English translation in progress. Untranslated passages remain in Japanese.

T Corp. Class 3 VDCU Staff Outis Identity artwork

IDENTITY 1113 · Season 6

T Corp. Class 3 VDCU Staff

HP
228
Speed
4-7
Offense Lv.
66/68/70
Defense Lv.
67
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Lust: 1 cardSloth: 2 cards + GuardPride: 3 cards
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Tremor Identity that keeps Borrowed Time active through Borrowed Time - Microcavity, gaining Haste and Clash Power Up for strong early clashes. S2's Amplitude Conversion and S3's Time Moratorium weaken enemies while sustaining Tremor Count.

Core Mechanics

  • Borrowed Time: If she is not in Borrowed Time at Combat Start on a turn she uses her Defense skill, she gains 4 Borrowed Time at Turn End (once per turn). With 2 or more Count at Turn End, she gains (Count − 1) Haste, Clash Power Up, and Fragile each next turn. If Bind exceeds that Haste, Borrowed Time ends and she is staggered. At the end of the turn Count reaches 1, she gains (Potency − 1)×2 Bind next turn.
  • Defense skill — Borrowed Time - Microcavity: A Clashable Guard with an Unbreakable Coin. On Clash Win, +2 Tremor Count for the target and herself; on Clash Lose, +4 to her own Tremor Count. Through the combat passive Golden Time - Microcavity (5 Sloth Owned; unlocked at Uptie Ⅱ), skills gain +1 Final Power during Borrowed Time.
  • S2 — T Corp. Microcavity Module: +4 to her own Tremor Count on use. Coins Ⅰ and Ⅱ inflict 2 Tremor each. If the target is not in an Amplitude Conversion or Amplitude Entanglement state, Coin Ⅲ spends 3 of her own Tremor Count to convert it into Tremor - Chain (−1 Clash Power per 10 Tremor Potency, up to 3); if it already is, that Coin deals +60% damage.
  • S3 — T-3 Collector Mace Max Activation: If she has Borrowed Time, Coin Ⅲ adds an extra Tremor Burst and inflicts 2 Time Moratorium. Coin Ⅲ spends all of her own Tremor Count, gaining +1 Coin Power per 5 (up to 5) and +2% damage per point (up to 100%; 1%, up to 50%, at lower Uptie). After the attack, her Borrowed Time disappears and she gains Violent Collections (once per battle).
  • Time Moratorium: While applied, the target takes no damage and stores it instead, and when the battle ends at Count 1, it takes Sloth damage equal to (100 + Potency×15)% of the stored amount and a Tremor Burst. Applying more triggers it on the spot and removes it.

How to Use

Gain Borrowed Time with her Defense skill from the start and keep using it so it never lapses, taking Clashes with Haste and Clash Power Up. Early on, S2's conversion into Tremor - Chain lowers enemy Clash Power, and after conversion, Coin Ⅲ's damage increase turns it toward damage. Once Tremor Count builds up, spend it all at once with S3 to apply Time Moratorium. Borrowed Time disappears after S3's attack, so she avoids the Count-1 Bind penalty and can chain into the next Borrowed Time. However, Tremor - Chain's Clash Power Down is 1 per 10 Tremor Potency, while her own Tremor Potency infliction is only S2's 2+2, falling short of 10. Making the Clash Power Down count requires Tremor Identities among her allies to supply Tremor Potency.

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

SKILLSSkill

S1×3

Prepare To Collect

PrideBluntBlunt
Clash Power
3~112~8 → 3~9 → 3~11
Base Power
32 → 3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+1
Attack Weight
1

On Use Gain 1/2/3 Count

On Use Coin Power +1 if the target has 6+

ⅠOn Hit Increase Count by 1

ⅡOn Hit Increase Count by 1

Unbreakable Coin

Unbreakable Coin
  • Defense Borrowed Time - Microcavity: 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

Golden Time - Microcavity

Sloth ×5Owned

At Turn End, if 10~20% HP remains, immediately heal 80% of total HP and remove Stagger (1 time per battle)

While this unit has , own skill Final Power +1

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Expeditious Execution of Official Duties

Sloth ×5Owned

When the 1 ally with the highest Speed attacks a Staggered target, they deal +10% damage

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Holiday: Her S1 is Pride, S2 and Defense skill Sloth, and S3 Lust, covering the resources, and as a Tremor Identity she meshes with Tremor Burst.
  • Binds: A Tremor-inflicting Identity whose S2 performs Amplitude Conversion into Tremor - Chain and Tremor Burst; her S1 is Pride and S2 Sloth.

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.
Amplitude Conversion
Convert the target's Tremor or converted Tremor into another type of Tremor. The existing Tremor's Potency and Count are kept on conversion.
Amplitude Entanglement
Combine the Tremor effect being entangled with the target's Tremor-type effects into Tremor - Superposition. Tremor Potency and Count are kept when entangled. When Amplitude Conversion is applied to Tremor - Superposition, the converting Tremor effect is applied as an entanglement. Converted into Tremor at Turn End.
Tremor - Chain
- Clash Power -1 per 10 Tremor Potency (max 3) - When taking damage from a Tremor Burst skill, the Stagger Threshold advances by the effect's Potency - Count decreases by 1 at Turn End - (Affected in the same way by effects that increase or decrease Tremor Potency and Count)
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
Time Moratorium
- While this effect is active, take no damage and store it instead - At Combat End, if Count is 1, take Sloth damage equal to (100+Potency×15)% of the stored damage, and trigger Tremor Burst equal to Potency - At Turn End, Potency +1 and Count -1 - When Time Moratorium is applied again to a target that already has it, its Sloth damage and Tremor Burst trigger immediately and the buff is removed
Bind
For 1 turn, decrease Speed by the value.
Borrowed Time
If Count is 2 or more at Turn End, - gain Haste, Clash Power Up, and Fragile equal to (Borrowed Time Count-1) next turn. - If Bind exceeds the Haste gained next turn, Borrowed Time is removed at the next Turn Start and the bearer becomes Staggered. If Count is 1 at Turn End, gain Bind equal to (Borrowed Time Potency-1)×2 next turn At Turn End, Potency increases by 1 and Count decreases by 1
Violent Collections
-While this unit has Haste, Tremor Count this unit gains from own basic skills +1 -If this unit is faster than the target, damage +(Speed difference×3)% (max 15%)
Clashable Guard
On Clash Win, shift the target's Stagger Threshold by the final Clash Power. When taking damage after losing the Clash, reduce the attacker's skill Final Power by this skill's Final Power. On Clash Lose, Final Power is not increased by level difference with the attack skill or by Resonance.
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.

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