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** Nixie Divergence + Bell of Truth: '''Coupled Oscillation''' inflicts 5 Tremor Potency and 1 Fragile every time an ally procs Tremor Burst on a target, making it a lot easier to deliver crippling Tremors to enemies while softening them up for raw damage. On top of that, the first time in an encounter that a target suffers from three Tremor bursts, it ''instantly staggers them.'' The second effect alone can snap some fights in half, disabling foes way earlier than you're supposed to and outright skipping certain phases or mechanics.

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** Nixie Divergence + Bell of Truth: '''Coupled Oscillation''' inflicts 5 Tremor Potency and 1 Fragile every time an ally procs Tremor Burst on a target, making it a lot easier to deliver crippling Tremors to enemies while softening them up for raw damage.further. On top of that, the first time in an encounter that a target suffers from three Tremor bursts, it ''instantly staggers them.'' The second effect alone can snap some fights in half, disabling foes way earlier than you're supposed to and outright skipping certain phases or mechanics. Mirror of the Wuthering significantly buffed it, doubling the Fragile infliction, inflicting a hefty 5 Tremor Potency and Count to all enemies at the start of a wave, and causing the forced stagger to also ''create two new stagger thresholds'' at every third of their remaining health, making it so that anything that recovers from the stagger will become far easier to knock out again, especially if they originally didn't have any more stagger thresholds and will now die ''much'' faster than the game anticipates.
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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay.

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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, use (and 30 more if it loses), but it's a small price to pay.pay - and you'd be hard pressed to have it lose.



** Of course, all of this comes with its drawbacks: ''everything he does'' is entirely dependent on manifesting E.G.O. right away and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him SP from kills, clash wins, or passives, he can very quickly lose his SuperMode and be left a sitting duck at 0 SP. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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** Of course, all of this comes with its there are drawbacks: ''everything he does'' is entirely dependent on manifesting E.G.O. right away and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp ramps up to a point where if you can't constantly feed generally have to build and operate a team around him to ensure he's fed SP from kills, clash wins, or passives, lest he can very quickly lose his SuperMode and be left a sitting duck at 0 SP.duck. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. through. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, using teambuilding or just because manipulation of his greatly naturally accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.
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** Hitting 45 SP or having [[MythologyGag two of his allies are killed in a turn]] will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, although he also gains much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently. His actual also activates if he has 5 or more Wrath resources, causing his skills to inflict +1 Burn Potency and Count (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's transformed, which allows him to practically drown his enemies in Burn while stacking enough power to overwhelm enemies in his transformation.

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** Hitting 45 SP or having [[MythologyGag two of his allies are killed in a turn]] will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, although he also gains much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently. His actual also second passive activates if he has 5 or more Wrath resources, causing his skills to inflict +1 Burn Potency and Count (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's transformed, which allows him to practically drown his enemies in Burn while stacking enough power to overwhelm enemies in his transformation.



** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay considering it can outgun a WAW-tier E.G.O..

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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened Strike, likened to an E.G.O. attack on a regular skill, Blazing Strike skill. It has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay considering it can outgun a WAW-tier E.G.O..pay.



** Of course, as absurd as the "reward" part of his kit is, players must still pay attention to the "risk" aspect: ''everything he does'' is entirely dependent on manifesting E.G.O. as fast as possible and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him kills or clash wins while sustaining him with Sanity-boosting passives, he can very quickly lose his SuperMode and be left a sitting duck at 0 SP. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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** Of course, as absurd as the "reward" part all of his kit is, players must still pay attention to the "risk" aspect: this comes with its drawbacks: ''everything he does'' is entirely dependent on manifesting E.G.O. as fast as possible right away and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him kills or SP from kills, clash wins while sustaining him with Sanity-boosting wins, or passives, he can very quickly lose his SuperMode and be left a sitting duck at 0 SP. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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Trimming Philip's section a bit


