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Deduction Start
Gloom
Attack Type: Blunt
Skill Power: 3
No. of Coins: 2
Coin Power: 4
Offense Level: 47
Atk Weight: 54
[On Use] Gain +2 Tremor Count
At 6+ Tremor Count, Coin Power +1
Morph Cane Technique
Sloth
Attack Type: Pierce
Skill Power: 4
No. of Coins: 3
Coin Power: 4
Offense Level: 52
Atk Weight: 1
[On Use] If target has 6+ Tremor, Clash Power +1
[On Use] Gain +3 Tremor Count
At 5+ Tremor Count, Coin Power +1
You're the Culprit!
Gluttony
Attack Type: Pierce
Skill Power: 3
No. of Coins: 4
Coin Power: 3
Offense Level: 54
Atk Weight: 1
[On Use] Clash Power +1 for every 6 Tremor on target (max 2)
[On Use] At less than 15 Tremor Count on self, consume 10 Tremor Count to gain Coin Power +2
[On Use] Consume 15 Tremor Count on self to gain Coin Power +3
Wait?!
Sloth
Attack Type: -
Skill Power: 10
No. of Coins: 1
Coin Power: 4
Offense Level: 50
Atk Weight: 1
[On Use] Gain 2x (Tremor Count on target) as Shield HP (max 13)
Vibroweld Morph-combat Cane (Unauthorized Invention)
x6 Sloth [Owned]
Turn End; gain Damage Up next turn equal to the number of times this unit triggered Tremor Burst this turn (max 3)
In the Culprit's Shoes
x3 Sloth [Res]
When #1 Deployed Identity triggers Tremor Burst with Skill and Coin effects, 25% chance to trigger an additional Tremor Burst (once per turn)
Review
Charge ID disguised as tremor, Instead of applying a lot of tremor on the enemy instead he applies tremor count to himself as a way to function. He shines in Tremor team but as a standalone ID, he is still good as he doesn't rely on the enemy having tremor aside from clash power, and well his unique mechanic you don't lose out on much. His normal rolls are 11/16/15 but once his conditions are fulfilled it becomes 13/20/29, those conditions however normally take 2 turns to fulfill. His s3 rolls can vary between 25 and 29 if you are unlucky to get it as the last skill in the skill pools. His passive is just a generic damage up for each time he inflicts a tremor burst last turn which his s2 inflicts one and s3 inflicts three. His support passive on the other hand can be great but why would you bench him when you are running a tremor team.
Now let's talk about his skill 3 it consumes a minimum of 10 tremor and if you have less than 15 he would tremor burst himself which is barely an inconvenience since he stacks tremor count which will only decrease his stagger threshold by one unless you are facing tremor enemies in exchange for coin power and a unique mechanic called "Amplitude Entanglement” and "Tremor - Reverb". What is "Amplitude Entanglement," you ask? Well just like "Amplitude Conversion" it converts a normal tremor into a unique tremor and if you have say another unique tremor it instead will fuse into one granting both effects on tremor burst, the downside? It turns into a normal Tremor on the turn end. On the other hand "Tremor - Reverb" makes it so that whenever you inflict Tremor burst you also inflict sloth damage equal to the potency of Tremor which allows for a great tremor burst nuke setup.
A good example would be inflicting "Tremor - Reverb" and then followed up by an E.G.O called "Everlasting" Faust immediately, making it inflict a double tremor burst which translates to double sloth damage although without his E.G.O called "Cavernous Wailing" it’s going to be troublesome to set it up as you need the perfect speed order since it will expire next turn
Notable E.G.O Synergy - Cavernous Wailing makes his unique tremor more accessible rather than waiting for s3 and speed rolls with debuffs on tremor burst
Great Tremor burst nuke potential
Above average numbers on fullfilled conditions
Self reliant
Said nuke requires specific timing without ego
Not so great in short fights
Low tremor application on enemy
In this section we have listed best E.G.O.s, one per their rank for the Identity - starting with Zayin from left.
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