
CHAPTER 07 / BOSS GUIDE
Sancho (Canto VII)
Behavior changes at 80%, 60%, and 40% HP. Prepare for the 10 Unbreakable attack, and win es to limit damage and lifesteal through each phase.
- HP
- 2630
- Level
- 85
- Speed
- 1–2 / increases with Hardblood / 10 next turn after a phase change
- Defense Lv. (adjusted)
- 52
- Deployment limit
- 6 Sinners + 5 reserves
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- 6 deployed Sinners plus 5 reserves. Don Quixote is unavailable; prepare your main attackers, recovery, and high-Power clashers using other Sinners.
- The turn after an HP boundary brings a big attack at 10 . Prepare healing and resistances first, then win the clash to reduce Unbreakable damage and suppress HP drain.
- Watch for the enemy's recovery at −15 SP or below in the opening. Save that can beat “” at 45 SP in the final phase.
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
- Enemy SP suddenly recovered despite early clash wins
- If at −15 SP or below at Turn Start, she consumes to recover to 20 SP and gains 2 Power Up. “” also restores SP On Use. Recheck next turn's predictions.
- Heavy despite winning the clash
- Phase-transition attacks have s. Winning suppresses HP drain and some damage, but remaining hits still inflict . Heal before big attacks and check damage from subsequent actions.
- She recovered from and immediately used a big attack
- At 80%, 60%, and 40% HP, she clears and changes phase. Prepare for crossing a boundary even while she is ed, and for 10 next turn.
- Unable to beat the late single- attack
- La Sangre inflicts On Use, while “” restores SP to 45. Prepare high-Base-Power or earlier debuffs; do not assign a clasher by listed Power alone.
Before deployment
Prepare main attackers, recovery, and reserves without Don Quixote
- Aim for Lv.50 and III or higher, with HP and SP recovery and high-Power . Don Quixote is unavailable; do not rely on her healing or team effects.
- Bring 6 Sinners and up to 5 reserves. Check reserve development and order so replacements can enter next turn if Unbreakable wears down the main team.
- Pierce and Lust are effective. Sloth and Gloom damage face resistance; consider attack affinities when choosing from your developed roster.
HP100〜80%
Plan the opening around the SP-recovery condition
- At Turn Start, the enemy recovers if at −15 SP or below and gains 2 Power Up. From an initial 0 SP, making her lose 4 or more opening clashes can easily meet that condition. Judge by current SP.
- With sufficient HP, you can receive some weaker first-turn attacks with Defense s and limit clashes to around 3. Do not force low-HP allies to take hits.
- Include “”'s On Use recovery in predictions and build allied SP. The at 85% HP is cleared by the phase change at 80%.
80% HP boundary / “Ecstasy of Blood”
Heal beforehand and prepare for Unbreakable attacks
- HP stops falling near 2104; next turn she uses “” at 10 . Allied activates at Combat Start, so winning the clash alone cannot prevent that HP loss.
- All 3 s are Unbreakable. Win to suppress HP drain, and withstand remaining hits and with resistances and prior healing. The turn ends after the attack, so slower healing scheduled that turn cannot act.
- When regular actions resume, assign Sinners with little to Sundering and Impaling. Prevent Impaling's repeated activation.
60% HP boundary / Hardblood
Beat the area attack and deplete the Shield
- The turn after reaching around 1578 HP brings “” at 10 . 6 and all 4 s are Unbreakable; prepare the whole team's HP beforehand.
- Winning halves the skill's damage and prevents from that damage. It does not make or other effects harmless.
- At Combat Start, Sancho gains 500 Shield and . The Shield does not expire at Turn End, and attackers receive . Deplete it while checking their Count and HP.
- Regular patterns add Track and Ambush. Targeting the Sinner with the most increases range and Power; redirect to someone with less when possible.
40% HP boundary / La Sangre
Account for Paralyze and use high Base Power
- The turn after reaching around 1052 HP brings La Sangre. It can be clashed with regardless of , but a condition inflicts 1 on both participants On Use.
- Prefer with high Base Power over single- skills relying only on Power. Check its +5 Power from or self-damage too.
- Prepare for the Unbreakable hit and the turn ending after the attack. Time healing and defenses to act soon enough, and protect Sinners with heavy .
Regular cycle below 40% HP
Stop “La Aventura Ha Terminado” and focus follow-up damage
- The final cycle uses “” once every 3 turns. It restores SP to 45 at Combat Start; low prior SP does not mean a weak attack.
- Aim to win with strong . Its Unbreakable hit still inflicts , but winning prevents this passive's HP drain and the additional on enemy Win.
- Unlike phase-transition attacks, this skill has neither fixed 10 nor an After Attack turn ending. Use earlier debuffs or focus follow-up attacks to finish her.
