Build 5 Talismans on himself, then use S3 Rupturing Talisman to transfer 5 to the enemy, causing Rupture application whenever that enemy is hit. Talismans consume Rupture Count quickly, so allies that supply Count are essential.
Core Mechanics
Talismans on enemies: A target with Talismans gains (Talisman ÷ 2) Rupture when it takes damage, and Talisman decreases by 1 (minimum 1 gained, rounded down). It only decreases at Turn End when it is 6 or more, so at 5 or less it stays until the bearer is hit.
S3 — Rupturing Talisman: On Coin Ⅰ hit, spends 5 of his own Talismans and gives the target 5 Talismans. It only works while he has 5 or more Talismans. On Coin Ⅱ hit, if the target has Talismans, Rupture Count increases by 1/3. The transfer is on the first Coin, so land it as a one-sided attack or with a sure Clash Win so it is not broken.
Gaining Talismans: He gains 1 Talisman with each Coin of S2 Proliferating Talismans, with S1 Magnify Wound (on Heads Hit, if the target has at least 5 Rupture), and on using his Defense skill Guard. The combat passive Unfixing Talismans (3 Gluttony Resonance; unlocked at Uptie Ⅱ) grants 1 Talisman on hit if the target has Rupture.
Talismans on himself: Maximum 6. On hit, they consume 1 of the target's Rupture Count to inflict (Talisman ÷ 2) Rupture (minimum 1 if Rupture Count was consumed, rounded down), and when he takes damage, he gains (Talisman ÷ 2) Rupture and Talisman decreases by 1. At 6 or more at Turn End, all of it is spent and he takes fixed damage equal to its value.
How to Use
Build Talismans to 5 with S1 and S2 (and the passive), adjusting the count so he does not end a turn at 6 or more. Once at 5 or more, push them onto an enemy with S3 so allies' subsequent attacks trigger Rupture repeatedly. The Talisman effect consumes extra Rupture Count, so pair him with allies who can extend Rupture Count (Rupture teams) to maintain it.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
SKILLSSkill
S1×3
Magnify Wound
GluttonyBlunt
Clash Power
5~104~9 → 5~10
Base Power
54 → 5
Coin Power
+5
No. of Coins
1
Skill Level
Identity Lv+0
Attack Weight
1
ⅠOn Hit Inflict 2
ⅠOn Heads Hit If the target has 5+ , gain 1
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
Unfixing Talismans
Gluttony ×3Resonance
On attack hit, if the target has , gain 1
※Unlocked at Uptie Ⅱ; active while deployed in battle
Support Passive
Wishing Talisman
Gluttony ×4Owned
The 1 ally with the highest current HP inflicts +1 with attack and Counter skills
※Unlocked at Uptie Ⅲ; active while on the team but not deployed
When hit by an attack skill, take fixed damage equal to the Potency.
After taking damage, reduce Count by 1.
Talisman
Maximum: 6
-On attack hit, consume 1 Rupture Count on the target and inflict (stacks ÷ 2) Rupture (inflict at least 1 if Rupture Count was consumed; rounded down)
-When taking damage, gain (stacks ÷ 2) Rupture and lose 1 stack (gain at least 1; rounded down)
-At Turn End, at 6+ stacks, consume all Talisman and take fixed damage equal to the stacks consumed
Combat glossary →Review combat basics such as Clashes, SP, and resistances