Information Neutralization
Gloom ×4OwnedIf the ally with the lowest SP lost SP this turn, heal 10 SP for them at Turn End.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
English translation in progress. Untranslated passages remain in Japanese.
SUPPORT PASSIVES · 190 Identities
Browse every Identity’s Support Passive, grouped by Sinner and listed in Identity order. Filter by required resources to find passives your team can activate.
Show Support Passives whose resource costs use only the selected Sin affinities. Selecting multiple affinities also includes passives requiring a combination of them. Each number shows the result count if that affinity is added.
If the ally with the lowest SP lost SP this turn, heal 10 SP for them at Turn End.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest max HP gains +1 Clash Power when clashing.
The ally with the highest SP gains +1 additional Count from skill effects.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest SP deals +10% damage when attacking 2 or more enemies.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
For every 4 points by which the ally with the lowest max HP raises a target's Stagger Threshold with , inflict 1 next turn (max 3 per enemy per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the most Count deals more damage to targets with , proportional to the target's Potency (+1.5% per , max 15%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the most lands a critical hit, inflict +2 additional Potency with skill effects (up to 6 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally discards a skill, gain a Shield equal to (3/5 × discarded skill rank)% of their max HP (up to 1/2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP hits an enemy, heal 2 SP for each negative effect on the target (max 6).
If the target has , heal 3 additional SP.
Activates up to 2 times per turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When an ally's skill hits, consume 2 of the target's to inflict 1 (3 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest current HP dies, gain 2 each of the 2 least-held E.G.O resource types.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If either of the 2 allies with the lowest SP lost SP this turn, heal 5 SP for them at Turn End.
- If the recipient has a basic skill that inflicts Potency or Count, heal 5–10 SP instead.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the slowest ally attacks an ally, gain 1 next turn at the end of the attack (max 2 per turn).
- If an ally dies from that attack, instead gain 1 for the rest of this encounter (max 2 per Identity per stage).
- gained from these effects cannot exceed 2.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Apply the following effects to the ally with the highest current HP.
- At Combat Start, increase Defense Level by (the difference between this turn's and last turn's Speed × 2), up to 5. If they were not deployed last turn, use their minimum base Speed as last turn's Speed.
- At Combat Start, if their current HP is below 50% of max HP and the Speed difference is 3 or greater, heal 50 HP (once per encounter).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Each turn, the first basic Slash, Pierce, and Blunt attack skills used by allies against enemies each deal +5% damage.
- If the affected skill belongs to an Index Identity, increase damage by 10% instead.
- Determined before the attack begins.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally uses a skill that gains or consumes Count, gain 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the highest max HP is hit, inflict 2 next turn with a 25% chance.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest max HP gains +1 additional Count.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest max HP gains +2 Final Power for Defense Skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, heal 15 SP for the ally with the lowest SP. If they are an N Corp. , also grant 1/2 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 2 to the ally with the lowest HP percentage.
If their HP is below 50%, grant 2 more.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally attacks with a damage type the target is weak to (resistance greater than 1.5), increase damage proportional to the target's (+1.5% per , max 15%).
If the affected ally is a Seven Association Fixer, further increase damage (+0.5% per , max 5%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the slowest ally clashes, if the target has at least 3 negative effects, reduce the target's Clash Power by 1.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the first ally in deployment order lands a critical hit with a Slash skill, inflict 1 (max 3 per enemy per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP hits a target with at least 5 , heal 2/3 SP for themselves (4 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the least Count defeats an enemy, gain 2/3 Count (once per turn; prioritize allies with skills that consume or gain for themselves).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP inflicts with a basic skill's On Hit effect, inflict 2 additional (up to 3 activations).
- If the target has at least 30 , increase Count by 1 instead (up to 3 activations).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the fastest ally deals damage, gain 1 next turn (up to 3 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, grant 1 Pierce next turn to the ally who has inflicted the most Potency on enemies through skills and passives during the encounter. E.G.O skills count. Ties are resolved by deployment order. Does not activate if no Potency was inflicted that turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Applies to the first ally in deployment order.
- Prioritize Index Identities, if any are present.
At Combat Start, if other allies also target the enemy slot selected by this ally's leftmost skill slot, increase that skill's damage by 5% for each other ally targeting that slot (max 15%).
