack Gain 1 Thorn per 10 consumed (max 10).
How to respond
An area attack after accumulates. III remains, but breaking the first 2 s reduces healing and damage. In the final form, the healing effects become SP recovery.
And that's all it does...
- Displayed Power
- 5〜13
- Base Power
- 5
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
On Use If at 5 Fever or more, Power +3.
Combat Start Gain 5 . [ Lose] Lose 5 Thorns.
ⅠOn Hit Inflict 2 .
ⅡOn Hit Count +2.
How to respond
You can prioritize adds early. When attacking the main body later, win with a high-Power clasher to reduce Thorns before the remaining attacks.
The Finale
- Displayed Power
- 3〜21
- Base Power
- 3
- Coin Power
- +6
- No. of Coins
- 3
- AttackLevel
- 55Enemy Lv. +5−35
- Attack Weight
- 6
On Use Consume half the . Final-form Thorns grant Power +2.
[ Win] Damage increases by the consumed as a percentage (max 150%). [ Lose] Halve damage; targets cannot be ed by this skill's damage.
After Attack Lose SP equal to consumed.
ⅠOn Hit Inflict 6 and increase Count by 6.
ⅡOn Hit after Clash Win Inflict 6 and increase Count by 6.
ⅢAfter this Coin's attack Gain 1 Thorn per 10 consumed (max 10).
How to respond
Winning matters even when every is Unbreakable. Gain the damage reduction and prevention, then focus attacks on the weakened main body. Watch for death from damage.
Disgraced Bloodbag
Hardblood Slam
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the user has Coagulated Blood and this skill inflicts , increase Count by an additional 1.
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 1 .
How to respond
Combines with the main body's attacks to build . Stop it through a clash, , or kill.
Aimless Wrath
- Displayed Power
- 5〜14
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Power +1 if the target has at least 5 . If the user has at least 3 Coagulated Blood and this skill inflicts , inflict additional .
ⅠOn Hit Inflict 1 .
ⅡOn Hit Inflict 1 .
ⅢOn Hit Inflict 2 . If the target has , gain 1 Coagulated Blood.
Additional inflicted: 2.
How to respond
Stronger when allowed to hit ing allies. Have a Sinner who can win intercept it, and continue clearing reinforcements.
Unbridled Smite
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 4
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has at least 5 , Power +1.
ⅠOn Hit Count +2; inflict 1 .
ⅡOn Hit Inflict 3 .
ⅢOn Hit Inflict 1 .
ⅣOn Hit Inflict 2 . If the target has at least 10 , damage +20%.
How to respond
The bonuses and 4 hits can combine for heavy damage. ing the user before it attacks is another option.
Guard
- Displayed Power
- 6〜10
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has , gain 1 Coagulated Blood.
How to respond
Reducing reinforcements helps remove the main body's . Kill targets you can finish even while they defend.
Despairing Bloodbag
Hardblood Slam
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the user has Coagulated Blood and this skill inflicts , increase Count by an additional 1.
ⅠOn Hit Count +2.
ⅡOn Hit Count +1.
How to respond
Combines with the main body's attacks to build . Stop it through a clash, , or kill.
Aimless Wrath
- Displayed Power
- 5〜14
- Base Power
- 5
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Power +1 if the target has at least 5 . If the user has at least 3 Coagulated Blood and this skill inflicts , inflict additional .
ⅠOn Hit Count +1.
ⅡOn Hit Count +1.
ⅢOn Hit Count +1. If the target has , gain 1 Coagulated Blood.
Additional inflicted: 1.
How to respond
Stronger when allowed to hit ing allies. Have a Sinner who can win intercept it, and continue clearing reinforcements.
Unbridled Smite
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 4
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has at least 5 , Power +1.
ⅠOn Hit Count +2; inflict 1 .
ⅡOn Hit Inflict 3 .
ⅢOn Hit Count +1.
ⅣOn Hit Inflict 2 . If the target has at least 10 , damage +20%.
How to respond
The bonuses and 4 hits can combine for heavy damage. ing the user before it attacks is another option.
Guard
- Displayed Power
- 6〜10
- Base Power
- 6
- Coin Power
- +4
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If the target has , gain 1 Coagulated Blood.
How to respond
Reducing reinforcements helps remove the main body's . Kill targets you can finish even while they defend.
Bloodbag of the Painful Parade
Hardblood Lash
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Final Power +1.
ⅠOn Hit Inflict 2 and increase Count by 2.
[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.
Hardblood Wild Jag
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 per 5 on self or 6 on the target (max 2).
On Use Gain 15 , immediately activate it once, and reduce Count by 1.
ⅠOn Hit If the target has at least 6 , gain 1 Coagulated Blood.
ⅡOn Hit Inflict 3 and increase Count by 2.
On Hit Gain 1 .
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 2〜9
- Base Power
- 2
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Final Power +1.
Combat Start Gain 2 .
On Evade Fail Lose 2 .
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Hardblood Power Unfurling
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Gain 15 and 2 Count, immediately activate it twice, and reduce Count by 2.
Turn End Consume all Coagulated Blood and .
