Status
1071
Clue
Status
1071
1-3
47
Resistances
[x0.8]
Normal
[x1]
Normal
[x1]
Endure
[x0.75]
Weak
[x1.5]
Normal
[x1]
Normal
[x1]
Weak
[x1.5]
[x1.25]
Ineff.
[x0.5]
Stagger Threshold
50% (536)
Turn End: activate laceration on self. (max 50; consume 1 laceration Count on self) Heal 50 HP to Core and Part of an allied Bloodfiend with the least HP (does not activate if all allies are at full HP)
PASSIVE
Turn End: lose 5 SP and heal 10 SP for an allied Bloodfiend with the least SP (does not activate if there aren't any allies with SP)
PASSIVE
Gains new patterns based on wornheart value on self
Turn End: gain 1 wornheart
Turn End: gain 1 wornheart
PASSIVE
- At 10+ bloodyhand, convert them to bloodyhand_2nd.
- At 20+ bloodyhand_2nd, convert them to bloodyhand_3rd.
- At 20+ bloodyhand_2nd, convert them to bloodyhand_3rd.
PASSIVE
Prioritizes targets with laceration
Turn End: if this unit failed to deal any damage this turn, gain 2 vulnerable and 2 attackup next turn
Turn End: if this unit failed to deal any damage this turn, gain 2 vulnerable and 2 attackup next turn
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
Turn End: if in Panic, reset SP to 0.
PASSIVE
level: 45
5
+7
SKILL 1
5
+4
SKILL 3
[On Use] Gain 10
[On Use] Consume up to 30 blooddinner: heal the ally with the least HP by (blooddinner consumed x 2). (excludes self; rounded down)
Bleed
[On Use] Consume up to 30 blooddinner: heal the ally with the least HP by (blooddinner consumed x 2). (excludes self; rounded down)
6
+4
SKILL 4
[On Use] Gain 10
[On Use] Consume up to 20 blooddinner: heal self and the ally(the Core and the Part) with the least HP by (blooddinner consumed x 2).
- If there are no remaining allies, double the healing on self
Bleed
[On Use] Consume up to 20 blooddinner: heal self and the ally(the Core and the Part) with the least HP by (blooddinner consumed x 2).
- If there are no remaining allies, double the healing on self
[On Hit] Gain 3
[On Hit] At 10
Ailing Heart and
Bloodied Hand
[On Hit] At 10
Ailing Heart, gain 3 additional
Bloodied Hand and gain 1 attackup next turn
5
+7
SKILL 5
[On Use] Consume up to 50 blooddinner and gain 1
[On Use] Gain 10
[On Use] Gain 3
Bloodied Hand for every 10 blooddinner consumed
[On Use] Gain 10
Bleed
[On Use] Gain 3
Bloodied Hand
5
+4
SKILL 6
[On Hit] Heal HP equal to the damage dealt (max 30)
[On Hit] If this Skill consumed 30 blooddinner, and if this unit is at 30+ bloodyhand_3rd, Reuse this Coin once
- If this Skill failed to consume blooddinner, gain 20
[On Hit] If this Skill consumed 30 blooddinner, and if this unit is at 30+ bloodyhand_3rd, Reuse this Coin once
- If this Skill failed to consume blooddinner, gain 20
Bleed
10
+4
DEFENSE
[On Use] At 50%+ HP, activate laceration on self (max 3 times; reduce laceration Count every time it is activated; cannot be Staggered from this damage)
[On Use] All allies heal 5 SP (including self)
[On Use] All allies heal 5 SP (including self)
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 rise above the surface.
When this unit enters the field, the sleeping blood drenching the battlefield will rise above the surface.
PASSIVE
Gain starvingpriesttwo at the start of the Encounter
PASSIVE
Story
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