
PROJECTION / HARD
Lei Heng (Reflectrial, HARD)
For 18 turns or less, unseal Outis's sword while keeping out of Attack clashes. Suppress enemy buffs with at least 3 and reduce ammunition before Blasting Shatterslash. After 66% HP, use the surviving core to finish rather than relying only on healing.
- HP
- 7630
- Level
- 83
- Speed
- 2–4 / +10 or +15 on major-attack turns
- Defense Lv.
- 83
- Deployment limit
- 7 Sinners + 5 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Do not take Attack clashes with . Especially in Phase 2, protect key Sinners through 75% defensive reduction and other clash recipients.
- Prepare at least 3 from last turn. Handle Blasting Shatterslash with or defense, or a slow recipient so ammunition is reduced first.
- Phase 2 at 66% HP, further buffs at 50%. After unsealing, use the core's damage to aim for body defeat within 18 cumulative turns.
Reflectrial rules
- A continuous battle with up to three loadouts, each with 7 starters and 5 reserves. Used Identities have reuse restrictions until progress is reset; borrowed Support Identities are unavailable. You can save progress and switch before the 12-turn loadout limit.
- The first loadout starts enemies and fielded Sinners at 30 SP (−30 for negative- Identities) and grants +3 resources of every affinity. Do not assume this reset also applies to the second or third loadout.
- At 66% HP or less, Phase 2 starts next turn. Transitions count toward cumulative turns; statuses do not reset. At 50% HP or less, major and normal skills strengthen further during Phase 2.
- Phase transition and loadout switching are separate. Continue if the core and healing remain. The second and third loadouts enter an already enhanced pattern based on the body's remaining HP.
- usage is separate from normal battles and checked per difficulty. Do not assume reuse between phases of one difficulty; save it for difficult transitions or major attacks.
- HARD gives +80% max HP and an SP floor of 0. Adds buffs against and +100% Blasting Shatterslash damage at 3 or more s. In Phase 2, skills against gain further buffs and Unbreakable conversion.
- Reward tiers are clear, 30 turns or less, 24 or less, and 18 or less. The 18-turn tier gives 200 Lunacy and 300 t-in Lens. The HARD clear tier also includes a ticket decoration.
GUIDEKeys to the fight
Aim for 18 cumulative turns or less. The budget is a guide; adjust to enemy skills, remaining HP, and your core's condition.
Turn budget and adjustments
- Opening and early turns
- Progress unsealing and prepare for the first major attack
The first loadout opens with four Double Slashes and two Triple Slashes, then changes to seven ammunition-using actions. At 85% HP or less, or the end of turn 2, Tanglecleaver follows; do not postpone healing.
- Around 6 cumulative turns
- Reach 66% HP and preserve the unsealed core for Phase 2
Example budget: 6 turns for Phase 1, 12 for Phase 2. If rushing Phase 1 kills key Prey Sinners, reconsider defense, healing, and major-clash recipients.
- Around turns 7–12
- Have Prey defend while damaging the body below 50% HP
Win major clashes with non-Prey Sinners and Counter survivable normal skills. If one loadout cannot finish within its limit, preserve unused Burn / Wrath Identities for Phase 2.
- Within 18 cumulative turns
- Kill the body; avoid overpursuing support units
Judge switching by remaining turns and HP. Do not assume Phase 1's core can be reused; focus attacks with remaining Identities suited to Phase 2's Shade.
Find a response based on how you lost
- My key Sinner dies despite winning
- Phase 2 gives skills against +5 Base Power and all-s. Assign Attack clashes elsewhere and equip defense on . Even with , choose normal skills they can survive.
- Blasting Shatterslash kills Sinners one by one
- All three s remain after winning. Reduce ammunition through other skills first, or use and 's defensive reduction. HARD adds buffs if at least 3 s remain On Use; check ammunition too.
- I cannot heal and recover after the major attack
- Tanglecleaver and Savage Tigerslayer's Perfected Flurry of Blades end the turn After Attack. Prepare healing and last turn and assign a strong non- recipient. Do not assume the normal version's Overheat opening applies.
- I cannot finish within 18 turns
- Budget 6 turns to reach 66% HP and 12 for the rest, then identify the slower section. Review totals, sword unsealing, forced attacks, and excess damage on support units.
First loadout: turn 1 through the first major attack
Use 30 SP and starting resources to prepare Bind early
- The first loadout starts with 30 SP and +3 resources of every affinity. Progress sword unsealing through Middle Envy and s; Faust handles and healing as needed.
