English translation in progress. Untranslated passages remain in Japanese.

Devyat' Assoc. North Section 3 Rodion Identity artwork

IDENTITY 0910 · Standard

Devyat' Assoc. North Section 3

RodionDevyat AssociationFixerRupture Identities
HP
268
Speed
4-7
Offense Lv.
67/67/69
Defense Lv.
67
Stagger Thresholds
60%/30%
Panic
Panic
Resource Distribution
Wrath: 2 cardsLust: 3 cardsGluttony: 1 card + Counter
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

A Slash attacker whose S2 and S3 gain substantial Power and damage as Courier Trunk - Rodion builds, while a large Shield helps her take attacks. Rupture teams enable her full strength early. In longer battles, defense also offers a way to retreat.

Core Mechanics

  • Courier Trunk - Rodion: Gained on Coin Ⅰ hit of S1 and S2 and on using her Defense skill (extra below 15). All attack skills gain +1 Coin Power if Courier Trunk is 10 or more or the target has at least 6 Rupture (+1 per 10 Courier Trunk or 6 Rupture, up to 2, at higher Uptie). S2 gains +2% damage per Courier Trunk (up to 40%), and S3 gains +2/4% (up to 40/80%).
  • S2 Courier Trunk - Gadget Reveal (core): 3 Coins. Gains Courier Trunk, grants 1 Haste next turn on Coin Ⅱ Heads Hit (+1 more at 15 or more Courier Trunk), and Coin Ⅲ inflicts Defense Level Down. If the target has 15 Rupture and at least 3 Rupture Count, it does not consume Rupture Count on hit.
  • S3 — I Trust Ya, Polu!: If the target has 15 Rupture and at least 3 Rupture Count, it reuses its last Coin instead of inflicting Rupture Count. Otherwise, Coin Ⅱ adds +3 Rupture Count (+1 more per 10 Courier Trunk, up to 2). At 15 or more Courier Trunk, Coin Ⅲ deals +15/25% damage.
  • Combat passive — Speedy Delivery (4 Gluttony Owned; unlocked at Uptie Ⅱ): At Turn Start, if she has 6 or more Speed or Haste, she gains Shield of (Courier Trunk ÷ 2 / Courier Trunk)% of her max HP, up to 15/20%. On retreat, gives 1 Clash Power Up to 2 allies next turn (+1 turn of duration per 15 Courier Trunk, up to +2).
  • Retreat: If Courier Trunk is 15 or more at Combat Start, the Defense skill Courier Support & Control Sequence activates as Just... a Strategic Time Off!, and she enters Strategic R&R Mode (retreat) at Turn End. When she rejoins in consecutive battles, Courier Trunk is halved (once per battle, rounded up).

How to Use

Early on, build Courier Trunk with S1, S2, and her Defense skill (it builds faster up to 15), and attack mainly with S2, which grows stronger as it builds. Against enemies with 15 Rupture and 3 or more Rupture Count, S3's last Coin is reused, so setting up the condition in a Rupture team before firing it deals big damage. S2's Haste also makes Speedy Delivery's Shield condition easy to meet. Once Courier Trunk reaches 15 or more, placing her Defense skill makes her retreat at Turn End regardless of whether the counter was used, so from then on it is a choice between continuing to attack and retreating. Above 30 Courier Trunk, self-damage begins (not mentioned in the Identity's effect text), but most battles end without her retreating. Think of retreat as an option for long fights or for swapping with a backup unit in consecutive battles.

A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)

SKILLSSkill

S1×3

Courier Trunk - Decay Knife

LustSlashSlash
Clash Power
3~113~9 → 3~11
Base Power
3
Coin Power
+4+3 → +4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

On Use If target has 15+ and 3+ Count: this Skill does not consume target's Count On Hit, but does not inflict with this Skill's On Hit effects

Coin Power +1 for every 10 or for every 6 on target (max 2)

ⅠOn Hit Gain 1

- If this unit has less than 15 , gain 1 additional

ⅡOn Hit Inflict 2/3

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

Speedy Delivery

Gluttony ×4Owned

Turn Start: At 6+ Speed, or if this unit has , gain ()% of this unit's max HP as Shield (max 15%/20%)

Upon Retreat, apply 1 Clash to 2 allies next turn (prioritizes Substituted units first, then in Deployment order)

- Lasts for 1 additional turn for every 15 on self (2 more turns max)

Combat Passive

Lemme go and I swear I'll make it in time!

NoneAlways active

<For Chain Battles> When, after Retreating with '', if this unit rejoins the battle, halve the value (once per Encounter, rounded up)

KEYWORDSEffect Glossary

RuptureShared mechanics →
When hit by an attack, take fixed damage by the effect’s Potency. Then, reduce its Count by 1.
Courier Trunk - Rodion
- Base Value: 0 - Turn Start: gain 3 Stack - Stack does not expire upon Retreat; it is stored instead - At 10+ Stack: raise Min & Max Speed values by 1 - At 20+ Stack: Gain 1 Clash Power Up and 1 Slash Damage Up - At 30+ Stack: · On Skill Use, take (Stack/3)% HP damage and (Stack/3) SP damage · On Turn End, take (Stack/2)% HP damage and (Stack/2) SP damage (applies before Retreat)
Haste
Speed increases by the effect’s Count for one turn.
Defense Level Down
Defense Level decreases based on the effect's Potency for one turn.
Strategic R&R Mode
- 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)
Power Up
Skills gain final Power by the effect’s Count for one turn.

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