English translation in progress. Untranslated passages remain in Japanese.

W Corp. L3 Cleanup Agent Yi Sang Identity artwork

IDENTITY 0106 · Standard

W Corp. L3 Cleanup Agent

HP
256
Speed
3-7
Offense Lv.
68/68/70
Defense Lv.
63
Stagger Thresholds
65%/35%
Panic
Panic
Resource Distribution
Sloth: 3 cardsGluttony: 2 cardsGloom: 1 card + Evade
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

An Identity for Rupture teams who uses Charge to inflict substantial Rupture Potency and Count. S1 followed by S2 can bring Charge Count to 10, enabling the enhanced S2 that supplies much of his Rupture.

Core Mechanics

  • S2 — Energy Cycle: Gains 2/6/7 Charge Count on use. At 10 or more Charge Count, gains +1 Coin Power, and Coin Ⅱ adds 3 Rupture and 2 Rupture Count on top of its normal 3 Rupture. Slash-separated values indicate different Uptie tiers.
  • S1 — Dimensional Slit: Gains 2 Charge Count on use and another 2 when Coin Ⅰ hits; that Coin also inflicts 2 Rupture. At 10 or more Charge Count, gains +2 Coin Power.
  • S3 — Dimensional Rift: With 10–14 Charge Count, spends 10 for +1 Coin Power. With 15, spends 15 for +2 Coin Power and increases the target's Rupture Count by 3 before attacking. Coin Ⅲ inflicts 2/3 Rupture for every 5 Charge Count spent, up to 6/9. Spending 15 also lets it inflict 2 Dimensional Rift.
  • Combat passive — Emptied Thought (4 Gluttony Owned; unlocked at Uptie Ⅱ): At Turn End, gains 1 Haste next turn for every 5 Charge Count, up to 2/3. When he consumes Charge Count through a skill, grants 3 Charge Barrier to the ally with the lowest current HP percentage.
  • Support passive — Cleanup Demonstration (4 Gluttony Owned; unlocked at Uptie Ⅲ): The 1 ally with the most Charge Count deals +1.5% damage per Rupture Potency on the target, up to +15%.

How to Use

Use him to supply Rupture Potency and Count in a Rupture team. The extra Rupture Count on S2 and S3 requires Uptie Ⅳ. If S1 acts first in the same turn and Coin Ⅰ hits, he gains 4 Charge Count from its on-use and on-hit effects. S2's on-use gain then reaches 10 at the tiers that grant 6/7, enabling its additional Rupture and Count. If S1 was used on the previous turn instead, Turn End removes 1 Count: the +6 tier of S2 reaches only 9, while the +7 tier reaches 10. At 15 Charge Count, spend it on S3 to deliver 3 Rupture Count, substantial Rupture Potency, and Dimensional Rift together. He fits Rupture teams better than Charge teams and also works well with his Dimension Shredder E.G.O.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)

SKILLSSkill

S1×3

Dimensional Slit

SlothSlashSlash
Clash Power
5~114~10 → 5~11
Base Power
54 → 5
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+3
Attack Weight
1

On Use Gain +2 Count

At 10+ Count, Coin Power +2

ⅠOn Hit Gain +2 Count

[Heads Hit/On Hit] Inflict 2

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

Emptied Thought

Gluttony ×4Owned

- Turn End: Gain 1 next turn for every 5 Count on self (max 2/3)

- If this unit's Skill consumed Count, apply 3 on 1 ally that has the lowest current HP percentage

Support Passive

Cleanup Demonstration

Gluttony ×4Owned

1 ally that has the highest Count deals more damage against targets that have based on on target (+1.5% per , max +15% damage)

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Dimension Shredder: Uses both Charge and Rupture. Sloth S1 and Gluttony S2 also supply its required affinities.

KEYWORDSEffect Glossary

ChargeShared mechanics →
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.
RuptureShared mechanics →
When hit by an attack, take fixed damage by the effect’s Potency. Then, reduce its Count by 1.
Bind
Speed decreases by the effect’s Count for one turn.
Dimensional Rift
At the end of the turn, gain Rupture Count by this effect’s Stack. Then, remove this effect.
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
Haste
Speed increases by the effect’s Count for one turn.

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