- Preparing at least 3 next turn with Chains of Others stops -based SP healing and Slash buffs. In Phase 1, also gain +1 Power per 2 , up to 2.
- At 85% HP or less, or the end of turn 2, advance to the Tanglecleaver pattern. Major attacks come even at high HP; check equipped skills.
Prey and seven normal actions
Protect Prey and reduce ammunition before Blasting Shatterslash
- Identify the Sinner each turn. Assign Attack clashes elsewhere and use their equipped defense for 75% damage reduction. Even with a Middle , check the incoming skill and remaining HP.
- If using an attack against Blasting Shatterslash, exploit its clashability regardless of and choose a slow recipient. First reduce ammunition through clashes with “” - Blast, “” - Blast, or “”.
- All three Blasting Shatterslash s are Unbreakable. HARD strengthens it further at 3 or more s. if predictions support it; otherwise prepare 's defensive reduction and healing. Empty ammunition does not stop the attack itself.
- Non- Sinners can also equip defense when receiving unopposed area hits, suppressing Tiantui Star's Blade's extra effects.
66% HP or less through 50% HP or less
Heal the core before Phase 2 and attack with the unsealed sword
- At 66% HP or less, Phase 2 begins next turn. Gains 18 s and Tiantui Star, strengthening normal skills' last s. Heal before transition and retain the option of for the difficult opening.
- Phase 2's Shade boosts attacks that inflict or special , or use Wrath. Continue if the unsealed Middle core remains; Phase 1 statuses such as can also carry over where useful.
- Avoid Phase 2 Attack clashes with . combines all-Unbreakable conversion and Power buffs; ordinary clash predictions alone do not ensure safety.
- At 50% HP or less, advances to Savage Tigerslayer's Perfected Flurry of Blades and . Clears and strengthens; do not assume lets you skip the major skill.
Phase 2: up to 18 cumulative turns
Win major clashes for mitigation and prioritize the body over support units
- Win Tanglecleaver and Savage Tigerslayer's Perfected Flurry of Blades with strong skills or from non- Sinners. Winning gives 80% reduction and prevents from that skill's damage, but Unbreakable hits remain.
- Major skills end the turn After Attack. Heal last turn; do not rely on pre-use or post-attack Overheat.
- Support units withdraw after one turn. If affordable, kill to stop supply and gain on the body next turn. Do not pursue every add at the cost of body damage or needed clashes.
- If one loadout cannot finish within 12 turns, judge remaining HP and cumulative turns and hand over to an unused team. Preserve strong , , and Wrath Identities for Phase 2.
NOTESUnique effects and cautions
Easy-to-miss details
- The version lacks the normal version's Tiantui Star's Blade - Overheat passive. Do not assume a and Power Down opening always follows major attacks.
- Do not import 8-30's HP floor, victory conditions, level averaging, or turn-2 healing into this battle.
- HARD SP cannot fall below 0 in either phase. Do not center the strategy on indefinitely lowering SP through .
- 's defense is mitigation, not a guarantee of no damage or survival. Check , , and multiple hits too.
- Major attacks and pattern transitions have -removal conditions. The 70% HP cannot keep him stopped for long.
- , , , , and are capped at 30 Potency and 10 Count. Shade bonuses check individual skills; Identity keyword classification alone does not determine damage.
Power against the enemy −5. At Combat Start, equipping an attack halves Attack damage to the body; equipping defense reduces damage taken from the body by 75%. Winning a body clash while holding this grants 3 resources of a lowest-reserve affinity. Expires at Turn End and heals 10 SP.
Have a key Sinner defend. Especially in HARD Phase 2, prioritize survival over seeking resource gains through Attack clashes.
Phase 1 removes one Threshold from every Identity and grants +8 base Offense and s, non-stacking. On , gain one matching resource and one random lowest-reserve resource, twice per turn. damage +50%. Attacks inflicting or using Gluttony deal +25% damage, or +100% for instead. Power +1 per 2 on the enemy, up to 2.
Phase 1 can use / Gluttony, but Middle with and healing can continue too. Prepare early.
Phase 2 removes one Threshold from every Identity and grants +15 base Offense and s, non-stacking. On , gain one matching resource and two random lowest-reserve resources, twice per turn. damage +50%. Attacks inflicting or special , or using Wrath, deal +25% damage, or +100% for instead.
