A light Gloom Blunt E.G.O that, for just 5 resources, delivers multi-target attacks, Paralyze, and Haste together, with a passive that cycles HP and Charge when hit.
Core Mechanics
Light multi-target: Despite light requirements of 3 Gloom and 2 Envy, its power is high, and Attack Weight becomes 3 at Threadspin Ⅳ.
Paralyze and next-turn Haste: Inflicts 3 Paralyze on hit (plus 1 Gloom Fragility at Threadspin Ⅲ) and grants 2 Haste next turn. Paralyze helps allies' Clashes.
Charge from lost HP: Before attacking, increases Charge by 1 per 10% HP lost, up to 5 (7 at Threadspin Ⅲ).
Passive — Temperamental Discharge: When taking damage, spends 1 Charge to recover 2.5% HP, and below 40% HP, Charge increases and the recovery also triggers. It assumes taking hits and barely works until his HP drops.
How to Use
The basic use is spreading Paralyze across multiple targets to make allies' Clashes easier.
If you aim for Temperamental Discharge, limit damage taken with Guard or Protection so that hits end up restoring HP. Watch out for Stagger.
The Corrosion skill is a Minus Coin type that costs HP on Tails Hit from Threadspin Ⅲ.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks Temperamental Discharge.
Ⅲ: Raises Base Power and adds Gloom Fragility infliction. Adds Charge gain on Tails Hit to the Corrosion skill.
Ⅳ: The Awakening skill's Attack Weight goes from 1 to 3, likely an upgrade with no downside.
SKILLSSkill
Awakening
Awakening skill
Blunt
Clash Power
22~2919~26 → 22~29
Base Power
2219 → 22
Coin Power
+7
No. of Coins
1
Skill Level
Identity Lv+0
Attack Weight
31 → 3
Before Attack Gain 1 Count per 10% HP lost (max 5/7)
Gain 2 next turn
ⅠOn Hit Inflict 3 and 1 Gloom Fragility
Corrosion
Corrosion skill
Blunt
Clash Power
22~2919~26 → 22~29
Base Power
2926 → 29
Coin Power
-7
No. of Coins
1
Skill Level
Identity Lv+2
Attack Weight
1
Indiscriminate Attacks random targets
Before Attack Gain 1 Count per 10% HP lost (max 5/7)
Gain 2 next turn
ⅠOn Hit Spend all Count to deal additional Gloom damage equal to ( Count spent×2.5)% of the damage (max 30%/50%)
On Tails Hit At the end of the attack, spend 10% of Max HP to gain 10 Count
Normal Coin Unbreakable CoinThreadspin ⅢThreadspin 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
Temperamental Discharge
When taking damage, spend 1 Count to heal 2.5% of HP
If HP is below 40% when taking damage, gain 1 Count and the healing triggers ( Count can increase by up to 10 per 1 turn)
※Unlocked at Threadspin Ⅱ; active from the turn after E.G.O use until the end of battle
SYNERGYTeams and Synergies
Lobotomy E.G.O:: Sunshower: S1 (Envy) and S2 (Gloom) supply resources, and his passive grants Protection equal to Sinking and Blunt DMG Up after taking damage, suiting a playstyle built on taking hits.
MultiCrack Office Fixer: S2 (Envy) and S3 (Gloom) supply resources, and his S2 spends HP to increase Charge, likely pairing well with the Charge-using passive.
KEYWORDSEffect Glossary
Charge
Can be consumed to enhance certain skills. Count can stack up to 20.
At Turn End, reduce Count by 1.
Haste
For 1 turn, increase Speed by the value.
Paralyze
For 1 turn, set Coin Power to 0 for a number of Coins equal to this value.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).