English translation in progress. Untranslated passages remain in Japanese.

Molar Boatworks Fixer Sinclair Identity artwork

IDENTITY 1007 · Season 2

Molar Boatworks Fixer

SinclairMolar BoatworksFixerMolar OfficeTremor Identities
HP
224
Speed
4-6
Offense Lv.
66
Defense Lv.
63
Stagger Thresholds
65%/35%/15%
Panic
Panic
Resource Distribution
Gluttony: 1 cardGloom: 3 cards + GuardEnvy: 2 cards
Resistance
Slash×2.0Pierce×0.5Blunt×1

GUIDEMechanics and How to Use

At a Glance

A Tremor Count supplier that builds his own Count through S2 Steady..., then transfers it all to the enemy with S3 Gamble at 10 or more. He can barely trigger enemy Tremor Bursts himself and needs allies that excel at bursting.

Core Mechanics

  • S2 — Steady...: 1 Coin with Clash Power 3–15/4–16. On use, his own Tremor Count increases by 2/4/6, and on hit it inflicts 2/4/6 Tremor (values by Uptie).
  • S3 — Gamble: +1 Coin Power per 10 of his own Tremor Count, up to 2. On Coin Ⅰ hit, if his Tremor Count is 10 or more, he spends all of it and gives the target the same amount of Tremor Count. Below 10, he gains 6/10 Tremor himself and triggers Tremor Burst on himself, dealing that much Blunt damage to the target. This branch advances his own Stagger Threshold, so avoid it if possible.
  • S1 — Fierce Assault: 4 Coins but with a low Clash Power of 2–6, suited to one-sided attacks. +1 Coin Power with 10 or more of his own Tremor Count. Coins Ⅱ and Ⅳ increase both his and the target's Tremor Count.
  • Combat passive — Unstable Power Output (4 Gloom Owned; unlocked at Uptie Ⅱ): While his own Tremor Count is 10 or more, +1 to the Tremor and Tremor Count inflicted by Coin effects on Heads Hit.
  • Support passive — Modified Power Output (4 Gloom Owned; unlocked at Uptie Ⅲ): +1 to the Tremor that the 1 ally with the highest max HP inflicts with attack skills. In Tremor teams, keeping him in backup is also a strong option.

How to Use

Early on, build his own Tremor Count with S2 (at Uptie Ⅳ, two uses exceed 10). Once at 10 or more, transfer it all to the enemy with S3 and let allies who are good at bursting trigger it. After the transfer, his own Tremor Count becomes 0, losing S1's and S3's bonuses and the passive's condition, so time it with allies' bursts. Avoid S3 below 10.

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

SKILLSSkill

S1×3

Fierce Assault

GloomBluntBlunt
Clash Power
2~6
Base Power
2
Coin Power
+1
No. of Coins
4
Offense Level
Identity Lv+1
Attack Weight
1

Coin Power +1 at 10+ own Count

ⅡOn Hit Gain 1/2 Count

On Heads Hit/On Hit Increase Count by 1

ⅣOn Hit Gain 1/2 Count

On Heads Hit/On Hit Increase Count by 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

Unstable Power Output

Gloom ×4Owned

At 10+ own Count, on Heads Hit, and Count inflicted on enemies by Coin effects +1

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Modified Power Output

Gloom ×4Owned

The 1 ally with the highest Max HP inflicts +1 on enemies through attack skill and Coin effects

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

Support passives activated by these resources →

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.
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
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