Do not add Phase 1's +8 to Phase 2's +15 to get +23. Continue with the trained core or switch to an unused / Wrath team.
s have a maximum of 6. s have loaded and reserve ammunition, grant +30% damage to consuming s, and double inflicted. Return to s after exhausting loaded and reserve Savage ammunition.
Reduce ammunition through clash wins and check the amount when Blasting Shatterslash acts. Do not calculate guaranteed safety solely from the skill's timing.
discards held ammunition and regains the maximum. retains held ammunition and regains the maximum amount that can be gained.
Major attacks and reload skills restore ammunition. Do not assume this turn's reduced amount persists next turn; check the display.
Gain 1 DMG Up and 1 Power Up per 20% HP lost, up to 3 each. Potency inflicted +2. If the difference is at least 3, damage +( difference ×5)%, up to 20%. “” - Blast's last becomes Unbreakable.
Normal Phase 2 skills can still hit after winning. Combine , equipped defense, and healing.
Gain 1 DMG Up and 1 Power Up per 15% HP lost, up to 5 each. Potency inflicted +3 and Count +1. If the difference is at least 3, damage +( difference ×5)%, up to 40%. “” - Blast and “” - Blast's last s become Unbreakable.
Damage rises further from 50% HP onward. Save strong core skills and healing for this section; avoid a prolonged fight.
has a maximum of 25; has a maximum of 50 and counts as . Increases through clash exchanges and unopposed attacks, and is fully consumed by certain major skills. Consumption increases their Atk Weight and other effects; restores SP at Turn End.
Tanglecleaver has 1–3 Atk Weight; Savage Tigerslayer's Perfected Flurry of Blades has 3–7. Protect secondary recipients as well as the main target.
On Burst, take Wrath damage equal to combined and Potency ÷2 and lose 1 Count. Taking damage from Burst skills raises the Threshold by Potency. Also loses 1 Count at Turn End.
Combined and makes repeated major-skill bursts dangerous. Win clashes to prevent On Hit Without Breaking conditions and heal the preceding turn.
Treats the target's Slash resistance as Weak ×1.5; does not apply if already at least 1.5. Expires at Turn End.
The body's Severing Slash turns are a Slash opening. Do not ignore danger just to seek a clash win in HARD Phase 2.
Max HP +80%; SP cannot fall below 0. Damage to +50%, inactive if defense is equipped; damage taken from −50%. Blasting Shatterslash gains +100% damage On Use at 3 or more s. In Phase 2, a main target grants +5 Base Power and +200% damage; these two bonuses do not activate if defense is equipped. A main target also makes all s Unbreakable. Losing a clash to in Phase 2 grants 1 Severing Slash.
Use non- Sinners for Phase 2 Attack clashes. Prioritize defensive reduction and reducing ammunition before Blasting Shatterslash.
PARTYRecommended teams and preparation
Six Middle members plus Evade and healing, finishing after sword unsealing
Build around Middle Counters and a combined total of at least 6 Envy Absolute Resonance. Protect Outis until Lævateinn is unsealed; keep Sinners with Prey out of Attack Skill clashes. Even when choosing defensive Counters, receive only manageable normal skills. Faust handles Evade and healing. The four reserve LCB Sinners can be replaced by trained Identities of the same Sinners. Middle member count does not change Lei Heng's patterns.
7 starters (example deployment order)
- Outis:The House of Spiders: The Middle Nursefather
Main damage dealer. Progress unsealing with at least 6 combined Envy Absolute Resonance or S3. On Prey turns, avoid Attack Skill clashes; use defense and healing to preserve the next damage opening.
- Heathcliff:The Middle Big Brother
Supports Middle defense and SP. When not Prey, use strong S3 or special skills for major clashes. Extra hits after Counter can Stagger him; avoid concentrating too many attacks.
- Ishmael:The House of Spiders: The Middle Apprentice
Counter attacker paired with Outis. Equip defense and Counter survivable normal skills. Check Prey, Burn, and Tremor buildup every turn.
- Sinclair:The Middle Little Brother
At least 6 combined Envy Absolute Resonance converts Counter into S3. Receive weak normal skills while stronger allies handle major attacks.
- Meursault:The Middle Little Brother
Maintains Envy Resonance and uses Chains of Others for next-turn Bind and Attack Power Down. His own Counter does not become S3.
