English translation in progress. Untranslated passages remain in Japanese.

Ricardo (Reflectrial, HARD)

PROJECTION / HARD

Ricardo (Reflectrial, HARD)

Reflectrial][lairtcelfeR - Nocturnal Sweeping BokGakReflectrial · HARD

For 18 turns or less, maintain the Middle's Envy and carry unsealed Lævateinn damage into Phase 2. Protect key Sinners by choosing clash wins or against attacks made dangerous by Book buildup.

HP
9375
Level
60
Speed
2〜4
Defense Lv.
65
Deployment limit
7 Sinners + 5 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. Unseal Outis's sword through six Middle members' Envy . Protect the core through Phase 2 and plan around 18 cumulative turns.
  2. Win against “” and “” with strong skills. Handle “” separately through or other suitable defense.
  3. Phase 2 at 50% HP; at 30%. Prioritize the body instead of spending actions killing every add.

Reflectrial rules

  • A continuous battle with up to three team loadouts. Each has 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 loadouts before 12 turns with one team. Phase transitions also advance turns; manage the goal using the displayed cumulative count.
  • Phase transition and loadout replacement are separate. If the Middle core and healing remain, you do not have to replace the team automatically at 50% HP.
  • usage is separate from normal battles and checked per difficulty. Do not assume it can be reused in the second phase of the same difficulty.
  • HARD gives +25% max HP and +20% skill damage. In Phase 2, enemy SP cannot fall below 0 and Sinners who attacked the body last turn gain 2 additional Book.
  • 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. Record a clear first; check progress reset and Identity allocation when improving time.

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 through turn 5
Progress sword unsealing with 6 Envy Absolute Resonance or S3

If healing or debuff E.G.O breaks Resonance, consider using Outis's available S3. Prioritize progressing the unsealing condition each turn.

Around turns 6–9
Turn the unsealed sword into damage and reach Phase 2 at 50% HP

If not halfway by turn 9, review broken Resonance, whether Counters actually activate, and core levels or Stagger. This is an example allocation of 9 turns for each phase.

By turn 12
Decide whether this team can finish or must hand over to the next

Account for the per-loadout limit. If switching, prepare a Rupture / Gluttony team for Phase 2 without reusing spent Identities. If the Middle core remains alive, use its damage first.

Within 18 cumulative turns
Kill the body rather than trying to eliminate every add

Focus strong attacks during the 30% HP Stagger. Check whether excessive add cleanup is reducing damage on the body.

Find a response based on how you lost

My key Sinners die despite winning clashes
Check Book-based Unbreakable conversion and “”'s extra damage. Divide defensive reduction, , and healing roles; avoid assigning nearly dead key Sinners to area clashes.
does not become S3 or the sword stays sealed
conversion requires a combined total of at least 6 Envy . Isolated Envy skills do not count toward . When another affinity or a ed Sinner interrupts the chain, check the remaining consecutive groups and their combined count. Meursault's does not become S3.
I cannot finish within 18 turns
Allocate 9 turns to reach 50% HP and 9 more for Phase 2, then identify the slower half. Review sword unsealing, unused s, core , and excess add damage. Judge current HP and skills rather than forcing a fixed turn-by-turn sequence.
Not enough resources for Fluid Sac or Chains of Others
You need Lust, Gloom, and Sloth as well as Envy. Use 's extra resources and Outis's I'll Go fer Scissors. How 'Bout You? to save costs for the next heal or debuff.

Opening and Phase 1

Use the Middle pattern change to build Resonance and unseal the sword

  • Starting at least four Middle members changes the first two patterns and grants 2 resources of every affinity. Six Middle members can meet this condition while also aiming for 6 Envy .
  • “” heals SP for all Middle units; “” gives the enemy 4 . Use these openings to prepare and attack, but do not ignore the latter's area s.
  • Outis progresses unsealing through 6 Envy or S3. safe normal attacks to preserve ; clash with dangerous skills using normal S2, S3, or .
  • Opening Fluid Sac is an option if HP or SP is low. Do not assume another use in Phase 2; save later healing resources too.

