
CHAPTER 07 / BOSS GUIDE
Knight of the White Moon (7-26)
A scripted encounter with only LCB Sinner Don Quixote. Special stat modifiers apply, and a sequence ends the fight after combat begins on Turn 6. against attacks with extra damage and check the final switch to .
- HP
- Unknown
- Level
- Unknown
- Speed
- Unknown
- Defense Lv.
- Unknown
- Deployment limit
- 1 Sinner
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- A fixed loadout of LCB Sinner Don Quixote and La Sangre de Sancho only. Adjusted to Lv.50, IV, and IV; no other Identity is needed for this encounter.
- Unbreakable attacks on Turns 3 and 4 still hit after a clash win. Win clashes to prevent the extra damage from “” and “”.
- Advance to the switch on Turn 6 instead of aiming to deplete enemy HP. A sequence ends the encounter after combat begins.
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
- Cannot judge preparation because enemy HP and Power are hidden
- A special encounter with hidden values. Your Sinner is adjusted to Lv.50 and IV, with bonuses from . Check current clash predictions rather than judging preparation or victory conditions like a regular boss.
- Taking damage despite winning the clash
- I of “” and “” is Unbreakable. Hits remain after a win, but you can prevent II's Slash Fragility or extra damage.
- Every skill became on Turn 6
- This is the encounter's scripted progression. Check the slots containing La Sangre de Sancho, begin combat, and proceed into the following sequence.
Before deployment–Turn 2
Check the fixed loadout and special buffs
- Only LCB Sinner Don Quixote can deploy. Appearance Projection is unavailable, and her only is La Sangre de Sancho. Starting SP is 45.
- Yellow sets max HP to 1605 and removes . It also gives Attack s +15 Final Power; do not judge the clash using normal skill values alone.
- Turn 1 uses “”; Turn 2 uses “” and “”. Your slot count matches the enemy's, but the hand is random. Check clash predictions and assign skills each time.
Turns 3–4
Prevent dangerous effects after the Unbreakable Coin
- Turn 3 uses “”, “”, and “”. Beat “” to prevent II's 3 Slash Fragility.
- Turn 4 uses “”, “”, and “”. Assign a strong attack to “” to prevent II's extra 100 damage.
- I of both Trace skills is Unbreakable; a win does not prevent every hit. “” is also a able , so do not treat it as a normal defense.
Turn 5
Clash with both types of “Arwe”
- Uses “”, “”, and “”. Each “” deals 50 extra damage; each “” inflicts 2 .
- Assign a winning attack to each of the 2 “” skills. The rail buff activates at Combat Start; stopping it with an attack is not the objective.
Turn 6
Advance to the sequence with the special E.G.O
- The enemy uses “” without a Sin affinity, and all your slots become La Sangre de Sancho.
- After combat begins, a sequence plays and the encounter ends. There is no need to interpret remaining enemy HP as insufficient damage or rebuild a normal boss-kill plan.
NOTESUnique effects and cautions
Easy-to-miss details
- This is not a regular boss fight won by depleting HP. Check the special progression on Turn 6.
- Do not derive unknown enemy HP, , level, or resistances from estimated skill levels.
- Distinguish Unbreakable hits from II's On Hit effects. Hits remain after a win, but clashing still matters.
- “”'s behavior after a clash loss is uncertain. Do not assume and damage always disappear.
The special yellow effect. Sets max HP to 1605 and removes . Attack Final Power +15. At Turn End, gain 5 next turn.
Even the fixed LCB Sinner Identity receives substantial bonuses. Judge by in-encounter predictions and HP rather than returning to raise another Identity based on normal performance.
The special blue effect gained by the enemy at the start. Detailed stat modifiers are unknown.
Distinguish it from your Sinner's yellow effect despite the shared name. Do not assign its 1605 max HP or +15 Final Power to the enemy.
Maximum 5. SP Loss Efficiency +1 per 1 value. At 5, disappears and deals 10 SP damage. Decreases by 1 each turn.
Each “” inflicts 2. Win the clash to prevent hits and limit SP loss.
Only one LCB Sinner Don Quixote and her base . Adjusted to Lv.50, IV, and IV. Your slot count matches the enemy's, and the skill layout is random.
You cannot use multiple allies to intercept attacks. Assign the hand to the additional slots and beat skills with dangerous extra effects.
PARTYRecommended teams and preparation
What to prepare first
- A fixed loadout of LCB Sinner Don Quixote and her base . In-encounter adjustments mean no other Identity or additional is needed.
- Check your Sinner's special buffs, random hand, and enemy skills. Adapt to each turn's clash predictions rather than assuming a fully fixed hand.
LCB Sinner Don Quixote
The only deployment slot. Receives special buffs and handles clashes against attacks with extra damage or .
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 7-26. Deployment limit: 1 Sinner.Data for the 7-26 scripted encounter only. Enemy HP, level, , and are unknown. All resistances are estimated as neutral, but remain displayed as unknown rather than confirmed values. Your Sinner is adjusted to Lv.50 and IV, with her base at IV.
