English translation in progress. Untranslated passages remain in Japanese.

Rosespanner Workshop Fixer Meursault Identity artwork

IDENTITY 0505 · Season 2

Rosespanner Workshop Fixer

MeursaultRosespanner WorkshopFixerTremor + Charge Identities
HP
252
Speed
3-8
Offense Lv.
66
Defense Lv.
65
Stagger Thresholds
65%/35%
Panic
Panic
Resource Distribution
Sloth: 1 card + GuardGloom: 3 cardsPride: 2 cards
Resistance
Slash×0.5Pierce×2.0Blunt×1

GUIDEMechanics and How to Use

At a Glance

A Tremor applicator that inflicts Potency with every skill. He cannot increase Tremor Count himself, so he works in Tremor teams alongside allies that provide Count.

Core Mechanics

  • Inflicting Tremor Potency: S1 Saddled Tasks, S2 Forced Break, and S3 Finishing Runup all inflict Tremor. However, none increase Tremor Count, and S3's Coin Ⅳ Tremor Burst actually reduces Tremor Count by 3.
  • Bonuses from Tremor Count: S1 gains +2 Coin Power if the target has at least 5 Tremor Count, S2 gains +1 Final Power at 7 or more, and S3 gains +1 Coin Power at 10 or more. These are hard to meet on his own.
  • S3's Charge: Coins Ⅰ–Ⅲ increase his own Charge Count on hit, and Coin Ⅳ's Tremor Burst spends all of it to increase the Tremor Burst's Stagger Threshold shift (5% per Charge spent, up to 50%). It builds and spends within a single skill, and he can gain only 5 Charge from Coins Ⅰ–Ⅲ himself, so about 25% is a realistic increase.
  • S2: Coin Ⅱ inflicts 1 Attack Power Down next turn if the target has at least 5 Tremor.
  • Combat passive — Chronic Fatigue (5 Gloom Owned; unlocked at Uptie Ⅱ): −1 Clash Power for the target if it has at least 5 Tremor. Heals 5% of his max HP when he recovers from Stagger.
  • Support passive — Leave by Suggestion (3 Gloom Resonance; unlocked at Uptie Ⅲ): While in backup, when the 1 fastest ally Clashes with an enemy that has Tremor, the enemy gets −1 Clash Power.

How to Use

Pair him with allies who can inflict Tremor Count, add Potency on top of that Tremor with this Identity, and aim for Stagger with S3's Tremor Burst. Tremor loses 1 Count after each turn, so he is not suited to building it up across turns by himself.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)

SKILLSSkill

S1×3

Saddled Tasks

GloomBluntBlunt
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+1
Attack Weight
1

Coin Power +2 if the target has 5+ Count

ⅠOn Hit Inflict 2

On Heads 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

Chronic Fatigue

Gloom ×5Owned

When the target has 5+ , the target's Clash Power -1

When Stagger is removed, heal 5% of Max HP

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Leave by Suggestion

Gloom ×3Resonance

When the 1 ally with the highest Speed Clashes with an enemy with , the enemy's Clash Power -1

※Unlocked at Uptie Ⅲ; active while on the team but not deployed

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Pursuance: Gloom (S1), Pride (S2), and Sloth (S3, Guard) supply all three required affinities.
  • Crushbound Past: S1–S3 inflict Tremor, and Sloth (S3, Guard) supplies resources.

KEYWORDSEffect Glossary

TremorShared mechanics →
When taking damage from a skill that triggers Tremor Burst, raise the Stagger Threshold by the Potency. At Turn End, reduce Count by 1.
Attack Power Down
For 1 turn, decrease the Final Power of attack skills by the value.
ChargeShared mechanics →
Can be consumed to enhance certain skills. Count can stack up to 20. At Turn End, reduce Count by 1.
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.

Combat glossary →Review combat basics such as Clashes, SP, and resistances