A Pierce E.G.O for Sinking teams, with an Awakening that consumes Sinking to restore SP and a Corrosion skill that pushes in Gloom Fragility.
Core Mechanics
SP recovery: After the attack, restores 10 SP to himself and the 2 allies with the lowest SP (12 at Threadspin Ⅲ, 15 at Ⅳ).
Bonus from consuming Sinking: If the target survives, it spends 5 of the target's Sinking Count (3 at Threadspin Ⅳ) and adds healing equal to the target's Sinking Potency (total capped at 20).
Spread on kills: If the target dies, inflicts 3 Sinking on 2 random enemies (3 at Threadspin Ⅳ). From Threadspin Ⅲ, it also adds 1 Curse.
Passive — If I Could Go Back...: If the target is dead at the end of the attack, he gains 1 of the E.G.O resource he has least of. +1 more per 5 combined Sinking Potency and Count on the target (up to 3).
Corrosion skill: An offense-leaning skill that inflicts Gloom Fragility, Sinking Count, and Curse. At Threadspin Ⅳ, damage against Cursed targets becomes +50%.
How to Use
Fire it at enemies with plenty of Sinking to restore SP. It reduces Sinking, so choose when to use it. Awakening is supplementary, and running it around the Corrosion skill that pushes in Gloom Fragility is likely also an option (Corrosion cannot distinguish friend from foe and can hit allies).
Firing it when it can defeat an enemy also replenishes resources.
It requires 2 Lust and 4 Gloom.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks If I Could Go Back...
Ⅲ: Increases healing and Curse, and adds an extra Gloom Fragility condition to Corrosion.
Ⅳ: Further increases healing, and Sinking consumption drops to 3. Corrosion becomes stronger against Cursed targets.
SKILLSSkill
Awakening
Awakening skill
Pierce
Clash Power
20~24
Base Power
20
Coin Power
+4
No. of Coins
1
Skill Level
Identity Lv-3
Attack Weight
1
[Attack End] Heal 10/12/15 SP to self and 2 other allies with the least SP
- If target survives this attack, consume 5/3 Count on target, then heal additional SP(to self & affected allies) equal to Potency on target (Max SP heal: 20)
- If target is defeated, inflict 3 and 1 on 2/3 random enemies (For Focused Encounters, random Parts)
Corrosion
Corrosion skill
Blunt
Clash Power
19~27
Base Power
27
Coin Power
-8
No. of Coins
1
Skill Level
Identity Lv+3
Attack Weight
1
Indiscriminate
Targets randomly
If target has , deal +50% damage
ⅠOn Hit Inflict 2 . At 3+ Gloom Reson., inflict 1 additional /On Hit Inflict 2 . Inflict 1 additional for every 3 Gloom Reson. (max 2)/On Hit Inflict 2 . Inflict 1 additional for every 2 Gloom Reson. (max 2)
On Hit Inflict +3 Count
On Hit Inflict 1/2/3
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
If I Could Go Back...
Attack End: If the target is defeated after this unit's attack, gain 1 E.G.O resource for the least-owned E.G.O resource.
Gain 1 additional E.G.O resource for every 5 ( Potency + Count) (max 3)
(If there are 2 or more "least-owned E.G.O resource", select 1 of those Affinities at random to gain an E.G.O resource)
SYNERGYTeams and Synergies
Edgar Family Heir: A Sinking-inflicting Identity whose S2 and Defense skill are Gloom and S3 Lust, supplying the required affinities.
When hit by an attack, take fixed SP damage by the effect’s Potency.
(Non-SP Units take Gloom damage instead.)
Then, reduce its Count by 1.
Curse
Turn End: Next turn, randomly gain one of the following, then reduce this effect’s Count by 1.
1 Attack Power Down/1 Defense Power Down/2 Offense Level Down/2 Defense Level Down.
Fragile
Take more damage from skills based on the effect’s Count for one turn. (Max 10)
Gloom Fragility
Take more damage from Gloom skills based on the effect’s Count for one turn. (Max 10)
Dejection
- Low Morale
- In a clash, if any Coin lands tails, Clash Power -1 for the clash