English translation in progress. Untranslated passages remain in Japanese.

Sancho (Canto VII)

CHAPTER 07 / BOSS GUIDE

Sancho (Canto VII)

7-36 · To Reach the Dream: Merry-Go-RoundStory guide

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
  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. 6 deployed Sinners plus 5 reserves. Don Quixote is unavailable; prepare your main attackers, recovery, and high-Power clashers using other Sinners.
  2. 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.
  3. 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

Sancho appearance
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

SlashSlash
×1.0
PiercePierce
×1.2
BluntBlunt
×1.0

Sin Nullification

Wrath
×1.2
Lust
×1.5
Sloth
×0.5
Gluttony
×1.2
Gloom
×0.5
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

01

Topple

SlothBluntBlunt
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.

PASSIVESPassives

Sancho

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

Enemy passives

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.

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

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