** Sinclair will manifest his E.G.O. once he hits 45 SP or [[MythologyGag two of his allies are killed in a turn]], which will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power for free if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, but not only does he passively gain much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently, this downside doesn't matter as much in battles that he and his allies can simply end before the SP loss kicks in, which is made much easier by the amount of benefits it gives him, detailed below.
** His second passive activates if he has 5 or more Wrath resources (which he can get easily if you run him on a Burn team), causing his skills to inflict 1 more Burn Potency and Count by default (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's in the E.G.O. state, which allows him to practically drown his enemies in Burn while stacking even more power buffs to overwhelm enemies in his transformation.
** His first skill has a relatively unremarkable base roll of 10 while simply inflicting Burn, but can deal a deceptive amount of damage in the E.G.O. state due to rerolling the first coin on Heads hit, letting him benefit more from his power stacking. It also technically counts as a single-coin skill, letting it benefit from certain items in the dungeon like Rusty Commemorative Coin.
** His second skill is a 3-coin skill with a respectable roll of 14 while gaining +1 Clash Power if the target has 4+ Burn, with each coin inflicting Burn Count. However, if he has E.G.O., the skill will consume a total of 10 SP, but becomes an [=AoE=] attack that can reach up to 3 Weight if his SP is high enough, which combined with the various power buffs allows him to nuke half a team in one go while showering them in Burn stacks. It being a 3-coin skill means it also benefits the most from his Coin Power buffs, with the full buff stacks from his E.G.O. potentially turning that 14 into a ''25''.
** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting 10 Burn on hit and potentially spreading Burn to other enemies if he stacks Resonance, the skill has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay considering it can outgun a WAW-tier E.G.O..
** Blocking has historically been considerably weaker than Evading or sometimes even Countering, but Sinclair challenges this notion with his E.G.O. state giving his Guard the ability to increase its roll based on how much Burn is on his enemy, rolling up to ''40'' or higher at maximum and letting him legitimately soak up hits if he really can't afford to clash. As a bonus, as a homage to Feather Shield from his original fight, if he has a Guard slotted in at the start of combat in the E.G.O. state, he'll also inflict Burn to anyone that dares hit him that turn.
** Of course, as absurd as the "reward" part of his kit is, players must still pay attention to the "risk" aspect: ''everything he does'' is entirely dependent on manifesting E.G.O. as fast as possible and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him kills or clash wins while sustaining him with Sanity-boosting passives, he can very quickly lose his SuperMode and be left a sitting duck as he tries to get it again from 0 SP. Having to start from 20 SP after manifesting E.G.O. (which will sometimes activate at the very start of combat) can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as unless he leverages his boosted Guards in E.G.O. form, he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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** Sinclair will manifest his E.G.O. once he hits Hitting 45 SP or having [[MythologyGag two of his allies are killed in a turn]], which turn]] will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power for free if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, but not only does although he passively gain also gains much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently, this downside doesn't matter as much in battles that he and his allies can simply end before the SP loss kicks in, which is made much easier by the amount of benefits it gives him, detailed below.
**
currently. His second passive actual also activates if he has 5 or more Wrath resources (which he can get easily if you run him on a Burn team), resources, causing his skills to inflict 1 more +1 Burn Potency and Count by default (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's transformed, which allows him to practically drown his enemies in the Burn while stacking enough power to overwhelm enemies in his transformation.
** Both his first and second skills are somewhat unremarkable in his base form, but gain significant buffs from
E.G.O. state, which allows him to practically drown , with his enemies in Burn while stacking even more power buffs to overwhelm enemies in his transformation.
** His
first skill has a relatively unremarkable base roll of 10 while simply inflicting Burn, but can deal a deceptive amount of damage in the E.G.O. state due to rerolling the first coin on Heads hit, letting him benefit more from and his power stacking. It also technically counts as a single-coin skill, letting it benefit from certain items in the dungeon like Rusty Commemorative Coin.
** His
second skill is a 3-coin skill with a respectable roll of 14 while gaining +1 Clash Power if the target has 4+ Burn, with each coin inflicting Burn Count. However, if he has E.G.O., the skill will consume a total of consuming 10 SP, but becomes SP to become an [=AoE=] attack ''[=AoE=] attack'' that can reach up to 3 Weight if his SP is high enough, which combined with the various power buffs allows him to nuke half a team in one go while showering them in Burn stacks.enough. It being a 3-coin skill means it also benefits the most from his Coin Power buffs, with the full buff stacks from his E.G.O. potentially turning that 14 into a ''25''.
''25'' and nuking half a team in one go.
** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn on hit and potentially spreading Burn to other enemies if he stacks Resonance, the skill it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay considering it can outgun a WAW-tier E.G.O..
** Blocking has historically been considerably weaker than Evading or sometimes even Countering, but Sinclair challenges this notion with his Sinclair's Guard also deserves a mention due to the skill in E.G.O. state giving his Guard the ability to increase its roll based on how much Burn is on his enemy, rolling up to ''40'' or higher at maximum and letting him legitimately if the target has enough Burn, enough to soak up hits if he really can't afford to clash. As a bonus, non-most non-Blunt attacks, and as a homage to Feather Shield from his original fight, if he has a Guard slotted in at the start of combat in the E.G.O. state, he'll also inflict Burn to anyone that dares hit him that turn.
** Of course, as absurd as the "reward" part of his kit is, players must still pay attention to the "risk" aspect: ''everything he does'' is entirely dependent on manifesting E.G.O. as fast as possible and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him kills or clash wins while sustaining him with Sanity-boosting passives, he can very quickly lose his SuperMode and be left a sitting duck as he tries to get it again from at 0 SP. Having to start from 20 SP after manifesting E.G.O. (which will sometimes activate at the very start of combat) can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as unless he leverages his boosted Guards in E.G.O. form, he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.
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* [''Rime Shank''] Rodion w/ Uptie 4 - Already a fairly powerful [=AoE=] attack which can punch above its class due to having a fairly high roll and a hefty 30% bonus damage to targets above half health, Uptie 4 causes it to now inflict 5 Sinking and Sinking Count on hit instead of just 3 Sinking Count. Even for generalist teams, this translates to a guaranteed -25 SP or 25 Gloom damage over time on all three targets, weakening the rolls of human targets and doing appreciable damage to others. When Overclocked or Corroded, while the roll becomes slightly smaller, it instead inflicts ''10 Sinking and 8 Sinking Count'', increasing the guaranteed SP loss/damage to ''80.'' This is already good on normal teams, but on Sinking teams becomes downright devastating, and it becomes one of the most reliable ways to trigger massive Sinking Deluges and sustain large amounts of Sinking. It helps that Rodion's Identities usually have some way to generate the resources to use it (with the cost being less than other powerful E.G.O. due to only being a TETH), with her Rosespanner and Dieci Identities (generally considered the strongest ones) being able to fuel them singlehandedly.