- Don Quixote:The Middle Little Sister
Provides Envy Resonance and Counters. With Prey, do not force an Attack Skill clash against Blasting Shatterslash.
- Faust:Lobotomy Corp. Remnant
Maintains Resonance with Envy Evade and restores HP and SP with Fluid Sac. Evade Power is 3–13, so it cannot be assumed to dodge enhanced Blasting Shatterslash. Assign based on predictions and support such as Bind or Paralyze.
5 reserves
- Ryōshū:Lobotomy E.G.O:: Red Eyes & Penitence
At Uptie III and 3 Envy Resonance, heals 3 HP to the ally with the lowest HP percentage and 3 SP to the ally with the lowest SP percentage.
- Yi Sang:LCB Sinner
Flexible Yi Sang slot. Can use a trained Identity in case reserves enter battle.
- Hong Lu:LCB Sinner
Flexible Hong Lu slot. Allocate a different Identity here if one is needed for the next loadout.
- Rodion:LCB Sinner
Flexible Rodion slot. Avoid sharing an Identity with an unused Phase 2 loadout.
- Gregor:LCB Sinner
Flexible Gregor slot. Can switch to a support passive or combat strength after core casualties.
E.G.O and when to use them
- Meursault《Chains of Others》
Costs 1 Sloth, 1 Gloom, and 2 Envy. On Hit, applies Bind and Attack Power Down next turn. At least 3 Bind stops the body's Speed-based buffs and also grants clash support in Phase 1. Account for Pride affinity breaking Resonance and Meursault's own debuffs.
- Ishmael《Roseate Desire》
Costs 1 Wrath and 4 Lust. At Threadspin IV, the Awakening skill inflicts 10 Offense Level Down and 3 Paralyze On Hit, plus 3 Bind next turn. Separate current clash predictions from next-turn setup. Lust affinity also changes the Resonance total.
- Faust《Fluid Sac》
Costs 2 Lust, 4 Gloom, and 3 Envy. Restore HP and SP on the turn before a major attack. Do not schedule healing after a forced turn end. Check Resonance changes from Gloom affinity too.
- Outis《I'll Go fer Scissors. How 'Bout You?》
Costs 1 Lust and 3 Envy. An Envy resource option that converts Envy resources into a lowest-reserve affinity on a clash win. Do not force it into an unwinnable clash under Prey's Power penalty.
What to prepare first
- The body's base level is 83. Train the core to the current cap; Middle Identities converting into S3 should have IV. Shade level bonuses do not also raise HP as though leveled.
- The main setup is six Middle members plus Lobotomy Corp. Remnant Faust. Prepare Meursault's Chains of Others, Ishmael's Roseate Desire, and Faust's Fluid Sac to share and healing roles.
- LCE :: Dimension Shredder Yi Sang is an alternative recipient. Replacing Faust loses Fluid Sac; secure another healing source.
- Without the Middle, allocate / Gluttony to Phase 1 and / / Wrath to Phase 2. A Thumb and Dawn Office setup builds and to use . Do not reuse Identities across switched loadouts.
Non-Prey major-clash recipient
Save strong S3 or to beat Tanglecleaver and Savage Tigerslayer's Perfected Flurry of Blades. able regardless of , but avoid combining 's Power penalty with HARD buffs on the recipient.
Bind and offensive debuffs
At least 3 stops Chachihu's -based effects. Distinguish Chains of Others and Roseate Desire's application timing and next-turn effects.
Evade and healing
Limit Blasting Shatterslash damage and restore everyone's HP before major attacks. If is unlikely to succeed, also use 's defensive reduction and clash-based mitigation.
Divide attacks between Counter recipients and clashes or Evade. Do not sacrifice key Sinners merely to maintain Resonance.
STATUSBasic stats
Stats for Reflectrial HARD. Deployment limit: 7 Sinners, with 5 reserves in a Chain Battle. Base values for the version. Do not assume 8-30's level averaging or healing applies. HP carries over between phases and all base resistances are 0.9. Check extra effects from Severing Slash, Tiantui Star, and separately. Images illustrate appearance; displayed current HP and SP are not fixed stats.
Lei Heng (Phase 1)Part: Body

- HP
- 7630
- Level
- 83
- Speed
- 2–4 / +10 or +15 on major-attack turns
- Defense Lv.
