English translation in progress. Untranslated passages remain in Japanese.

Twinhook Pirates First Mate Gregor Identity artwork

IDENTITY 1207 · Season 3

Twinhook Pirates First Mate

GregorTwinhook PiratesSyndicateBleed + Poise Identities
HP
214
Speed
3-7
Offense Lv.
67/68/70
Defense Lv.
62
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Sloth: 3 cardsGloom: 1 card + EvadePride: 2 cards
Resistance
Slash×0.5Pierce×1Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Pierce attacker built around a single burst. Heads hits against Bleeding enemies build up to 4 Unjust Enrichment, which Coin Ⅱ of S3 Foregone Conclusion releases while spending ammunition. This slow starter performs best in dungeons or teams with several allies maintaining Bleed.

Core Mechanics

  • Unjust Enrichment: Through the combat passive Bullets are Pricey (2 Pride Owned; unlocked at Uptie Ⅱ), he holds 7 Ammo (only Coin Ⅱ of S3 spends it, and the effect text has no refill). He gains Unjust Enrichment on Heads Hit against targets with Bleed, up to 4. When a Coin that spends Ammo hits, he spends all Unjust Enrichment for (25 × amount spent)% additional damage. Without Ammo, it becomes (5 × amount spent)% on Critical Hit.
  • S3: On use, gains 1 Poise per 3 Bleed on the target (up to 10; 5 at lower Uptie). +1 Coin Power per 7 Poise (up to 3; +1 at 7 or more at lower Uptie). Coin Ⅰ adds +2 Bleed Count on Critical Hit. Coin Ⅱ spends 1 Ammo for +100% Critical damage (+50% at lower Uptie). Defeating an enemy grants 1 Plus Coin Boost next turn. This Coin is the only one that spends Ammo.
  • Building Poise: S1 Negotiation Start and S2 Unilateral Business grant Poise and Poise Count on use and on hit. Coin Ⅱ of S2 gains +50% Critical damage (+30% at lower Uptie).
  • Bleed relies on Critical Hits: S1's and S2's Bleed infliction mainly comes on Critical Hit (2 Bleed), and the only guaranteed infliction is 3 Bleed from Coin Ⅱ of S2. S1 gains Coin Power if the target has at least 7 Bleed, and S2 per 7 Bleed on the target.

How to Use

Pair him with allies who inflict Bleed to keep enemies bleeding, and land S1 and S2 on Heads to build Unjust Enrichment to 4. Using S3 on enemies with lots of Bleed also increases Poise. On a Critical Hit, Coin Ⅱ's +100% Critical damage stacks with the 100% extra damage from 4 Unjust Enrichment. Preparation takes time, so in short battles he often cannot reach maximum damage. He is easier to use in places like the Mirror Dungeon, where Gifts strengthen Poise.

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

SKILLSSkill

S1×3

Negotiation Start

SlothPiercePierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+3
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

On Use Gain 2/3

Coin Power +1 if the target has 7+

ⅠOn Hit Increase own Count by 1

On Critical Hit Inflict 2

ⅡOn Heads Hit Increase own Count by 1/On Critical Hit Inflict 2

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

Bullets are Pricey

Pride ×2Owned

- Always active: Hold 7 Ammo

- On Heads Hit against a target with , gain Unjust Enrichment. (max 4)

- When a Coin that consumes Ammo hits, consume all Unjust Enrichment and deal additional damage equal to (25×Unjust Enrichment consumed)% of the damage.

- If out of Ammo, instead consume all Unjust Enrichment on Critical Hit and deal additional damage equal to (5×Unjust Enrichment consumed)% of the damage.

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

New Breathing Hole

Pride ×4Owned

When the 1 ally with the most kills an enemy, that ally gains 1 Pierce DMG Up next turn. (1 time per 1 turn)

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

Support passives activated by these resources →

KEYWORDSEffect Glossary

PoiseShared mechanics →
When flipping a Coin, has a [5 × Potency]% chance to deal a Critical Hit. Critical Hits deal 20% more damage. At Turn End or after a Critical Hit, 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.
Plus Coin Boost
For 1 turn, increase Plus Coin Power by the value.
Damage Up
For 1 turn, increase damage dealt with skills proportional to the value (max 10).

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