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* [''Rime Shank''] Rodion w/ Uptie 4 - Already a fairly powerful [=AoE=] attack which can punch above its class due to having a fairly high roll of 30 and a hefty 30% bonus damage to targets above half health, Uptie 4 causes it to now inflict 5 Sinking and Sinking Count on hit instead of just 3 Sinking Count. Even for generalist teams, this translates to a guaranteed -25 SP or 25 Gloom damage over time on all three targets, weakening the rolls of human targets and doing appreciable damage to others. When Overclocked or Corroded, while the roll becomes slightly smaller, it instead inflicts ''10 Sinking and 8 Sinking Count'', increasing the guaranteed SP loss/damage to ''80.'' This is already good on normal teams, but on Sinking teams becomes downright devastating, and it becomes one of the most reliable ways to trigger massive Sinking Deluges and sustain large amounts of Sinking. It helps that Rodion's Identities usually have some way to generate the resources to use it (with the cost being less than other powerful E.G.O. due to only being a TETH), with her Rosespanner and Dieci Identities (generally considered the strongest ones) being able to fuel them singlehandedly.



** It is notable that due to this, Sinking does not affect him as much in the way it does with many other Identities due to his nature provided he doesn't fall too deep; this makes him able to take on bosses that emphasize on this like the Blubbering Toad. His blunt focus and him affecting the enemy stagger treshold directly has also helped many players in [[ThatOneLevel 5-30]].