- 83
- Stagger Thresholds
- 70% / 0% (actual HP at 70% unconfirmed)
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×0.9
Sin Nullification
- Wrath
- ×0.9
- Lust
- ×0.9
- Sloth
- ×0.9
- Gluttony
- ×0.9
- Gloom
- ×0.9
- Pride
- ×0.9
- Envy
- ×0.9
- base values. Do not assume 8-30's offense/defense level averaging or turn-2 full heal.
- At Turn End with 66% HP or less, enter Phase 2 next turn. Different from Ricardo's 50% transition.
- All physical and sin resistances are 0.9. These are base values; Severing Slash separately changes how Slash resistance is treated.
Lei Heng (Phase 2)Part: Body

- HP
- 7,630 (current HP carries over from Phase 1)
- Level
- 83
- Speed
- 2–4 / +10 or +15 on major-attack turns
- Defense Lv.
- 83
- Stagger Thresholds
- 70% threshold belongs to Phase 1; enhanced pattern transitions clear Stagger
Physical resistances
Slash
- ×0.9
Pierce
- ×0.9
Blunt
- ×0.9
Sin Nullification
- Wrath
- ×0.9
- Lust
- ×0.9
- Sloth
- ×0.9
- Gluttony
- ×0.9
- Gloom
- ×0.9
- Pride
- ×0.9
- Envy
- ×0.9
- The body uses the same HP bar. At 50% HP or less, advances to Lei Heng, The Pinky's Tiantui Star and strengthens again within Phase 2.
- Tiantui Star makes “Triple Slash” - Blast's last Unbreakable; also converts “Double Slash” - Blast's last .
- Shared values and skills are grouped in the body's skill section. Form buffs and HARD apply separately.
Stern Soldato of the ThumbPart: Body

- HP
- 407
- Level
- 55
- Speed
- 2〜5
- Defense Lv.
- 55
- Stagger Thresholds
- 60% / 20% / 0% (243 / 81 / 0)
Physical resistances
Slash
- ×1.5
Pierce
- ×1.5
Blunt
- ×1.5
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.0
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.0
- Add supplying s. Withdraws after one support turn.
- Killing it gives Lei Heng 1 next turn. Do not also assume the normal version's Power Down.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Eight body skills and one support skill. Major skills show minimum Atk Weight; and increase it. Savage Tigerslayer's Perfected Flurry of Blades has unknown . Form-dependent conversion of normal skills' last s is separate from HARD's all-Unbreakable conversion against .
Lei Heng (Phase 1)
Double Slash
- Displayed Power
- 4〜8
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 2
- AttackLevel
- 85Enemy Lv. +2
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 2)
ⅠOn Hit Inflict 2
ⅡOn Hit Inflict 3
How to respond
Used on the first turn of the initial loadout. Take winnable clashes and allocate attacks with next turn's recipient in mind.
Triple Slash
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +2
- No. of Coins
- 3
- AttackLevel
- 86Enemy Lv. +3
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 2)
ⅠOn Hit Inflict 2 Count
ⅡOn Hit Inflict 1 and 2 Count
ⅢOn Hit Trigger Burst; reduce the target's Count by 1
How to respond
A normal three- attack. When receiving with , check survival including from Burst.
Double Slash - Blast [爆]
- Displayed Power
- 4〜10
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 85Enemy Lv. +2
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 4)
On Clash Lose -1
ⅠOn Hit Inflict 3
ⅡConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Inflict 3 and increase Count by 2
How to respond
Winning removes 1 . Resolve it before Blasting Shatterslash to reduce ammunition. Under , however, its last becomes Unbreakable.
Triple Slash - Blast [爆]
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 86Enemy Lv. +3
- Attack Weight
- 1
Final Power +1 for every 4 total and on the target (max 4)
On Clash Lose -1
ⅠOn Hit Inflict 2 Count
ⅡConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Inflict 2 and increase Count by 2
ⅢConsume 1
On Hit Inflict 3 and increase Count by 2
On Hit Without Coin Destruction Trigger Burst 2 times. Reduce the target's Count by 2
How to respond
Win to reduce s. From Tiantui Star onward, the last becomes Unbreakable; prepare for hits after winning. Sinners can it, but check HP, , and buildup.
