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District 20 Yurodivy Hong Lu Identity artwork

IDENTITY 0609 · Season 4

District 20 Yurodivy

Hong LuYurodivySyndicateTremor Identities
HP
226
Speed
3-7
Offense Lv.
67/67/69
Defense Lv.
65
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Sloth: 2 cards + GuardGluttony: 1 cardGloom: 3 cards
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Tremor team's finisher: build at least 10 of his own Tremor Count through S1 and S2, then use S3 You're the Culprit! to Entangle Tremor - Reverb and trigger Tremor Burst 3 times.

Core Mechanics

  • S3's spending tiers: On use, spends 10 of his own Tremor Count to gain Coin Power (at higher Uptie, at 15 or more it spends 15 for even more). If spent, Coin Ⅰ performs Amplitude Entanglement into Tremor - Reverb, and Coins Ⅱ, Ⅲ, and Ⅳ trigger Tremor Burst 3 times in total. Without spending 10 or more, Coin Ⅲ's Tremor Burst does not occur (Coin Ⅳ's condition differs by Uptie).
  • Tremor - Reverb: On Tremor Burst, deals Sloth damage equal to Tremor Potency. Combined with S3's Tremor Bursts, it becomes a damage source.
  • Gaining his own Tremor Count: Increases on use and on hit of S1 Deduction Start and S2 Morph Cane Technique, and above certain amounts, S1 and S2 also gain Coin Power.
  • He cannot increase the enemy's Tremor Count: None of his skills increase the target's Tremor Count, and S2's and S3's Tremor Bursts actually reduce it by 1. Allies need to inflict the Count.
  • Combat passive — Vibroweld Morph-combat Cane (Unauthorized Invention) (6 Sloth Owned; unlocked at Uptie Ⅱ): Grants Damage Up next turn equal to the number of Tremor Bursts he triggered that turn, up to 3.
  • Tremor Burst on himself: If he could not spend Tremor Count (at higher Uptie, if he spent less than 15), he also triggers Tremor Burst on himself at the end of S3. Tremor Burst shifts the Stagger Threshold by Tremor Potency, so if he has no Tremor himself, the impact is likely small.

How to Use

Pair him with allies who can increase the enemy's Tremor Count, and build his own Tremor Count with S1 and S2. Once it reaches 10 or more, use S3 to entangle into Tremor - Reverb and gain Stagger Threshold shift and Sloth damage from 3 Tremor Bursts. S2 itself also has high power, so attack with S2 while waiting for Tremor to be ready.

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

SKILLSSkill

S1×3

Deduction Start

GloomBluntBlunt
Clash Power
3~112~10 → 3~11
Base Power
32 → 3
Coin Power
+4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

On Use Gain 2 Count

Coin Power +1 at 6+ own Count

ⅠOn Heads Hit/On Hit Inflict 2

ⅡOn 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

Vibroweld Morph-combat Cane (Unauthorized Invention)

Sloth ×6Owned

At Turn End, gain next turn equal to the number of s this unit triggered this turn (max 3)

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

In the Culprit's Shoes

Sloth ×3Resonance

When the ally in team order slot 1 triggers with skill or Coin effects, 25% chance to trigger 1 more (1 time per 1 turn)

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Cavernous Wailing: S1 and S2 inflict Tremor, S2 and S3 trigger Tremor Burst, and S1 (Gloom) and S2 (Sloth) supply the required affinities.

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.
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
Tremor - Reverb
-On Tremor Burst, deal Sloth damage equal to Tremor Potency -When taking damage from a Tremor Burst skill, the Stagger Threshold advances by the Potency -Count decreases by 1 at Turn End (affected by effects that change Tremor Potency and Count in the same way)
Amplitude Entanglement
Combine the Tremor effect being entangled with the target's Tremor-type effects into Tremor - Superposition. Tremor Potency and Count are kept when entangled. When Amplitude Conversion is applied to Tremor - Superposition, the converting Tremor effect is applied as an entanglement. Converted into Tremor at Turn End.
Damage Up
For 1 turn, increase damage dealt with skills proportional to the value (max 10).

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