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** It is notable that due to this, Sinking does not affect him as much in the way it does with many other Identities due to his nature provided he doesn't fall too deep; deep, and Paralyze actually ''benefits'' him as it effectively guarantees he'll roll tails; this makes him able to take on bosses that emphasize on this like the Blubbering Toad. His blunt focus and him affecting the enemy stagger treshold directly has also helped many players in [[ThatOneLevel 5-30]].
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* Mirror of the Lake added a set of Tier IV items that can only be obtained by fusing together specific (and often rare) gifts pertaining to their respective status effect, which only even take effect if at least five members of your team are using said status. While they tend to be situational due to only benefiting one specific status effect per artifact, it buffs them to an absurd degree, ramping up their strengths and mitigating or outright nullifying their weaknesses to exponentially increase their power. Naturally, considering the effort required to get them, these can be ''extremely'' powerful.

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* Mirror of the Lake added a set of Tier IV items that can only be obtained by fusing together specific (and often rare) gifts pertaining to their respective status effect, which only even take effect if at least five members of your team are using said status. While they tend to be situational due to only benefiting one specific status effect per artifact, it buffs them to an absurd degree, ramping up their strengths and mitigating or outright nullifying their weaknesses to exponentially increase their power. Naturally, considering the effort required to get them, these can be ''extremely'' powerful.powerful, and prior to Mirror of the Wuthering, it was possible to ''start'' with one if you lucked out on starting gifts (or reset until you got one).




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** Wrist Guards + Material Interference Force Field: '''T-1 Perpetual Motion Machine''' initially wasn't this in the Mirror of the Lake, but was later buffed to be more on par with its peers in Mirror of the Wuthering. It grants all allies 7 Charge Barrier at the start of a wave, helping early Charge generation and helping mitigate hits during the initial weaker turns before your units are charged up, and also gives all allies a fifth of their Charge as Damage Up at the start of a turn, giving anywhere between +10-40% free damage. In addition, it grants all allies a permanent +1 Offense Level for every 4 Charge that was consumed ''in total during the whole encounter'', which after consuming 40 Charge (which isn't too hard since most Charge Identities tend to consume a lot of it) grants them a whopping +10 Offense Level, equal to 10 whole levels and granting them a huge clashing advantage effectively for free, even with only a partial bonus. Combine this with a few more gifts for Charge generation, and your units will be clashing much higher and doing much more damage than they already do, which also helps equalize the level difference during the last few floors of the Dungeon.




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* '''Handheld Mirror''' is a powerful item that combines multiple methods of hamstringing enemies, especially for Tremor Teams. It inflicts a hefty 5 Bind and 3 Defense Level Down ''permanently'' to the two slowest enemies at the start of a wave, which gives you full leisure to redirect attacks and hammer them if they happened to be an important (or the only) target, and allows attacks that inflict Tremor to double the Potency on the main target and randomly distribute half of the original Potency to all other targets on a stagger, which can set up targets for further bursts. However, the main prize is that every time any enemy recovers from stagger and doesn't have another threshold left, the item ''creates a new stagger threshold'' at 66% of their remaining health (up to 3 times per encounter), which with a bit more damage or Tremor lets you just stagger them again and trap them in a CycleOfHurting until you do this thrice or the target is outright dead. Against targets that only have one stagger threshold or have their final threshold fairly early (leaving a lot of health to chew through after), this has the potential to snap the fight in half by making the boss ''way'' less durable than it'd normally be while disabling its offensive for much longer than expected. The only caveats are that it's somewhat hard to obtain, being a fusion of Mirror Tactile Synaesthesia and the Chief Butler's Secret Arts (the latter of which is only reasonably obtained in a fairly difficult card pack), and that it doesn't do much against targets that don't have a stagger threshold unless you have some external way of staggering them, such as a specific boss mechanic or the Coupled Oscillation.
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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs. In addition to inflicting 10 Burn on hit and potentially spreading Burn to other enemies if he stacks Resonance, the skill has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target.