Blasting Shatterslash [爆碎斬]
- Displayed Power
- 4〜13
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 87Enemy Lv. +4
- Attack Weight
- 1
Prioritizes targets with
Can be clashed regardless of
Power +1 for every 6 total and on the target (max 3)
On Clash Lose Lose 10 SP
Ⅰ
Consume 1
On Hit Inflict 3
On Hit Inflict 3
On Hit Without Coin Destruction Inflict 4 and increase Count by 4
Ⅱ
Consume 1
On Hit Count +3
On Hit Count +3
On Hit Without Coin Destruction Amplitude Conversion into
Ⅲ
Consume 1
If this effect consumed a , deal +50% damage
On Hit Inflict 3 and increase Count by 3
On Hit Without Coin Destruction Trigger Burst 2 times. Reduce the target's Count by 2
How to respond
able regardless of . If using an attack, assign a slow recipient so other skills reduce s first. All three s are Unbreakable; use or 's defensive reduction too. HARD adds buffs at 3 or more s, especially dangerous in Phase 2. Do not force a Sinner's Attack into it.
Tanglecleaver [快刀亂麻]
- Displayed Power
- 8〜20
- Base Power
- 8
- Coin Power
- +12
- No. of Coins
- 1
- AttackLevel
- 89Enemy Lv. +6
- Attack Weight
- 1
Prioritizes targets with
Can be clashed regardless of ; cannot be ed until this skill is used
On Use Consume all . Depending on the amount consumed:
- At 10+, +1 for every 10 (max 2)
- At 25, Final Power +1 for every 4 total and on the main target (max 5)
On Clash Lose Gain 1
On Clash Lose Deal 80% less damage; this skill's damage cannot targets. Halve inflicted Potency/Count and Potency/Count (excluding changes from other effects)
After Attack (once per turn)
- If holding s, instead while retaining remaining ammunition (once per turn)
After Attack End the turn
Ⅰ
Consume all s
On Hit Inflict and and increase their Counts by the number of s consumed
On Hit Without Coin Destruction Amplitude Conversion into
On Hit Without Coin Destruction Trigger Burst 3 times. Reduce the target's Count by 3
How to respond
Win with a strong skill or from a non- Sinner for 80% reduction and protection from this skill's damage. The turn ends After Attack; prepare healing and debuffs last turn.
Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]
- Displayed Power
- 3〜21
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 6
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 3
Prioritizes targets with
Can be clashed regardless of ; cannot be ed until this skill is used
On Use Consume all . Depending on the amount consumed:
- At 10+, +1 for every 10 (max 4)
- At 25+, Final Power +1 for every 4 total and on the main target (max 6)
- At 50, Power +1 and damage +50%
On Clash Lose Gain 6
On Clash Lose Deal 80% less damage; this skill's damage cannot targets. Halve inflicted Potency/Count and Potency/Count (excluding changes from other effects)
After Attack (once per turn)
- If holding s, instead while retaining remaining ammunition (once per turn)
After Attack End the turn
Ⅰ
Consume 1
On Hit Inflict 6
Ⅱ
Consume 1
On Hit Count +6
Ⅲ
Consume 1
On Hit Inflict 6
Ⅳ
Consume 1
On Hit Count +6
Ⅴ
Consume 1
On Hit Without Coin Destruction Amplitude Conversion into
Ⅵ
Consume 1
On Hit Without Coin Destruction Trigger Burst 5 times. Reduce the target's Count by 5
How to respond
able regardless of , but do not assign . All six s are Unbreakable. Even winning for 80% reduction leaves hits; prepare HP and equipped defense on every target. Save unused strong skills or , and do not assume before use will stop it.
Reloading Tiantui Star's Blade
- Displayed Power
- 4〜12
- Base Power
- 4
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 84Enemy Lv. +1
- Attack Weight
- 1
Clashable Counter
On Clash Lose -1
Turn End (once per turn)
- If holding s, instead while retaining remaining ammunition (once per turn)
ⅠOn Hit Inflict 2
ⅡConsume 1
On Hit Inflict 3
On Hit Count +3
How to respond
able . Winning removes 1 , so it can be resolved before Blasting Shatterslash. Do not assume offsetting alone stops ; check ammunition after Turn End too.
Stern Soldato of the Thumb
Savage Tigermark Support
- Displayed Power
- 10〜20
- Base Power
- 10
- Coin Power
- +10
- No. of Coins
- 1
- DefenseLevel
- 55Enemy Lv. +0
- Attack Weight
- 1
Turn End Grant Lei Heng 6 s
Turn End Withdraw from combat
How to respond
If alive at Turn End, grants the body 6 s and withdraws. Killing it gives the body 1 next turn, but do not delay body damage by overpursuing it.
