English translation in progress. Untranslated passages remain in Japanese.

Lobotomy E.G.O:: Faint Aroma & Solitude Ryōshū Identity artwork

IDENTITY 0414 · Walpurgis Night

Lobotomy E.G.O:: Faint Aroma & Solitude

RyōshūFormer L Corp.Lobotomy Corp. HeadquartersE.G.O GearTremor + Sinking Identities
HP
216
Speed
3-7
Offense Lv.
67/67/68
Defense Lv.
65
Stagger Thresholds
65%/35%
Panic
Panic
Resource Distribution
Sloth: 3 cardsGloom: 1 card + EvadeEnvy: 2 cards
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Sinking and Tremor Identity that adds damage beyond her selected skills through three follow-ups: Stories that Never Cease when ammunition runs out, Bang. Bang. against Staggered enemies or those below -40 SP, and Magnificent End at 30 Petals. Particularly suited to Sinking teams.

Core Mechanics

  • Ammo - Solitude and Stories that Never Cease: She holds 6 Ammo - Solitude, spending 1 each with Coins Ⅰ and Ⅱ of S1 Bang. Bang. and 1 with Coin Ⅰ of S2 Blossoming Fragrance in the Void. If it is 0 at the end of her attack, she makes a one-sided attack with Stories that Never Cease (an Unfocused Volley with 3 Coins), then spends 10 SP to Reload. It inflicts Solitude, and enemies without SP or in Solitude Panic gain Sinking Count at Turn End.
  • Bang. Bang. follow-up: Only while she has at least 1 Ammo - Solitude, at the end of her or an ally's attack skill, if an enemy's SP is below −40 or it is staggered, she makes a one-sided attack with Bang. Bang., once per turn.
  • Petals and Magnificent End: Through the combat passive Unwithering Flower (1 Sloth and 2 Gloom Owned), she gains Petals: 1 from enemy Sinking damage, an amount equal to the enemy's Faint Aroma, and 2 from Tremor Burst, up to 15 per turn, with +1 Offense Level per 10. If she has at least 30 at the end of her attack, she triggers Magnificent End against the enemy with the most Faint Aroma.
  • Faint Aroma: Inflicted by S2 and S3 Full Bloom, up to 30. It increases when the bearer takes Sinking damage, and on Tremor Burst it spreads 1–2 Faint Aroma to 3 random enemies other than that one. S2 and S3 gain +1% damage per Faint Aroma.
  • Defense skill — A.A.T.: At Turn End, she gains 10 Petals, plus 2 Fragile and 2 Attack Power Up for the next turn. Magnificent End checks at the end of her attack, so reaching 30 at Turn End does not trigger it right away.

How to Use

Stack Sinking Count, Tremor, and Faint Aroma with S1 and S2 while spending Ammo, and chain into Stories that Never Cease once she runs dry. If an enemy is staggered, Bang. Bang. also follows allies' attacks. On the turn before Petals reach 30, use her Defense skill, then unleash Magnificent End next turn with 2 Attack Power Up active. Petals are capped at 15 per turn, so if she has already gained more than 5 that turn from attacks, part of the Defense skill's +10 is cut off by the cap. Each Reload costs SP, so manage SP while counting Unwithering Flower's recovery (3% HP and 10 SP on a turn she loses at least 10% of her max HP, once per turn).

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

SKILLSSkill

S1×3

Bang. Bang.

SlothPiercePierce
Clash Power
4~123~9 → 3~11 → 4~12
Base Power
43 → 4
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

On Use Coin Power +1 for every 6 ( + ) on target (max 2)

ⅠSpend 1

On Hit Inflict +2 Count

ⅡSpend 1

On Hit Inflict 2/3

S1Special

Stories that Never Cease

SlothPiercePierce
Clash Power
9~12
Base Power
9
Coin Power
+1
No. of Coins
3
Skill Level
Identity Lv+3
Attack Weight
3

[Unclashable]

When this Skill inflicts , if the target already has this turn, or will be inflicted with next turn, trigger instead; then, reduce target's Count by 1

ⅠOn Hit Inflict +1 Count

On Hit Inflict 2 next turn

ⅡOn Hit Inflict 2

On Hit Inflict 2 next turn

ⅢOn Hit Inflict 2

On Hit Inflict 2 next turn

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

Unwithering Flower

Sloth ×1Gloom ×2Owned

Gain 1 if the enemy takes damage

Gain equal to inflicted every time enemies gain

Gain 2 every time is triggered regardless of the unit

Attack Skill End: At 30+ , use 'Magnificent End' against the target that has the highest Stack

Deal +( on the target)% damage against Staggered targets

If this unit lost 10%+ HP this turn, heal 3% HP and 10 SP (once per turn)

Combat Passive

A Void that Cannot be Filled

NoneAlways active

Always Active: Begin Encounters with 6

At 1+ , if the enemy has less than -40 SP or is Staggered at this unit or an ally's Attack End, use 'Bang. Bang.' as an Unopposed Attack (once per turn)

Attack End: At 0 , use 'Stories that Never Cease' as an Unopposed Attack against the target and consume 10 SP to

Support Passive

Spring's Genesis

Sloth ×3Resonance

When the ally with the fastest Speed hits an enemy using a Skill that inflicts Potency, Count, or 'Unique ', inflict 2 and trigger ; then, reduce target's Count by 1 (once per turn)

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Soda: An Identity built around Sinking and Tremor whose S2 (Envy) also supplies the required Envy.

KEYWORDSEffect Glossary

TremorShared mechanics →
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.
SinkingShared mechanics →
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.
Ammo
Spent by certain skills. Some attacks cancel if lacking Ammo.
Bullet - Solitude
- Unique Ammo - Max Capacity: 6 Spent when using certain Skills - This Ammo's count cannot be gained or lost due to external effects
Solitude
- Take +10% damage from Gloom Skills - SP Units: Change their Panic Type to 'Solitude' - Non-SP Units: Gain +2 Sinking Count at Turn End - Turn End: Lose 1 Stack - This effect is not cumulative; inflicting it will replace the current value with the inflicted value - Apply the "Non-SP Units" conditional to certain enemies that have SP but cannot change their Panic Types ※ Solitude Panic Effect: - Low Morale: Gain +2 Sinking Count at Turn End - Panic: Gain +3 Sinking Count at Turn End
Tremor Burst
Raise target's Stagger Threshold by Tremor Potency on target
Unfocused Volley
- When this Skill flips Coins, each Coin flips against a random enemy among its targets · The first Coin always targets the main target · All 'On Hit' effects and all damage dealt by each Coin are inflicted only against the random target the Coin selected
Faint Aroma
- Max Stack: 30 - Gain 1 Stack if this unit takes Sinking damage - Upon Tremor Burst, apply 1~2 Faint Aroma on 3 other random allies (for Abnormalities, the Part) - At max Stack, gain 2 Tremor and trigger Tremor Burst on self; then, take Gloom damage equal to Sinking on self and lose all Faint Aroma. Cannot gain Faint Aroma for the rest of the turn. - If this unit is killed, inflict (remaining Faint Aroma on this unit / 2) Faint Aroma randomly between this unit's allies (rounded down)
Dejection
- Low Morale - In a clash, if any Coin lands tails, Clash Power -1 for the clash
Petals
- Max Stack: 30 - Offense Level +1 for every 10 Stack - Can be gained up to 15 Stacks per turn
Attack Power Up
Attack skills gain 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.
Reload
Lose all currently owned Ammo, and reload it back to full

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