English translation in progress. Untranslated passages remain in Japanese.

K Corp. Class 3 Excision Staff Hong Lu Identity artwork

IDENTITY 0605 · Season 2

K Corp. Class 3 Excision Staff

HP
321
Speed
2-6
Offense Lv.
65
Defense Lv.
70
Stagger Thresholds
50%
Panic
Panic
Resource Distribution
Sloth: 1 cardGluttony: 2 cards + GuardPride: 3 cards
Resistance
Slash×2.0Pierce×0.5Blunt×1

GUIDEMechanics and How to Use

At a Glance

A durable tank sustained by K Corp Ampule's percentage healing and the combat passive's large heals. Defense and the passive share the Ampule cap, so managing that shared allowance defines his play pattern.

Core Mechanics

  • K Corp Ampule: At Turn Start, if it is below 4, he heals (value×5)% of his HP. He dies when it reaches 4 or more.
  • Defense skill — Ampule Injection: Grants 1 K Corp Ampule next turn on use (with a fairly large Shield).
  • Combat passive — Regeneration Ampule Activation (5 Gluttony Owned; unlocked at Uptie Ⅱ): When he takes damage below 20% HP, he heals 90% of his max HP and gains 1 K Corp Ampule. After it triggers, he gains 1 Fragile every turn. The data says "once per battle," but whether this applies to the whole passive cannot be determined from the data. Triggering it multiple times does not increase the Fragile gained, so it is likely fine to use it as if it can trigger multiple times.
  • Allocating Ampules: Both the Defense skill and the passive increase Ampules. If the passive triggers while Ampules are at 3 from heavy Defense skill use, it reaches 4 and he dies.
  • Aggro: S1 Impede the Intruder, S2 Decay Blade, and his Defense skill grant +5 Aggro next turn on use. The Aggro is added from Uptie Ⅳ.
  • S2 — Decay Blade: His main skill with fairly high Clash Power. Inflicts Rupture.

How to Use

In Focused Encounters, raise Aggro with S2 and his Defense skill to take attacks. Using the Defense skill early increases the percentage healing every turn, while not using it leaves Ampule room for the passive's large heal. Decide the allocation based on whether he needs to take big hits or endure many small ones, and manage Defense skill use so Ampules never reach 4.

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

SKILLSSkill

S1×3

Impede the Intruder

PrideSlashSlash
Clash Power
5~114~10 → 5~11
Base Power
54 → 5
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+0
Attack Weight
1

If target has 5+ , Coin Power +1/+2/+3

On Use Gain +5 to this Skill Slot 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

Regeneration Ampule Activation

Gluttony ×5Owned

When hit, if at less than 20% HP, heal by 90% of Max HP and gain 1 .

After this activates, gain 1 every turn for the rest of the battle. (Once per battle)

E.G.OCompatible E.G.O

  • Dimension Shredder: S1 (Pride) and S2 (Gluttony) supply the required affinities, and S2 and S3 inflict Rupture, meshing with Dimensional Rift's conversion into Rupture Count.
  • Effervescent Corrosion: S2 (Gluttony) supplies the required affinity, and S2 and S3 inflict Rupture.
  • Tears of the Tarnished Blood [汚血泣淚]: S2 (Gluttony) supplies resources, and S2 and S3 inflict Rupture, making The End's Rupture condition easy to meet.

KEYWORDSEffect Glossary

RuptureShared mechanics →
When hit by an attack, take fixed damage by the effect’s Potency. Then, reduce its Count by 1.
Aggro
In focused encounters, slots with higher Aggro values are more likely to be targeted by enemies.
K Corp Ampule
Turn Start: At less than 4 Count, heal by (Count * 5)% of Max HP At 4+ Count, the unit dies
Fragile
Take more damage from skills based on the effect’s Count for one turn. (Max 10)

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