A Blunt Rupture Identity that builds Courier Trunk to improve Coin Power and Rupture Count application. Finish enemies with at least 15 Rupture and 3 Count using S3 Poludnitsa... I trust you! Avoid using S1 or S2 on enemies in that state.
Core Mechanics
Courier Trunk - Sinclair: He gains 1 with Coin Ⅰ of S1 Courier Trunk - Decay Hammer (1 more below 15) and 1 with Coin Ⅰ of S2 Courier Trunk - Demolition Gadget (2 more below 15). All attack skills gain +1 Coin Power based on Courier Trunk or the target's Rupture (up to 2; the condition changes with Uptie).
Enemies with 15 Rupture and 3+ Count: Against enemies in this state, S1's and S2's on-hit effects do not inflict Rupture (or Count) and inflict 2 Defense Level Down instead (once per Coin). S3 does not inflict Rupture or Count, but gains +2/4 final Coin Power. If the target has 15 or more Rupture, the final Coin gains +3/4% damage per Courier Trunk, up to 90/120%. However, the loss from S1 and S2 no longer maintaining Rupture is larger.
Rupture Count: S1 inflicts 2 Rupture Count with Coin Ⅱ (1 more at 15 or more Courier Trunk). S2 inflicts 2 and 3 Rupture with Coins Ⅱ and Ⅲ, increasing Rupture Count by 1/2 only at 15 or more Courier Trunk. S3 inflicts 1 Rupture Count with Coin Ⅰ plus 1 per 10 Courier Trunk, up to 2/3.
Maintenance (retreat): With 15 or more Courier Trunk, his Defense skill activates as W-wait, I need to do some maintenance...! at Combat Start, granting Shield based on Courier Trunk, and he enters Strategic R&R Mode at Turn End. When returning from retreat in consecutive battles, Courier Trunk is halved (once per battle, rounded up).
Combat passive — A moment, please... (4 Gluttony Owned; unlocked at Uptie Ⅱ): At Turn Start, if he has 6 or more Speed or Haste, he gains Shield of (Courier Trunk)% of max HP, up to 20%. On retreat, gives 1 Clash Power Up to 2 allies next turn (+1 turn of duration per 15 Courier Trunk, up to +2).
How to Use
Build Courier Trunk with S1 and S2 while stacking Rupture. From 15 Courier Trunk, S2 can also increase Rupture Count. Once the enemy reaches 15 Rupture and 3 or more Count, stop landing S1 and S2 on it and aim to finish with S3. In consecutive battles with backup units, use the retreat through his Defense skill once Courier Trunk has built up, buffing allies and keeping the fight going.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
SKILLSSkill
S1×3
Courier Trunk - Decay Hammer
LustBlunt
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 inflict Count with its On Hit effects; instead, it inflicts 2 (once per Coin)
Coin Power +1 for every 10 on self 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 Count
- At 15+ , inflict +1 additional 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
A moment, please...
Gluttony ×4Owned
Turn Start: At 6+ Speed, or if this unit has , gain ()% of this unit's max HP as Shield (max 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 (2 more turns max)
Combat Passive
I'll do better next time...
NoneAlways active
<For Chain Battles> When, after Retreating using '', if this unit rejoins the battle, halve the value (once per Encounter, rounded up)
Support Passive
Speedy Courier
Gluttony ×6Owned
When 1 ally with the fastest Speed hits an enemy with , inflict 1 (3 times per enemy per turn)
Tears of the Tarnished Blood [汚血泣淚]: S1 (Lust), S2 (Gluttony), and his Defense skill (Gluttony) supply Lust and Gluttony resources and build Gluttony Resonance, and he also inflicts Rupture.
When hit by an attack, take fixed damage by the effect’s Potency.
Then, reduce its Count by 1.
Courier Trunk - Sinclair
- 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 Blunt 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.
Power Up
Skills gain final Power by the effect’s Count 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)
Combat glossary →Review combat basics such as Clashes, SP, and resistances