ⅠOn Hit Inflict and equal to the user's Coagulated Blood.
ⅡOn Hit Heal HP by ( × 2.5)% of max HP (max 20%).
ⅢOn Hit Gain 2 .
How to respond
A strong attack after Fever accumulates. Aim to or kill the enemy first, or stop it with a strong clash.
Bloodbag of the Rear Parade
Hardblood Downward Cut
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +6
- No. of Coins
- 1
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 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.
Hardblood Carve
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 per 5 on self or 6 on the target (max 2).
On Use Gain 15 , immediately activate it once, and reduce Count by 1.
ⅠOn Hit If the target has at least 6 , gain 1 Coagulated Blood.
ⅡOn Hit Inflict 3 and increase Count by 2.
On Hit Gain 1 .
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 2〜9
- Base Power
- 2
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Final Power +1.
Combat Start Gain 2 .
On Evade Fail Lose 2 .
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Hardblood Power Unfurling
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 50Enemy Lv. +0
- Attack Weight
- 1
On Use Gain 15 and 2 Count, immediately activate it twice, and reduce Count by 2.
Turn End Consume all Coagulated Blood and .
ⅠOn Hit Inflict and equal to the user's Coagulated Blood.
ⅡOn Hit Heal HP by ( × 2.5)% of max HP (max 20%).
ⅢOn Hit Gain 2 .
How to respond
A strong attack after Fever accumulates. Aim to or kill the enemy first, or stop it with a strong clash.
Bloodfiend of the Joyful Parade
Welcome to the Festival of Wonders!
- 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 or more, Final Power +2.
ⅠOn Hit Inflict 2 and increase Count by 3.
[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.
Let's All Match Our Steps, Dance!
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 per 5 on self or 6 on the target (max 3).
On Use If below 20 , gain 20 , immediately activate it once, and reduce Count by 1.
After Attack Consume 20 .
ⅠOn Hit Gain 1 Coagulated Blood per 6 on the target (max 2).
Ⅱ.
On Hit after Clash Win Inflict 5 and increase Count by 2.
On Hit Gain 2–3 .
How to respond
II is Unbreakable. Count and Thorns increase; check HP for the attack after the clash too.
Lose Yourself in the Singing!
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Power +1.
On Use If the target has at least 6 , Power +1.
ⅠOn Hit Increase Count by 3.
ⅡOn Hit after Clash Win Gain 2 .
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 3〜10
- Base Power
- 3
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Final Power +2.
Combat Start Gain 3 .
On Evade Fail Lose 3 .
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Eternal Kingdom of Happiness, La Manchaland!
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If is below 40, gain 20 and 2 Count, immediately activate it twice, and reduce Count by 2.
After Attack Consume 40 .
Turn End Consume all Coagulated Blood and .
ⅠOn Hit Inflict and equal to the user's Coagulated Blood.
On Hit Heal HP by ( × 4)% of max HP (max 40%).
Ⅱ.
On Hit Gain 5 .
How to respond
II remains. Win to reduce damage, and let a Sinner with little take the remaining hit.
Bloodfiend of the Happy Parade
Welcome to the Festival of Wonders!
- 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 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.
Join the Joyful Parade!
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use Final Power +1 per 5 on self or 6 on the target (max 3).
On Use If below 20 , gain 20 , immediately activate it once, and reduce Count by 1.
After Attack Consume 20 .
ⅠOn Hit Gain 1 Coagulated Blood per 6 on the target (max 2).
Ⅱ.
On Hit after Clash Win Inflict 4 and increase Count by 3.
On Hit Gain 2–3 .
How to respond
II is Unbreakable. Winning does not necessarily prevent Thorn gain.
Blossom your Smiles of Joy!
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Power +1.
On Use If the target has at least 6 , Power +1.
ⅠOn Hit Increase Count by 3.
ⅡOn Hit after Clash Win Gain 2 .
How to respond
Check the additional , , and conditional bonuses. Reduce damage through clashes, or or kill the enemy before it attacks.
Evade
- Displayed Power
- 3〜10
- Base Power
- 3
- Coin Power
- +7
- No. of Coins
- 1
- DefenseLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If at 5 or more, Final Power +2.
Combat Start Gain 3 .
On Evade Fail Lose 3 .
How to respond
Offset with a Defense before attacking. Offsetting alone cannot cancel the Combat Start buff.
Eternal Kingdom of Happiness, La Manchaland!
- Displayed Power
- 5〜17
- Base Power
- 5
- Coin Power
- +6
- No. of Coins
- 2
- AttackLevel
- 63Enemy Lv. +0
- Attack Weight
- 1
On Use If is below 40, gain 20 and 2 Count, immediately activate it twice, and reduce Count by 2.
After Attack Consume 40 .
Turn End Consume all Coagulated Blood and .
ⅠOn Hit Inflict and equal to the user's Coagulated Blood.
On Hit Heal HP by ( × 4)% of max HP (max 40%).
Ⅱ.
On Hit Gain 5 .
How to respond
II remains. Win to reduce damage, and let a Sinner with little take the remaining hit.
