English translation in progress. Untranslated passages remain in Japanese.

LCE E.G.O:: AEDD Gregor Identity artwork

IDENTITY 1215 · Season 7

LCE E.G.O:: AEDD

GregorLCELimbus CompanyE.G.O GearRupture + Charge Identities
HP
290
Speed
5-7
Offense Lv.
67/67/68
Defense Lv.
68
Stagger Thresholds
60%/30%
Panic
Panic
Resource Distribution
Gluttony: 3 cardsGloom: 2 cardsEnvy: 1 card + Guard
Resistance
Slash×0.5Pierce×1Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Charge supplier that spreads Photoelectricity at high Speed and uses Take the Lead. I'll Provide You Support. to distribute Charge Count to allies earlier in deployment order. At 3 or more Charge, enhanced S3 Maximum Output - Ultra High-voltage Current Discharge inflicts Rupture and Charged Sting to raise the Charge team's damage.

Core Mechanics

  • Supplying Charge to allies: Take the Lead. I'll Provide You Support. (2 Gloom and 2 Envy Owned; unlocked at Uptie Ⅱ) adds +10 to his Charge Count at Combat Start (+5 at lower Uptie; once per battle). At "Combat End" (per the data; it likely triggers at each Turn End in practice), if his Charge Count exceeds 12, he spends up to 8 of the excess and gives half of it to 1 ally earlier than him in team order (prioritizing allies with low Charge Count). With 2 or more Gloom or Envy Resonance (3 or more at lower Uptie), allies earlier than him in team order gain +2 Charge Count next turn (+4 if his Charge is 3 or more). The recipients are (higher of Gloom or Envy Resonance − 1) allies in team order, up to 3 (1 at a Resonance of 2).
  • Team order caution: If no ally is earlier than him in team order, the excess distribution is wasted, and the Resonance-based grant only goes to himself. The distribution stops once his Charge reaches 3 or more.
  • Photoelectricity: Coin Ⅲ of S2 DC Inversion inflicts 2 Photoelectricity (1 at lower Uptie; 3 at 3 or more Charge Count), and Coin Ⅲ of S3 also inflicts it. Photoelectricity has a maximum of 3. When the bearer takes damage, the attacker's Charge Count increases by its value (once per skill), plus 3 more if the attacker has 5 or less Charge Count. It disappears at Turn End. His Speed is 5–7.
  • Growing Charge: Through the always-active Undying Persistence, he gains 1 Charge each time he spends a cumulative 10 Charge Count. At 3 or more Charge, +1 to his minimum and maximum Speed. Each skill's Coin Power rises with Charge (the effect text reads "+1/+2 Coin Power at 3/5 or more Charge," likely a tiered +1 at 3 or more and +2 at 5 or more). At 3 or more Charge, the final Coins of S2 and S3 become Unbreakable.
  • Enhanced S3 and Charged Sting: At 3 or more Charge, S3 High-voltage Current Discharge becomes Maximum Output - Ultra High-voltage Current Discharge (once per turn). All Coins Unbreakable, 3 Attack Weight, and +50% damage per target fewer than its Attack Weight. With 10 or more Charge Count, it spends 10 for +1 Base Power and +2 Coin Power, then spends up to 10 more for up to +15% damage. Coin Ⅲ inflicts 3 Photoelectricity and Charged Sting equal to his Charge next turn (up to 5; 3 at lower Uptie). At 5 or more Charge, 5 Charged Sting this turn and next (3 at lower Uptie). Charged Sting increases damage taken from skills that gain or spend Charge Count by 4% per point (up to 20%), or 8% (up to 40%) for Envy skills.

How to Use

Do not put him first in team order; place allies who use Charge ahead of him. Early on, cycle Charge Count with S1 and S2, handing the excess to the allies in front while growing his own Charge to 3. Use his high Speed to land S2 first and place Photoelectricity, so allies' attacks increase their own Charge Count. Once his Charge is 3 or more, inflict Charged Sting with the enhanced S3 and follow up with allies who use Charge, especially with Envy skills. Until he reaches 3 Charge, he fights with his base power, so his start is slowish.

