A multi-target Slash E.G.O with 5 Attack Weight that spreads Tremor and Sinking.
Core Mechanics
High-damage multi-target: A 2-Coin multi-target attack with 5 Attack Weight. The Corrosion skill targets friend and foe alike, so beware of friendly fire.
Tremor and Sinking: Coin Ⅰ inflicts 5 Tremor and triggers Tremor Burst, and Coin Ⅱ inflicts 4 Sinking.
SP recovery: If his HP is full after the attack, he recovers 10 SP at Turn End (15 at Threadspin Ⅳ) and gains 1 Attack Power Up next turn. It does not work once his HP drops.
Follow-up against low-SP enemies (Threadspin Ⅲ): If the target's SP is below 0, +1% damage per point below 0 (up to 45%). It grows when Sinking drains SP.
Passive — Insomniac Night: At Combat Start, inflicts Offense Level or Defense Level Down on all enemies equal to the number of staggered, Low Morale, or panicking enemies (up to 2 times per turn).
How to Use
Fire it at multiple enemies while keeping his HP up.
It requires 8 resources in total: 2 Sloth, 2 Gluttony, 2 Gloom, and 2 Pride, with a Sanity cost of 20.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks Insomniac Night.
Ⅲ: Adds the follow-up against low-SP enemies and HP recovery on hit.
Ⅳ: Increases SP recovery, and staggered enemies and similar receive Sin Fragility.
SKILLSSkill
Awakening
Awakening skill
Slash
Clash Power
12~20
Base Power
12
Coin Power
+4
No. of Coins
2
Skill Level
Identity Lv+1
Attack Weight
5
[Attack End] At max HP, heal 10/15 SP at Turn End and gain 1 next turn
If target has less than 0 SP, deal +1% damage for every SP value below 0 (max 45%)
ⅠOn Hit Inflict 5
On Hit Trigger ; then, reduce target's Count by 1
ⅡOn Hit Inflict 4
On Hit If target is in Staggered, Low Morale, or Panic states, inflict 1 and Fragility against the Affinity of the highest Reson. next turn
On Hit Heal (2/3+ highest Reson.)% of the missing HP on self (max 30% per Skill)
Corrosion
Corrosion skill
Slash
Clash Power
10~22
Base Power
22
Coin Power
-6
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
5
Indiscriminate
Targets randomly
Before Attack Heal 10 HP on self
[Attack End] At max HP, heal 10/15/20 SP at Turn End and gain 1 next turn
If target has less than 0 SP, deal +1% damage for every SP value below 0 (max 45%)
ⅠOn Hit Inflict 5
On Hit Trigger ; then, reduce target's Count by 1
ⅡOn Hit Inflict 4
On Hit If target is in Staggered, Low Morale, or Panic states, inflict 1 and 2 Fragility against the Affinity of the highest Reson. next turn
On Hit Heal (2/3+ highest Reson.)% of the missing HPon self(max 30% per Skill)
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
Insomniac Night
Combat Start: against all enemies, inflict 1 or 1 to all enemies (# of enemies in Staggered, Low Morale, or Panic states) times. (2 times per turn)
- Effect does not stack with E.G.O Gifts with the same effect.
SYNERGYTeams and Synergies
Night Awls Capitano: Uses Tremor and Bleed, and his S1 is Sloth and S3 Pride, supplying some of the required affinities.
Edgar Family Heir: Can stack Sinking to lower enemy SP, and his Gloom S2 also supplies resources.
KEYWORDSEffect Glossary
Attack Power Up
Attack skills gain final Power by the effect’s Count for one turn.
Attack Power Down
Attack skills lose final Power by the effect’s Count for one turn.
Fragile
Take more damage from skills based on the effect’s Count for one turn. (Max 10)
Power Up
Skills gain final Power by the effect’s Count for one turn.
Power Down
All skills lose final Power by the effect’s Count for one turn.
Tremor
When attacked by skills that trigger Tremor Burst, raise the Stagger Threshold by the effect’s Potency.
At the end of the turn, reduce the Count by 1.
Sinking
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.
Tremor Burst
Raise target's Stagger Threshold by Tremor Potency on target
Defense Level Down
Defense Level decreases based on the effect's Potency for one turn.
Offense Level Down
Offense level decreases based on the effect's Potency for one turn.