English translation in progress. Untranslated passages remain in Japanese.

T Corp. Class 3 VDCU Staff Outis Identity artwork

IDENTITY 1113 · Season 6

T Corp. Class 3 VDCU Staff

HP
228
Speed
4-7
Offense Lv.
66/68/70
Defense Lv.
67
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Lust: 1 cardSloth: 2 cards + GuardPride: 3 cards
Resistance
Slash×1Pierce×2.0Blunt×0.5

GUIDEMechanics and How to Use

At a Glance

A Tremor Identity that keeps Borrowed Time active through Borrowed Time - Microcavity, gaining Haste and Clash Power Up for strong early clashes. S2's Amplitude Conversion and S3's Time Moratorium weaken enemies while sustaining Tremor Count.

Core Mechanics

  • Borrowed Time: If she is not in Borrowed Time at Combat Start on a turn she uses her Defense skill, she gains 4 Borrowed Time at Turn End (once per turn). With 2 or more Count at Turn End, she gains (Count − 1) Haste, Clash Power Up, and Fragile each next turn. If Bind exceeds that Haste, Borrowed Time ends and she is staggered. At the end of the turn Count reaches 1, she gains (Potency − 1)×2 Bind next turn.
  • Defense skill — Borrowed Time - Microcavity: A Clashable Guard with an Unbreakable Coin. On Clash Win, +2 Tremor Count for the target and herself; on Clash Lose, +4 to her own Tremor Count. Through the combat passive Golden Time - Microcavity (5 Sloth Owned; unlocked at Uptie Ⅱ), skills gain +1 Final Power during Borrowed Time.
  • S2 — T Corp. Microcavity Module: +4 to her own Tremor Count on use. Coins Ⅰ and Ⅱ inflict 2 Tremor each. If the target is not in an Amplitude Conversion or Amplitude Entanglement state, Coin Ⅲ spends 3 of her own Tremor Count to convert it into Tremor - Chain (−1 Clash Power per 10 Tremor Potency, up to 3); if it already is, that Coin deals +60% damage.
  • S3 — T-3 Collector Mace Max Activation: If she has Borrowed Time, Coin Ⅲ adds an extra Tremor Burst and inflicts 2 Time Moratorium. Coin Ⅲ spends all of her own Tremor Count, gaining +1 Coin Power per 5 (up to 5) and +2% damage per point (up to 100%; 1%, up to 50%, at lower Uptie). After the attack, her Borrowed Time disappears and she gains Violent Collections (once per battle).
  • Time Moratorium: While applied, the target takes no damage and stores it instead, and when the battle ends at Count 1, it takes Sloth damage equal to (100 + Potency×15)% of the stored amount and a Tremor Burst. Applying more triggers it on the spot and removes it.

How to Use

Gain Borrowed Time with her Defense skill from the start and keep using it so it never lapses, taking Clashes with Haste and Clash Power Up. Early on, S2's conversion into Tremor - Chain lowers enemy Clash Power, and after conversion, Coin Ⅲ's damage increase turns it toward damage. Once Tremor Count builds up, spend it all at once with S3 to apply Time Moratorium. Borrowed Time disappears after S3's attack, so she avoids the Count-1 Bind penalty and can chain into the next Borrowed Time. However, Tremor - Chain's Clash Power Down is 1 per 10 Tremor Potency, while her own Tremor Potency infliction is only S2's 2+2, falling short of 10. Making the Clash Power Down count requires Tremor Identities among her allies to supply Tremor Potency.

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

SKILLSSkill

S1×3

Prepare To Collect

PrideBluntBlunt
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+1
Attack Weight
1

On Use Gain +1/+2/+3 Count

On Use If target has 6+ , Coin Power +1

ⅠOn Hit Inflict +1 Count

ⅡOn Hit Inflict +1 Count

Unbreakable Coin

Unbreakable Coin
  • Defense Borrowed Time - Microcavity: 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

Golden Time - Microcavity

Sloth ×5Owned

Turn End: If this unit's HP is between 10% ~ 20%, instantly heal 80% of this unit's max HP, and recover from Stagger. (once per Encounter)

If this unit has , its Skills gain Final Power +1

E.G.OCompatible E.G.O

  • Holiday: Her S1 is Pride, S2 and Defense skill Sloth, and S3 Lust, covering the resources, and as a Tremor Identity she meshes with Tremor Burst.
  • Binds: A Tremor-inflicting Identity whose S2 performs Amplitude Conversion into Tremor - Chain and Tremor Burst; her S1 is Pride and S2 Sloth.

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.
Tremor Burst
Raise target's Stagger Threshold by Tremor Potency on target
Amplitude Conversion
Converts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion.
Tremor - Chain
- Clash Power -1 per 10 Tremor Potency (max 3) - When taking damage from a Tremor Burst skill, the Stagger Threshold advances by the effect's Potency - Count decreases by 1 at Turn End - (Affected in the same way by effects that increase or decrease Tremor Potency and Count)
Bind
Speed decreases by the effect’s Count for one turn.
Time Moratorium
- Does not take any damage as long as this effect is active; store all damage received instead - Combat End: If there is only 1 Count left of this effect, the effect triggers Tremor Burst (Stack) times after dealing (100 + (Stack x 15))% of stored damage as Sloth damage - Turn End: Gain 1 Stack and lose 1 Count - The Time Moratorium will immediately expire after triggering the Tremor Burst and the Sloth damage effect if another instance of Time Moratorium is inflicted on a unit that has Time Moratorium.
Borrowed Time
Turn End at 2+ Count: - Gain (Borrowed Time Count - 1) Haste, Clash Power Up, and Fragile next turn - If this unit is set to gain more Bind than Haste next turn, the Borrowed Time effect expires at the next Turn Start, and this unit gets Staggered Turn End: At 1 Count, gain 2(Borrowed Time Stack - 1) Bind next turn Turn End: Gain 1 Stack, lose 1 Count
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
Unbreakable CoinShared mechanics →
- 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

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