Status
1705
Clue
Status

1705

1-2

50
Resistances

Normal
[x1]

[x1.2]

Normal
[x1]

Ineff.
[x0.5]

Ineff.
[x0.5]

[x1.2]

Normal
[x1]

Weak
[x1.5]

[x1.2]

Normal
[x1]
Stagger Threshold
85% (1449)
50% (852)
0% (0)
If this unit is on field, or is one of the units that can appear on this Stage, increase blooddinner value by the amount of laceration damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
PASSIVE
This unit's Panic Type does not change when inflicted with an effect that changes Panic Types. Instead, this unit is inflicted with an effect that is inflicted against targets without SP.
PASSIVE
level: 50
2
+2
SKILL 4




3
+4
SKILL 5
Prioritizes targets with the most
Bleed
[Before Attack] Atk Weight +1 for every 10
Hardblood on self (max 3)
[On Use] Clash Power +1 for every 5
Bleed on the target (max 3)
[On Use] Consume up to 30 blooddinner: gain 1
Hardblood and Coin Power +1 for every 15 blooddinner consumed (max 2)
- If this unit failed to consume blooddinner, gain 10
Bleed, and activate
Bleed immediately. Lose 1
Bleed Count
[After Attack] Increase blooddinner equal to the damage this Skill dealt

[Before Attack] Atk Weight +1 for every 10

[On Use] Clash Power +1 for every 5

[On Use] Consume up to 30 blooddinner: gain 1

- If this unit failed to consume blooddinner, gain 10



[After Attack] Increase blooddinner equal to the damage this Skill dealt


2
+4
SKILL 6
Prioritizes targets with the most
Bleed
[Before Attack] Atk Weight +1 for every 10
Hardblood on self (max 2)
[On Use] Clash Power +1 for every 5
Bleed on the target (max 3)
[On Use] Consume up to 30 blooddinner: gain 1
Hardblood and Coin Power +1 for every 15 blooddinner consumed (max 2)
- If this unit failed to consume blooddinner, gain 10
Bleed, and activate
Bleed immediately. Lose 1
Bleed Count
[After Attack] Increase blooddinner equal to the damage this Skill dealt

[Before Attack] Atk Weight +1 for every 10

[On Use] Clash Power +1 for every 5

[On Use] Consume up to 30 blooddinner: gain 1

- If this unit failed to consume blooddinner, gain 10



[After Attack] Increase blooddinner equal to the damage this Skill dealt




2
+2
SKILL 7
Can Clash with this Skill regardless of Speed
[Combat Start] Gain 1
Shimmering【Bloodfiend】
[Combat Start] Consume 100 blooddinner; gain 1 bloodarmor and 20 Shield HP for every 10 blooddinner consumed
- If this unit doesn't have enough blooddinner, gain 50
Bleed, and activate it immediately. Lose 2
Bleed Count. Gain 200 Shield HP (this damage does not reduce this unit's HP to 0)
[Clash Lose] As long as the Shield HP from this Skill remains, gain 3
Fragile
[Clash Lose] This Skill deals -50% less damage
[After Attack] End Combat Phase
[Combat Start] Gain 1

[Combat Start] Consume 100 blooddinner; gain 1 bloodarmor and 20 Shield HP for every 10 blooddinner consumed
- If this unit doesn't have enough blooddinner, gain 50


[Clash Lose] As long as the Shield HP from this Skill remains, gain 3

[Clash Lose] This Skill deals -50% less damage
[After Attack] End Combat Phase


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10
+15
SKILL 8
Deal +10% more damage for every
Bleed on the target (max 200%)
Deal +10% more damage for every 3
Hardblood (max 100%)
[Combat Start] Consume (45 - current SP) blooddinner and heal up to 45 SP
- If there isn't enough blooddinner, gain 20
Bleed and heal up to 45 SP
- Gain Shield HP equal to remaining blooddinner (max 100)
[Clash Win] Inflict 10
Bleed
[After Attack] Increase blooddinner by HP damage dealt against the target
[After Attack] If the target is defeated, increase blooddinner by the target's max HP

Deal +10% more damage for every 3

[Combat Start] Consume (45 - current SP) blooddinner and heal up to 45 SP
- If there isn't enough blooddinner, gain 20

- Gain Shield HP equal to remaining blooddinner (max 100)
[Clash Win] Inflict 10

[After Attack] Increase blooddinner by HP damage dealt against the target
[After Attack] If the target is defeated, increase blooddinner by the target's max HP
20
+14
SKILL 9
Deal +40% more damage for every 10 (sum of
Bleed on all targets]) (max 200%)
Deal +10% more damage for every cumulative blooddinner this unit consumed (max 100%)
[Combat Start] Consume (45 - current SP) blooddinner and heal up to 45 SP
- If there isn't enough blooddinner, gain 20
Bleed and heal up to 45 SP
- Gain Shield HP equal to remaining blooddinner (max 100)
[Clash Win] Inflict 10
Bleed
[After Attack] Increase blooddinner by HP damage dealt against the target
[After Attack] If the target is defeated, increase blooddinner by the target's max HP

Deal +10% more damage for every cumulative blooddinner this unit consumed (max 100%)
[Combat Start] Consume (45 - current SP) blooddinner and heal up to 45 SP
- If there isn't enough blooddinner, gain 20

- Gain Shield HP equal to remaining blooddinner (max 100)
[Clash Win] Inflict 10

[After Attack] Increase blooddinner by HP damage dealt against the target
[After Attack] If the target is defeated, increase blooddinner by the target's max HP
Story
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