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

SKILLSSkill

S1×3

Electric Release

GluttonySlashSlash
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 Damage +6% per 1 own (max 30%)

On Use Coin Power +1/+2 at 3/5+ own

On Use Clash Power +1 if own Count is 5+/per that amount (max 2)

On Use If own Count is below 10, increase own Count by 2

ⅠOn Hit Increase own Count by 1/2

On Hit Inflict 1

ⅡOn Hit Increase own Count by 2

On Hit Inflict 1

Unbreakable Coin

Unbreakable Coin
  • S3 (Special) Maximum Output - Ultra High-voltage Current Discharge: Coin1, 2, 3
Becomes Unbreakable under certain conditions
  • S2 DC Inversion effect: [On Use] Coin Power +1/+2 at 3/5+ own Charge At 3+ Charge, the Final Coin becomes an Unbreakable Coin
  • S3 High-voltage Current Discharge effect: [On Use] Coin Power +1/+2 at 3/5+ own Charge At 3+ Charge, the Final Coin becomes an Unbreakable Coin
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

Undying Persistence

NoneAlways active

Gain 1 each time a cumulative 10 own Count is spent during battle

When gaining , gain it as instead

At 3+ own , max and min Speed +1

When taking damage that would reduce HP to 0 in this battle,

gain (5+own ×3) (max 20, 1 time per battle)

※Active while deployed in battle

Combat Passive

Alternating Discharge Support

NoneAlways active

At Turn Start, if 3+ allies including this unit wear E.G.O Gear, this unit and all those allies gain 1

When consuming Count through the passive of Gregor's E.G.O AEDD, if own Count is 12 or less, on Heads Hit consume 4 Shield or HP each instead of 2 own Count to trigger the effect

-Triggers only at 25%+ HP

※Active while deployed in battle

Combat Passive

Take the Lead. I'll Provide You Support.

Gloom ×2Envy ×2Owned

At Combat Start, increase own Count by 5/10 (1 time per battle)

At Combat End, if own Count exceeds 12,

consume up to 8 of the excess Count, and increase 1 ally's Count by half the amount consumed by this effect (the ally's Count increases by at least 1, rounded down)

Prioritizes allies earlier in the formation order than this unit with lower Count

-This effect is deactivated if no ally earlier in the formation order than this unit is on the field, or if own is 3+

At 3/2+ Gloom or Envy Resonance, increase the Count of allies earlier in the formation order than this unit by 2 next turn

-Applies to (the higher of Gloom or Envy Resonance-1) allies in formation order (max 3)

-At 3+ own , increase allies' Count by 4 instead

-If no ally earlier in the formation order than this unit is on the field, increase own Count by 4 instead

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Defibrillation

Envy ×4Resonance

At Turn End, the 2/3 allies earliest in the formation order each heal HP equal to the total Count consumed by their attack skills this turn plus the consumed (max 10)

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • AEDD: A Charge-centered Identity whose S2 is Gloom and S3 Envy. He also inflicts Rupture.
  • Garden of Thorns: His S3 and Defense skill are Envy, making Envy Resonance easy to build.
  • Move-in Reg.: Uses Charge, and his S3 and Defense skill are Envy, making Resonance easy to build.

KEYWORDSEffect Glossary

ChargeShared mechanics →
Can be consumed to enhance certain skills. Count can stack up to 20. At Turn End, reduce Count by 1.
RuptureShared mechanics →
When hit by an attack skill, take fixed damage equal to the Potency. After taking damage, reduce Count by 1.
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.
Photoelectricity
Maximum value: 3 When taking damage, the attacker's Charge Count increases by the value (1 time per skill) -If the attacker's Charge Count is 5 or less, the attacker gains 3 more Charge Count The effect disappears at Turn End
High-voltage Exoskeleton
-Gain Shield equal to (value×5) -When (value×5) of Shield is lost, High-voltage Exoskeleton decreases by 1 -At Turn End, gain Charge Count equal to High-voltage Exoskeleton, then High-voltage Exoskeleton and the Shield gained from it disappear Maximum value: 20
Charged Sting
-Damage taken from skills that gain or consume Charge Count (including Special Charge) +4% per 1 value (max 20%) • If that skill is Envy, the effect is enhanced to +8% per 1 value (max 40%) Maximum value: 5 -After taking damage from a skill that meets the condition, decreases by 1 when that skill's attack ends or at Turn End (However, the value does not decrease when damaged by a Base Attack skill that inflicts Charged Sting)
Aggro
In Focused Encounters, Slots with higher Aggro are more likely to be targeted by enemy attacks.
Charge Barrier
Gain a Shield equal to Charge Barrier × 3. When Shield equal to Charge Barrier × 3 is lost, reduce Charge Barrier by 1. (For W Corp. employees, use ×5 instead of ×3.) At Turn End, gain Charge Count equal to Charge Barrier, then lose Charge Barrier and the Shield granted by it.
Self-charge
-Final Power +2 -Each time the value decreases, own Charge Count increases by that amount -Decreases when the following conditions are met • Decreases by 1 when a skill that attacked this unit finishes its attack • Decreases by 3 at the end of an attack • Decreases by 5 at Turn End -Maximum value: 20 -HP cannot fall below 1 until this effect disappears
Offense Level Up
For 1 turn, increase Offense Level proportional to the value.
Special Charge
Includes Red Eyes, Penitence, Love/Hate, Deep Tears, Corpus Ingredient, Pulsation, Preservation, and Inertia of Drifting

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