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- Offense level
- 50
- Atk weight
- 1
- Max roll
- 10
- Damage vs same level
- 8-17avg 12.5

Abnormality Corrosion · Bloodfiend · Kindred
2 versions of this Enemy exist, one per encounter where its numbers differ. Pick one below; the stats, moves and skills follow it.
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.


[On Use] Gain 5
Bleed and +1
Bleed Count
Bleed[On Hit] If target has 5+
Bleed, gain 1
Bloodied Hand
[On Use] Consume up to 50
Bloodfeast; gain 1
Bloodied Hand for every 10
Bloodfeast consumed
[On Use] If target has 5+
Bleed, Coin Power +1
Bleed
Bloodfeast with this Skill, gain 10
Bleed and 1
Bloodied Hand.
[On Use] At 1+
Bloodied Hand, Base Power +1
[On Use] At 3+
Coagulated Blood, Coin Power +1
Bleed
[On Use] If target has 5+
Bleed, Coin Power +1
[On Use] Clash Power +1 for every
Coagulated Blood on self
[Clash Lose] Lose 2
Bloodied Hand
Bleed
Bleed
Bloodied Hand to inflict +3
Bleed[On Hit] Consume all
Coagulated Blood on self to increase
Bloodfeast by (consumed
Coagulated Blood x 3) and gain 5
Bleed[On Hit] Heal (
Bleed on target)% HP (max 30%)Turn Start: to a random enemy, deal fixed damage equal to 5% of their HP.
Attack End: Heal Core and Part equal to 50% of the damage this unit dealt with its Attack Skill
- At 100% HP, gain 2
Offense Level Up next turn. (2 times max)
Based on the percentage of HP healed, gain the following effects (cumulative)
- At 1+ Stack: Gain 3 Defense Level Up at every Turn Start
- At 2+ Stack: Gain 3
Offense Level Up at every Turn Start
- At 3+ Stack: Gain +2 Min & Max Speed
- At 5+ Stack: Gain 3
Attack Power Up at every Turn Start
Attack End: Inflict 1
Little Carmilla
If the target has
Bleed, inflict 1 additional
Little Carmilla at Attack End
Gain
Withered at the start of the Encounter
On Hit, if the target has
Bleed, heal by 15% of damage dealt
Attack End: If the target has 5+
Bleed, gain 1
Coagulated Blood
- Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2 Offense Level Up next turn
- Turn End: if this unit dealt damage this turn, heal 5 SP
If this unit is on field, or is one of the units that can appear on this Stage, increase
Bloodfeast value by the amount of
Bleed damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will surface.
Turn End: if in Panic, reset SP to 0.
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 Non-SP Units.