English translation in progress. Untranslated passages remain in Japanese.

Lobotomy E.G.O::Lamp Gregor Identity artwork

IDENTITY 1214 · Season 7

Lobotomy E.G.O::Lamp

GregorLCELimbus CompanyE.G.O GearBurn + Sinking Identities
HP
290
Speed
1-4
Offense Lv.
66/67/70
Defense Lv.
70
Stagger Thresholds
40%
Panic
Panic
Resource Distribution
Wrath: 3 cardsGloom: 2 cards + GuardPride: 1 card
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Sinking and Burn Identity that uses defense to reach 8 Lamp, applies Dazzle, then attacks dazzled enemies with S3 Salvation for those Enchanted by the Lamp. His greatest strength is repeatedly maintaining Dazzle on a boss in Focused Encounters for both increased damage taken and skill enhancements. Requires a team that sustains Burn or Sinking.

Core Mechanics

  • From Lamp to Dazzle: Lamp has a maximum of 8. Besides gaining 1 at Turn Start, he gains 1 per 2 Gloom Resonance through Eyes Bright Like Lamps (up to 3), and at Combat Start, the Defense skill The Wick of Burned Feathers fills it up to 8 (self-damage equal to 1% of max HP per point gained; HP does not drop below 1). If it is at maximum at Turn End, he spends all of it; next turn his leftmost slot gains 10 Aggro, and the enemy (main body) with the highest current HP receives 3 Dazzle. He gains 1 Bind next turn per 2 Lamp, up to 4.
  • Dazzle: +0.5% damage taken from basic attack skills per combined Sinking and Burn, up to 10%. Enemies with SP have their Panic Type changed to Dazzle, and enemies without SP get −2 Defense Level. It decreases by 1 at Turn End (it refreshes rather than stacks).
  • Skill bonus conditions: Each attack skill is strengthened if any of these holds: "the target is at least 3 faster than him," "his Speed is 1 or less," or "the target has Dazzle," and also gains +1 Coin Power at 6 or more combined Sinking and Burn on the target. S3 gains all-Unbreakable Coins and +3 Clash Power if the target has Dazzle. Coin Ⅲ deals +60% damage if the target (main body) is at 25% HP or less or has Dazzle. If the target has Dazzle, on hit it also deals Gloom damage equal to 80% of this Coin's final damage (60% at lower Uptie). After the attack, if the target dies or has 3 Dazzle, he gains 1 Plus Coin Boost next turn (once per turn).
  • Handling Speed: Through the always-active Dazzling Lamp, his minimum and maximum Speed are not changed by external effects. When he would gain Haste, he gains 1 Clash Power Up instead (once per turn). In Focused Encounters, when selecting skills, he can redirect an enemy attack skill's target to himself regardless of Speed. Even though he is slow, he can draw enemy attacks to himself and take the Clash.
  • Combat passive — Eyes Bright Like Lamps (2 Gloom Resonance; unlocked at Uptie Ⅱ): If an enemy has Dazzle, restores 5 SP at Combat Start (3 at lower Uptie). At Turn End, gives Guardians of the Forest to the ally earliest in team order (excluding himself).

How to Use

In Focused Encounters, fill Lamp to 8 with his Defense skill on turn 1, then apply 3 Dazzle to the boss next turn. Attack with S3 and S2 while Dazzle lasts. Paired with allies who inflict Burn and Sinking, he meets both Dazzle's damage-taken increase and each skill's 6-or-more total condition. In regular battles, targets tend to die soon after being Dazzled, so it is better to build Lamp gradually and aim for the Speed condition through Bind. On the turn after Lamp hits maximum, 10 Aggro is added, making it easier to gather attacks (the effect text applies it to the "leftmost slot"). Make use of his durability to absorb them.

