Extreme Edge
- 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
Skill Power +1/2 while own HP is below 25%/50%
On Use Gain 3 Count
English translation in progress. Untranslated passages remain in Japanese.

IDENTITY 0702 · Standard
An Identity that grows stronger at low HP. Deliberately lose HP through enemy hits and self-damage, then strike with enhanced S3 Flashing Strike; at higher Uptie, it gains area coverage below 50% HP.
While his HP is high, fight normally with S1 and S2 to build Poise. Meanwhile, bring his HP down to the bonus threshold (below 50% at higher Uptie) through hits and Counter's self-damage, then cut through with the multi-target S3. His Stagger Thresholds are front-loaded at 80%/60%, so he staggers easily early on, but past them there are no later thresholds, so he can hold out at high HP. Combined with Counter, he excels at holding the line in long fights and against stronger opponents. While lowering his HP, be careful not to get knocked out at once by attacks hitting his Sin weaknesses. Counter's self-damage, Poise, the 50% HP condition, and S3's multi-target were added or replaced at Uptie Ⅳ. At Uptie Ⅲ or below, the condition is below 25% HP and S3 is his only self-damage, so this playstyle hardly works.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
Skill Power +1/2 while own HP is below 25%/50%
On Use Gain 3 Count
This turn, deal +10% damage if this unit took damage from an attack
※Unlocked at Uptie Ⅱ; active while deployed in battle
The 1 ally with the lowest current HP deals and takes +20% damage
※Unlocked at Uptie Ⅲ; active while on the team but not deployed
Combat glossary →Review combat basics such as Clashes, SP, and resistances