English translation in progress. Untranslated passages remain in Japanese.

Molar Boatworks Fixer Ishmael Identity artwork

IDENTITY 0807 · Season 2

Molar Boatworks Fixer

IshmaelMolar BoatworksFixerMolar OfficeTremor + Sinking Identities
HP
226
Speed
3-6
Offense Lv.
68/68/70
Defense Lv.
63
Stagger Thresholds
65%/35%/15%
Panic
Panic
Resource Distribution
Sloth: 2 cardsGloom: 1 cardPride: 3 cards + Evade
Resistance
Slash×2.0Pierce×0.5Blunt×1

GUIDEMechanics and How to Use

At a Glance

A core Pierce Identity for Sinking teams that applies large amounts of both Sinking Potency and Count. Defense's Nimble Steps has high Base Power, helping her evade even at low SP early in battle.

Core Mechanics

  • Mass Sinking infliction: S1 Ready to Crush adds +2 Sinking Count with Coin Ⅱ, S2 Explosive Blast inflicts 6 Sinking with Coin Ⅱ, and S3 Risky Judgement adds +5 Sinking Count with Coin Ⅰ and 3 Sinking each with Coins Ⅱ and Ⅲ. S3 deals +20%/40% damage if the target has at least 6 Sinking.
  • Combat passive — Crushin' Crabs (3 Pride Owned; unlocked at Uptie Ⅱ): Each time an attack hits a target with Tremor, Sinking Count increases by 1. The more she keeps hitting enemies with Tremor, the more Sinking Count all of her skills effectively inflict (Coin Ⅰ of S2 also increases the target's Tremor Count by 2/3, but whether Tremor Count alone meets the condition cannot be determined from the data).
  • Her own Tremor Count: S1 adds 3 on use and 3 on hit, and S2 adds 2 on hit. S2 and S3 gain Coin Power with 5 or more of her own Tremor Count (S3: +1 per 5, up to 2).
  • Defense skill — Nimble Steps: An Evade with Clash Power 10–14. Grants 2 Rupture Protection on use, up to 6 per turn.
  • S3's Fragile (minor): Coins Ⅱ and Ⅲ each spend 5 of her own Tremor Count to inflict 1 and 2 Fragile next turn.

How to Use

Pair her with allies who use Sinking, and stack Sinking Potency and Count with S2 and S3. Landing S1 builds her own Tremor Count, powering up S2 and S3 the next turn. S1 has low power, so it works well as a one-sided attack to start things off. That said, given S1's low power, simply cycling S2 and S3 without forcing Clashes inflicts plenty of Sinking. Evade with Nimble Steps in unfavorable Clashes or early on when SP is low. Treat S3's Fragile as a bonus when she has Tremor Count to spare.

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

SKILLSSkill

S1×3

Ready to Crush

PridePiercePierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+3
No. of Coins
2
Skill Level
Identity Lv+3
Attack Weight
1

On Use Gain +3 Count

ⅠOn Hit Gain +3 Count

Ⅱ[Heads Hit/On Hit] Inflict +2 Count

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

Crushin' Crabs

Pride ×3Owned

On Hit against a target that has , inflict +1 Count

Support Passive

Crab Driver

Pride ×4Owned

When an ally that has the lowest Max HP hits with Heads Coins, they inflict +1 Count when inflicting Count on their target with Coin effects.

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Bygone Days: S2 (Sloth) and S3 (Gloom) supply the required affinities, S2 and S3 inflict Sinking, and S1 increases Sinking Count.
  • Christmas Nightmare: S1 (Pride) and S2 (Sloth) supply the required affinities, and her skills are strengthened by her own Tremor Count.
  • Hundred-Footed Death Maggot [蝍蛆殺]: S1 (Pride) and S2 (Sloth) supply the required affinities, and she inflicts Sinking.
  • Tidal Elegy: S1 (Pride) and S3 (Gloom) supply the required affinities, and she can inflict Sinking (her Tremor stacks on herself).

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.
Defense Level Down
Defense Level decreases based on the effect's Potency for one turn.
Fragile
Take more damage from skills based on the effect’s Count for one turn. (Max 10)
Protection
Take less damage from skills based on the effect’s Count for one turn. (Max 10)
RuptureShared mechanics →
When hit by an attack, take fixed damage by the effect’s Potency. Then, reduce its Count by 1.
Rupture Protection
Take -1 damage per Count from Rupture effects for one turn.

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