NOTESUnique effects and cautions
Easy-to-miss details
- Winning does not remove every . Distinguish On Hit from HP drain that winning can prevent.
- Winning against prevents only from that skill's damage. It does not prevent death from or other damage.
- Phase changes take priority at 80%, 60%, and 40% HP. Do not assume a opening will last unchanged into the next turn.
- Phase-transition attacks end the turn After Attack. Do not rely on healing or follow-ups scheduled after Sancho. “” is the exception.
- Ending conditions and skill performance differ from Canto VII.5 Sancho. This page covers the Canto VII carousel encounter.
Initial Offense and reduction. The description states −35 each, but the actual Defense reduction is 34.
Distinguish base Lv.85 from current Offense and s. Additional buffs vary further.
Accumulates battlefield damage and is shared by both sides. Sancho starts with 400 and consumes it for recovery, , and big attacks.
Reduce -inflicting hits on allies. Allies that consume are an option, but a specific Bloodfiend team is not required.
Starts at 1; reaches II at 10 or more and III at 20 or more. Stages increase , and higher stages also increase Offense and s based on value. Gained and consumed through skills.
Power is not constant. Include On Use bonuses from and her own when assigning a clasher.
While active, Shield does not expire at Turn End. When a target damages the user with an attack, inflict 5 on that attacker at Attack End. Removed when its conditions are met, then grants 3 until the next phase change.
Attackers receive too. Prepare both enough damage to break the Shield and enough HP to survive after attacking.
PARTYRecommended teams and preparation
What to prepare first
- Aim for Lv.50 and III or higher, with high-Power clashers and HP and SP recovery. Secure healing resources before big attacks.
- Choose main combatants and reserves from the 11 Sinners other than Don Quixote. Develop reserves too and avoid spending everyone's big skills in the opening.
- teams must account for generation and bonuses from the enemy's own . Use with Turn Start SP recovery in mind; no single keyword guarantees victory.
High-Power and high-Base-Power clasher
Stop , La Sangre with , and “” at 45 SP.
Prior healing and resistances
Survive Unbreakable hits and . Act before big attacks at 10 and their turn ending.
Pierce / Lust damage and reserves
Damage the main body and Shield across phase changes, replacing worn-down main combatants as needed.
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 5 reserves in a Chain Battle. Sancho in the Canto VII dungeon, separate from the Canto VII.5 LCB Regular Checkup and Mirror Dungeon versions. lowers by 35 from base Lv.85. Its description says −35, but the actual reduction is 34; displayed uses −34. Additional buffs from and lost HP vary separately.
SanchoPart: Body

- HP
- 2630
- Level
- 85
- Speed
- 1–2 / increases with Hardblood / 10 next turn after a phase change
- Defense Lv. (adjusted)
- 52
- Stagger Thresholds
- 85% / 70% / 50% / 0% (2235 / 1841 / 1315 / 0)
Physical resistances
Slash
- ×1.0
Pierce
- ×1.2
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.2
- Lust
- ×1.5
- Sloth
- ×0.5
- Gluttony
- ×1.2
- Gloom
- ×0.5
- Pride
- ×1.0
- Envy
- ×1.0
- HP stops decreasing at 80%, 60%, and 40% (2104 / 1578 / 1052), clearing and advancing to the next pattern. These boundaries are separate from .
- Starts with 400 and 1 . Strengthened by , , her own , and lost HP.
- Unlike Canto VII.5, the encounter does not end simply after 10 turns or a special attack. Deplete her HP to finish.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Listed Power is before conditional bonuses. , , and alter Power and . Check each skill's consumption conditions against the actual status display. s still attack and apply On Hit effects after you win a clash.
Sancho
Topple
- Displayed Power
- 3〜11
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
On Use Consume 10 and gain 1 .
On Use Power +1 per 10 (max 2).
On Use Power +1 per 15 on self (max 3).
ⅠOn Hit Inflict 3 .
ⅡOn Hit Inflict 3 .
How to respond
Base maximum is 11, but and her own raise Power. Check current buffs and allied HP when deciding how many opening clashes to take.
Wound
- Displayed Power
- 2〜10
- Base Power
- 2
- Coin Power
- +4
- No. of Coins
- 2
- AttackLevel
- 51Enemy Lv. +1−35
- Attack Weight
- 1
On Use Consume up to 20 ; gain 1 per 10 consumed.
On Use Power +1 per 10 (max 2).
On Use Power +1 per 15 on self (max 3).
ⅠOn Hit Increase Count by 2.
ⅡOn Hit Increase Count by 2.
How to respond
Increases Count, enabling later activation and big-attack Power conditions. Protect main combatants with heavy .
Sanguine Joy
- Displayed Power
- 5〜14
- Base Power
- 5
- Coin Power
- +9
- No. of Coins
- 1
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
On Use Consume 4 and heal 10 SP.
