English translation in progress. Untranslated passages remain in Japanese.

Night Awls Capitano Gregor Identity artwork

IDENTITY 1213 · Walpurgis Night

Night Awls Capitano

GregorThe Night's AwlSyndicateBleed + Tremor Identities
HP
224
Speed
3-6
Offense Lv.
67/68/69
Defense Lv.
63
Stagger Thresholds
70%/40%/20%
Panic
Panic
Resource Distribution
Lust: 2 cards + GuardSloth: 3 cardsPride: 1 card
Resistance
Slash×1Pierce×0.5Blunt×2.0

GUIDEMechanics and How to Use

At a Glance

An Identity that stacks Bleed, Tremor, and Open Wound, then finishes weakened enemies with the execution skill Mercé.

Core Mechanics

  • Open Wound: Inflicted by S1 Gap Attack, S2 Stiletto Doppio, and S3 Execution (up to 2). At Turn End, it inflicts 1 Bind for the next turn, and at 2 it turns into Deep Wound.
  • The Night's Awl: S3 turns into this when the target has Deep Wound (once per turn). All Coins are Unbreakable, it inflicts 5 Defense Level Down, and damage rises with the HP the enemy has lost. Its last Coin turns Deep Wound into Fatal Wound next turn.
  • Mercé: An execution technique that triggers from S2 when the enemy (main body) is at 20% HP or less or the target has Fatal Wound, and from Execution additionally when the target is staggered. The more HP the enemy has lost, the stronger it is (+80/120% damage at 20% HP or less). Up to 2 times per turn.
  • Bleed and Tremor: S1–S3 and his Defense skill gain Coin Power at 6 or more combined Bleed and Tremor, and The Night's Awl per 4 combined. S2 and S3 trigger Tremor Burst on Clash Win.
  • Combat passive — Purge Enforcer of the Famiglie (2 Sloth and 2 Lust Owned; unlocked at Uptie Ⅱ): After an ally's attack, if an enemy is at 20% HP or less, he uses Mercé on that enemy (once per turn). Inflicts 1 Defense Power Down per 2 Speed difference on enemies slower than him.

How to Use

Stack Open Wound, Bleed, and Tremor with S1 and S2, and once it becomes Deep Wound, inflict Fatal Wound with The Night's Awl. Finish weakened enemies with Mercé, timed with allies' attacks.

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

SKILLSSkill

S1×3

Gap Attack

SlothPiercePierce
Clash Power
3~112~10 → 3~11
Base Power
32 → 3
Coin Power
+4
No. of Coins
2
Skill Level
Identity Lv+2
Attack Weight
1

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

On Use Gain 1 next turn (once per turn)

On Use Coin Power +1 for every 6 ( + ) on target (max 2)

ⅠOn Hit Inflict 1/2

On Hit Inflict 1/2

ⅡOn Hit Inflict 1 Open Wound

S1Special

Mercé

SlothPiercePierce
Clash Power
4~103~9 → 4~10
Base Power
43 → 4
Coin Power
+6
No. of Coins
1
Skill Level
Identity Lv+2
Attack Weight
1

[Unclashable]

This Skill does not trigger Defense Skills and cannot gain E.G.O resources

Coin Power +1 for every 20% missing HP on the enemy(Core) (max 2/4)

- If the enemy(Core) has 20%- HP, deal +80%/+120% damage instead

Deal +1% damage for every 1% missing HP on the enemy(Core)

On Use Gain 1 next turn (once per turn)

ⅠOn Hit Inflict 1 Open Wound

On Hit Inflict 1

On Hit Inflict 1

Unbreakable Coin

Unbreakable Coin
  • S3 (Special) The Night's Awl: Coin1, 2, 3, 4
  • Defense Dire Straits: 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

Purge Enforcer of the Famiglie

Sloth ×2Lust ×2Owned

When this unit kills an enemy or breaks a Part, gain 1/2 next turn (once per turn)

When using a Base Attack Skill, if this unit's Speed is faster than the target's, inflict on the target for every 2 Speed difference (max 1/2 per turn)

After ally Attack using Base Attack Skills, if the enemy(Core) has 20%- HP, use 'Mercé' on the target (once per turn)

- If there is only 1 surviving enemy after an attack, this Passive also activates when the target is Staggered

Combat Passive

Painless Mercy

NoneAlways active

Unless Reused via external effects, Night Awl Capitano Gregor's Skill 'Mercé' can be used up to 2 times per turn

Support Passive

Aim for the Gap

Sloth ×3Resonance

1 ally with the highest Speed: When using a Base Attack Skill, if this unit's Speed is faster than the main target's, inflict on the target for every 3 Speed difference (max 2 per turn)

Support passives activated by these resources →

E.G.OCompatible E.G.O

  • Christmas Nightmare: Uses Tremor and Bleed, and his S1 is Sloth and S3 Pride, supplying some of the required affinities.

KEYWORDSEffect Glossary

Haste
Speed increases by the effect’s Count for one turn.
BleedShared mechanics →
When tossing an attack Coin, take fixed damage by the effect’s Potency. Then, reduce its Count by 1.
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
Fatal Wound
- Base Stack: 3 - On Tremor Burst, gain +3 Bleed Count (2 times per turn) - Cannot gain Open Wound (in Focused Encounters, the Part) - Turn End: Gain Bind equal to Stack next turn - Turn End: Reduce Stack by 1
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 - Hemorrhage
- On Tremor Burst, take Lust Damage equal to (sum of Tremor Potency and Bleed Potency / 2), and lose 1 Bleed Count - When hit by Skills that trigger Tremor Burst, raise this unit's Stagger Threshold by the effect's Potency - Turn End: reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raise or reduce Tremor Potency/Count)
Deep Wound
- Base Stack: 3 - On Tremor Burst, gain +1 Bleed Count (2 times per turn) - Cannot gain Open Wound (in Focused Encounters, the Part) - Turn End: Gain (Stack - 1) Bind next turn - Turn End: Reduce Stack by 1
Bind
Speed decreases by the effect’s Count for one turn.
Defense Level Down
Defense Level decreases based on the effect's Potency for one turn.
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
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
Power Up
Skills gain final Power by the effect’s Count for one turn.
Defense Power Down
Defense skills lose final Power by the effect’s Count for one turn.
Power Down
All skills lose final Power by the effect’s Count for one turn.
Pierce Power Up
Pierce skills gain final Power by the effect’s Count for one turn.

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