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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs.buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting 10 Burn on hit and potentially spreading Burn to other enemies if he stacks Resonance, the skill has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use, but it's a small price to pay considering it can outgun a WAW-tier E.G.O..
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Tentative addition of Philip Sinclair as IMO his downsides are offset by just how powerful he can get when managed properly

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* [''Dawn Office Fixer''] Sinclair - Taking the role of Philip from ''VideoGame/LibraryOfRuina'', this version of Sinclair makes his mark as the [[BreakingOldTrends first transformation-based]] Identity in the game, with a kit that demands the difficulty of managing an Unstable E.G.O., but offers up some of the most ridiculous damage and Burn support seen on an Identity yet, especially after being buffed ''twice'' to lower the "risk" part of the kit. To wit:
** Sinclair will manifest his E.G.O. once he hits 45 SP or [[MythologyGag two of his allies are killed in a turn]], which will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power for free if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, but not only does he passively gain much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently, this downside doesn't matter as much in battles that he and his allies can simply end before the SP loss kicks in, which is made much easier by the amount of benefits it gives him, detailed below.
** His second passive activates if he has 5 or more Wrath resources (which he can get easily if you run him on a Burn team), causing his skills to inflict 1 more Burn Potency and Count by default (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's in the E.G.O. state, which allows him to practically drown his enemies in Burn while stacking even more power buffs to overwhelm enemies in his transformation.
** His first skill has a relatively unremarkable base roll of 10 while simply inflicting Burn, but can deal a deceptive amount of damage in the E.G.O. state due to rerolling the first coin on Heads hit, letting him benefit more from his power stacking. It also technically counts as a single-coin skill, letting it benefit from certain items in the dungeon like Rusty Commemorative Coin.
** His second skill is a 3-coin skill with a respectable roll of 14 while gaining +1 Clash Power if the target has 4+ Burn, with each coin inflicting Burn Count. However, if he has E.G.O., the skill will consume a total of 10 SP, but becomes an [=AoE=] attack that can reach up to 3 Weight if his SP is high enough, which combined with the various power buffs allows him to nuke half a team in one go while showering them in Burn stacks. It being a 3-coin skill means it also benefits the most from his Coin Power buffs, with the full buff stacks from his E.G.O. potentially turning that 14 into a ''25''.
** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, that's when the fun begins, as it gets replaced by his signature move from ''Ruina'', Blazing Strike. Likened to an E.G.O. attack on a regular skill, Blazing Strike has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs. In addition to inflicting 10 Burn on hit and potentially spreading Burn to other enemies if he stacks Resonance, the skill has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target.
** Blocking has historically been considerably weaker than Evading or sometimes even Countering, but Sinclair challenges this notion with his E.G.O. state giving his Guard the ability to increase its roll based on how much Burn is on his enemy, rolling up to ''40'' or higher at maximum and letting him legitimately soak up hits if he really can't afford to clash. As a bonus, as a homage to Feather Shield from his original fight, if he has a Guard slotted in at the start of combat in the E.G.O. state, he'll also inflict Burn to anyone that dares hit him that turn.
** Of course, as absurd as the "reward" part of his kit is, players must still pay attention to the "risk" aspect: ''everything he does'' is entirely dependent on manifesting E.G.O. as fast as possible and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain can ramp up to a point where if you can't constantly feed him kills or clash wins while sustaining him with Sanity-boosting passives, he can very quickly lose his SuperMode and be left a sitting duck as he tries to get it again from 0 SP. Having to start from 20 SP after manifesting E.G.O. (which will sometimes activate at the very start of combat) can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as unless he leverages his boosted Guards in E.G.O. form, he's a GlassCannon through and through due to his low HP and 3 dangerously placed stagger thresholds. However, all of these can be mitigated or worked around by giving him team support to fuel his SP and give him general backup, or just because of his greatly accelerated natural SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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* The '''Lightning Rod'''. Charge users generally tend to have one rather powerful third skill and buffs with higher Charge count, but they...well, [[GatheringSteam they take a while to charge up]]. The Lightning Rod turns this on its head, allowing all Sinners fielded to restore 3 Charge at the start of the battle, or 5 if you have two or more Envy users [[note]] Which, if you are running a full W Corp team, isn't a hard condition to fulfill [[/note]]. This essentially gives you a head start and cuts down the charge-up time by a significant amount, especially when later floors throw more dangerous enemies at you that you will want to get rid off as soon as you see them. A particularly noteworthy example would be R Corp. Heathcliff instantly charging his passive and R. Ishmael getting to use Mind Whip safely much more earlier on.
** '''Charge-type Gloves''' is a stronger version of the Lightning Rod, granting an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
** The '''Employee Card''' blows both of the above items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.