On Use Consume 10 , gain 1 , and heal 10 SP.
- If unable to consume , gain 3 .
ⅠOn Hit Damage +10% per 1 on the target (max 100%).
On Hit Inflict 3 and increase Count by 2.
How to respond
Winning a clash cannot prevent On Use SP recovery. Do not assign a weak skill solely because enemy SP was low; include her recovered Heads chance in the prediction.
Ecstasy of Blood
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
Can be clashed with regardless of .
Combat Start If any enemy has , activate all enemies' and reduce Count by 2.
On Use If the Combat Start effect did not activate, gain 30 .
[ Win] Consume up to 40 ; gain 1 and +25% damage per 10 consumed (max 100%).
- If unable to consume , gain and activate 5 , then reduce Count by 2.
After Attack End this turn.
Ⅰ.
On Hit Inflict 5 and increase Count by 2.
Ⅱ.
On Hit Inflict 5 and increase Count by 2.
Ⅲ.
How to respond
Activates allied at Combat Start. You should still win the clash, but all 3 s are Unbreakable; prepare for hits and additional . Healing after this attack is too late because it ends the turn.
Don Quixote Hardblood Arts 4 - Sundering
- Displayed Power
- 3〜13
- Base Power
- 3
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
On Use If the target has at least 6 , Power +1.
[ Win] This skill's damage +20% per stage (max 60%).
[ Lose] Consume 4 and gain 20 Shield HP.
ⅠOn Hit Inflict 5 .
ⅡOn Hit Inflict 5 .
How to respond
Gains Power against allies with at least 6 . Winning consumes the enemy's , but she gains a small Shield; account for the follow-up damage needed.
Don Quixote Hardblood Arts 11 - Impaling
- Displayed Power
- 3〜12
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 3
- AttackLevel
- 53Enemy Lv. +3−35
- Attack Weight
- 1
On Use Base Power +1 per 3 on the target (max 3).
[ Win] This skill's damage +20% per stage (max 60%).
[ Lose] Consume 4 and gain 20 Shield HP.
ⅠOn Hit Increase Count by 2.
ⅡOn Hit Increase Count by 2.
ⅢOn Hit Activate the target's as many times as its Count; consume Count down to 1.
How to respond
More target means higher Base Power, and the final hit activates repeatedly. Intercept with a Sinner who has little and prevent the hit.
Don Quixote Hardblood Arts 2 - Hardblood
- Displayed Power
- 4〜16
- Base Power
- 4
- Coin Power
- +3
- No. of Coins
- 4
- AttackLevel
- 53Enemy Lv. +3−35
- Attack Weight
- 6
Can be clashed with regardless of .
Combat Start Consume 200 ; gain 500 Shield HP, 5 , and 1 .
- If is insufficient, gain and activate 50 , then reduce Count by 2. Gain 500 Shield HP, 5 , and 1 . This damage cannot reduce HP below 1.
[ Win] Gain 200 Shield HP.
[ Lose] Gain 3 while the Shield gained by this skill remains.
[ Lose] Damage −50%; targets cannot be ed by this skill's damage.
After Attack End this turn.
Ⅰ.
Ⅱ.
Ⅲ.
Ⅳ.
On Hit Inflict 5 and increase Count by 3.
How to respond
6, with all 4 s Unbreakable. Winning halves damage and prevents from this skill's damage. It does not prevent death from ; prepare healing and resistances beforehand.
Variant Don Quixote Style: Sancho Arts 4 - Track
- Displayed Power
- 3〜13
- Base Power
- 3
- Coin Power
- +5
- No. of Coins
- 2
- AttackLevel
- 53Enemy Lv. +3−35
- Attack Weight
- 1
Prioritizes the target with the most .
On Use If targeting the unit with the most , +2 and Power +3.
On Use Consume up to 30 ; gain 1 and +1 Power per 15 consumed (max 2).
- If unable to consume , gain and activate 10 , then reduce Count by 1.
After Attack Increase by this skill's damage dealt.
ⅠOn Hit Inflict 8 .
ⅡOn Hit Inflict 1 next turn.
- If this skill consumed 30 , inflict 2 additional .
How to respond
Against the target with the most , +2 and Power +3. Check whether a fast ally can redirect it to someone with less . consumption also boosts Power.
Variant Don Quixote Style: Sancho Arts 3 - Ambush
- Displayed Power
- 2〜14
- Base Power
- 2
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
Prioritizes the target with the most .
On Use If targeting the unit with the most , +2 and Power +3.
On Use Consume up to 50 ; gain 1 and +1 Base Power per 10 consumed (max 5).
- If unable to consume , gain and activate 10 , then reduce Count by 1.
After Attack Increase by this skill's damage dealt.
ⅠOn Hit Increase Count by 2.
ⅡOn Hit Increase Count by 2.
ⅢOn Hit Inflict 1 next turn.
