English translation in progress. Untranslated passages remain in Japanese.

Dawn Office Rep Gregor Identity artwork

IDENTITY 1216 · Walpurgis Night

[Dawn Office Rep](persona:1216)

HP
287
Speed
4-6
Offense Lv.
67/68/69
Defense Lv.
69
Stagger Thresholds
55%
Panic
Panic
Resource Distribution
Wrath: 1 card + CounterSloth: 3 cardsPride: 2 cards
Resistance
Slash×0.5Pierce×1Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Burn and Tremor Identity that builds 30 Light of Daybreak for enhanced S3 Crack of Dawn, granting 3 Dawnherald to all allies. Dawnherald accelerates Light of Daybreak generation, potentially enabling Crack of Dawn every 3–4 turns and maintaining the buff. Deploying all 3 Dawn Office members completes the passive coordination.

Core Mechanics

  • Light of Daybreak (max 30, up to 20 per turn): He gains (1 + target's Burn Potency ÷ 3) on each basic attack skill hit, up to 3. The Defense skills Guardian and Heat Haze grant 5 each on use (Heat Haze once per turn). Through the combat passive Morgenfeuer [Stigma Workshop] (2 Wrath and 2 Sloth Owned; unlocked at Uptie Ⅱ), basic attack skill hits grant +2 while he has Dawnherald. At 10 or more, +1 Burn Potency inflicted; at 20 or more, +1 Burn Count inflicted. At Turn Start, he gains 1 Burn per 5 and +1 Burn Count per 10.
  • Crack of Dawn: At 30 Light of Daybreak, S3 Dawnsplitter or the Defense skill Guardian turns into Crack of Dawn before use (once per turn). All Coins Unbreakable, 3 Attack Weight, and +75% damage per target fewer than its Attack Weight (+50% at lower Uptie). After the attack, he gives 3 Dawnherald to all allies next turn, spends up to 15 of his own Burn Potency, and heals (15 + amount spent)% of his max HP. All Light of Daybreak is spent.
  • Dawnherald (max 3, decreases by 1 at Turn End): +10% damage for skills that inflict Burn Potency, Burn Count, or special Burn (+15% for Wrath). +1 Clash Power for such basic skills (+1 Base Power instead for Dawn Office members). The regular S3 also gives 1 to all allies next turn after the attack (1 more at 20 or more Light of Daybreak).
  • Bonuses at 20+ Light of Daybreak: S1 Flash of Sunup gains 1 extra Unbreakable Coin (requires 30 or more at lower Uptie). S2 Sunset Blade also gains an extra Unbreakable Coin that triggers Tremor Burst on hit. S3 gains +1 Final Power and all-Unbreakable Coins.
  • Preparing for self-damage: Through the always-active The Fixer at the Crack of Dawn, Burn damage does not stagger him and cannot reduce his HP below 1. Damage taken from Burn is −50% (−75% below 50% HP). Guardian reduces his own Burn Count by 2 on Clash Win and by 5 at the end of the skill (once per turn each).
  • Dawn Office coordination: The always-active Dawn Office gives everyone Dawn Office equal to the number of members if 2 or more Dawn Office members are present on first appearing (+1 Offense Level per point; at 3, restores 5 SP at Turn Start). Through Morgenfeuer, when Dawn Office allies stagger an enemy with basic skills (not enemies already staggered before the attack began), or after Dawn Office Fixer Faust's Eject, Eject - High Noon, or Dismemberment at High Noon, or Dawn Office Fixer Sinclair's Stigmatize or Blazing Strike, he follows up with Flash of Sunup (once per turn per Identity).

How to Use

Early on, when enemies have no Burn, earn Light of Daybreak with the Defense skills Guardian and Heat Haze. Once Burn is applied, also earn it from S1 and S2 hits, gaining the bonuses at 20 or more. He can gain at most 20 per turn, so reaching 30 takes until turn 2 at the earliest. At 30, fire Crack of Dawn from S3 or Guardian, rebuild Light of Daybreak with the +2 bonus while Dawnherald lasts, and chain into Crack of Dawn again. However, Dawnherald decreases every turn, so there will be turns when it lapses midway. After Crack of Dawn, Light of Daybreak starts from 0, so he tends to run out of steam. Conversely, hoarding too much increases his self-inflicted Burn, so fire it once it reaches 30. Any skill that inflicts Burn benefits from Dawnherald.

