A Rupture and Poise Identity that applies heavy Rupture against enemies she surpasses in Offense Level, then builds Poise for a powerful critical S3 Crimson Spring. Heishou Pack - Wu Branch Adept Yi Sang helps cover her shortages in Poise and Power.
Core Mechanics
Offense Level advantage: The combat passive Rupture-breathing Resolve [破吸自桓] (5 Gluttony Owned; unlocked at Uptie Ⅱ) gives +1 Clash Power when her Offense Level is higher than her Clash opponent's, and +1 to the Rupture Potency or Count inflicted by basic skills (twice per turn). Defeating an enemy also grants Poise equal to that enemy's Rupture (up to 3, once per turn).
S3 — Crimson Spring: A single Unbreakable Coin. +(20/50 + her Poise + main target's Rupture)% damage (up to 40/75%), plus +(45/80 + her Poise + main target's Rupture)% Critical damage (up to 65/105%), plus +5% Critical damage per Launcher, up to 30%. +1 Attack Weight each if the target has 6/5 or more types of negative effects, or if she has 3 or more Launcher.
Securing Poise: S1 Crimson Strike grants Poise on Clash Win. Coin Ⅲ of S2 Crimson Phoenix grants Poise equal to the target's Rupture, up to 5. Her own Poise alone likely cannot make Crimson Spring's Critical Hits reliable.
Coordination with Yi Sang's Heishou Pack - Wu Branch Adept: Through Yi Sang's passive The Steed's Houndlike Loyalty [狗馬之心], when deployed together, she gains 3 Poise Potency whenever her skill effects inflict Rupture or Rupture Count (twice per turn; not for E.G.O skills). At Turn Start, she also receives 1 Attack Power Up (+1 more at 10 or more Poise Potency), and after Yi Sang uses Obsidian Stormrider's Crescent Decapitator [黑風馬脚月斬], she makes an Assist Attack with Crimson Spring, once per turn.
Launcher and Ready: Launcher [始] is the number of turns she has participated in battle, up to 6. At 3 or more Launcher, the Defense skill Adept Evasion makes her retreat at Turn End. Through the passive Launching Maneuver [始動], on retreat she gives allies (in team order) 1 Offense Level Up next turn per Launcher (2 for Jia Family members), and on the turn she steps in from backup or returns, she gains Ready [待] and fires Crimson Strike - Launcher [始] at a random target at Combat Start, first in skill order.
How to Use
Pick opponents she can beat in Offense Level, and build Poise while inflicting Rupture with S1 and S2. Increase the target's negative effect types and Rupture before firing Crimson Spring to raise its Attack Weight and damage. On her own, she lacks Poise and Crimson Spring stalls, so fielding her together with Yi Sang's Heishou Pack - Wu Branch Adept to cover Poise and power is close to a requirement. In consecutive battles with backup units, she can also retreat with her Defense skill to hand out Offense Level Up, then strike again with Crimson Strike - Launcher on her return.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-17)
SKILLSSkill
S1×3
Crimson Strike
GloomBlunt
Clash Power
3~113~9 → 3~11
Base Power
3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+1
Attack Weight
1
On Use If target has 5+ types of negative effects, Clash Power +1
[Clash Win] Gain 1/2/3 and +1/+2 Count
On Use Coin Power +1 for every 3 on target (max 2)
ⅠOn Hit Inflict +1 Count
ⅡOn Hit Inflict 2
On Crit Gain 1 next turn (2 times per turn)
S1Special
Crimson Strike - Launcher [始]
GloomBlunt
Clash Power
2~6
Base Power
2
Coin Power
+2
No. of Coins
2
Skill Level
Identity Lv+0
Attack Weight
1
[Unclashable]
On Use Gain 5 and +2 Count
Before Attack Consume all Ready [待] on self to gain +(Ready [待] on self x 2) Atk Weight (max 5)
On Use At 3+ Ready [待], Coin Power +1/+2
ⅡOn Hit Inflict 1
Unbreakable Coin
Unbreakable Coin
S3 Crimson Spring: Coin1
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
Rupture-breathing Resolve [破吸自桓]
Gluttony ×5Owned
When killing the target with this unit's Attack Skills, gain equal to on target (3 per 1 enemy; once per turn)
- If this unit gained 3 with the above effect, gain Count equal to Count on target (2 per 1 enemy; once per turn)
In a Clash, if this unit's Offense Level is higher than the target's, Clash Power +1
In a Clash, if this unit's Offense Level is higher than the target's, inflict +1 more Potency or Count with this unit's Base Attack Skills (2 times per turn)
Combat Passive
Launching Maneuver [始動]
NoneAlways active
Upon Retreat: apply 1 next turn to allies in their Deployment order
- Number of affected allies = Launcher [始] Stack on self
- If the affected ally is a "Jia Family" unit, apply 2 next turn instead
- Does not affect allies that either Return or Substitute next turn
On the turn this unit Substituted or Returned to the field, gain Ready [待]; then, at Combat Start, as the very first Skill in the Skill order, use 'Crimson Strike - Launcher【始】' against a random target.
Support Passive
Lingering Resolve [餘桓]
Gluttony ×4Resonance
If this unit is defeated in an Encounter, apply Assist [援] to the subsequently Substituting Identity (the fastest Backup Unit in the Deployment Order) next turn
In Chain Battles, if this unit is a Backup unit or has Retreated, activate the following:
- Combat Start: Among the Identities who 1) are at 50% HP or lower, and 2) used a Defense Skill, choose the Identity with the earliest Deployment order. At Turn End, that Identity recovers from Stagger due to damage and performs a (2 times per Encounter)
- 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
Battlefield Retreat
- Turn End: Recover from Stagger and Retreat from the Encounter (excluding forced Staggers; does not count as death)
· In Chain Battles, give this unit's Slots to a Substituted unit and move to the rearmost place in the Backup units' Deployment order (escape from the Encounter entirely if there are no other Backup Units remaining to swap places with next turn. When returning to battle, return in the order they retreated in)
· When returning to battle, return with the same amount of HP and SP this unit had when it retreated, and eliminate all effects on self save for a select few (if this unit had less than 0 SP when retreating, reset SP to 0 instead)
Combat glossary →Review combat basics such as Clashes, SP, and resistances