Area skills and Book buildup

Separate skills to stop through clashes from those handled by Evade

  • Winning against “” or “” reduces damage by 30% and prevents from that skill's damage. Unbreakable retaliation remains, so healing is also needed.
  • “” makes all s Unbreakable from 3 Book and deals extra Blunt damage equal to Book ×3 on the final hit. Use a Sinner with or able Defense; winning with an ordinary attack alone is insufficient.
  • At 20 Book, other normal skills also become Unbreakable. If marked unredirectable, use that recipient's defense, healing, or strong clash instead of planning to intercept with another Sinner.
  • Chains of Others weakens next turn's normal attacks. Assign roles while accounting for interruption that turn and Meursault's own next-turn debuffs.

50% HP or less

Keep the strengthened Middle core and focus the Phase 2 body

  • Phase 2's Shade shifts toward and Gluttony, but Envy weakness remains. If the Middle core with its unsealed sword is alive, a change in favored effects alone is no reason to switch.
  • Transition removes all effects except the body's unique effects. Reapply needed debuffs instead of assuming Phase 1 statuses carry over.
  • Phase 2 adds 2 Book to Sinners who attacked the body last turn and keeps enemy SP at 0 or above. Do not switch to a strategy relying on indefinitely lowering SP through .
  • “” summons more adds. Stop only attacks threatening key Sinners and keep strong attacks' main targets on the body.

30% HP; up to 18 cumulative turns

Focus damage during Stagger; switch to unused Identities if necessary

  • Concentrate strong S2 and S3 attacks during the 30% HP . In Phase 2, if the attacker is faster than the ed body, it also takes +( difference ×2)% damage, up to 20%.
  • A normal deals no damage when the ed enemy does not attack. Use Attack s and maintain Envy where possible.
  • If one loadout cannot finish within 12 turns, use an unused / Gluttony team for Phase 2. H Corp. members also gain +15% damage dealt and −30% damage taken, but do not choose untrained Identities solely for affiliation.
  • The 18-turn goal is cumulative. Keep finishing attacks on the body rather than diverting them to adds.

NOTESUnique effects and cautions

Easy-to-miss details

  • 5-30's Ishmael survival condition and victory at 50% HP do not apply.
  • 20 Book enables all-Unbreakable normal skills; 30 adds “” “”'s conversion starts at 3, and “” at 5.
  • Check the actual skill display for unredirectable attacks. Below 30 Book does not automatically mean it can be intercepted.
  • “”'s percentage damage requires an unbroken hit. Breaking s prevents it, but does not remove normal damage from s remaining at 20 or more Book.
  • Do not have everyone an unsurvivable area attack just to create . Extra hits after a can still them.
  • , , and similar effects are capped at 30 Potency and 10 Count. Do not plan a prolonged fight around normal caps.

Maximum 30. Damage taken +3% per Stack. Increases at Turn Start and when attacking the body; decreases from the body's hits and certain skills.

Check remaining HP and enemy skills alongside Stack. You do not need to take unbroken-hit percentage damage just to reduce it.

Maximum 300. Ricardo's skill +1 per 10 Stack. Increases by the amount of Book Ricardo removes.

Enemy also rises over time. Base Power tables alone cannot determine clash chances.

Deploying at least four Middle members changes the first two patterns and grants +2 resources of every affinity. The body's skill effects do not apply to units with defense equipped. Attacks that inflict or special , or have Envy affinity, deal +30% damage, or +100% for . grants one resource of a lowest-reserve affinity four times.

Build around Middle defense and Envy . The bonus checks individual Attack s, not a broad classification as a Identity.

Attacks inflicting or using Gluttony deal +25% damage, or +100% for . H Corp. members deal +15% damage and take −30%. grants one resource of a lowest-reserve affinity four times. If the attacker is faster than the ed body, damage taken increases by difference ×2%, up to 20%.

Either continue with the trained Middle core or switch to an unused / Gluttony team. Exploit the difference during focused attacks after .

Max HP +25%, skill damage +20%. In Phase 2, Ricardo and Little Brothers cannot fall below 0 SP; at Turn Start, inflict 2 extra Book on units that attacked the body last turn.

HP and buildup are heavier than NORMAL. Protect the Middle core and concentrate damage after unsealing and during .

