English translation in progress. Untranslated passages remain in Japanese.

The One Who Shall Grip Sinclair Identity artwork

IDENTITY 1005 · Season 1

The One Who Shall Grip

SinclairN Corp. FanaticsN Corp.Burn + Bleed Identities
HP
256
Speed
3-8
Offense Lv.
69/70/70
Defense Lv.
61
Stagger Thresholds
70%/30%
Panic
Panic
Resource Distribution
Wrath: 1 cardLust: 2 cardsGloom: 3 cardsPride Guard
Resistance
Slash×2.0Pierce×1Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Blunt attacker whose skills all have negative Coin Power. Skills lower his SP, making Tails more likely and preserving high Power. His main attack is S3 Self-destructive Purge, with 30 Base Power and 3 Coins.

Core Mechanics

  • Minus Coins: High Base Power with negative Coin Power (S1 Coerced Judgement 7/8 and −2, S2 Amoral Enactment 12/16 and −3/−4, S3 30 and −12). Power drops the more Heads land, so he is stronger the lower his SP and the more likely Tails is (lower SP making Tails more likely is a general game rule).
  • Self-draining SP: On use, he loses 7 SP with S1, 10 with S2, and 15 with S3. The Defense skill Enough… restores 5–10 SP at Combat Start.
  • Combat passive — Mad Flame (2 Wrath Owned; unlocked at Uptie Ⅱ): SP recovered on Clash Win and on defeating enemies is reduced by 50%. If 5 or more N Corp. Fanatics, including himself, are alive, N Corp. Fanatics deal +10% damage.
  • S3 — Self-destructive Purge: +15% damage with Fanatic. On Coin Ⅱ hit, shifts the Stagger Threshold by 50% of the damage dealt. Coin Ⅲ inflicts 5/7 Burn if the target has at least 5 Bleed, and grants 1 Blunt Power Up next turn on defeating an enemy.
  • Fanatic and Burn: S1 grants 1 Fanatic next turn on Coin Ⅱ Tails Hit. With Fanatic, S2 deals +5/10% damage and S3 +15%. S1 and S2 also inflict Burn.

How to Use

First, secure 2 Wrath to activate Mad Flame. His only Wrath skill is S3, so it is more efficient to have allies' Wrath skills supply the resources. Attack every turn to keep his SP on the negative side. At −45 SP, he panics or undergoes E.G.O Corrosion the next turn, so slip in his Defense skill or a Clash Win just before that to bring SP back. He is advantaged in battles that start at 0 SP (story stages and Refraction Railway), but pairs poorly with effects that heal the ally with the lowest SP.

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

SKILLSSkill

S1×3

Coerced Judgement

GloomBluntBlunt
Clash Power
4~83~7 → 4~8
Base Power
87 → 8
Coin Power
-2
No. of Coins
2
Skill Level
Identity Lv+4
Attack Weight
1

On Use Lose 7 SP

ⅡOn Tails Hit Gain 1 next turn

On Tails Hit/On 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

Mad Flame

Wrath ×2Owned

SP recovered on Clash Win and enemy kills is reduced by 50%

If 5+ N Corp. Fanatics, including this unit, are alive, N Corp. Fanatics deal +10% damage

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Cornering

Wrath ×6Owned

The 1 ally with the lowest SP deals +10% Blunt damage

If that ally's SP is below 0, further increase Blunt damage as their SP decreases (max 10%)

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Branch of Knowledge: His three attack skills reduce his SP (7, 10, 15), so the SP-loss downside barely affects him, and S3 (Wrath) supplies Wrath.
  • Impending Day: Defeating enemies with S2 (Lust) and S3 (Wrath) recovers the required Lust and Wrath.
  • 9:2: S1 and S2 inflict Burn, and S2 (Lust) and S3 (Wrath) supply Wrath and Lust (Envy is needed separately). His SP-reducing skills also mesh with the passive's SP loss.

KEYWORDSEffect Glossary

Fanatic
When attacking a target with Nails, raise Final Power by this value.
BurnShared mechanics →
At Turn End, take fixed damage equal to the Potency. After Turn End, reduce Count by 1.
BleedShared mechanics →
When an attack skill Coin is rolled, take fixed damage equal to this effect's Potency. After the Coin roll, reduce Count by 1.

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