PASSIVESPassives
Lei Heng (Phase 1)
Reflectrial
Condition: Always, loadout entry, and phase transition
At 10 or more clash exchanges against the same target, Power increases or decreases according to exchanges ÷10, rounded down. , , , , and are capped at 30 Potency and 10 Count. At the first loadout's start, set enemies and fielded Sinners to 30 SP (−30 for negative- Identities) and gain +3 resources of every affinity. Tiantui Star activation ends the turn; Phase 2 starts next turn. Statuses do not reset at transition. Second and third loadouts start in an enhanced pattern based on remaining HP percentage.
Impact on the fight
Switching does not reset enemy buffs. Do not apply the first loadout's initial SP and resources to the second or third.
The Thumb's Officer, Capo IIII
Condition: Always, ammunition-consuming s, and clash exchanges
Damage taken from , , , , and −30%. Running out of s does not stop attacks; the corresponding s stop inflicting . During clashes, inflict Count equal to 1 + clash exchanges ÷3, up to 3, at most three times per target per turn.
Impact on the fight
Reducing ammunition limits but leaves attacks intact. Do not rely on a long fight spent only stacking statuses to their caps.
Ten Blades of the East
Condition: Stage Start, pattern-change turns, and
At Stage Start and on pattern-change turns, gain 1 Severing Slash and heal 5 SP per 10% HP lost, up to 40. type cannot change; if ked at Turn End, SP becomes 45.
Impact on the fight
Do not rely on repeated to stop actions safely. Severing Slash turns create a Slash damage opening.
Chosen Prey
Condition: Turn Start and after attacks on
Inflict 1 on the target who dealt the most body damage last turn. ing removes 10 SP from all Sinners and applies 1 Power Down this turn and next turn, once per turn. Killing them triggers it once more.
Impact on the fight
When a key Sinner becomes , consider defense to avoid cascading party debuffs. Check the recipient each turn rather than fixing the role.
Tiantui Star's Blade [天退星刀]
Condition: Unopposed hits and ammunition-consuming hits
Unopposed damage +30% and inflict 1 next turn. Ammunition-consuming damage +20% and inflict 2 next turn. These do not apply if the target has defense equipped.
Impact on the fight
Even Sinners not intercepting attacks benefit from equipping defense. Avoid an all-attack approach that increases area damage taken.
Chachihu [揷翅虎]
Condition: and at Combat Start
Heal SP equal to and gain Slash DMG Up equal to ÷3, up to 5. SP healing doubles if SP is negative. At 3 or more , these -based effects do not activate; gain equal to instead, up to 9.
Impact on the fight
Prepare at least 3 from the preceding turn with Chains of Others or Roseate Desire. Phase 1 also grants clash support through its Shade.
Tigermark Round Reload
Condition: End of the first turn
s and change patterns next turn. Remove if present.
Impact on the fight
The first cannot keep actions stopped indefinitely. The opening six actions become seven normal actions.
Lei Heng [雷橫]
Condition: Turn End at 85% HP or less, or end of turn 2
Change patterns next turn and use Tanglecleaver; repeat every three turns thereafter. On major-attack turns, minimum and maximum +10, gain 25 at Turn Start, and remove .
Impact on the fight
Elapsed turns as well as HP trigger major attacks. Prepare healing and just before them.
Tiantui Star [天退星]
Condition: Turn End at 66% HP or less
Enter Phase 2 next turn, gain 1 Tiantui Star and 18 s, and load them immediately. After spending all Savage Rounds, return to s and summon two support units next turn. Remove at transition.
Impact on the fight
Finish Phase 2 preparation before 66% HP. Unlike Ricardo, statuses do not reset at phase transition.
Lei Heng, The Pinky's Tiantui Star
Condition: Turn End at 50% HP or less
Next turn, Tanglecleaver becomes Savage Tigerslayer's Perfected Flurry of Blades. On major-attack turns, minimum and maximum +15; becomes , Tiantui Star becomes , and is removed.
Impact on the fight
Even after Phase 2 begins, 50% HP strengthens him again. Prepare for forced removal and the major skill, then focus damage on the remaining half.
Stern Soldato of the Thumb
Savage Tigermark Support
Condition: Support turn and death
At Turn Start, gain 3 . At Turn End, supply s to the body. On death, give the body 1 next turn.
Impact on the fight
Withdraws after one turn; weigh preventing its supply through a kill against attacking the body.