English translation in progress. Untranslated passages remain in Japanese.

LCB Sinner Gregor Identity artwork

IDENTITY 1201 · Standard

LCB Sinner

GregorLCB SinnerLCBLimbus CompanyRupture Identities
HP
233
Speed
3-7
Offense Lv.
64
Defense Lv.
65
Stagger Thresholds
70%/30%
Panic
Panic
Resource Distribution
Sloth: 1 cardGluttony: 2 cardsGloom: 3 cards + Guard
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

An easy-to-use starting Identity with straightforward skills. His status effects do little alone; his main role is often on the bench, where Gene Code G-0 provides healing every turn.

Core Mechanics

  • Support passive — Gene Code G-0 (3 Gloom Owned; unlocked at Uptie Ⅲ): While in the team but not participating in battle, heals 5 HP to the 1 ally with the lowest current HP at Combat Start. It can trigger every turn without spending resources, so it works well in dungeons with many turns, and it is this Identity's centerpiece.
  • Combat passive — Forced Survival (3 Gloom Owned): While participating in battle, he heals 5 of his own HP at Combat Start.
  • S3 — Chop Up: Each Coin deals +10% damage if the target has Rupture. On Coin Ⅱ Heads Hit, he heals HP equal to 30% of the damage dealt.
  • Rupture and Pierce Fragility: S1 Swipe inflicts 2 Rupture on Heads Hit (4 at higher Uptie) but does not increase Rupture Count. S2 Jag adds +1 Rupture Count with Coin Ⅰ and inflicts 2 Rupture and 1 Pierce Fragility on Heads Hit. On his own, Rupture Count runs short and tends to disappear before S3.
  • Sin affinities: S1 is Gloom, S2 Gluttony, and S3 Sloth. S2 and S3 cover the resources for the E.G.O Legerdemain.

How to Use

In long runs such as the Mirror Dungeon, keeping him in the team but out of battle as a healer through Gene Code G-0 is effective. It heals the lowest-HP ally first, so note that it can break the conditions of Identities that rely on "below X% HP." When deploying him, treat S1's and S2's Rupture as a bonus, deal damage with his Pierce S2 and S3, and hold out with S3's Coin Ⅱ healing and Forced Survival.

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

SKILLSSkill

S1×3

Swipe

GloomSlashSlash
Clash Power
4~112~9 → 3~10 → 4~11
Base Power
42 → 3 → 4
Coin Power
+7
No. of Coins
1
Skill Level
Identity Lv-1
Attack Weight
1

ⅠOn Heads Hit Inflict 2/4

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

Forced Survival

Gloom ×3Owned

At Combat Start, heal 5 HP

※Active while deployed in battle

E.G.OCompatible E.G.O

  • Lantern: An Identity who inflicts Rupture, whose S2 is Gluttony and S3 Sloth, supplying the required affinities.

KEYWORDSEffect Glossary

RuptureShared mechanics →
When hit by an attack skill, take fixed damage equal to the Potency. After taking damage, reduce Count by 1.
Fragile
For 1 turn, damage taken from skills increases in proportion to this value (maximum 10).

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