Applies only when both this ally and the other allies select that slot as the main target of a basic attack skill.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When an ally who equipped a Defense Skill this turn takes damage, inflict 4 on the attacker (2 times per turn).
- If the attacker already has , increase their Count by 2 instead.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, if only 1 ally remains alive, including backup units, that Identity gains 3 and 3 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, all deployed Identities take 2% less damage this turn for each deployed allied Identity (up to 10% less damage).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +10% damage with Pierce skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally gains +1 Final Power for their first skill.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage with Slash skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Among allies with , the ally with the lowest SP deals +10% damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If every ally is faster than every enemy, the fastest ally deals increased damage based on their Speed difference from the slowest enemy (+3% per point of difference, max 15%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
For every 6 hits taken by other allies, the ally with the lowest max HP gains 1 Blunt next turn (max 2).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest- slot heals 2/4 HP whenever they hit an enemy targeting them. Does not apply if no ally has .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the least gains Potency from their own skill or Coin effects, gain +1/2 additional Potency (up to 2 times; does not apply to allies without ).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally takes 10% less damage from enemies with .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the lowest HP gains 1 for every 20% of missing HP (max 3).
- If that ally is a Bloodfiend, instead gain 1 for every 15% of missing HP (max 3).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally wins a Clash against an enemy with or , gain 1 next turn (once per turn).
- If the target has at least 20 Potency, gain 1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Among allies who gain Count from basic attack skills, the ally with the least Count gains +2 Count when using a basic attack skill that gains Count (2 times per turn).
- If their SP is 0 or higher, heal HP equal to their × 2 (max 10 per activation, max 20 per turn).
- If their SP is below 0, heal SP equal to their (max 5 per activation, max 10 per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits an enemy with at least 2 Count or Count using a basic attack skill, inflict 1 (2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, heal 15 SP for the ally with the lowest SP.
- Prioritize Identities that use Plus Coins.
- If the recipient belongs to the Index, enhance the effect to also grant 1 .
- Does not apply to targets unable to heal SP, such as those in Corrosion or Panic.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Among allies with or , the first ally in deployment order raises Stagger Thresholds by 12.5% more with from basic skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest max HP deals and takes 20% more damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest max HP inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When an enemy dies, heal 15 HP for the ally with the lowest HP (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest max HP defeats an enemy, gain 2/3 Count (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the least Ammo uses a skill that consumes Ammo, grant 3 (once per turn; does not apply to allies without Ammo).
When the ally with the least Ammo consumes their final Ammo with a Coin, at the end of that Coin's attack, deal additional damage to each target equal to 50% of the damage that Coin dealt to that target.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the slowest ally defeats an enemy with , inflict 3 on 1/2 random enemies (once per turn).
- In Focused Encounters, inflict it on Parts instead.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the last ally in deployment order wins a Clash, gain 1 Count (up to 3 times per turn) and gain 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The first ally in deployment order gains +1 additional Count from skill and Coin effects (2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start:
- Heal 3 HP for the ally with the lowest HP percentage.
- Heal 3 SP for the ally with the lowest SP percentage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, the fastest ally gains 2 next turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the first ally in deployment order hits an enemy, inflict 1 (once per enemy per turn).
- If the target already has , also increase Count by 1.
When the first ally in deployment order takes damage from an enemy, inflict 1 on the attacker (up to 3 times per turn).
- If the attacker already has , also increase Count by 1.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the first ally in deployment order gains 1 Shield for each Potency they have (max 10).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits an enemy with a skill that inflicts Potency, Count, or , inflict 2 and trigger . Reduce the target's Count by 1 (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the first ally in deployment order uses a basic skill, gain 2 Potency (3 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest max HP takes 10% less damage from attack skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the ally with the lowest current HP is below 50% HP, gain 1 and 1 . If they are an N Corp. , also gain 1 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally clashes against an enemy with , reduce the enemy's Clash Power by 1.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, the ally with the most Count gains +1 maximum Speed next turn for every 5 Count (max 3).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If another character with the same affiliation as the ally with the lowest SP is alive, heal 10 SP for that ally at Turn End.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the most deals +15% critical damage with Slash skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits a target with at least 6/3 , inflict 1 (max 3 per enemy per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the highest max HP discards a skill, gain a Shield equal to (5 × discarded skill rank)% of their max HP (once per turn).
