English translation in progress. Untranslated passages remain in Japanese.

Family Hierarch Candidate Ishmael Identity artwork

IDENTITY 0812 · Season 6

Family Hierarch Candidate

IshmaelH Corp.Family Hierarch CandidateJia FamilyRupture + Poise Identities
HP
218
Speed
3-7
Offense Lv.
66/68/70
Defense Lv.
65
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Gluttony: 2 cardsGloom: 3 cards + EvadeEnvy: 1 card
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Rupture and Poise Identity that applies heavy Rupture against enemies she surpasses in Offense Level, then builds Poise for a powerful critical S3 Crimson Spring. Heishou Pack - Wu Branch Adept Yi Sang helps cover her shortages in Poise and Power.

Core Mechanics

  • Offense Level advantage: The combat passive Rupture-breathing Resolve [破吸自桓] (5 Gluttony Owned; unlocked at Uptie Ⅱ) gives +1 Clash Power when her Offense Level is higher than her Clash opponent's, and +1 to the Rupture Potency or Count inflicted by basic skills (twice per turn). Defeating an enemy also grants Poise equal to that enemy's Rupture (up to 3, once per turn).
  • S3 — Crimson Spring: A single Unbreakable Coin. +(20/50 + her Poise + main target's Rupture)% damage (up to 40/75%), plus +(45/80 + her Poise + main target's Rupture)% Critical damage (up to 65/105%), plus +5% Critical damage per Launcher, up to 30%. +1 Attack Weight each if the target has 6/5 or more types of negative effects, or if she has 3 or more Launcher.
  • Securing Poise: S1 Crimson Strike grants Poise on Clash Win. Coin Ⅲ of S2 Crimson Phoenix grants Poise equal to the target's Rupture, up to 5. Her own Poise alone likely cannot make Crimson Spring's Critical Hits reliable.
  • Coordination with Yi Sang's Heishou Pack - Wu Branch Adept: Through Yi Sang's passive The Steed's Houndlike Loyalty [狗馬之心], when deployed together, she gains 3 Poise Potency whenever her skill effects inflict Rupture or Rupture Count (twice per turn; not for E.G.O skills). At Turn Start, she also receives 1 Attack Power Up (+1 more at 10 or more Poise Potency), and after Yi Sang uses Obsidian Stormrider's Crescent Decapitator [黑風馬脚月斬], she makes an Assist Attack with Crimson Spring, once per turn.
  • Launcher and Ready: is the number of turns she has participated in battle, up to 6. At 3 or more Launcher, the Defense skill Adept Evasion makes her retreat at Turn End. Through the passive Launching Maneuver [始動], on retreat she gives allies (in team order) 1 Offense Level Up next turn per Launcher (2 for Jia Family members), and on the turn she steps in from backup or returns, she gains and fires Crimson Strike - at a random target at Combat Start, first in skill order.

How to Use

Pick opponents she can beat in Offense Level, and build Poise while inflicting Rupture with S1 and S2. Increase the target's negative effect types and Rupture before firing Crimson Spring to raise its Attack Weight and damage. On her own, she lacks Poise and Crimson Spring stalls, so fielding her together with Yi Sang's Heishou Pack - Wu Branch Adept to cover Poise and power is close to a requirement. In consecutive battles with backup units, she can also retreat with her Defense skill to hand out Offense Level Up, then strike again with Crimson Strike - Launcher on her return.

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

SKILLSSkill

S1×3

Crimson Strike

GloomBluntBlunt
Clash Power
3~113~9 → 3~11
Base Power
3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+1
Attack Weight
1

On Use Clash Power +1 if the target has 5+ types of negative effects in total

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

On Clash Win Gain 1/2/3 and 1/2 Count

ⅠOn Hit Increase Count by 1

ⅡOn Hit Inflict 2

On Critical Hit Gain 1 next turn (1/2 times per 1 turn)

S1Special

Crimson Strike - Launcher [始]

GloomBluntBlunt
Clash Power
2~6
Base Power
2
Coin Power
+2
No. of Coins
2
Skill Level
Identity Lv+0
Attack Weight
1

[Unclashable]

On Use Gain 5 and 2 Count

On Use Coin Power +1/2 if own Ready is 3 or more

Before Attack Consume all own Ready; Attack Weight increases by (own Ready×2) (max 5)

ⅡOn Hit Inflict 1

Unbreakable Coin

Unbreakable Coin
  • S3 Crimson Spring: Coin1
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

Launching Maneuver [始動]

NoneAlways active

When retreating from battle, give 1 next turn to allies in team order

-Number of recipients: own Launcher value

-If the recipient is Jia Family, give 2 instead

-Not given to Identities that return or leave Standby next turn

On the turn this unit appears by leaving Standby or returning, gain Ready and use Crimson Strike - Launcher on a random target at the fastest skill order at Combat Start

※Active while deployed in battle

Combat Passive

Rupture-breathing Resolve [破吸自桓]

Gluttony ×5Owned

When own attack skill kills a target, gain equal to the target's (max 3 per 1 enemy, max 1 time per 1 turn)

-If the above effect granted up to 3 , gain Count equal to the target's Count (max 2 per 1 enemy, max 1 time per 1 turn)

When Clashing, Clash Power +1 if own Offense Level is higher than the Clashing enemy's

When Clashing, if own Offense Level is higher than the Clashing enemy's, Potency or Count inflicted by basic skills +1 (triggers 2 times per 1 turn)

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Lingering Resolve [餘桓]

Gluttony ×4Resonance

If this unit dies during battle, give Assist at Combat Start to the Identity leaving Standby next turn (the one earliest in Standby order)

In consecutive battles, while this unit has retreated or is in Standby, the following effect triggers

At Combat Start, among Identities at 50% HP or less that used a Defense skill, the one earliest in team order removes Stagger from damage and retreats from the battlefield at Turn End (triggers 2 times per battle)

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

Support passives activated by these resources →

KEYWORDSEffect Glossary

RuptureShared mechanics →
When hit by an attack skill, take fixed damage equal to the Potency. After taking damage, reduce Count by 1.
PoiseShared mechanics →
When flipping a Coin, has a [5 × Potency]% chance to deal a Critical Hit. Critical Hits deal 20% more damage. At Turn End or after a Critical Hit, reduce Count by 1.
Offense Level Up
For 1 turn, increase Offense Level proportional to the value.
Ready [待]
-Max: 3 -The number of turns this unit spent in Standby or retreat until leaving Standby or returning
Defense Level Down
For 1 turn, decrease Defense Level proportional to the value.
Launcher [始]
-Max: 6 -The number of turns this unit has participated in battle -Removed on retreat -Increases by 1 at Turn End
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.
Battlefield Retreat
-At Turn End, remove Stagger and leave the battle (excludes forced Stagger; not treated as death) -In consecutive battles, on retreating, hand this unit's slot to a standby unit to swap in, and move to the end of the standby list (if no standby unit can swap in next turn, this unit leaves. On return, units return in the order they retreated) -On returning to battle, all effects except some effects given to this unit are removed; HP and SP at retreat are kept (SP below 0 is reset to 0)
Assist [援]
-Max: 1 -Clash Power +1 and damage +10% if the target has 5+ types of negative effects

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