A Pierce attacker built for short fights and spending all his ammunition. At 6 or more Speed, use S3 Quick Suppression before allies act to inflict Fragile for the current turn, then let the following attacks finish the enemy.
Core Mechanics
S3 — Quick Suppression: 5 Coins. Coins Ⅰ and Ⅱ each inflict 2 Fragile on hit (lasting 1 turn), and Coins Ⅲ–Ⅴ inflict 1, 2, and 3 Rupture. Fragile takes effect the turn it is applied, so acting fast and letting following attacks benefit from it is strong.
Bonuses at 6 or more Speed: At 6 or more Speed, S2 Concentrated Fire gains +1 Coin Power and S3 gains +2 Coin Power. His Speed range is 3–5 (3–6 and 3–7 at higher Uptie), so at stages with a low cap, make up for it with the passive's Haste and similar.
Ammo: Per use, S1 Graze the Grass spends 2 with Coins Ⅰ and Ⅱ, S2 spends 3 with Coins Ⅰ–Ⅲ, and S3 spends 2 with Coins Ⅰ and Ⅱ. Cycling through his skills once (3× S1, 2× S2, 1× S3) uses 14 rounds in total. The only refill in the data is the passive Raring to Graze's "+3 Ammo at stage start." He starts with 13 (16 including the passive). When he runs out, Coins that spend Ammo are removed when attacking (Clashes still use all Coins).
S2 — Concentrated Fire: Coins Ⅰ–Ⅲ each inflict 1 Bleed on hit.
Combat passive — Raring to Graze (3 Wrath Resonance; unlocked at Uptie Ⅱ): At the start of the next turn, Charge Count increases by Wrath Resonance. With 5 or more Charge Count, he gains 1 Haste and 1 Attack Power Up. Charge Count also increases on Coin Ⅲ hit of S1 and when using the Defense skill Evade.
How to Use
Secure 6 or more Speed, fire S3 before allies to inflict Fragile, and let following attacks wear the enemy down together. Even with the passive, his Ammo only covers a little over one cycle of skills, with no way to refill. So in long fights, or battles where Ammo carries over across waves, replace S1 and S2 with Evade or E.G.O to conserve Ammo. His damage drops when he runs dry, so he tends to perform best later in team order. In the current environment, spanning the three keywords Bleed, Rupture, and Charge is the reason he is used in the Mirror Dungeon.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
SKILLSSkill
S1×3
Graze the Grass
WrathPierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+2
No. of Coins
3
Skill Level
Identity Lv+5
Attack Weight
1
ⅠConsume 1 Ammo
ⅡConsume 1 Ammo
ⅢOn Hit Gain 1/3 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
Raring to Graze
Wrath ×3Resonance
At the start of the next turn, gain Count equal to (Wrath Resonance).
At 5+ Count, gain 1 and 1
Always active: +3 Ammo at Stage Start
※Unlocked at Uptie Ⅱ; active while deployed in battle
Support Passive
Doggedness
Wrath ×5Owned
The 1 ally with the highest Speed deals +10% damage with Pierce skills
※Unlocked at Uptie Ⅲ; active while on the team but not deployed