PARTYRecommended teams and preparation

Six Middle members plus Evade and healing, continuing into Phase 2

Uses at least four Middle members to change the opening pattern and Envy Absolute Resonance to strengthen Counters. Converting Counter into S3 requires a combined total of at least 6 Envy Absolute Resonance, distinct from ordinary 6 Envy Resonance. The starting order is an example; check the actual skill panel. Use Faust's Evade, Envy skills, and Envy E.G.O to maintain Resonance. The four reserve LCB Sinners are flexible slots and can be replaced by trained Identities of the same Sinners. Borrowed Support Identities cannot be used.

7 starters (example deployment order)

  1. Outis:The House of Spiders: The Middle Nursefather

    Main damage dealer. Progress sword unsealing with 6 Envy Absolute Resonance or S3, then damage Phase 2 with Lævateinn. Use normal S2 or S3 to clash with dangerous skills.

  2. Heathcliff:The Middle Big Brother

    Supports the durability and SP of Middle members with defense equipped. Hits after their Counter ends can still Stagger them; do not force several attacks onto one recipient.

  3. Ishmael:The House of Spiders: The Middle Apprentice

    Counter attacker paired with Outis. Maintain 6 Envy Absolute Resonance to use S3 from defense.

  4. Sinclair:The Middle Little Brother

    Blunt Counter role enhanced by 6 Envy Absolute Resonance. Receives normal attacks they can survive.

  5. Meursault:The Middle Little Brother

    Maintains Envy Resonance and uses Chains of Others when needed to weaken next turn's normal attacks. His own Counter gains Coin Power from Resonance but does not become S3.

  6. Don Quixote:The Middle Little Sister

    Provides Envy Resonance and Counters. Do not also force them to handle strong area clashes.

  7. Faust:Lobotomy Corp. Remnant

    Maintains Resonance with Envy Evade and heals with Fluid Sac. Blunt weakness makes failed Evades costly. Check SP and predictions; do not assign “Promised Suffering” while Evade Power is low.

5 reserves

  1. Ryōshū:Lobotomy E.G.O:: Red Eyes & Penitence

    Support passive unlocked at Uptie III. At 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.

  2. Yi Sang:LCB Sinner

    Flexible Yi Sang slot. If reserves lack combat strength when deployed, replace with a trained Identity.

  3. Hong Lu:LCB Sinner

    Flexible Hong Lu slot. Allocate Identities so those needed for a separate Phase 2 team are not used here.

  4. Rodion:LCB Sinner

    Flexible Rodion slot. Can switch to a support passive for the Middle starters or an Identity that can fight after casualties.

  5. Gregor:LCB Sinner

    Flexible Gregor slot. Prioritize starting-team Resonance and recovery over relying on reserve damage.

E.G.O and when to use them

  • Faust《Fluid Sac》

    HP and SP recovery. Costs 2 Lust, 4 Gloom, and 3 Envy. Opening SUPERBIA is an option. Its Gloom affinity may interrupt Envy Absolute Resonance; check whether 6 remains that turn.

  • Meursault《Chains of Others》

    Costs 1 Sloth, 1 Gloom, and 2 Envy. On Hit, inflicts Bind and Attack Power Down next turn. Reduces normal attack damage, but alone cannot neutralize fixed or extra damage or ordinary Counters. Pride affinity can also break Resonance.

  • Outis《I'll Go fer Scissors. How 'Bout You?》

    Balances resource reserves while keeping Envy affinity. Costs 1 Lust and 3 Envy; converts resources on a clash win. An unopposed attack on a Staggered enemy does not trigger conversion.

  • Meursault《Electric Screaming》

    Envy clash option costing 1 Wrath and 4 Envy. On turns not needing Chains of Others, can maintain Absolute Resonance while answering dangerous skills.

Build an Envy Resonance team →

What to prepare first

  • For an 18-turn goal, build key Sinners from Lv. 60 upward toward the available cap. Bring the Middle core to IV and healing / clash to the needed .
  • The main starting lineup is six Middle members plus Faust. Prioritize Outis, Heathcliff, and Ishmael while combining the Nursefather’s sword unsealing with 6 Envy .
  • Put Faust with Fluid Sac and Meursault with Chains of Others in the same team. Account for breaks from affinities and resource costs.
  • Without the Middle roster, Phase 1 and Phase 2 or Heishou are alternatives. They may not reproduce the main setup's procedure or turn count. Allocate each team's core in advance.

