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W Corp. L4 Cleanup Agent - CCA Heathcliff Identity artwork

IDENTITY 0713 · Season 6

W Corp. L4 Cleanup Agent - CCA

HP
321
Speed
4-6
Offense Lv.
65/66/70
Defense Lv.
68
Stagger Thresholds
50%
Panic
Panic
Resource Distribution
Gluttony: 3 cardsGloom: 2 cardsEnvy: 1 card + Guard
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A highly durable Charge Identity protected by Shield and Defense Level Up. Build Charge Count with S2, endure attacks and replenish Charge through CCA Overcharge, then unleash the main S3 Rip Space - CCA Overdrive at maximum enhancement.

Core Mechanics

  • S3 is his main damage: On use, with 10 or more Charge Count, spends 10 for +4 Coin Power. Clash Power rises by his Charge Potency, up to 5. Coins Ⅰ and Ⅱ add +1 Charge Count on Heads Hit, and Coin Ⅲ adds +2. Coin Ⅳ spends up to 10 Charge Count at the start of its Coin toss and gains power equal to the amount spent. It then inflicts 2 Rupture and deals Slash damage equal to Charge Potency×5%, up to 25%/50%. If Coins Ⅰ–Ⅲ all land Heads, 16 Charge Count beforehand reaches the maximum enhancement. At Combat Start, with 3 or more Charge Potency or HP below 50%, all Coins become Unbreakable.
  • Building Charge with S2 Boost: Elbow Blade: At Combat Start, grants (2 + Charge Potency) Charge Barrier, up to 6, once per turn. Charge Count increases on Coin Ⅰ hit. Spending 6 Charge Count on use grants +1 Coin Power.
  • Defense skill — CCA Overcharge: A Clashable Guard. If Charge Count is below 15 at Combat Start, three things happen: he gains Overcharge next turn, removes the nearest Stagger Threshold at Turn End (once per battle), and adds 1 S3 to next turn's skill list. With 15 or more Charge Count, none of these happen and it is just a Clashable Guard. During Overcharge, he is Immobilized but takes less damage. At Turn End when Overcharge disappears, he gains 10 Charge Count and 2 Attack Power Up for the next turn.
  • Durability: Through the passive Defence-Oriented Charge, he gains 1 Charge per cumulative 10 spent and gains Defense Level Up equal to his Charge Potency at Turn Start, up to 6. Through Congestion Cleaning Armour (5 Envy Owned; unlocked at Uptie Ⅱ), he gains Shield equal to his Charge Potency right before taking damage, up to 5, 3 times per turn.
  • S1 is weak: S1 Congestion Cleanup only increases Charge Count on Coin Ⅰ hit.

How to Use

Fight mainly with S2 and S3, replace the weak S1 with his Defense skill to slot in Overcharge, replenish Charge, then fire S3. Overcharge's effects are decided at Combat Start, so they activate even if he is not attacked. However, he cannot take Clashes himself while Immobilized, so treat extra Charge from hits as a bonus. Both Overcharge and the extra S3 are written as "next turn" in the effect text, making it a three-turn flow: Defense skill → Immobilized → S3. He is better suited to Focused Encounters, where he can choose his target.

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

SKILLSSkill

S1×3

Congestion Cleanup

GluttonyBluntBlunt
Clash Power
3~112~8 → 3~9 → 3~11
Base Power
32 → 3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+0
Attack Weight
1

On Use Coin Power +1 at 3+ own

On Use Clash Power +1 if/for every 6+ own Count (max 2)

ⅠOn Hit Gain 3/4 Count

On Hit Increase Count by 1

ⅡOn Hit Inflict 1/2

Unbreakable Coin

Unbreakable Coin
  • Defense CCA Overcharge: Coin1
Becomes Unbreakable under certain conditions
  • S3 Rip Space - CCA Overdrive effect: [Combat Start] If own Charge Potency is 3 or more or current HP is below 50% of max, all of this skill's Coins become Unbreakable Coins
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

Defence-Oriented Charge

NoneAlways active

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

-At Turn Start, gain equal to own Potency (max 6)

Combat Passive

Congestion Cleaning Armour

Envy ×5Owned

-At Combat Start, if own HP is below 50%, gain Shield equal to ( Potency×5) (max 25)

-Right before taking damage, gain Shield equal to (own Potency) (max 5, max 3 times per 1 turn)

-If own skill gains Count beyond the maximum, that skill's damage +3% per 1 excess Count (max 15%)

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

One day I'll wear me Armour for Cancelled Trains

Envy ×3Resonance

-At Combat Start, if the ally earliest in team order gained Count beyond the maximum with own skill, gain next turn per 1 excess Count (max 3, including E.G.O skills)

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

Support passives activated by these resources →

KEYWORDSEffect Glossary

ChargeShared mechanics →
Can be consumed to enhance certain skills. Count can stack up to 20. At Turn End, reduce Count by 1.
RuptureShared mechanics →
When hit by an attack skill, take fixed damage equal to the Potency. After taking damage, reduce Count by 1.
Charge Barrier
Gain a Shield equal to Charge Barrier × 3. When Shield equal to Charge Barrier × 3 is lost, reduce Charge Barrier by 1. (For W Corp. employees, use ×5 instead of ×3.) At Turn End, gain Charge Count equal to Charge Barrier, then lose Charge Barrier and the Shield granted by it.
Unbreakable CoinShared mechanics →
This Coin is not destroyed on Clash Lose. If an attack skill contains this Coin, attack with it after taking damage. On Clash Lose, the Power of the remaining unbroken Coin becomes 1.
Clashable Guard
On Clash Win, shift the target's Stagger Threshold by the final Clash Power. When taking damage after losing the Clash, reduce the attacker's skill Final Power by this skill's Final Power. On Clash Lose, Final Power is not increased by level difference with the attack skill or by Resonance.
Overcharge
-Max: 1 The bearer becomes Immobilized -Damage taken decreases by 10+(own Charge Potency×5)% (max 25%) -At Turn Start, gain Charge Barrier equal to own Charge Potency (max 5) -At Turn End, gain 10 Charge Count and 2 Attack Power Up next turn, and this effect is removed -Own leftmost slot gains Aggro equal to own Charge Potency (max 5) -When taking damage, gain 1 Charge Count and 1 Load next turn (max 5 per 1 turn) -This effect is removed if the bearer is Staggered, or is Panicked or in E.G.O Corrosion at Turn Start
Defense Level Up
For 1 turn, increase Defense Level proportional to the value.

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