English translation in progress. Untranslated passages remain in Japanese.

Rosespanner Workshop Fixer Meursault Identity artwork

IDENTITY 0505 · Season 2

Rosespanner Workshop Fixer

MeursaultRosespanner WorkshopFixerTremor + Charge Identities
HP
252
Speed
3-8
Offense Lv.
66
Defense Lv.
65
Stagger Thresholds
65%/35%
Panic
Panic
Resource Distribution
Sloth: 1 card + GuardGloom: 3 cardsPride: 2 cards
Resistance
Slash×0.5Pierce×2.0Blunt×1

GUIDEMechanics and How to Use

At a Glance

A Tremor applicator that inflicts Potency with every skill. He cannot increase Tremor Count himself, so he works in Tremor teams alongside allies that provide Count.

Core Mechanics

  • Inflicting Tremor Potency: S1 Saddled Tasks, S2 Forced Break, and S3 Finishing Runup all inflict Tremor. However, none increase Tremor Count, and S3's Coin Ⅳ Tremor Burst actually reduces Tremor Count by 3.
  • Bonuses from Tremor Count: S1 gains +2 Coin Power if the target has at least 5 Tremor Count, S2 gains +1 Final Power at 7 or more, and S3 gains +1 Coin Power at 10 or more. These are hard to meet on his own.
  • S3's Charge: Coins Ⅰ–Ⅲ increase his own Charge Count on hit, and Coin Ⅳ's Tremor Burst spends all of it to increase the Tremor Burst's Stagger Threshold shift (5% per Charge spent, up to 50%). It builds and spends within a single skill, and he can gain only 5 Charge from Coins Ⅰ–Ⅲ himself, so about 25% is a realistic increase.
  • S2: Coin Ⅱ inflicts 1 Attack Power Down next turn if the target has at least 5 Tremor.
  • Combat passive — Chronic Fatigue (5 Gloom Owned; unlocked at Uptie Ⅱ): −1 Clash Power for the target if it has at least 5 Tremor. Heals 5% of his max HP when he recovers from Stagger.
  • Support passive — Leave by Suggestion (3 Gloom Resonance; unlocked at Uptie Ⅲ): While in backup, when the 1 fastest ally Clashes with an enemy that has Tremor, the enemy gets −1 Clash Power.

How to Use

Pair him with allies who can inflict Tremor Count, add Potency on top of that Tremor with this Identity, and aim for Stagger with S3's Tremor Burst. Tremor loses 1 Count after each turn, so he is not suited to building it up across turns by himself.

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

SKILLSSkill

S1×3

Saddled Tasks

GloomBluntBlunt
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+1
Attack Weight
1

If target has 5+ Count, Coin Power +2

ⅠOn Hit/Heads Hit Inflict 2

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

Chronic Fatigue

Gloom ×5Owned

In a clash, the opponent has -1 Clash Power if they have 5+ .

When recovering from Stagger, heal 5% of Max HP.

E.G.OCompatible E.G.O

  • Pursuance: Gloom (S1), Pride (S2), and Sloth (S3, Guard) supply all three required affinities.
  • Crushbound Past: S1–S3 inflict Tremor, and Sloth (S3, Guard) supplies resources.

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.
Attack Power Down
Attack skills lose 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.
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.
Tremor Burst
Raise target's Stagger Threshold by Tremor Potency on target

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