A Pierce attacker whose damage scales with the number of negative effects on his target. Against a heavily debuffed enemy, S2 Sanguine Pointillism becomes a major attack through its chain of Coin reuses.
Core Mechanics
S2 — Sanguine Pointillism: On hit, Coin Ⅰ has a 20%/40% chance to reuse itself, increased by 20 percentage points per negative effect on the target, up to 2 reuses per skill. Each hit adds 1 Bleed Count and inflicts 2/3 Count of a random negative effect. Inflicting a new type of negative effect may improve the chance of the next reuse. Slash-separated values indicate different Uptie tiers.
S3 — Hematic Coloring: Coin Ⅳ deals +15%/25% damage per negative effect on the target, up to +75%/125%. Coins Ⅱ and Ⅲ inflict more Bleed Count and Potency if the target has at least 4/3 negative effects.
Random ailments and Sanguine Pointillist: Certain Coins on S1–S3 randomly inflict Burn, Bleed, Tremor, Rupture, or Sinking. However, his always-active Sanguine Pointillist passive makes him count only as an Identity that inflicts Bleed.
Combat passive — Assignment Evaluation (4 Lust Owned; unlocked at Uptie Ⅱ): On hit against a target with at least 6/4 Bleed Potency, restores 2 SP, plus 1 per negative effect on the target, up to 3 additional SP. If his SP is at its maximum when this recovery occurs, gains 1/2 Offense Level Up next turn. Activates up to 4 times per turn.
Support passive — Practices on Aesthetics (4 Lust Owned; unlocked at Uptie Ⅲ): When the ally with the lowest SP hits, they recover 2 SP per negative effect on the target, up to 6, plus another 3 if the target has Bleed. Activates up to 2 times per turn.
How to Use
Use S1 and S3 to build Bleed and several different negative effects, then use S2 to chain its Coin reuses. Coin Ⅳ of S3 also scales sharply with the number of negative effects, giving him another strong attack against debuffed targets. At 6/4 Bleed Potency on the target, Assignment Evaluation sustains his SP and grants Offense Level Up if he is at maximum SP. He can supply several ailments alone, but allies who add further debuffs improve his performance. Focused Encounters make it easier to keep those effects on one enemy, and Ring teams help supply multiple debuffs. Early on, S2's relatively high minimum roll helps him win Clashes.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
SKILLSSkill
S1×3
Paint Over
GloomPierce
Clash Power
2-112-8 → 2-11
Base Power
2
Coin Power
32 → 3
No. of Coins
3
Skill Level
Identity Lv+3
Attack Weight
1
If the target has 6+ , gain +1 Clash Power
ⅡOn Heads Hit Inflict 2 Count of 1 randomly chosen status: , , , , or
ⅢOn Heads Hit/On Hit Inflict 2
Normal Coin Unbreakable CoinMultiple values represent different Uptie tiers; the larger value is for the highest tier. Roman numerals identify which Coin has the effect.
PASSIVESPassives
Combat Passive
Sanguine Pointillist
NoneAlways active
This Identity is considered an Identity that inflicts only. Skills that randomly inflict , , , , or are not considered skills that inflict those status effects for the purposes of such conditions.
※Active while deployed in battle
Combat Passive
Assignment Evaluation
Lust ×4Owned
On Hit, heal 2 SP if the target has 6/4 or more .
Heal 1 additional SP for each 1 negative effect on the target (max 3).
When healing SP with this effect, if this unit's SP is already at maximum, gain 1/2 next turn
(Max 4 passive activations per 1 turn)
※Unlocked at Uptie Ⅱ; active while deployed in battle
Support Passive
Practices on Aesthetics
Lust ×4Owned
When the ally with the lowest SP hits with an attack, heal 2 SP for each 1 negative effect on the target (max 6)
If the target has , heal an additional 3 SP
(Max 2 passive activations per 1 turn)
※Unlocked at Uptie Ⅲ; active while on the team but not deployed
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.
Offense Level Up
For 1 turn, increase Offense Level proportional to the value.
Combat glossary →Review combat basics such as Clashes, SP, and resistances