English translation in progress. Untranslated passages remain in Japanese.

Knight of the White Moon (7-26)

CHAPTER 07 / BOSS GUIDE

Knight of the White Moon (7-26)

7-26 · On the Vivid Clash Between the Knight of the White Moon and the Valiant Don QuixoteStory guide

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
  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. 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.
  2. Unbreakable attacks on Turns 3 and 4 still hit after a clash win. Win clashes to prevent the extra damage from “” and “”.
  3. 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

The Knight of the White Moon appearance
HP
Unknown
Level
Unknown
Speed
Unknown
Defense Lv.
Unknown
Stagger Thresholds
None

Physical resistances

SlashSlash
Unknown
PiercePierce
Unknown
BluntBlunt
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

01

Dragon of the Spring

PrideSlashSlashPower and level are estimates
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 .

PASSIVESPassives

The Knight of the White Moon

Enemy passives

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.

Enemy passives

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.

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

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