- If this skill consumed 50 , inflict 2 additional .
How to respond
Gains range and Power against the target with the most . The condition checks On Use, so expiring during the clash may not prevent the bonus.
Variant Don Quixote Style: Sancho Arts 2 - La Sangre
- Displayed Power
- 12〜26
- Base Power
- 12
- Coin Power
- +14
- No. of Coins
- 1
- AttackLevel
- 52Enemy Lv. +2−35
- Attack Weight
- 1
Can be clashed with regardless of .
On Use Consume 50 ; inflict 1 on the target and self.
On Use Consume 100 ; Power +5.
If is insufficient, consume 100 own HP for +5 Power.
After Attack End this turn.
Ⅰ.
[Heads Hit] Inflict 8 .
[Heads Hit] Heal HP equal to damage dealt.
How to respond
With , inflicts 1 on both sides On Use. Choose high-Base-Power skills or over single- attacks relying on Power. Prepare for the remaining Unbreakable hit too.
La Aventura Ha Terminado
- Displayed Power
- 12〜26
- Base Power
- 12
- Coin Power
- +14
- No. of Coins
- 1
- AttackLevel
- 55Enemy Lv. +5−35
- Attack Weight
- 1
Combat Start Consume equal to (45 − current SP) to heal SP to 45. This damage cannot reduce HP below 1.
- If is insufficient, consume own HP equal to (45 − current SP) to heal SP to 45. This damage cannot reduce HP below 1.
Gain Shield HP equal to remaining (max 100).
[ Win] Inflict 10 on the target.
[ Lose] Consume 100 .
After Attack Increase by damage dealt.
Ⅰ.
On Hit Damage +10% per 1 on the target (max 200%).
On Hit Damage +10% per 1 (max 100%).
On Hit Inflict 3 and increase Count by 2.
How to respond
Restores SP to 45 at Combat Start, then uses an Unbreakable attack with a maximum of 26. Save high-Power that can win. Unlike phase-transition attacks, it has no fixed 10 or turn ending, allowing earlier or focused follow-up damage.
PASSIVESPassives
Sancho
The Enthralling Tales, the Beating Passion
Condition: Reaches 80% / 60% / 40% HP
At 80%, 60%, and 40% HP, HP stops falling and the pattern changes. On the change, clear and set next turn's to 10.
Impact on the fight
HP loss stops at the boundary and is cleared. Prepare for next turn's big attack at 10 ; do not waste every strong attack on the boundary.
In Dreams
Condition: Combat Start
At Combat Start, gain . Reveal latent blood scattered across the battlefield and gain 400 .
Impact on the fight
She does not attack at unmodified base Lv.85. Distinguish initial level reductions from later and other buffs.
But I have my Father and my Family whom I cannot abandon
Condition: ked at Turn End
At Turn End, if ked, recover from , consume 100 , and gain 3 . If unable to consume , gain 30 , 3 , and 2 .
Impact on the fight
Gains attack buffs after recovering from . SP reduction alone cannot keep her disabled for long.
If we can be freed from this excruciating sickness
Condition: On Hit / Turn Start / Sinner kill
On attack hit against a target with , heal overall and part HP by 40% of HP damage dealt. Own Potency adds 1% to this passive's healing per 1 Potency (max 20%). Does not activate on Unbreakable hits after losing a clash.
At Turn Start, heal own HP by ÷ 10 (max 50). If at −15 SP or below, consume equal to (20 − own SP) to recover SP and gain 2 Power Up.
On defeating an enemy, gain 5 .
Impact on the fight
Watch for Turn Start recovery at −15 SP or below. Winning prevents this passive's HP drain from remaining Unbreakable hits.
Can I go on an adventure, too?
Condition: HP lost and at Turn End
At Turn End, gain 1 per 10% max HP lost (max 5). At Turn End, minimum and maximum +1 next turn per 300 .
Impact on the fight
and also change late in the fight. Check current predictions rather than relying on initial values.
Bloodfeast
Condition: damage occurs on the battlefield
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 more latent blood scattered across the battlefield.
Impact on the fight
Enemy and allied damage feeds the shared . Inflicting is not an entirely one-sided advantage.
Hardblood
Condition: At the start / accumulation and consumption
At Combat Start, gain 1 .
- Cannot fall below 1.
- At 10 or more, changes to II.
- At 20 or more, changes to III.
Minimum and maximum increase by 1 per stage (max 2). Consumption below a threshold returns it to the previous stage.
Impact on the fight
Higher stages increase and combat levels. Recheck clash predictions and skill conditions.
Fixed Panic
Condition: Receives an effect that changes Type
When gaining a buff that changes Type, Type stays unchanged. Apply the effects intended for targets without SP instead.
Impact on the fight
Type cannot be replaced. Combine clashes, debuffs, and recovery to handle the fight.