PASSIVESPassives
Dulcinea
Parade of Happiness
Condition: First reaches 66% HP or below
Minimum and maximum +1. Thorns become . Each turn, all units on her side gain 3 Fever and 3 Thorns.
Impact on the fight
Reduce through add kills before damaging the main body too far.
Eternal Parade of Happiness
Condition: First reaches 33% HP or below
Minimum and maximum +2. Thorns become . Each turn, all units on her side gain 5 Fever and 5 Thorns. After the strong skill, each Physical resistance multiplier increases by 0.5, making her more vulnerable.
Impact on the fight
Avoid a prolonged final phase; finish during the weakness after the big attack.
The Parade Repeats for Eternity
Condition: At Turn End, at least 5
Uses the strong skill of the same name next turn.
Impact on the fight
Prepare for the next area attack after clearing adds.
The Parade's Lady
Condition: Turn Start / ally death
Starts with 8 . Each ally death reduces the amount gained each turn by 1. At the end of a turn without taking HP damage, gain 2 next turn.
Impact on the fight
Clearing adds early prepares the main body to take damage.
This isn't how it ends
Condition: No living adds or available reinforcements remain
Next turn, consume all Fever and and become ed. Triggers immediately if the condition is met at Turn Start. Summon 2 Bloodfiend Kindreds on the turn after .
Impact on the fight
Resummoning can occur after the first 8 enemies. Use add clearing and as openings to attack.
Festival of Wonders
Condition: Ally buffs / Turn Start and Turn End
Gain 1 Fever whenever a skill grants an ally a positive effect (once per type). At Turn Start, gain Fever equal to other allies present (max 3). At Turn End, heal SP equal to Fever (does not activate at −45 SP). At 10 Fever, prepare a big attack next, unless the attack takes priority.
Impact on the fight
Watch how quickly Fever builds to predict the next area attack.
Bloodfeast
Condition: damage occurs on the battlefield
Accumulates damage as , consumed by skills.
Impact on the fight
damages allied HP and also fuels enemy resources.
Starved and Withered
Condition: Combat Start
Withered lowers Offense and s by 35.
Impact on the fight
Do not judge your preparation solely by the enemy's base Lv.85.
Panic Recovery
Condition: ked at Turn End
Reset SP to 0.
Impact on the fight
Expect the encounter to continue after .
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.
Disgraced Bloodbag
Thirst for Blood
Condition: Prioritizes ing targets / no damage dealt by Turn End
Targets ing enemies. If unable to deal damage, gain 2 and 2 next turn.
Impact on the fight
Do not leave attacks on your ing main combatants unchecked.
Clumsy Bloodsucking
Condition: On hitting a ing target
Heal HP by 5–10% of damage dealt.
Impact on the fight
Stopping attacks through clashes also prevents HP drain.
Blood Coagulation
Condition: At Attack End, target has at least 8
Gain 1 Coagulated Blood.
Impact on the fight
Enables conditional buffs; clear the enemy early.
Anti-Bloodfiend Hammer
Condition: On Use, target has at least 10
Damage +30% instead of inflicting .
Impact on the fight
Do not let strong attacks hit Sinners with heavy .
Despairing Bloodbag
Thirst for Blood
Condition: Prioritizes ing targets / no damage dealt by Turn End
Targets ing enemies. If unable to deal damage, gain 2 and 2 next turn.
Impact on the fight
Do not leave attacks on your ing main combatants unchecked.
Clumsy Bloodsucking
Condition: On hitting a ing target
Heal HP by 5–10% of damage dealt.
Impact on the fight
Stopping attacks through clashes also prevents HP drain.
Blood Coagulation
Condition: At Attack End, target has at least 8
Gain 1 Coagulated Blood.
Impact on the fight
Enables conditional buffs; clear the enemy early.
Anti-Bloodfiend Hammer
Condition: On Use, target has at least 10
Damage +30% instead of inflicting .
Impact on the fight
Do not let strong attacks hit Sinners with heavy .
Bloodbag of the Painful Parade
Festive Sounds
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn.
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
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.
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.
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.
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 . 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.
Bloodbag of the Rear Parade
Festive Sounds
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn.
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
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.
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.
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.
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 . 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.
Bloodfiend of the Joyful Parade
Festive Mood
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn and heal SP equal to (does not activate at −45 SP).
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
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.
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.
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.
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.
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.
Panic Recovery
Condition: Under the listed effect's conditions
If ked at Turn End, reset SP to 0.
Impact on the fight
Adds also accumulate and buffs. Handle regular skills while seeking s and kills.
Bloodfiend of the Happy Parade
Festive Mood
Condition: Under the listed effect's conditions
Gain 1 whenever a skill grants a positive buff (once per type).
At Turn Start, gain equal to the number of other allies (max 3). At Turn End, lose equal to allies who died this turn and heal SP equal to (does not activate at −45 SP).
At 8 or more, use a strong skill next turn.
Impact on the fight
Aim to or kill it before Fever reaches 8. A longer fight allows the stronger skill.
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.
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.
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.
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.
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.
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.