If they have , multiply the Shield by 1.5.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally wins a Clash, gain 1 next turn (up to 2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally uses an Ammo-consuming skill, if they are at least 3 Speed faster than the target, increase damage by (Speed difference × 2/3)% (max 10/15%).
Does not apply to allies without Ammo. However, it still applies if the ally has an Ammo status with a value of 0.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
generated this turn is multiplied by 1.5 (2 times per encounter, rounded down).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At the end of an ally's basic Pierce attack skill, heal HP equal to 10% of the HP damage dealt by that attack (up to 2 activations per encounter).
- If all basic attack skills equipped in skill slots this turn are Pierce skills, heal 10 SP for all allies at Turn End.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits, inflict 1 for every 2 types of negative effects on the target (once per turn, max 3).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, heal 6 SP for the ally with the lowest SP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +20% damage with Coins that land Heads.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP inflicts +1 additional Count through the skill and Coin effects of attack skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 2 to the ally with the lowest current HP percentage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, if the slowest ally has at least 5 Count, gain 2 next turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally defeats an enemy with , gain 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
After the ally with the lowest SP finishes an attack, if they Staggered or defeated the target, heal 7 SP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the first ally in deployment order triggers through skill or Coin effects, trigger 1 additional time with a 25% chance (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, reduce Count by 2 for the ally with the highest combined Potency and Count.
When the fastest ally hits an enemy with , inflict 1 (up to 2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The allied Identity with the most Ammo deals +10% damage with Ammo-consuming skills.
Does not apply if they have no Ammo.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the highest uses a basic attack skill that gains Count, its last Coin deals +10/15% damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The Identity with the lowest current HP percentage deals additional damage to enemies equal to (the number of types of Deathrite on the target × 3)% (max 15%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, inflict 2 next turn on the fastest enemy and increase their Count by 1. In Focused Encounters, determine the target by Part.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The first ally in deployment order deals +10% damage when attacking enemies with .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally wins a Clash against an enemy with or , inflict 1 next turn (once per turn).
- If the target has 4 or less Count, also increase their Count by 1 this turn.
- If the target has at least 5 Count, also inflict 3 this turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest max HP deals +10% damage with Blunt skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest current HP deals and takes 20% more damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage with Pierce skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally inflicts +1 additional .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP takes damage, lose 10 SP and gain 1 Blunt next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the highest max HP attacks with a damage type the target is weak to (resistance greater than 1.5), inflict +1 additional with skill effects.
If the affected ally is a Seven Association Fixer, inflict 1 more through this effect.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest max HP deals more Pierce damage as their HP decreases.
- For every 1% of missing HP, increase damage by 0.15%/0.3% (max 15%/30%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally gains +1 Clash Power for skills that inflict Potency or Count.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The first ally in deployment order gains +5 maximum Count.
If the activation requirement is met, this effect lasts until just before the next turn starts.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +5% damage to targets with SP below 0.
Damage further increases as the target's SP falls below 0 (+0.5% per SP, max 20%).
Against targets without SP, instead inflict +1 additional Potency and Count through attack skill and Coin effects (up to 2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the least Ammo uses an Ammo-consuming skill, gain 2 Count.
If they are a Full-Stop Office Identity or have less than 5 Count, gain 4 instead (once per turn; does not apply to allies without Ammo).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage to enemies that used a Defense Skill this turn or were at full HP before the attack began.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, if the first ally in deployment order gained Count beyond their maximum through their own skills, gain 1 next turn for each excess Count (max 3; includes E.G.O skills).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, if the ally with the lowest HP percentage has less than 50% of their max HP, gain 1 Clash Power Up next turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When an allied Middle Identity dies during combat, all Middle Identities gain 1 this turn and next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally wins a Clash with a basic attack skill, increase the enemy's Count by 1 (once per turn).
- Prioritize Thumb Identities.
- For Thumb Identities, enhance the effect to increase both Count and Count by 1 instead.
- At Combat Start, if only 1 enemy is present (count the main body for Abnormalities), this passive inflicts +1 additional Count and Count.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The first and second Identities in deployment order heal 20% more HP through passive, skill, and Coin effects.
If Lust Resonance is Absolute Resonance, the first and second Identities in deployment order take 10% less damage from skills this turn.
When it is difficult to overwrite an actor with an exact copy of a Mirror World Identity, clothes are tailored specifically for the actor and put on them.