The Knight of the White MoonPart: Body

- HP
- Unknown
- Level
- Unknown
- Speed
- Unknown
- Defense Lv.
- Unknown
- Stagger Thresholds
- None
Physical resistances
Slash
- Unknown
Pierce
- Unknown
Blunt
- Unknown
Sin Nullification
- Wrath
- Unknown
- Lust
- Unknown
- Sloth
- Unknown
- Gluttony
- Unknown
- Gloom
- Unknown
- Pride
- Unknown
- Envy
- Unknown
- The part cannot be broken. This is not a normal HP-depletion kill; a sequence begins on Turn 6.
- At the start, the enemy gains blue and Don Quixote gains yellow . Do not treat their effects as identical.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
Enemy Power and levels are hidden in-game. Power values from “” through “”, and Lv.50 on skills other than “”, are estimates. “” and “” have an estimated maximum of 30, but their Base and Power are unknown. “”'s Power and level are also unconfirmed. Listed Power excludes conditional bonuses.
The Knight of the White Moon
Dragon of the Spring
- Displayed Power
- 11〜27
- Base Power
- 11
- Coin Power
- +8
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
On Use Gain 2 next turn.
ⅠOn Hit Gain 1 next turn.
ⅡOn Hit Inflict 2 next turn.
How to respond
Used on Turns 1 and 3. to prevent next-turn from its hits. Winning does not stop its On Use .
Lotus in Autumn
- Displayed Power
- 11〜27
- Base Power
- 11
- Coin Power
- +8
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
On Use Gain 2 next turn.
ⅠOn Hit Gain 1 next turn.
ⅡOn Hit Inflict 2 next turn.
How to respond
Used on Turns 2 and 3. Do not spend every strong skill on “”; assign a winning attack here too.
Faint Trace
- Displayed Power
- 8〜30
- Base Power
- 8
- Coin Power
- +11
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
On Use Gain 3 next turn.
Ⅰ.
ⅡOn Hit Inflict 3 Slash Fragility.
How to respond
Used on Turns 3 and 4. A clash win prevents II's Slash Fragility. I is Unbreakable, so a hit remains even after a win.
Pallid Trace
- Displayed Power
- 10〜30
- Base Power
- 10
- Coin Power
- +10
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
If at least 5 faster than the target, Power +5.
Ⅰ.
ⅡOn Hit Deal 100 extra damage.
How to respond
A priority clash on Turn 4. Prevent II's extra damage. The bonus at a difference of at least 5 means last turn's prediction may not apply.
Red Arwe
- Displayed Power
- 7〜31
- Base Power
- 7
- Coin Power
- +12
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
On Use Gain 2 next turn.
ⅠOn Hit Deal 50 extra damage.
ⅡOn Hit Deal 50 extra damage.
How to respond
Used on Turn 5. Assign a winning attack to prevent each 's extra damage.
Blak Arwe
- Displayed Power
- 7〜31
- Base Power
- 7
- Coin Power
- +12
- No. of Coins
- 2
- AttackLevel
- 50Estimated
- Attack Weight
- 1
On Use Gain 2 next turn.
ⅠOn Hit Inflict 2 .
ⅡOn Hit Inflict 2 .
How to respond
Used on Turn 5. Win the clash to prevent . Lower SP makes Heads less likely, so take this clash separately from “”.
Mirror of Water
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- Unknown
- No. of Coins
- 1
- DefenseLevel
- 50Estimated
- Attack Weight
- 1
able
On Use Gain 3 .
[ Win] Deal HP damage equal to this skill's final Power.
Ⅰ.
How to respond
Used on Turns 2 and 4. Unlike a normal , an enemy clash win deals HP damage to you. behavior after a clash loss is uncertain; do not assume your win removes all and damage.
Electron Accelerator Rail Activation
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- Unknown
- No. of Coins
- 1
- DefenseLevel
- 50Estimated
- Attack Weight
- 1
Combat Start Gain 10 and 10 next turn.
How to respond
Used on Turn 5. The buff activates at Combat Start, so do not plan to stop it by landing an attack. Next turn advances to the scripted ending.
Arwe
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- Unknown
- No. of Coins
- 1
- AttackLevel
- UnknownValue unknown
- Attack Weight
- 1
On Use Gain 5 Pierce .
How to respond
A special Turn 6 skill. All your slots become La Sangre de Sancho. Check the display and begin combat to enter the sequence and end the encounter.
PASSIVESPassives
The Knight of the White Moon
The Knight of the White Moon
Condition: Always active / On Lose
Damage taken −20%. On Lose, gain 3 .
Impact on the fight
After winning, include the enemy's in subsequent predictions. Keep clashing until the scripted progression rather than trying to deplete its HP.
A Close Match
Condition: At least 10 clash rolls against the same target
On a clash roll, Power randomly increases or decreases by the current total number of clash rolls divided by 10, rounded down.
Impact on the fight
Power fluctuates in long clashes. More clash rolls do not guarantee an advantage.