An Envy Blunt Charge-support E.G.O that hands out Charge Count and Charge Barrier to allies and increases attackers' Charge through Photoelectricity.
Core Mechanics
Distributing Charge: Before attacking, increases and then spends his own Charge Count, giving 5 Charge Barrier to himself and other random allies (more allies based on amount spent ÷ 2). Charge Barrier grants Shield and turns into Charge Count at Turn End.
Clash bonus from Charge Potency (Threadspin Ⅲ): Clash Power increases by his Charge Potency, up to 2 (3 at Threadspin Ⅳ).
Photoelectricity (Threadspin Ⅲ): Inflicted on enemies on Coin Ⅱ hit; each time the enemy takes damage (once per skill), the attacker's Charge Count increases. The amount goes from 1 to 2 at Threadspin Ⅳ.
Passive — The City Where No One Can Hurt Another: +5 maximum Charge Count and +10% damage for Skill 3s that spend Charge. Restores 4 SP at the end of a turn in which he took no damage, but if he has 2 or more basic attack skills with Minus Coins, he loses 4 instead.
Corrosion skill: Uses Minus Coins with an Unbreakable Coin, spending up to 10 Charge to raise Coin Ⅱ's Final Power.
How to Use
To make use of Photoelectricity, fire it first with an Identity that acts early.
It meshes well when the Charge goes to Identities who spend Charge for power.
It is obtained from the Season 8 free pass at Lv 30. While in use, its resistances are Fatal to Wrath and Pride.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Only unlocks the passive, which still offers decent performance.
Ⅲ: Adds Photoelectricity and the Charge Potency-based Clash Power increase, so take it this far if you can.
Ⅳ: Increases the Charge Count and Photoelectricity inflicted and the number of allies who receive Charge Barrier.
SKILLSSkill
Awakening
Awakening skill
Blunt
Clash Power
10~22
Base Power
10
Coin Power
+6
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
3
Before Attack Gain +1/+3/+5 Count
Before Attack Consume up to 6/8/10 Count on self; then, apply 5 on self and on (1 + ( Count consumed / 2)) random other allies (max 5/6/7 units; rounded down)
On Use Gain Clash Power equal to Potency on self (max 2/3)
ⅠOn Hit Gain +2 Count
ⅡOn Hit Inflict 1/2
Corrosion
Corrosion skill
Blunt
Clash Power
10~22
Base Power
22
Coin Power
-6
No. of Coins
2
Skill Level
Identity Lv+3
Attack Weight
3
Indiscriminate
Targets randomly
Deal +15%/+20%/+25% damage against targets that have Shield
Before Attack Base Power -6 for every Cracked Coin (max -12)
Before Attack Gain +3/+4/+5 Count
Before Attack Consume up to 6/8/10 Count on self; then, apply 7 on self and on (1 + ( Count consumed / 2)) random other allies (max 5/6/7 units; rounded down)
Before Attack Gain Final Power equal to Potency on self (max 2/3)
Ⅰ
On Hit Gain +2 Count
Ⅱ
[Coin Start] Consume up to 10 Count; then, this Coin gains Final Power equal to Count consumed
On Hit Inflict 1/2
Normal Coin Unbreakable CoinThreadspin ⅢThreadspin Ⅳ mark additions or changes at those Threadspin tiers. Multiple values represent different tiers; the larger value is for the highest tier.
PASSIVEE.G.O Passives
E.G.O Passives
The City Where No One Can Hurt Another
Max Count +5
Skill 3 (except E.G.O Skills) that consume Count or Unique deals +10% damage
Turn End: If this unit was not hit this turn, heal 4 SP
- If this unit has 2+ Minus Coin Base Attack Skills, lose 4 SP instead (this effect cannot reduce this unit's SP below -40)
SYNERGYTeams and Synergies
The House of Spiders: The Ring Nursefather: His basic attack skills count as skills that gain Charge Count, and S1 (Pride), S2 (Envy), and his Defense skill (Lust) supply all three required affinities.
R Corp. 4th Pack Reindeer: Has a full set of skills that build and spend Charge, and S2 (Envy) also supplies resources.
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Charge Barrier
- Gain (Charge Barrier # x 3) Shield.
- Lose 1 Charge Barrier after losing (Charge Barrier # x 3) Shield.
- (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (Charge Barrier # x 5) instead of at (Charge Barrier # x 3))
- Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield gained from Charge Barrier expire completely next turn
Photoelectricity
Max Value: 3
When this unit is hit, the Attacker gains Charge Count equal to the value (once per Skill)
- If the Attacker has 5- Charge Count, they gain +3 additional Charge Count
Turn End: this effect expires
Unbreakable Coin
- This coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1