A slow starter that rapidly builds Poise through Serpent Arm, aims for around 20 Poise, then strikes with enhanced skills, especially single-Coin S3 Serpentshear Puncturing Arm. Attacking enemies with Rupture accelerates Poise generation, so Rupture-applying allies speed up his start.
Core Mechanics
Serpent Arm (max 3): At Turn End, he gains 3 Poise and +2 Poise Count for the next turn, and Serpent Arm itself decreases by 1. While he has Serpent Arm, using a basic attack skill grants 5 Poise if the target has Rupture. He obtains it at Combat Start of the Defense skill Reversal Kick (3 Serpent Arm next turn), on using S3 (3 Serpent Arm), and on Coin Ⅲ Critical Hit of S2 Blindsiding Cleave (1 Serpent Arm).
Aim for 20 Poise: Poise gives a (5 × Potency)% Critical chance, so 20 guarantees Critical Hits. S1 Snake Fang and S2 gain +1 Coin Power per 10 combined Poise and target's Rupture Potency (up to 2). S3 gains +10% damage per point of that total (up to 200%).
S3: 1 Coin with Clash Power 8–22. With Serpent Arm, +1 Coin Power per 5 of that total (up to 6) and +100% Critical damage (+75% at lower Uptie). On Clash Win, gains 5 Poise if the target has at least 5 Rupture. +2 Rupture Count on Critical Hit.
Maintaining Poise Count: S1 adds +2 Poise Count on use (+1 at lower Uptie). S2 adds +2 Poise Count and +2 Rupture Count on Clash Win (+1 each at lower Uptie). At 30 or more Poise, Coin Ⅲ of S2 spends 10 Poise to reuse the Coin once.
Deathrite【Venom】: Inflicted by Coin Ⅲ of S2 and by S3 (base value 5). The combat passive Heishou Mutation [Si] (5 Gluttony Owned; unlocked at Uptie Ⅱ) gives +5% damage per Serpent Arm, up to 15%, if the target has Deathrite【Venom】. The benefit is modest for this Identity.
How to Use
Early on, gain Serpent Arm with his Defense skill or S3. His Defense skill is a Clashable Guard with Clash Power 3–13, and with 3 Stagger Thresholds he is fragile, so do not overuse it. Hit enemies with Rupture to stack Serpent Arm's 5 Poise, growing it to around 20. Prioritize S1 for one-sided attacks, keeping Count up with its on-use Poise Count increase. Once Poise has built up, aim for big damage with S3. Short battles tend to end before Poise builds, so he shows his true strength in longer fights.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
SKILLSSkill
S1×3
Snake Fang
PrideSlash
Clash Power
3~113~9 → 3~11
Base Power
3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1
On Use Coin Power +1 if own and the target's Potency total 10+/per that amount (max 2)
On Use Increase Count by 1/2
ⅠOn Hit Inflict 1
ⅡOn Hit Inflict 1
On Critical Hit If this unit has , increase Count by 1
Unbreakable Coin
Unbreakable Coin
Defense Reversal Kick: 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
Heishou Mutation [Si]
Gluttony ×5Owned
If the target has , Damage +5% per 1 own (max 15%)
If this unit consumes and reduces it to 0, gain 1 Pierce DMG Up next turn (max 2)
※Unlocked at Uptie Ⅱ; active while deployed in battle
Support Passive
Like a Serpent: Flexible, Elastic, and Unpredictable
Gluttony ×4Owned
If this unit dies during battle, from then on, give 2 at every Combat Start to the 1 Identity with the earliest standby order among those that leave standby afterward
※Unlocked at Uptie Ⅲ; active while on the team but not deployed
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.
When hit by an attack skill, take fixed damage equal to the Potency.
After taking damage, reduce Count by 1.
Serpent Arm
Maximum: 3
At Turn End, gain 3 Poise and 2 Poise Count next turn
On basic attack skill use, gain 5 Poise if the target has Rupture
At Turn End, lose 1 stack
Deathrite【Venom】
Base value: 5
-Deathrite
-When taking Critical damage from the target and Rupture activates, lose 1 stack
-When reduced by a status effect, gain 1 Offense Level Down or 1 Defense Level Down (3 times per 1 turn)
When reduced by a status effect, if stacks reach 0, take Gluttony damage equal to (Rupture Potency)
-※This effect cannot be refreshed
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.
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.
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