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

SKILLSSkill

S1×3

Flash of Sunup

SlothSlashSlash
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 Final Power +1 per 4 of the target's plus (max 3)

On Use If is 30/20+, add 1 more copy of the skill's Coin 2 as an

ⅠOn Hit Inflict 1

On Hit Increase Count by 2

ⅡOn Hit Inflict 1

Unbreakable Coin

Unbreakable Coin
  • S3 (Special) Crack of Dawn: Coin1, 2, 3, 4
Becomes Unbreakable under certain conditions
  • S1 Flash of Sunup effect: [On Use] If Light of Daybreak is 30/20+, add 1 more copy of the skill's Coin 2 as an Unbreakable Coin
  • S2 Sunset Blade effect: [On Use] If Light of Daybreak is 20+, apply the following effects Add 1 more copy of the skill's Coin 3 as an Unbreakable Coin
  • S3 Dawnsplitter effect: [On Use] If Light of Daybreak is 20+, apply the following effects All Coins of this skill become Unbreakable Coins
  • Defense (Special) Heat Haze effect: [On Use] If Light of Daybreak is 20+, or a "Crack of Dawn" skill was used this turn, all Coins of this skill become Unbreakable Coins
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

The Fixer at the Crack of Dawn

NoneAlways active

When first appearing on the stage, gain 0

damage cannot Stagger this unit or reduce HP below 1

Damage taken from effects -50% (rounded down)

-Below 50% HP, the effect is enhanced: damage taken from effects -75% (rounded down)

Combat Passive

Dawn Office

NoneAlways active

When first appearing on the stage, if 2+ Identities including this unit are on the field, give equal to that number to all Identities

If Fixer Sinclair is on the field, the following effects trigger

- Fixer Sinclair gains

-If Rep Gregor dies, at Turn Start, the held by Fixer Sinclair changes to

-At Turn Start, if Fixer Sinclair's HP is below 50%, give (1 time per battle)

Combat Passive

Morgenfeuer [Stigma Workshop]

Wrath ×2Sloth ×2Owned

When this unit has , gain 2 when a Base Attack skill hits

When a Dawn Office Identity other than this unit meets the following conditions, Dawn Office Rep Gregor uses "Flash of Sunup" on the target enemy (1 time per 1 turn per Identity)

-At the end of a Base Skill attack, if the hit enemy is Staggered, use it on that target (does not trigger if the target was already Staggered before that skill's attack started)

-At the end of Dawn Office Fixer Faust's "Eject", "Eject - High Noon", or "Dismemberment at High Noon" attack, or Dawn Office Fixer Sinclair's "Stigmatize" or "Blazing Strike" attack, use it on the hit enemy (prioritizes Staggered targets)

If Dawn Office Fixer Sinclair is on the field, when an added Coin of a Base Skill used by Dawn Office Rep Gregor hits, deal additional Wrath damage equal to the target enemy's Potency (max 10, max 20 per 1 turn)

-Treated as having triggered

An A+ grade workshop weapon. From his days as a fledgling Fixer, through the Smoke War, and beyond, this sword was wielded by the hand of the Fixer at the Crack of Dawn. As the Fixer at the Crack of Dawn built his record on his journey, the Stigma Workshop's reputation rose, and in return the Stigma Workshop improved this sword for him many times. As if to carry the dignity he had accumulated, the sword too was reforged and improved. It was once rated an S-grade weapon, but while the Fixer at the Crack of Dawn stepped back from the front line to teach the next generation, Morgenfeuer's heat inevitably cooled, and its edge dulled.

※Unlocked at Uptie Ⅱ; active while deployed in battle

Support Passive

Stigma Workshop Prosthesis

Wrath ×3Resonance

When the 1 ally with the highest current HP hits an enemy with , inflict 2 (1 time per 1 turn)

-If the target has 10+ , when the Final Coin hits. The target's Count decreases by 1 (1 time per 1 turn)

A prosthesis that the Stigma Workshop, which normally makes only blades, specially built for the Fixer at the Crack of Dawn. If used by someone who does not understand the Stigma Workshop's traits, this heat-spewing arm would melt even the wearer's body.

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

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Unbrilliant Glory: His S1 is Sloth, S2 Pride, and S3 Wrath, supplying the required affinities, and he can inflict Burn and Tremor.

