A multi-target Slash E.G.O with 5 Attack Weight that spreads Tremor and Sinking.
Core Mechanics
High-damage multi-target: A 2-Coin multi-target attack with 5 Attack Weight. The Corrosion skill targets friend and foe alike, so beware of friendly fire.
Tremor and Sinking: Coin Ⅰ inflicts 5 Tremor and triggers Tremor Burst, and Coin Ⅱ inflicts 4 Sinking.
SP recovery: If his HP is full after the attack, he recovers 10 SP at Turn End (15 at Threadspin Ⅳ) and gains 1 Attack Power Up next turn. It does not work once his HP drops.
Follow-up against low-SP enemies (Threadspin Ⅲ): If the target's SP is below 0, +1% damage per point below 0 (up to 45%). It grows when Sinking drains SP.
Passive — Insomniac Night: At Combat Start, inflicts Offense Level or Defense Level Down on all enemies equal to the number of staggered, Low Morale, or panicking enemies (up to 2 times per turn).
How to Use
Fire it at multiple enemies while keeping his HP up.
It requires 8 resources in total: 2 Sloth, 2 Gluttony, 2 Gloom, and 2 Pride, with a Sanity cost of 20.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks Insomniac Night.
Ⅲ: Adds the follow-up against low-SP enemies and HP recovery on hit.
Ⅳ: Increases SP recovery, and staggered enemies and similar receive Sin Fragility.
SKILLSSkill
Awakening
Awakening skill
Slash
Clash Power
12~20
Base Power
12
Coin Power
+4
No. of Coins
2
Skill Level
Identity Lv+1
Attack Weight
5
If the target's SP is below 0, Damage +1% per 1 SP below 0 (max 45%)
After Attack If own HP is at max, recover 10/15 SP at Turn End and gain 1 next turn
ⅠOn Hit Inflict 5
On Hit . The target's Count decreases by 1
ⅡOn Hit Heal HP by (2/3+highest Resonance)% of own missing HP (max 30% per skill)
On Hit Inflict 4
On Hit If the target is Staggered, at Low Morale, or Panicked, inflict 1 next turn and inflict 1 Fragility of the highest Resonance Sin
Corrosion
Corrosion skill
Slash
Clash Power
10~22
Base Power
22
Coin Power
-6
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
5
Indiscriminate
Attacks random targets
If the target's SP is below 0, Damage +1% per 1 SP below 0 (max 45%)
Before Attack Heal 10 own HP
After Attack If own HP is at max, recover 10/20 SP at Turn End and gain 1 next turn
ⅠOn Hit Inflict 5
On Hit . The target's Count decreases by 1
ⅡOn Hit Heal HP by (2/3+highest Resonance)% of own missing HP (max 30% per skill)
On Hit Inflict 4
On Hit If the target is Staggered, at Low Morale, or Panicked, inflict 1 next turn and inflict 2 Fragility of the highest Resonance Sin
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
Insomniac Night
At Combat Start, inflict 1 or 1 on every enemy, once for each Staggered, Low Morale, or Panicked enemy. (max 2 times per 1 turn)
-Does not trigger alongside an E.G.O Gift with the same effect.
※Unlocked at Threadspin Ⅱ; active from the turn after E.G.O use until the end of battle
SYNERGYTeams and Synergies
Night Awls Capitano: Uses Tremor and Bleed, and his S1 is Sloth and S3 Pride, supplying some of the required affinities.
Edgar Family Heir: Can stack Sinking to lower enemy SP, and his Gloom S2 also supplies resources.
KEYWORDSEffect Glossary
Attack Power Up
For 1 turn, increase the Final Power of attack skills by the value.
Tremor
When taking damage from a skill that triggers Tremor Burst, raise the Stagger Threshold by the Potency.
At Turn End, reduce Count by 1.
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
Sinking
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.
Attack Power Down
For 1 turn, decrease the Final Power of attack skills by the value.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).
Offense Level Down
For 1 turn, decrease Offense Level proportional to the value.
Defense Level Down
For 1 turn, decrease Defense Level proportional to the value.