Clash recipient for dangerous area skills

Use strong or a core S3 against “” and “” Envy options preserve more easily, but prioritize survival if the clash chance is insufficient.

Defense against Promised Suffering

Targets high Book, so prepare , able Defense, and healing. Ensure the target can respond even if redirection is locked; avoid forcing low-SP or Blunt-weak Sinners into it.

Sustaining healing and resources

Restore HP before the next hit. Use 's extra resources and conversion so excess Envy does not leave you unable to heal.

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 encounter. Excludes dynamic buffs from and . Second-phase HP carries over from the first phase; it is not a separate HP bar.

Ricardo (Phase 1)Part: Body

Ricardo (Phase 1) appearance
HP
9375
Level
60
Speed
2〜4
Defense Lv.
65
Stagger Thresholds
65% / 30% (6,094 / 2,813)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×1.0
Gluttony
×1.25
Gloom
×0.75
Pride
×0.75
Envy
×1.25
  • At 50% HP or less, enters Phase 2. Unlike 5-30, halving HP does not win.
  • All physical resistances are neutral. Do not apply the story version's Blunt weakness.
  • Per-turn and add separately to displayed base levels.

Ricardo (Phase 2)Part: Body

HP
9,375 (current HP carries over from Phase 1)
Level
60
Speed
2〜4
Defense Lv.
65
Stagger Thresholds
30% (2,813; the 65% threshold belongs to Phase 1)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.0
Lust
×0.75
Sloth
×0.75
Gluttony
×1.25
Gloom
×1.0
Pride
×1.0
Envy
×1.25
  • Win by reducing HP to 0. Killing every add is unnecessary.
  • Transition removes effects other than Ricardo's unique effects. Do not plan to carry over accumulated or other Phase 1 statuses.
  • prevents SP from falling below 0. Do not make sustained SP loss the Phase 2 win condition.

Little Brother WernerPart: Body

Little Brother Werner appearance
HP
2293
Level
55
Speed
2〜4
Defense Lv.
56
Stagger Thresholds
45% / 0% (1,032 / 0)

Physical resistances

SlashSlash
×1.0
PiercePierce
×1.0
BluntBlunt
×1.25

Sin Nullification

Wrath
×1.0
Lust
×1.0
Sloth
×0.75
Gluttony
×1.25
Gloom
×0.75
Pride
×1.0
Envy
×1.25
  • Add summoned in Phase 2. Victory requires Ricardo's defeat.
  • Full add skill values are not listed. Use battle predictions and answer only attacks that threaten key Sinners.

SKILLSSkills and how to respond

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

s are listed separately for each phase. Check actual equipped skills rather than a fixed sequence. Conditional Unbreakable conversion from the Book is not included in the always-visible icons.

Ricardo (Phase 1)

01

Punching

EnvyBluntBlunt
Displayed Power
3〜9
Base Power
3
Coin Power
+2
No. of Coins
3
AttackLevel
60Enemy Lv. +0
Attack Weight
1

ⅠOn Hit Deal 3 extra Blunt damage

ⅡOn Hit Deal 3 extra Blunt damage

ⅢOn Hit Inflict 3

How to respond

Equipping defense prevents . If receiving with , check remaining HP and attacks still to come.

Ricardo (Phase 2)

01

Punching

EnvyBluntBlunt
Displayed Power
3〜9
Base Power
3
Coin Power
+2
No. of Coins
3
AttackLevel
60Enemy Lv. +0
Attack Weight
1

ⅠOn Hit Deal 3 extra Blunt damage

ⅡOn Hit Deal 3 extra Blunt damage

ⅢOn Hit Inflict 3

How to respond

Equipping defense prevents . If receiving with , check remaining HP and attacks still to come.

PASSIVESPassives

Ricardo (Phase 1)

Enemy passives

Reflectrial

Condition: Always active

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.

Impact on the fight

Do not assume normal stacking caps. After reaching 30 Potency, improve skill damage rather than spending all actions on further application.

Enemy passives

Enough Games

Condition: Turn Start

Gain equal to the current turn number.

Impact on the fight

es grow harder over time. Check actual predictions and remaining turns rather than displayed Power alone.

