English translation in progress. Untranslated passages remain in Japanese.

Chains of Others Meursault E.G.O artwork

E.G.O 0501 · ZAYIN

Chains of Others

Risk Level
ZAYIN
SP Cost
10
Resource Cost
Sloth ×1Gloom ×1Envy ×2E.G.O usable with these resources →
Resistance
×1×2×1×2×1×0.75×1

GUIDEMechanics and How to Use

At a Glance

A starting E.G.O for single strong enemies that cripples the enemy with heavy Bind and Attack Power Down.

Core Mechanics

  • Weakening the enemy: On hit, inflicts Bind and Attack Power Down on the enemy next turn. The enemy's attacks weaken, making it easier for allies to win Clashes.
  • Recoil on himself: He also receives the same debuffs next turn. The amounts rise at Threadspin Ⅲ and lighten at Ⅳ.
  • Protection: On Heads Hit at Threadspin Ⅲ (on hit at Ⅳ), he gains 2 Protection next turn, making the recoil easier to absorb.
  • Passive — Refusal to Judge: Gains 3 Protection if he is targeted by 3 or more skills at Combat Start. This is likely easy to meet in regular battles where targeting is spread out, and hard to meet in Focused Encounters.
  • Resource conversion: Converts its 4 required resources (1 Sloth, 1 Gloom, 2 Envy) into 1 Pride resource.

How to Use

  • Use it on a single strong enemy. It only weakens 1 enemy and also weakens himself, so it is not suited to regular battles.
  • On the turn after using it, he becomes slower and weaker. Play defensively with a durable Meursault Identity that has Guard or Protection.
  • Let allies without the debuffs handle Clashes and focus down the weakened enemy.
  • Its Sin resistances are Fatal (×2) to Lust and Gluttony. In fights with many attacks of those affinities, consider switching to another E.G.O's resistances. It has no Corrosion skill.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)

ANALYSISThreadspin

  • Ⅱ: Unlocks Refusal to Judge.
  • Ⅲ: Doubles to 5 Bind and 4 Attack Power Down (the recoil on himself also doubles), Base Power becomes 19, and 2 Protection is added.
  • Ⅳ: The recoil on himself lightens to 3 Bind and 3 Attack Power Down, and Protection is gained on hit. The amounts inflicted on enemies stay the same as Ⅲ. Stopping at Ⅲ likely makes little difference.

SKILLSSkill

Awakening

Awakening skill

BluntBlunt
Clash Power
19~2215~18 → 19~22
Base Power
1915 → 19
Coin Power
+3
No. of Coins
1
Skill Level
Identity Lv-3
Attack Weight
1

ⅠOn Hit Inflict 3/5 next turn

On Hit Gain 3/5/3 next turn

On Hit Inflict 2/4 next turn

On Hit Gain 2/4/3 next turn

[On Heads Hit/On Hit] Gain 2 next turn

Normal Coin Unbreakable CoinThreadspin Ⅲ Threadspin Ⅳ mark additions or changes at those Threadspin tiers. Multiple values represent different tiers; the larger value is for the highest tier.

PASSIVEE.G.O Passives

E.G.O Passives

Refusal to Judge

At Combat Start, if this unit is targeted by 3 or more skills, gain 3 .

※Unlocked at Threadspin Ⅱ; active from E.G.O use until the end of battle

SYNERGYTeams and Synergies

  • LCB Sinner: Sloth (S1, Guard) and Gloom (S3) supply the required affinities, and his S3 grants 3 Protection next turn, making it easy to play defensively.
  • W Corp. L2 Cleanup Agent: Envy (S1, Guard) and Gloom (S2) supply the required affinities, and his passive, which gains Charge when taking damage or losing Clashes, meshes with a defensive playstyle.

KEYWORDSEffect Glossary

Bind
For 1 turn, decrease Speed by the value.
Attack Power Down
For 1 turn, decrease the Final Power of attack skills by the value.
Protection
For 1 turn, decrease damage taken from skills proportional to the value (max 10).