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

SKILLSSkill

S1×3

Intense Stare: Zero-Range

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

Coin Power +1 if any of the following conditions is met

-The target is 3+ Speed faster than this unit

-This unit's Speed is 1 or less

-The target has

On Use Coin Power +1 if the target's and total 6+

On Use Gain 1 next turn

ⅠOn Hit Inflict 1/2

ⅡOn Hit Inflict 2/3

Unbreakable Coin

Unbreakable Coin
  • Defense The Wick of Burned Feathers: Coin1
Becomes Unbreakable under certain conditions
  • S3 Salvation for those Enchanted by the Lamp effect: [On Use] If the target has Dazzle, all Coins of this skill become Unbreakable Coins and Clash Power +3
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

Dazzling Lamp

NoneAlways active

At Turn Start, gain 1

Min and max Speed are not changed by external effects

When selecting skills, attack skills can redirect their attack target to this unit regardless of Speed (Focused Encounters only)

When gaining , gain 1 Clash Power Up instead (1 time per 1 turn)

-Afterward, cannot gain for the rest of this turn

※Active while deployed in battle

Combat Passive

E.G.O Gear Proficiency Manual

NoneAlways active

At Turn Start, gain 1 per 1 ally wearing E.G.O Gear (max 3)

When an ally dies, gain 2 Pierce DMG Up next turn (1 time per 1 turn)

※Active while deployed in battle

Combat Passive

Eyes Bright Like Lamps

Gloom ×2Resonance

At Combat Start, gain 1 per 2 Gloom Resonance (max 3)

At Combat Start, if an enemy with is present, heal 3/5 SP

At Turn End, give next turn to the ally earliest in the formation order among allies not meeting the following conditions

-This unit

-Allies with

-Allies who cannot recover SP, such as those in Panic or Corrosion

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Were There More Lives to be Saved?

Wrath ×3Resonance

At Turn End, apply the following effects to the ally earliest in the formation order among allies with negative effects

-The leftmost slot gains 4 next turn

-Gain 1 Blunt DMG Up next 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

  • Bygone Days: His S2 is Gloom, and he can inflict Sinking.
  • Solemn Lament: He gains Bind on using S1, making it easy to hold a negative effect and keep Lament going.
  • Move-in Reg.: His S1 is Wrath, supplying the required affinity, and he can inflict Burn.

KEYWORDSEffect Glossary

Dazzle
-Damage taken from Base Attack skills +0.5% per 1 total Sinking and Burn (max 10%) -On targets with SP, the Panic type changes to Dazzle -On targets without SP, Defense Level -2 -Decreases by 1 at Turn End -This effect does not stack; it is refreshed -Some enemies with SP whose Panic type cannot be changed receive the effect for targets without SP ※Dazzle Panic effect -Low Morale: At Turn End, gain 1 Bind and 2 Offense Level Down next turn -Panic: At Turn End, gain 1 Bind and 4 Offense Level Down next turn
SinkingShared mechanics →
When hit by an attack skill, take fixed SP damage equal to the Potency (converted to Gloom damage for Abnormalities). After taking damage, reduce Count by 1.
BurnShared mechanics →
At Turn End, take fixed damage equal to the Potency. After Turn End, reduce Count by 1.
Bind
For 1 turn, decrease Speed by 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.
Plus Coin Boost
For 1 turn, increase Plus Coin Power by the value.
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.
Lamp
-Maximum value: 8 -At Turn End, gain 1 Bind next turn per 2 value (max 4) -At Turn End, if the value is at max and an enemy is present, consume all of it and trigger the following effects next turn • The leftmost slot gains 10 Aggro • Inflict 3 Dazzle on the enemy (main body) with the highest current HP
Haste
For 1 turn, increase Speed by the value.
Defense Level Up
For 1 turn, increase Defense Level proportional to the value.
Damage Up
For 1 turn, increase damage dealt with skills proportional to the value (max 10).
Guardians of the Forest
The following effects trigger before attacking -If the skill uses Plus Coins, heal 4 SP (if this unit's SP is at max when SP is healed by this effect, gain 2 Offense Level Up next turn) -If the skill uses Minus Coins, lose 8 SP (this effect cannot reduce SP below -40) -This effect disappears
Aggro
In Focused Encounters, Slots with higher Aggro are more likely to be targeted by enemy attacks.

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