English translation in progress. Untranslated passages remain in Japanese.

R Corp. 4th Pack Reindeer Rodion Identity artwork

IDENTITY 0914 · Standard

R Corp. 4th Pack Reindeer

HP
242
Speed
3-7
Offense Lv.
67/67/68
Defense Lv.
66
Stagger Thresholds
70%/35%
Panic
Panic
Resource Distribution
Wrath: 1 cardGloom: 3 cardsEnvy: 2 cards + Guard
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Charge and Sinking Blunt Identity that builds Charge Count with S1 and S2, then spends it in one burst with S3 Mind Whip. Using S3 at 15 or more Count maximizes the damage bonus for spending beyond 10.

Core Mechanics

  • S3's release: On use, with 10 or more Charge Count, spends all of it for +1/2 Coin Power and +6/12% damage per Count spent beyond 10, up to 30/60%. +5/10% damage per Charge Potency, up to 20/40%. Coin Ⅰ adds +3 Sinking Count, Coins Ⅱ–Ⅳ inflict 1 Sinking each, and each Coin shifts the Stagger Threshold by a set percentage of the damage dealt (20% for Coin Ⅰ at 3 or more Charge).
  • S3 at 5–9 Charge Count: She gains 5 Sinking, Charge Count increases by 5, and it becomes an Unfocused Volley that [cannot distinguish friend from foe] (+1 Attack Weight). With 3 or more Charge before use, the friend-or-foe restriction does not apply, but she does not get the damage increase from firing it at 10 or more.
  • Gaining Charge Count: S1 Energy Strike adds +2/3 and +2 on Coin Ⅰ and Ⅱ hits. S2 Concentration adds +3/6 on Coin Ⅰ hit. Coin Ⅱ's check comes after that: if Count is below 8 at that point, she gains 5 Sinking and +4; if 8 or more, she spends 4 to inflict 1 Blunt Fragility next turn (once per turn each; the spending and Fragility effects are Uptie Ⅳ). On Clash Lose, S1 grants 4 Sinking and S2 grants 5 Sinking, and Charge Count also increases. Her Defense skill adds +3 on use (once per turn). Charge Count decreases by 1 at Turn End.
  • Combat passive — Jolly Antlers (2 Gloom and 2 Envy Owned; unlocked at Uptie Ⅱ): Gains 1 Charge each time she spends a cumulative 10 Charge Count. When using a basic attack skill that inflicts Sinking, if the main target has no Sinking, she gains 5 Sinking and that skill's Sinking Potency is doubled (once per turn). +1 Final Power for basic attack skills below 35% HP.

How to Use

Actively use S1 to earn Charge Count. With S2 at Uptie Ⅳ, if Count is 2 or more on use, Coin Ⅰ's +6 brings it to 8 or more, and Coin Ⅱ spends 4 to inflict Fragility instead of adding +4 (net +2). Firing it at 0–1 Count also adds +4 on Coin Ⅱ for a large increase, but puts 5 Sinking on her. Release it with S3 once 15 or more Count has built up. Sinking on herself tends to stack through S2, Clash losses, and the passive, and taking Unbreakable Coins while it is built up causes heavy SP damage. With 1 slot, it takes time before she can fire S3 at full power, so use her in regular battles where slots can increase.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)

SKILLSSkill

S1×3

Energy Strike - 'That's What You Get for Giving Us Holiday Shifts!'

GloomBluntBlunt
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

Damage +12.5% per 1 (max 50%)

Coin Power +1 at 2+

Coin Power +1 at 5+ Count

On Clash Lose Gain 4 and 3/4 Count

ⅠOn Hit Inflict 1

On Hit Gain 2/3 Count

ⅡOn Hit Inflict 1

On Hit Gain 2 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

Jolly Antlers

Gloom ×2Envy ×2Owned

Gain 1 each time this unit consumes a total of 10 Count in battle

When using a basic attack skill that inflicts Potency on an enemy, if the main target has no , gain 5 and multiply the Potency inflicted by that skill's effects by 2 (1 time per 1 turn; checks parts in Focused Encounters)

Below 35% own HP, basic attack skill Final Power +1

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Carol of Dying Comrades

Gloom ×4Owned

The 1 ally with the lowest SP deals +10% damage with skills that consume or a unique and inflict on enemies (excludes 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.
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.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).
Unfocused Volley
-When tossing this skill's Coins, attack 1 randomly chosen target among the targets - Coin 1 always hits the main target - All On Hit effects and the Coin's damage apply only to the target chosen by the effect above
Special Charge
Includes Red Eyes, Penitence, Love/Hate, Deep Tears, Corpus Ingredient, Pulsation, Preservation, and Inertia of Drifting

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