A highly durable Charge Identity protected by Shield and Defense Level Up. Build Charge Count with S2, endure attacks and replenish Charge through CCA Overcharge, then unleash the main S3 Rip Space - CCA Overdrive at maximum enhancement.
Core Mechanics
S3 is his main damage: On use, with 10 or more Charge Count, spends 10 for +4 Coin Power. Clash Power rises by his Charge Potency, up to 5. Coins Ⅰ and Ⅱ add +1 Charge Count on Heads Hit, and Coin Ⅲ adds +2. Coin Ⅳ spends up to 10 Charge Count at the start of its Coin toss and gains power equal to the amount spent. It then inflicts 2 Rupture and deals Slash damage equal to Charge Potency×5%, up to 25%/50%. If Coins Ⅰ–Ⅲ all land Heads, 16 Charge Count beforehand reaches the maximum enhancement. At Combat Start, with 3 or more Charge Potency or HP below 50%, all Coins become Unbreakable.
Building Charge with S2 Boost: Elbow Blade: At Combat Start, grants (2 + Charge Potency) Charge Barrier, up to 6, once per turn. Charge Count increases on Coin Ⅰ hit. Spending 6 Charge Count on use grants +1 Coin Power.
Defense skill — CCA Overcharge: A Clashable Guard. If Charge Count is below 15 at Combat Start, three things happen: he gains Overcharge next turn, removes the nearest Stagger Threshold at Turn End (once per battle), and adds 1 S3 to next turn's skill list. With 15 or more Charge Count, none of these happen and it is just a Clashable Guard. During Overcharge, he is Immobilized but takes less damage. At Turn End when Overcharge disappears, he gains 10 Charge Count and 2 Attack Power Up for the next turn.
Durability: Through the passive Defence-Oriented Charge, he gains 1 Charge per cumulative 10 spent and gains Defense Level Up equal to his Charge Potency at Turn Start, up to 6. Through Congestion Cleaning Armour (5 Envy Owned; unlocked at Uptie Ⅱ), he gains Shield equal to his Charge Potency right before taking damage, up to 5, 3 times per turn.
S1 is weak: S1 Congestion Cleanup only increases Charge Count on Coin Ⅰ hit.
How to Use
Fight mainly with S2 and S3, replace the weak S1 with his Defense skill to slot in Overcharge, replenish Charge, then fire S3. Overcharge's effects are decided at Combat Start, so they activate even if he is not attacked. However, he cannot take Clashes himself while Immobilized, so treat extra Charge from hits as a bonus. Both Overcharge and the extra S3 are written as "next turn" in the effect text, making it a three-turn flow: Defense skill → Immobilized → S3. He is better suited to Focused Encounters, where he can choose his target.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
SKILLSSkill
S1×3
Congestion Cleanup
GluttonyBlunt
Clash Power
3~112~8 → 3~9 → 3~11
Base Power
32 → 3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+0
Attack Weight
1
On Use At 6+ Count, Clash Power +1
On Use At 3+ , Coin Power +1
On Use Clash Power +1 for every 6 Count on self (max 2)
ⅠOn Hit Gain +3/+4 Count
On Hit Inflict +1 Count
ⅡOn Hit Inflict 1/2
Unbreakable Coin
Unbreakable Coin
Defense CCA Overcharge: Coin1
Becomes Unbreakable under certain conditions
S3 Rip Space - CCA Overdrive effect: [戦闘開始時] 自分の充電威力が3以上か、現在の体力が最大値の50%未満なら、このスキルの全コインが破壊不能コインに変更される
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
Defence-Oriented Charge
NoneAlways active
- Gain 1 every time this unit consumes 10 cumulative Count in this Encounter
- Turn Start: Gain equal to Potency on self (max 6)
Combat Passive
Congestion Cleaning Armour
Envy ×5Owned
- Combat Start: If this unit has less than 50% HP, gain Shield equal to ( Potency x 5) (max 25)
- Immediately before getting hit, gain Shield equal to ( Potency on self) (max 5, 3 times per turn)
- If this unit gains Count past the Max Count Cap by using a Skill, the Skill deals +3% damage for every Count that exceeds the Max Count Cap (max 15%)
Support Passive
One day I'll wear me Armour for Cancelled Trains
Envy ×3Resonance
- Combat Start: If the unit with the earliest Deployment Order gains Count past the Max Count Cap by using a Skill, the unit gains 1 next turn for every Count that exceeds the Max Count Cap (max 3, including E.G.O Skills)
When hit by an attack, take fixed damage by the effect’s Potency.
Then, reduce its Count by 1.
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
- This coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1
Clashable Guard
- On Clash Win: raise the target's Stagger Threshold by this unit's final Clash Power.
- On Clash Lose: when hit, reduce the attacker's final Skill Power by this unit's Final Power.
- On Clash Lose: does not gain Final Power from the following sources: Resonance and the Level disparity against the Attack Skill
Overcharge
- Max Value : 1
- Become Immobilized
- Take 10 + (Charge Potency on self x 5)% less damage (max 25%)
- Turn Start: Gain Charge Barrier based on Charge Potency on self (max 5)
- Turn End: Gain +10 Charge Count and 2 Attack Power Up next turn, and lose this effect
- Gain Aggro to this unit's leftmost Slot based on Charge Potency on self (max 5)
- When hit, gain +1 Charge Count and 1 Load next turn (max 5 per turn)
- If this unit is in Panic or in E.G.O Corrosion at Turn Start, or if this unit is Staggered, lose this effect
Defense Level Up
Defense Level increases based on the effect's Potency for one turn.
Combat glossary →Review combat basics such as Clashes, SP, and resistances