English translation in progress. Untranslated passages remain in Japanese.

Wild Hunt Heathcliff Identity artwork

IDENTITY 0710 · Season 4

Wild Hunt

HP
236
Speed
3-8
Offense Lv.
67/67/70
Defense Lv.
63
Stagger Thresholds
65%/35%/20%
Panic
Panic
Resource Distribution
Wrath: 3 cardsLust: CounterGloom: 1 cardEnvy: 2 cards
Resistance
Slash×0.5Pierce×1Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Sinking attacker that grows stronger by finishing enemies and gathering Coffins. While riding Dullahan, Lament, Mourn, and Despair and the area-enhanced Memorial Procession let him overpower groups.

Core Mechanics

  • Coffin: Maximum 10. At Turn End, he gains buffs for the next turn (2 Damage Up per 3 Coffins, up to 6; +1 minimum Speed per 4, up to 2; 1 Clash Power Up per 5, up to 2). His main source is defeating enemies: 1 per kill from the passive Dullahan, 1 on use and 2 on kill from S3 Requiem, and 1/2 on use and 2/3 on kill from Lament, Mourn, and Despair.
  • Dullahan: Setting up the Defense skill O Dullahan...! grants 1 Dullahan next turn at Combat Start (if he has none). The Defense skill removes Dullahan at Turn End, so setting it up on a turn he is mounted makes him dismount at the end of that turn. While mounted, he gains +3 Offense Level, −3 Defense Level, and +1 Speed. Each time he mounts, he spends 5 SP, and at Turn End he loses (15 − Coffins ÷ 2) SP (minimum 10). It is removed when his SP drops to −25 or below.
  • Lament, Mourn, and Despair: S3 turns into this while he has Dullahan. His Defense skill also counters with it while he has Dullahan and at least 15 SP, once per turn. He loses 15 SP on use. Damage gains +7%/10% per Coffin (up to 70%/100%) and +10%/20% per Dullahan, and rises the lower his SP. Coin Ⅱ deals Gloom damage equal to the target's Sinking, up to 30. After the attack, he recovers SP if it is below 0. It removes Dullahan at Turn End.
  • Memorial Procession's multi-target: +1 Attack Weight at 4 or more Coffins (+1 per 4 Coffins, up to 2, at higher Uptie), and +1 more with Dullahan. While mounted, he loses 10 SP after the attack.
  • Requiem: Restores 10 SP on Clash Win. +7%/12% damage per Coffin.
  • Sinking: All of his skills inflict Sinking, and power rises with the target's Sinking. S1 Beheading and S2 Memorial Procession only inflict Sinking Potency. Only Requiem, Lament, Mourn, and Despair, and his Defense skill can increase Sinking Count.

How to Use

Early on, finish off enemies he can defeat with Requiem or Lament, Mourn, and Despair, gathering Coffins as the top priority (no Coffins if other allies get the kill first). Once mounted on Dullahan, keep SP at 15 or more to bring out Lament, Mourn, and Despair from his counter, and once Coffins pile up, clear groups with the multi-target Memorial Procession. His SP keeps dropping just from being mounted, so watch that it does not fall too low. He excels at group fights with many weak enemies and struggles against single bosses, where Coffins are hard to collect. The life extension (Wild Hunt) from the combat passive Call of the Erlking (5 Envy Owned; unlocked at Uptie Ⅱ) resets his SP to 0 afterward, which actually makes him harder to handle.

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

SKILLSSkill

S1×3

Beheading

WrathSlashSlash
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

On Use Clash Power +1 if the target has 8/6+

On Use Coin Power +1 if/for every 3+ Count on the target (max 2)

ⅡOn Hit Inflict 2/3

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

Dullahan

NoneAlways active

- At Turn Start, if this unit has , ride

- Spend 5 SP each time this unit rides

- If 3 or more allies have died during battle, gain next turn. (1 time per battle)

- When riding , if Staggered by damage or Stagger Threshold advance, remove Stagger. If the Stagger cannot be removed, this unit cannot ride .

- On kill, gain 1

※Active while deployed in battle

Combat Passive

Call of the Erlking

Envy ×5Owned

- Damage +1% per 1 on the target (max 15%)

- When 1 ally takes lethal damage during battle, consume 2 to give (1/2 times per 1 turn)

- Give 2 next turn to the Identity given

- If they are affiliated with Wuthering Heights or the Edgar Family, also give 1 next turn

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Endless Lamentation

Gloom ×3Resonance

Damage dealt by the 1 ally with the highest SP to targets below 0 SP +5%

Damage dealt increases the lower the target's SP is below 0 (+0.5% per 1 SP, max 20%)

If the target has no SP, Potency and Count inflicted by attack skill and Coin effects +1 (max 2 times 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

  • Binds: S2 (Envy), S3 (Gloom), and his Defense skill (Lust) supply resources, and S2 (Memorial Procession) inflicts Sinking and has increasing Attack Weight, likely making it easy to rack up the next turn's effect damage.

KEYWORDSEffect Glossary

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.
Coffin
- Max 10 - At Turn End, for the next turn: Gain 2 Damage Up per 3 (max 6) Min Speed +1 per 4 (max 2) Gain 1 Clash Power Up per 5 (max 2)
Dullahan
- Max 3 - Offense Level +3 - Defense Level -3 - Min and max Speed +1 - At Turn End, gain 1 next turn (removed if own SP is -25 or less) - If Dullahan is present at Turn End, own SP decreases by (15-(Coffin÷2)) (min 10)
Impending Ruin
- On targets with SP, the Panic type changes to "Ruin" (Ruin: At Low Morale, gain 3 Sinking at every Turn End; own Clash Power -1 In Panic, gain 5 Sinking at every Turn End and Sinking Count +3; own Clash Power -2) - On targets without SP, Heads chance -10% - Decreases by 1 at Turn End - This effect does not stack; it is refreshed - Some enemies with SP whose Panic type cannot be changed receive the effect for targets without SP
Offense Level Up
For 1 turn, increase Offense Level proportional to the value.
Wild Hunt
- During the turn it is first given, HP stays at 1; at Turn End, heal 50% of max HP and reset SP to 0 - On death from an attack, gain 1 of the least-held E.G.O resource - On death from an attack, inflict 3 Sinking on the last target that attacked this unit - Dies at the end of the turn it revived
Damage Up
For 1 turn, increase damage dealt with skills proportional to the value (max 10).
Attack Power Up
For 1 turn, increase the Final Power of attack skills by the value.

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