Enemy passives

That's Goin' in the Book

Condition: Turn Start, taking damage, and attack hits

At Turn Start, inflict 1 on all enemies. On taking damage, inflict 2 on the attacker. On hitting, remove 1 from the target. During battle, gain equal to the amount removed.

Impact on the fight

Key attackers also build more Book. Check Stack and HP each turn; do not keep assigning every strong attack to the same Sinner.

Enemy passives

Don't Resist and Accept Your Punishments

Condition: Target has a Defense equipped

At Combat Start, deal 30% less damage to that target.

Impact on the fight

Works well with Middle s. However, do not assume this makes “”'s extra damage or unbroken-hit percentage damage safe.

Enemy passives

Too Grave a Sin

Condition: On Use and related triggers

At 20 or more on the target, all s of that skill become Unbreakable. If Ricardo selects the target with the highest Book, the attack cannot be redirected.

Impact on the fight

From 20 Book, even normal skills retaliate after a clash win. If an attack is marked unredirectable, handle it with the assigned recipient's clash, , or durability rather than assuming another ally can intercept.

Enemy passives

You're The Middle's Priority Revenge Target

Condition: Turn Start with a target at 30

Create an extra skill slot and use “”

Impact on the fight

30 Book signals an extra attack. Win the clash to prevent its unbroken-hit percentage damage.

Enemy passives

The Big Brother

Condition: Always; Turn Start from turn 2

From turn 2, heal all allies including self for 10 SP. Damage taken from , , , , and −20%.

Impact on the fight

Use strengthened attacks and focused damage rather than relying only on flat status damage.

Enemy passives

Brush it Off

Condition: and phase transition

type cannot change. If ked at Turn End, SP becomes 0. At 50% HP or less, change phases and remove effects other than unique effects.

Impact on the fight

Before crossing 50% HP, decide whether the team will continue or be replaced for Phase 2.

Ricardo (Phase 2)

Enemy passives

Reflectrial

Condition: Always active

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.

Impact on the fight

Do not assume normal stacking caps. After reaching 30 Potency, improve skill damage rather than spending all actions on further application.

Enemy passives

Enough Games

Condition: Turn Start

Gain equal to the current turn number.

Impact on the fight

es grow harder over time. Check actual predictions and remaining turns rather than displayed Power alone.

Enemy passives

That's Goin' in the Book

Condition: Turn Start, taking damage, and attack hits

At Turn Start, inflict 1 on all enemies. On taking damage, inflict 2 on the attacker. On hitting, remove 1 from the target. During battle, gain equal to the amount removed.

Impact on the fight

Key attackers also build more Book. Check Stack and HP each turn; do not keep assigning every strong attack to the same Sinner.

Enemy passives

Don't Resist and Accept Your Punishments

Condition: Target has a Defense equipped

At Combat Start, deal 30% less damage to that target.

Impact on the fight

Works well with Middle s. However, do not assume this makes “”'s extra damage or unbroken-hit percentage damage safe.

Enemy passives

Too Grave a Sin

Condition: On Use and related triggers

At 20 or more on the target, all s of that skill become Unbreakable. If Ricardo selects the target with the highest Book, the attack cannot be redirected.

Impact on the fight

From 20 Book, even normal skills retaliate after a clash win. If an attack is marked unredirectable, handle it with the assigned recipient's clash, , or durability rather than assuming another ally can intercept.

Enemy passives

You're The Middle's Priority Revenge Target

Condition: Turn Start with a target at 30

Create an extra skill slot and use “”

Impact on the fight

30 Book signals an extra attack. Win the clash to prevent its unbroken-hit percentage damage.

Enemy passives

The Big Brother

Condition: Always; Turn Start from turn 2

From turn 2, heal all allies including self for 10 SP. Damage taken from , , , , and −20%.

Impact on the fight

Use strengthened attacks and focused damage rather than relying only on flat status damage.

Enemy passives

Brush it Off

Condition: and phase transition

type cannot change. If ked at Turn End, SP becomes 0.

Impact on the fight

The normal uses negative s; lowering SP alone does not guarantee safety.

Enemy passives

Chains of Loyalty

Condition: A Middle-affiliated ally dies

Gain 1 next turn (max 2).

Impact on the fight

Killing adds also strengthens the body next turn. Check whether the kill will overlap a dangerous body skill.

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

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