English translation in progress. Untranslated passages remain in Japanese.

R Corp. 4th Pack Reindeer Hong Lu Identity artwork

IDENTITY 0612 · Standard

R Corp. 4th Pack Reindeer

HP
220
Speed
3-6
Offense Lv.
67/69/69
Defense Lv.
64
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Wrath: 1 cardGluttony: 3 cardsEnvy: 2 cards + Guard
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Blunt attacker for longer fights. Repeatedly gain a large amount of Charge Count with S3 Concentration, then spend 10 with S2 Mind Whip to grow Charge Potency. As it develops, both S2 and S3 deal more damage.

Core Mechanics

  • Growing Charge Potency: Through the combat passive Brainwave Charge-focusing Antlers (3 Envy Owned; unlocked at Uptie Ⅱ), he gains 1 Charge each time he spends a cumulative 10 Charge Count. At 2 or more Charge, his basic attack skills' Sinking infliction and damage increase.
  • Securing Count with S3 Concentration: +5 Charge Count on use (+7 at Uptie Ⅳ), and increases by (Charge + 1) on hit, up to 6 (Charge + 3, up to 8, at Uptie Ⅳ). Charge Count decreases by 1 at Turn End. At Uptie Ⅳ, 10 or more remains on the next turn so S2 can be used safely, but at Uptie Ⅲ the gain falls short, and using S2 right away lands in the misfire range below. +1 Base Power and Coin Power per Charge, up to 5 each, and damage rises greatly with power. Inflicts 4 Sinking and Sinking Count.
  • Spending with S2 Mind Whip: Spends 10 Charge Count on use for more Coin Power, and if 8 or more remain before attacking, spends 8 more for +40% damage.
  • Beware S2's misfire: Using it with 5–9 Charge Count makes him gain Sinking to top Count up to 10 and turns it into an Unfocused Volley that cannot distinguish friend from foe. At 5 or more Charge Potency, the friend-or-foe restriction does not apply.
  • Other sources: S1 Energy Strike and the Defense skill Energy Condensation also grant Charge Count, but the Defense skill only grants +3.

How to Use

At Uptie Ⅳ, land S3 on an enemy early to secure Charge Count, then spend 10 with S2 on the next turn to grow Charge Potency (S3→S2). At Uptie Ⅲ, the same sequence falls short of 10 Charge Count and tends to misfire, so add Count with S1 and his Defense skill to reach 10 or more before using S2. Using S2 at 5–9 Charge Count risks hitting allies, so avoid it until Charge Potency reaches 5. The passive requires 3 Envy Owned, so secure Envy alongside spending Count with his Envy S2. He takes time to fully develop and his opening is unstable, so using him at Uptie Ⅳ is preferable.

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

SKILLSSkill

S1×3

Energy Strike

GluttonyBluntBlunt
Clash Power
3-113-9 → 3-11
Base Power
3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

Damage +2/3% per 1 (max 10/15%)

Coin Power +1 at 2+

Coin Power +1 at 5+ own Count

On Use Gain 2 Count

ⅠOn Hit Gain Count equal to (+1) (max 3/4)

ⅡOn Hit Inflict 1

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

Brainwave Charge-focusing Antlers

Envy ×3Owned

During battle, gain 1 each time a total of 10 own Count is consumed

At 2+ ,

- inflicted by basic attack skills +1 per 2 (max 2; does not apply when only increasing Count or gaining oneself)

-Basic attack skill damage increases by (×3/5)% (max 15/25%)

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Charged Pulverization Support

Envy ×3Owned

When the 1 ally with the most uses a basic attack skill that gains Count, final Coin damage +10/15%

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Repudiation: Has a full set of skills that build and spend Charge, and S2 (Envy) also supplies resources.
  • Dimension Shredder: S1 (Gluttony) increases Charge Count, and he has a full set of Charge-spending skills, helping with Charge management.

KEYWORDSEffect Glossary

ChargeShared mechanics →
Can be consumed to enhance certain skills. Count can stack up to 20. At Turn End, reduce Count by 1.
SinkingShared mechanics →
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.
Unfocused Volley
-When tossing this skill's Coins, attack 1 randomly chosen target among the targets - Coin 1 always hits the main target - All On Hit effects and the Coin's damage apply only to the target chosen by the effect above

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