A Pierce E.G.O for Sinking teams, with an Awakening that consumes Sinking to restore SP and a Corrosion skill that pushes in Gloom Fragility.
Core Mechanics
SP recovery: After the attack, restores 10 SP to himself and the 2 allies with the lowest SP (12 at Threadspin Ⅲ, 15 at Ⅳ).
Bonus from consuming Sinking: If the target survives, it spends 5 of the target's Sinking Count (3 at Threadspin Ⅳ) and adds healing equal to the target's Sinking Potency (total capped at 20).
Spread on kills: If the target dies, inflicts 3 Sinking on 2 random enemies (3 at Threadspin Ⅳ). From Threadspin Ⅲ, it also adds 1 Curse.
Passive — If I Could Go Back...: If the target is dead at the end of the attack, he gains 1 of the E.G.O resource he has least of. +1 more per 5 combined Sinking Potency and Count on the target (up to 3).
Corrosion skill: An offense-leaning skill that inflicts Gloom Fragility, Sinking Count, and Curse. At Threadspin Ⅳ, damage against Cursed targets becomes +50%.
How to Use
Fire it at enemies with plenty of Sinking to restore SP. It reduces Sinking, so choose when to use it. Awakening is supplementary, and running it around the Corrosion skill that pushes in Gloom Fragility is likely also an option (Corrosion cannot distinguish friend from foe and can hit allies).
Firing it when it can defeat an enemy also replenishes resources.
It requires 2 Lust and 4 Gloom.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks If I Could Go Back...
Ⅲ: Increases healing and Curse, and adds an extra Gloom Fragility condition to Corrosion.
Ⅳ: Further increases healing, and Sinking consumption drops to 3. Corrosion becomes stronger against Cursed targets.
SKILLSSkill
Awakening
Awakening skill
Pierce
Clash Power
20~24
Base Power
20
Coin Power
+4
No. of Coins
1
Skill Level
Identity Lv-3
Attack Weight
1
After Attack Recover 10/12/15 SP for this unit and the 2 allies with the lowest SP other than this unit
If the target did not die, consume 5/3 of the target's Count, and additionally recover the healed units' SP by the target's Potency (max recovery: 20)
If the target died, inflict 3 and 1 on 2/3 random enemies (in Focused Encounters, inflicts on random Parts)
Corrosion
Corrosion skill
Blunt
Clash Power
19~27
Base Power
27
Coin Power
-8
No. of Coins
1
Skill Level
Identity Lv+3
Attack Weight
1
Indiscriminate Attacks random targets
Damage +50% if the target has
ⅠOn Hit Inflict 2 Gloom Fragility. At 3+ Gloom Resonance, inflict 1 more/Inflict 1 more per 3/2 Gloom Resonance (max 2)
ⅠOn Hit Increase Count by 3
ⅠOn Hit Inflict 1/2/3
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
If I Could Go Back...
If the target died when this unit's attack ends, gain 1 of the least-held E.G.O resource. Gain 1 more per 5 of the target's ( Potency+Count) (max 3) (if 2+ E.G.O resources are tied for least, gain a random one)
※Unlocked at Threadspin Ⅱ; active from the turn after E.G.O use until the end of battle
SYNERGYTeams and Synergies
Edgar Family Heir: A Sinking-inflicting Identity whose S2 and Defense skill are Gloom and S3 Lust, supplying the required affinities.
When hit by an attack skill, take fixed SP damage equal to the Potency (converted to Gloom damage for Abnormalities).
After taking damage, reduce Count by 1.
Curse
At Turn End, gain 1 random effect among 1 Power Down, 1 Defense Power Down, 2 Offense Level Down, and 2 Defense Level Down, and this value decreases by 1.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).