A straightforward Slash attacker with high Power and many Coins, capable of fighting without Rupture. In Rupture teams, use S1 followed by S2 to reach at least 6 Rupture and gain the bonuses from Weakness Analyzed and Rupture.
Core Mechanics
S2 — Dissect Target (main skill): 3 Coins. On Clash Win, adds +3 Rupture Count, and Coin Ⅰ inflicts 3 Rupture. On hit, Coin Ⅲ inflicts Weakness Analyzed next turn if the target has at least 6 Rupture. Gains +1 Coin Power for every 6 Rupture on the target, up to 2.
Weakness Analyzed: For 1 turn, randomly weakens one of the target's Endured or Normal Attack Type resistances by +0.2.
S1 — Predictive Analysis: On hit, Coin Ⅱ inflicts 3 Rupture. Gains +1 Coin Power for every 3 Rupture on the target, up to 2. Land it before S2 to set up.
S3 — Profiling: On use, +10% damage for every 3 Rupture on the target, up to 20/50%. Because it checks on use, the bonus does not drop even if Rupture decreases during the attack. It inflicts little Rupture, so it is best as a finisher.
Low durability: Her Defense Level is Identity Lv -2, and she staggers easily when hit.
Combat passive — Before the Tea Cools... (3 Gluttony Owned; unlocked at Uptie Ⅱ): When attacking with an affinity the target is Fatal or Weak to (resistance above 1), gains Poise equal to the target's Rupture, up to 20 per turn. It only grants Potency, so the benefit is limited.
How to Use
By default, just attacking with S2 as her main skill deals solid damage. To make use of Rupture, win a Clash with S2 against a target that already has 3 Rupture from S1. The +3 Rupture Count and Coin Ⅰ's 3 Rupture bring it to 6 or more, and Coin Ⅲ then inflicts Weakness Analyzed. Finish with S3 to add damage based on Rupture. This sequence has several conditions. The Rupture from Coin Ⅱ of S1 has only 1 Count, so it disappears if an ally's attack lands before S2. S2 cannot reach 6 unless Coin Ⅰ hits. Only 1 Rupture Count remains after S2, so S3's damage bonus depends on Rupture lasting that long. Keeping Rupture at 6 or more requires allies who are good at inflicting it.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
SKILLSSkill
S1×3
Predictive Analysis
EnvySlash
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+3
No. of Coins
2
Skill Level
Identity Lv+3
Attack Weight
1
Coin Power +1 if the target has 3+ / Coin Power +1 for every 3 on the target (max 2)
ⅡOn Hit Inflict 3
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
Before the Tea Cools...
Gluttony ×3Owned
When attacking with an affinity the target is Fatal or Weak to (resistance above 1), gain equal to the target's before attacking (max 20 per 1 turn)
※Unlocked at Uptie Ⅱ; active while deployed in battle
Support Passive
Seven Association Tea Time
Gluttony ×4Owned
When the 1 fastest ally attacks with an affinity the target is Fatal to (resistance above 1.5), damage increases in proportion to the target's (1.5% per 1 , max 15%)
If the ally is a Seven Association Fixer, damage increases further (0.5% per 1 , max 5%)
※Unlocked at Uptie Ⅲ; active while on the team but not deployed
When flipping a Coin, has a [5 × Potency]% chance to deal a Critical Hit.
Critical Hits deal 20% more damage.
At Turn End or after a Critical Hit, reduce Count by 1.
Combat glossary →Review combat basics such as Clashes, SP, and resistances