Haute couture is a kind of cinematic reconstruction. An existence from the past is replaced with clothes and overlaid onto the actor, who empathizes with that existence, immerses themselves in it, and performs. The audience accepts the lie that this is reality rather than acting. Only within that illusion does the actor become that existence and reproduce the original.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the ally with the lowest current HP is below 50% HP, gain +1 Clash Power when clashing.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest SP deals +10% damage with Blunt skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest current HP gains +2 Final Power for Counter skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally gains +2 Final Power for Guard skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally triggers , inflict 2 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the slowest ally hits, deal +5% Blunt damage for every 3 Count on the target (max 15%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest max HP lands a Heads hit and inflicts Count on an enemy through a Coin effect, inflict 1 Count.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At the end of the highest-SP ally's attack, if the target died, gain 2 and 2 Count (2 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally attacks a target with , increase damage by 0.5/1% for each on the target (max 10/20%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 2 to the Identity whose HP percentage has dropped the most since the start of the previous turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally inflicts +1 additional Potency or Count on enemies through skill and Coin effects.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If this Identity dies during combat, at Combat Start grant to the Identity leaving standby next turn (the first Identity in backup order).
In Chain Battles, while this Identity has retreated or is on standby, activate the following effect:
Among Identities at 50% HP or less at Combat Start who used a Defense Skill, the first in deployment order recovers from Stagger caused by damage and triggers at Turn End (2 times per encounter).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, select the ally with the lowest SP. When they land a Heads hit with a basic attack skill, heal 5 SP for them (2 times per turn; excludes allies at -40 SP or lower).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The first ally in deployment order gains +1 Clash Power for basic attack skills (once per turn).
If Envy Resonance is Absolute Resonance, their basic skills deal +10% damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage with Slash skills.
- If that ally has , deal +15% Slash skill damage instead.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage with basic Slash skills.
Of all these scissors, one precious pair for you, too.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest current HP deals +20% damage with Coins that land Heads.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally deals +10% damage with Slash skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest current HP deals +20% damage to enemies who used a Defense Skill this turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When an enemy dies, the ally with the highest SP gains 1 and 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally raises Stagger Thresholds by 20% more with .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the lowest current HP percentage gains 1 Shield for each Count they have (max 10).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest max HP gains Blunt next turn proportional to the damage they took this turn, including damage absorbed by Shields.
Gain the maximum amount when damage taken equals 15% of their HP at Turn Start (max 3).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP hits, deal +5% Pierce damage for every 6 Potency on the target (max 15%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally gains +1 Clash Power when clashing against an enemy with at least 5 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally gains +1 Clash Power for skills that inflict Potency or Count.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, reduce the Potency of the ally with the most Potency by up to 6, then grant equal to ( Potency reduced ÷ 2), rounded down.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the fastest ally deals damage to an enemy, inflict 1 and 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, apply to the first ally in deployment order.
If their SP is -15 or lower, gain +1 Final Power for Minus Coin skills.
If their SP is -30 or lower, instead gain +1 Final Power and +15% damage for Minus Coin skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest SP deals +10% damage with skills that consume or and have an effect that inflicts on enemies (excludes E.G.O skills).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
Apply the following effects to the first Identity in deployment order:
- If Lust Resonance is odd, inflict +1 additional Potency.
- If Lust Resonance is even, inflict +1 additional Potency.
- If that Identity belongs to the Ring, gain 1 or 1 at Combat Start.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally triggers on an enemy, gain 2 next turn (once per turn).
- If they belong to the Thumb, also gain 1 (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 2 to the ally with the lowest HP.
At the end of their attack skill, that ally heals HP equal to 5% of their max HP (minimum 1, once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When another ally dies, the ally with the lowest SP gains 1 next turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally gains +1 Final Power for their last skill.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest current HP takes 10% less damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +10% damage when attacking an enemy with lower SP than themselves.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the lowest SP deals +10% Blunt damage.
If the affected ally's SP is below 0, further increase Blunt damage as their SP decreases (up to an additional 10%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest current HP inflicts +1 additional through attack and Counter skills.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest max HP inflicts +1 additional on enemies through attack skill and Coin effects.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally successfully Evades, gain 1 next turn (up to 5 times).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the first ally in deployment order lands a Heads hit, inflict 1 Count (up to 4 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, grant 1 and 3 next turn to the ally with the lowest HP percentage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits an enemy with , inflict 1 (max 3 per enemy per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the lowest current HP percentage gains 2 .
