English translation in progress. Untranslated passages remain in Japanese.

Molar Boatworks Fixer Ishmael Identity artwork

IDENTITY 0807 · Season 2

Molar Boatworks Fixer

IshmaelMolar BoatworksFixerMolar OfficeTremor + Sinking Identities
HP
226
Speed
3-6
Offense Lv.
68/68/70
Defense Lv.
63
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Sloth: 2 cardsGloom: 1 cardPride: 3 cards + Evade
Resistance
Slash×2.0Pierce×0.5Blunt×1

GUIDEMechanics and How to Use

At a Glance

A core Pierce Identity for Sinking teams that applies large amounts of both Sinking Potency and Count. Defense's Nimble Steps has high Base Power, helping her evade even at low SP early in battle.

Core Mechanics

  • Mass Sinking infliction: S1 Ready to Crush adds +2 Sinking Count with Coin Ⅱ, S2 Explosive Blast inflicts 6 Sinking with Coin Ⅱ, and S3 Risky Judgement adds +5 Sinking Count with Coin Ⅰ and 3 Sinking each with Coins Ⅱ and Ⅲ. S3 deals +20%/40% damage if the target has at least 6 Sinking.
  • Combat passive — Crushin' Crabs (3 Pride Owned; unlocked at Uptie Ⅱ): Each time an attack hits a target with Tremor, Sinking Count increases by 1. The more she keeps hitting enemies with Tremor, the more Sinking Count all of her skills effectively inflict (Coin Ⅰ of S2 also increases the target's Tremor Count by 2/3, but whether Tremor Count alone meets the condition cannot be determined from the data).
  • Her own Tremor Count: S1 adds 3 on use and 3 on hit, and S2 adds 2 on hit. S2 and S3 gain Coin Power with 5 or more of her own Tremor Count (S3: +1 per 5, up to 2).
  • Defense skill — Nimble Steps: An Evade with Clash Power 10–14. Grants 2 Rupture Protection on use, up to 6 per turn.
  • S3's Fragile (minor): Coins Ⅱ and Ⅲ each spend 5 of her own Tremor Count to inflict 1 and 2 Fragile next turn.

How to Use

Pair her with allies who use Sinking, and stack Sinking Potency and Count with S2 and S3. Landing S1 builds her own Tremor Count, powering up S2 and S3 the next turn. S1 has low power, so it works well as a one-sided attack to start things off. That said, given S1's low power, simply cycling S2 and S3 without forcing Clashes inflicts plenty of Sinking. Evade with Nimble Steps in unfavorable Clashes or early on when SP is low. Treat S3's Fragile as a bonus when she has Tremor Count to spare.

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

SKILLSSkill

S1×3

Ready to Crush

PridePiercePierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+3
No. of Coins
2
Skill Level
Identity Lv+3
Attack Weight
1

On Use Gain 3 Count

ⅠOn Hit Gain 3 Count

ⅡOn Heads Hit/On Hit Increase Count by 2

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

Crushin' Crabs

Pride ×3Owned

On hitting a target with , increase Count by 1

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Crab Driver

Pride ×4Owned

If the ally with the lowest Max HP lands Heads on hit, inflict 1 Count when inflicting Count on enemies with Coin effects

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Bygone Days: S2 (Sloth) and S3 (Gloom) supply the required affinities, S2 and S3 inflict Sinking, and S1 increases Sinking Count.
  • Christmas Nightmare: S1 (Pride) and S2 (Sloth) supply the required affinities, and her skills are strengthened by her own Tremor Count.
  • Hundred-Footed Death Maggot [蝍蛆殺]: S1 (Pride) and S2 (Sloth) supply the required affinities, and she inflicts Sinking.
  • Tidal Elegy: S1 (Pride) and S3 (Gloom) supply the required affinities, and she can inflict Sinking (her Tremor stacks on herself).

KEYWORDSEffect Glossary

TremorShared mechanics →
When taking damage from a skill that triggers Tremor Burst, raise the Stagger Threshold by the Potency. 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.
Defense Level Down
For 1 turn, decrease Defense Level proportional to the value.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).
Rupture Protection
For 1 turn, damage taken from Rupture decreases by 1 per point of this value

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