
Topple
- Offense level
- 51(+1)
- Atk weight
- 1
- Max roll
- 11
- Damage vs same level
- 6-18avg 12.0

Bloodfiend · Second Kindred · La Manchaland
4 versions of this Abnormality exist, one per encounter where its numbers differ. Pick one below; the stats, moves and skills follow it.
Stagger thresholds 85% / 70% / 50% / 0% (1449 / 1193 / 852 / 0)
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.


[On Use] Consume up to 20
Bloodfeast: gain 1
Hardblood for every 10
Bloodfeast consumed
[On Use] Coin Power +1 for every 10
Hardblood (max 2)
[On Use] Coin Power +1 for every 15
Bleed on self (max 3)

[On Use] Consume 4
Hardblood to heal 10 SP
[On Use] Consume 10
Bloodfeast to gain 1
Hardblood and heal 10 SP
- If this unit failed to consume
Bloodfeast, gain 3
Bleed.

Can Clash with this Skill regardless of Speed
[Combat Start] If there are enemies with
Bleed, activate
Bleed on all enemies. All enemies lose 2
Bleed Count
[On Use] If this effect did not activate at Combat Start, gain 30
Bleed.
[Clash Win] Consume up to 40
Bloodfeast: for every 10
Bloodfeast consumed, gain 1
Hardblood and deal +25% damage (max 100%)
- If this unit failed to consume
Bloodfeast, gain 5
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count
[Attack End] Ends this turn
Unbreakable Coin[On Hit] Inflict 5
Bleed and +2
Bleed Count
Unbreakable Coin[On Hit] Inflict 5
Bleed and +2
Bleed Count
Unbreakable Coin


Can Clash with this Skill regardless of Speed
[Combat Start] Consume 200
Bloodfeast, gain 500 Shield HP, 5
Hardblood, and 1
Shimmering【Bloodfiend】
- If this unit doesn't have enough
Bloodfeast, gain 50
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count. Gain 500 Shield HP and 1
Shimmering【Bloodfiend】 (this damage does not reduce this unit's HP to 1)
[Clash Win] Gain 200 Shield HP
[Clash Lose] Gain 3
Fragile as long as the Shield gained due to this Skill is active
[Clash Lose] Deal -50% damage, and the damage from this Skill does not Stagger the target
[Attack End] Ends this turn
Unbreakable Coin
Unbreakable Coin
Unbreakable Coin
Unbreakable Coin[On Hit] Inflict 5
Bleed and +3
Bleed Count
Prioritizes targets with the most
Bleed
[Before Attack] If the target is the one with the most
Bleed, gain Atk Weight +2 and Clash Power +3
[On Use] Consume up to 30
Bloodfeast: gain 1
Hardblood and Coin Power +1 for every 15
Bloodfeast consumed (max 2)
- If this unit failed to consume
Bloodfeast, gain 10
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count
[Attack End] Increase
Bloodfeast equal to the damage this Skill dealt
Bleed
Bind next turn
- If this Skill consumed 30
Bloodfeast, inflict 2 additional
Bind
Prioritizes targets with the most
Bleed
[Before Attack] If the target is the one with the most
Bleed, gain Atk Weight +2 and Clash Power +3
[On Use] Consume up to 50
Bloodfeast: gain 1
Hardblood and Base Power +1 for every 10
Bloodfeast consumed (max 5)
- If this unit failed to consume
Bloodfeast, gain 10
Bleed, and activate
Bleed immediately. Lose 1
Bleed Count
[Attack End] Increase
Bloodfeast equal to the damage this Skill dealt
Bleed Count
Bleed Count
Paralyze next turn
- If this Skill consumed 50
Bloodfeast, inflict 2 additional
Paralyze
Can Clash with this Skill regardless of Speed
[On Use] Consume 50
Bloodfeast to inflict 1
Paralyze against the target and self
[On Use] Consume 100
Bloodfeast to gain Clash Power +5
- If there isn't enough
Bloodfeast, consume 100 HP from this unit to gain Clash Power +5
[Attack End] Ends this turn
Unbreakable Coin[Heads Hit] Inflict 8
Bleed[Heads Hit] Heal by damage dealt
[On Use] Consume (45 - current SP)
Bloodfeast to heal up to 45 SP
- If there isn't enough
Bloodfeast, consume up to (45 - current SP) HP to heal up to 45 SP (this damage does not lower this unit's HP below 1)
- Gain Shield HP equal to the remaining
Bloodfeast (max 100)
[Clash Win] Inflict 10
Bleed
[Clash Lose] Consume 100
Bloodfeast
[Attack End] Increase
Bloodfeast equal to the damage dealt
Unbreakable Coin[On Hit] Deal +10% damage for every
Bleed on the target (max 200%)[On Hit] Deal +10% damage for every
Bloodfeast (max 100%)[On Hit] Inflict 3
Bleed and +2
Bleed CountUpon hitting 80%, 60%, and 40% HP, no longer take damage and gain a new pattern Upon gaining a new pattern, recover from Stagger and raise Speed to 10 next turn
Encounter Start: gain
Dreamy Hesitation.
Encounter Start: the sleeping blood drenching the battlefield will surface, increasing
Bloodfeast by 400.
Turn End: If Panicked, recover from Panic, and consume 100
Bloodfeast to gain 3
Attack Power Up
- If this unit failed to consume
Bloodfeast, gain 30
Bleed, 3
Attack Power Up, and 2 Damage Up
On Hit, if the target has
Bleed, heal Part and Core by 40% of the damage dealt.
- This Passive heals +1% more HP for every
Bleed Potency on self (max 20%)
- For Unbreakable Coins: this effect does not activate on Hit After Clash Lose.
Every Turn Start: heal (
Bloodfeast/10) HP. (max 50)
Every Turn Start: at -15 or less SP, consume (20 - current SP)
Bloodfeast to gain SP and gain 2 Clash Power Up
On Kill, gain 5
Hardblood
Turn End: Min & Max Speed +1 next turn for every 300
Bloodfeast
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 fill the surface.
Combat Start: gain 1
Hardblood
-
Hardblood cannot drop below 1
- At 10+
Hardblood, convert them to
Hardblood II.
- At 20+
Hardblood, convert them to
Hardblood III.
Gain Min & Max Speed based on the Stage of this effect (max 2)
If this unit consumes
Hardblood and drops below the above thresholds, revert to previous Stages accordingly
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.