- If they belong to the Middle, also gain 2 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At the end of an attack by the first Ammo-using ally in deployment order, if their current Ammo is below half of maximum, reload half their maximum Ammo (rounded up; once per encounter; max 5 Ammo gained).
- If Ammo has separate Potency and Count, randomly replenish either.
- If either Potency or Count is at its maximum, gain the other type instead.
- Does not activate if no Identity uses Ammo.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally inflicts or Potency on an enemy through their own skills, inflict 1 Potency and 1 Potency (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the fastest ally has a Defense Skill equipped, heal 5 SP and gain 5 Shield at Combat Start.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest current HP deals +30% damage when attacking enemies with SP below 0.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +30% damage when attacking enemies below 25% HP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the highest current HP randomly gains one of the following: 1 , 1 , or 1 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage when attacking with a damage type the enemy is Weak or Fatal to.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the most Count gains +1 additional Count from skill effects.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the fastest ally is faster than every enemy, gain +1 Clash Power.
If the affected ally is a Cinq Association Fixer, also deal +10% Pierce damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP deals +10% damage with E.G.O skills.
If the E.G.O skill consumes at least 7 E.G.O resources, deal an additional +5% damage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The ally with the highest SP gains +1 Clash Power against targets with SP below -25.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest SP defeats an enemy with , heal 4 SP.
Heal 1 additional SP for each negative effect on the target (max 4 additional SP; up to 1/3 activations per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn Start, select the ally with the most Count. Skills that consume at least 7 Count deal +10% damage (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If an enemy dies by the end of the fastest ally's attack during the turn, heal 10 HP for that ally (up to 2 times per turn).
If an enemy dies by the end of the fastest ally's attack during the turn, next turn, whenever that ally inflicts Potency through skill or Coin effects, increase Count by 1 (up to 3 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage when attacking a target with .
Gain 1 next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The fastest ally deals +10% damage when attacking Staggered targets.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 1 next turn to the ally with the lowest HP percentage.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, grant 1 and 1 to allies with a Counter equipped (up to 2 activations per encounter; excludes Clashable Counters).
- If the recipient belongs to the Middle, grant 2 Envy and 2 instead.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, heal 5 HP for the ally with the lowest current HP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally deals +30% damage with Coins after the third Coin.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest current HP wins a Clash, heal 5 HP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, heal 5 HP for the ally with the lowest HP.
Increase HP healing from R.B. Chef de Cuisine Ryōshū's Rustle Up passive by 5.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
The slowest ally inflicts +1 additional on targets with .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If the ally with the highest max HP is targeted by at least 2 attacks, gain 3 .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the most defeats an enemy, gain 1 Pierce next turn (once per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the slowest ally hits an enemy with at least 10/7 , inflict 1 next turn (3 times per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Combat Start, the ally with the lowest SP loses 7/5 SP and gains 1 Gloom .
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the lowest current HP percentage hits, heal 3 HP (3 times per turn).
- If the target has , heal 3 additional HP.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally hits, deal +5% Wrath damage for every 6 Potency on the target (max 20%).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
If this Identity dies during combat, each subsequent turn at Combat Start, grant 2 to the first Identity in backup order among those leaving standby.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the fastest ally uses a basic attack skill, if the main target is slower than themselves, inflict 1 for every 3 points of Speed difference (max 2 per turn).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, apply the following effects to the first ally in deployment order who has a negative effect:
- Their leftmost slot gains 4 next turn.
- Gain 1 Blunt next turn.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
At Turn End, the first 2/3 allies in deployment order each heal HP equal to the total Count and they consumed through their own attack skills this turn (max 10).
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.
When the ally with the highest current HP hits an enemy with , inflict 2 (once per turn).
- If the target has at least 10 , trigger on the last Coin's hit and reduce the target's Count by 1 (once per turn).
Stigma Workshop, which normally makes only blades, specially made this prosthesis for a Dawn Office Fixer. If someone who does not understand the workshop's characteristics uses it, the arm's searing heat will melt even its wearer's body.
※Unlocked at Uptie Ⅲ. Active while in the team but not deployed.