English translation in progress. Untranslated passages remain in Japanese.

Night Awls Capitano Gregor Identity artwork

IDENTITY 1213 · Walpurgis Night

Night Awls Capitano

GregorThe Night's AwlSyndicateBleed + Tremor Identities
HP
224
Speed
3-6
Offense Lv.
67/68/69
Defense Lv.
63
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Lust: 2 cards + GuardSloth: 3 cardsPride: 1 card
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

An Identity that stacks Bleed, Tremor, and Open Wound, then finishes weakened enemies with the execution skill Mercé.

Core Mechanics

  • Open Wound: Inflicted by S1 Gap Attack, S2 Stiletto Doppio, and S3 Execution (up to 2). At Turn End, it inflicts 1 Bind for the next turn, and at 2 it turns into Deep Wound.
  • The Night's Awl: S3 turns into this when the target has Deep Wound (once per turn). All Coins are Unbreakable, it inflicts 5 Defense Level Down, and damage rises with the HP the enemy has lost. Its last Coin turns Deep Wound into Fatal Wound next turn.
  • Mercé: An execution technique that triggers from S2 when the enemy (main body) is at 20% HP or less or the target has Fatal Wound, and from Execution additionally when the target is staggered. The more HP the enemy has lost, the stronger it is (+80/120% damage at 20% HP or less). Up to 2 times per turn.
  • Bleed and Tremor: S1–S3 and his Defense skill gain Coin Power at 6 or more combined Bleed and Tremor, and The Night's Awl per 4 combined. S2 and S3 trigger Tremor Burst on Clash Win.
  • Combat passive — Purge Enforcer of the Famiglie (2 Sloth and 2 Lust Owned; unlocked at Uptie Ⅱ): After an ally's attack, if an enemy is at 20% HP or less, he uses Mercé on that enemy (once per turn). Inflicts 1 Defense Power Down per 2 Speed difference on enemies slower than him.

How to Use

Stack Open Wound, Bleed, and Tremor with S1 and S2, and once it becomes Deep Wound, inflict Fatal Wound with The Night's Awl. Finish weakened enemies with Mercé, timed with allies' attacks.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)

SKILLSSkill

S1×3

Gap Attack

SlothPiercePierce
Clash Power
3~112~10 → 3~11
Base Power
32 → 3
Coin Power
+4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

On Use Gain 1 next turn (1 time per 1 turn)

On Use Coin Power +1 if the target's and total 6+/per that amount (max 2)

ⅠOn Hit Inflict 1/2

On Hit Inflict 1/2

ⅡOn Hit Inflict 1

S1Special

Mercé

SlothPiercePierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+2
Attack Weight
1

[Unclashable]

This skill does not trigger Defense skills and cannot gain E.G.O resources

Coin Power +1 per 20% of HP lost by the enemy (main body) (max 2/4)

Damage increases by the ratio of HP lost by the enemy (main body)

-If the enemy (main body) has 20% HP or less, Damage +80/120% instead

On Use Gain 1 next turn (1 time per 1 turn)

ⅠOn Hit Inflict 1

On Hit Inflict 1

On Hit Inflict

Unbreakable Coin

Unbreakable Coin
  • S3 (Special) The Night's Awl: Coin1, 2, 3, 4
  • Defense Dire Straits: 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

Painless Mercy

NoneAlways active

Night Awls Capitano Gregor's "Mercé" can be used up to 2 times per 1 turn, except when reused by external effects

※Active while deployed in battle

Combat Passive

Purge Enforcer of the Famiglie

Sloth ×2Lust ×2Owned

When this unit kills an enemy or breaks a Part, gain 1/2 Pierce Power Up next turn (1 time per 1 turn)

When using a Base Attack skill, if the target is slower than this unit, inflict 1 on the target per 2 Speed difference (max 1/2 per 1 turn)

When an ally finishes a Base Attack skill against an enemy, if the enemy (main body) has 20% HP or less, use "Mercé" on that target (1 time per 1 turn)

-If only 1 enemy survives at the end of the attack, this also triggers when the target is Staggered

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Aim for the Gap

Sloth ×3Resonance

When the 1 ally with the highest Speed uses a Base Attack skill, if the main target is slower than that ally, inflict 1 on the target per 3 Speed difference (max 2 per 1 turn)

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Christmas Nightmare: Uses Tremor and Bleed, and his S1 is Sloth and S3 Pride, supplying some of the required affinities.

KEYWORDSEffect Glossary

Haste
For 1 turn, increase Speed by the value.
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.
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.
Open Wound
-Maximum value: 2 -At Turn End, gain 1 Bind next turn -At Turn End, if the value is 2, it converts to Deep Wound next turn
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
Fatal Wound
-Base value: 3 -On Tremor Burst, Bleed Count increases by 3 (2 times per 1 turn) -Cannot gain Open Wound (in Focused Encounters, checked per Part) -At Turn End, gain Bind equal to the value next turn -Decreases by 1 at Turn End
Deep Wound
-Base value: 3 -On Tremor Burst, Bleed Count increases by 1 (2 times per 1 turn) -Cannot gain Open Wound (in Focused Encounters, checked per Part) -At Turn End, gain (value-1) Bind next turn -Decreases by 1 at Turn End
Tremor - Hemorrhage
-On Tremor Burst, take Lust damage equal to (Tremor Potency plus Bleed Potency÷2), and Bleed Count decreases by 1 -When taking damage from a Tremor Burst skill, the Stagger Threshold advances by the Potency -Count decreases by 1 at Turn End (Affected by effects that change Tremor Potency and Count in the same way)
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.
Bind
For 1 turn, decrease Speed by the value.
Defense Level Down
For 1 turn, decrease Defense Level proportional to the value.
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.
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.
Defense Power Down
For 1 turn, decrease the Final Power of Defense Skills by the value.

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