KEYWORDSEffect Glossary

BurnShared mechanics →
At Turn End, take fixed damage equal to the Potency. After Turn End, 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.
Light of Daybreak
-Maximum value: 30 -Up to 20 can be gained per 1 turn -At Turn Start, gain 1 Burn per 5 value, then increase own Burn Count by 1 per 10 value -When a Base Attack skill hits, the value increases by (1+the target's Burn Potency÷3) (max 3) -At 10+ value, Burn Potency inflicted on enemies with Base Skills +1 -At 20+ value, Burn Count inflicted on enemies with Base Skills +1 The fire that lights the dawn is not a fire that burns something, but a fire that lights someone's way.
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.
Tremor Burst
Raise the target's Stagger Threshold by their Tremor Potency.
Protection
For 1 turn, decrease damage taken from skills proportional to the value (max 10).
Dawnherald
-Maximum value: 3 -Damage +10% with skills that inflict Burn Potency, Burn Count, or Special Burn • If that skill is a Wrath skill, Damage +15% instead -Clash Power +1 for Base Skills that inflict Burn Potency, Burn Count, or Special Burn • For Dawn Office Identities, Base Power +1 instead -Decreases by 1 at Turn End "Burning blindly isn't everything. When you wield a weapon that handles heat like this, what matters is when, and how much, to raise the heat depending on the situation." "That's why I always tell you timing is important. Heat weapons have their own exquisite, delicate feel. But when you burn it all down with every bit of heat you have, you give it everything you've got... Eh? Who's the Fixer with the best feel for it?" "Hmm... The best in that field would be the Vermilion Cross, I suppose?"
Tremor - Scorch
-On Tremor Burst, take Wrath damage equal to (Tremor Potency plus Burn Potency ÷ 2), and Burn 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 (Also affected by effects that change Tremor Potency and Count)
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.
Dawn Office
-Maximum value: 3 -Offense Level +1 per 1 value -At 3, heal 5 SP at Turn Start -At Turn Start, disappears if all allied Identities other than this unit that hold "Dawn Office" have died The Dawn Office of this Mirror World has not yet fully cooled compared to those of other Mirror Worlds. As such, the combat power of the two who support the office is observed to be at a level that would fall short in nothing even working as Grade 1 Fixers. However, the ranks of the office and its Fixers are no different from those in other Mirror Worlds. The ranks of an office and its Fixers are not determined by combat power alone. If they cannot properly handle jobs to the standard each request demands, or deliberately avoid high-risk requests that would meaningfully affect a rank-up, a Fixer's rank cannot rise no matter how much they want it to.
From Dawnbreak to Sunset
-If there are 3+ Stagger Thresholds, remove the first Stagger Threshold -If Staggered at Turn End, remove the Stagger, and if Uptie is stage 3 or higher, change 1 Base Skill to Skill 3 (excludes forced Stagger; 1 time per battle; prioritizes the lowest-rank skill) -Heal 5 SP at Turn Start -SP cannot fall below 25 from the passive "Unstable Shell of Ego", Base Attack skill effects, or Volatile Passion effects -While in Unstable E.G.O::Wax Wings, add the following effects • At Turn Start, gain Shield equal to 15% of max HP • When hit while having Shield, inflict 1 Burn on the attacker (2 times per 1 turn) • Turn the area into a Scorchfield ※Scorchfield effect -Stores the Burn damage dealt in that area -Resets when the battle location changes -This value is shared by all characters "Hm. The aroma is fine indeed. Your skill at brewing ssanghwa tea, at least, is Color-grade. The Color, Yellow Ssanghwa..." "I'll be right next to you teaching, so just keep up with me. In the end, it's all about timing... but the exquisite timing I sense in this ssanghwa tea is no ordinary thing."
Blazing Sunset
If there are 3+ Stagger Thresholds, remove the first Stagger Threshold -If Staggered at Turn End, remove the Stagger, and if Uptie is stage 3 or higher, change 1 Base Skill to Skill 3 (excludes forced Stagger; 1 time per battle; prioritizes the lowest-rank skill) -Heal 8 SP at Turn Start -SP cannot fall below 45 from the passive "Unstable Shell of Ego", Base Skill effects, or Volatile Passion effects -At Turn Start, enter Unstable E.G.O::Wax Wings, heal HP by 50% of max, and heal SP to max (1 time per battle) -Unstable E.G.O::Wax Wings is maintained even if SP is 0 or less at Turn Start -While in Unstable E.G.O::Wax Wings, add the following effects • At Turn Start, gain Shield equal to 20% of max HP • When hit while having Shield, inflict 2 Burn on the attacker (2 times per 1 turn) • Turn the area into a Scorchfield ※Scorchfield effect -Stores the Burn damage dealt in that area -Resets when the battle location changes -This value is shared by all characters "You said... you still had so much left to teach me..." The dawn that broke open the morning never stays in that place forever; it fades away, leaving behind the sunset that heralds the evening.
Escape Apparatus
-When taking damage that would bring HP to 10, HP cannot fall below 10 for that turn -At the end of the turn this effect triggers, remove Stagger and leave the battle (excludes forced Stagger; not treated as death) In consecutive battles, on retreating, hand this unit's slot to a standby unit to swap in, and move to the end of the standby list (If no standby unit can swap in next turn, this unit leaves. On return, units return in the order they retreated) -On returning to battle, all effects except some effects given to this unit are removed; HP and SP at retreat are kept (SP below 0 is reset to 0) ...Survive.

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