English translation in progress. Untranslated passages remain in Japanese.

R Corp. 4th Pack Rhino Meursault Identity artwork

IDENTITY 0506 · Standard

R Corp. 4th Pack Rhino

HP
290
Speed
3-5
Offense Lv.
65
Defense Lv.
70
Stagger Thresholds
40%
Panic
Panic
Resource Distribution
Lust: 1 cardGloom: 2 cardsEnvy: 3 cards + Guard
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A durable Bleed enabler whose main payoff is building at least 10 Charge Count, then using S3 Rhino Ram to add a large amount of Bleed Count.

Core Mechanics

  • Mass Bleed Count with S3: Coins Ⅰ and Ⅱ each add +1 Bleed Count on hit. They also spend 2 Charge Count for +1 and 3 Charge Count for +1, so using up 10 Charge gives +6 Bleed Count in total. Coin Power also rises at 10 or more Charge Count.
  • Gaining Charge: S1 Weighty Bash grants 4 Charge Count in total on use and on hit, and S2 Demolish grants 8 in total on use and on hit. The Defense skill Bioelectricity Induction grants Charge Count when he takes damage while he has Shield.
  • Durability and Aggro: His Defense Level is Identity Lv +5. Through the combat passive Activate rrR-#4 Suit Pressurization (5 Envy Owned; unlocked at Uptie Ⅱ), his rightmost slot gains +3 Aggro if he has at least 5 Charge Count at Turn Start.
  • Speed boost (minor): The same passive grants +2 maximum Speed next turn per 5 Charge Count at Turn End, up to 6. At 7 or more Speed, S1 deals +25% damage and S2 adds +1 Bleed Count. However, his base Speed is a slow 2–5, so it is hard to achieve on purpose.
  • Support passive — Maneuver Training (5 Envy Owned; unlocked at Uptie Ⅲ): While in backup, at Turn End, the 1 ally with the highest Charge Count gains +1 maximum Speed next turn per 5 Charge Count, up to 3.

How to Use

Build 10 or more Charge Count with S1 and S2, then use S3 to raise Bleed Count all at once, laying the groundwork for Bleed allies' damage. His high Defense Level and Aggro let him take attacks while building Charge.

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

SKILLSSkill

S1×3

Weighty Bash

EnvyBluntBlunt
Clash Power
5~114~10 → 5~11
Base Power
54 → 5
Coin Power
+6
No. of Coins
1
Offense Level
Identity Lv+0
Attack Weight
1

Final Power +1/2 at 10+ Count

Damage +25% at 7+ Speed

On Use Gain 2 Count

ⅠOn Heads Hit/On Hit Gain 2 Count

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

Activate rrR-#4 Suit Pressurization

Envy ×5Owned

At Turn End, maximum Speed +2 next turn per 5 Count (max 6)

If this unit has 5+ Count at Turn Start, 1 of own rightmost slots gains 3 .

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Maneuver Training

Envy ×5Owned

At Turn End, the 1 ally with the most Count gains maximum Speed +1 next turn per 5 Count (max 3)

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Electric Screaming: Envy (S1, Defense skill) lets him join in resources and Resonance, and S1 and S2 increase Charge, so he can be both distributor and recipient.

KEYWORDSEffect Glossary

ChargeShared mechanics →
Can be consumed to enhance certain skills. Count can stack up to 20. At Turn End, reduce Count by 1.
BleedShared mechanics →
When an attack skill Coin is rolled, take fixed damage equal to this effect's Potency. After the Coin roll, reduce Count by 1.
Aggro
In Focused Encounters, Slots with higher Aggro are more likely to be targeted by enemy attacks.

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