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* The '''Lightning Rod'''. Charge users generally tend to have one rather powerful third skill and buffs with higher Charge count, but they...well, [[GatheringSteam they take a while to charge up]]. The Lightning Rod turns this on its head, allowing all Sinners fielded to restore 3 Charge at the start of the battle, or 5 if you have two or more Envy users [[note]] Which, if you are running a full W Corp team, isn't a hard condition to fulfill [[/note]]. This essentially gives you a head start and cuts down the charge-up time by a significant amount, especially when later floors throw more dangerous enemies at you that you will want to get rid off as soon as you see them. A particularly noteworthy example would be R Corp. Heathcliff instantly charging his passive and R. Ishmael getting to use Mind Whip safely much more earlier on.
** '''Charge-type Gloves''' is a stronger version of the Lightning Rod, granting grants an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
** The '''Employee Card''' blows both of the above all other items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.

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** To start, her passive -- if she scores a kill, she gains Poise potency and count as well as a buff that allows her to apply Burn on-hit the next turn, along with giving SP and poise to two allies with the least SP, and if they're Pequod Identities, they get extra SP and Pierce Damage Up, making her a great support for her team and especially for [''The Pequod First Mate''] Yi Sang and fellow GameBreaker [''The Pequod Harpooner''] Heathcliff. She also deals an extra 10% damage to <Lake Entity> enemies like Mermaids.

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** To start, her passive -- if she scores a kill, she gains Poise potency and count as well as a buff that allows her to apply Burn on-hit the next turn, along with giving SP and poise Poise to two allies with the least SP, and if they're Pequod Identities, they get extra SP and Pierce Damage Up, making her a great support for her team and especially for [''The Pequod First Mate''] Yi Sang and fellow GameBreaker [''The Pequod Harpooner''] Heathcliff. She also deals an extra 10% damage to <Lake Entity> enemies like Mermaids.



** Her second skill has a great three coins and rolls for a good 16 final power, inflicts Bleed ''and'' Burn, grants adjacent allies 3 Offense Level Up, and with each Resonance in the longest chain that turn, the ally on her right has a 20% to ''deal an unopposed attack'' with their first skill that is guaranteed at 5+ Resonance, and potentially granting them Damage Up at 4+ Absolute Resonance and 2 Pride Power Up if that Absolute Resonance was Pride.
** Finally, her last skill has a whopping ''four'' coins, inflicts Bleed potency and count ''and'' Burn count, deals more damage the lower the target's HP is, has greater coin power the more Bleed the target has, which can let the skill go from a modest 16 final power up to an amazing 24 final power, and if the attack Staggers or kills, she gives SP, Poise potency and count to allies with the lowest SP, with that number of allies increasing the higher that turn's Absolute Resonance is, up to max of 4 teammates.
** Captain Ishmael isn't just strong in a vacuum, either, as her Sin Affinities line up perfectly with Season 3's Pequod and Middle Identities who also focus on Resonance, Bleed, and Poise, and she has fantastic synergy with her equally-[[GameBreaker Game Breaking]] [''Blind Obsession''] E.G.O, which she can battery almost entirely by herself and use for its Poise and Pierce Power Up to bolster both herself and her party.
** There are, however, a number of factors that rein her in; she relies heavily on Resonance and Absolute Resonance to bring out her kit's full potential, which can limit her teambuilding options to a smaller selection of Identities that share her Sin Affinities, and requires some extra effort to line up those Affinities each turn in combat. More importantly, though, she absolutely ''has'' to score some kills herself rather than leave everything to her teammates, since not only is this how she can activate her passive and to a lesser extent her third skill's buffs, she'll actually ''lose'' SP if her allies kill higher-level enemies instead of gaining it, which can tank her performance and possibly even make her Corrode if you aren't letting her land finishing blows, though this is balanced out by her actually gaining more SP upon killing such higher-level enemies compared to your usual Identity.

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** Her second skill has a great three coins and rolls for a good 16 final power, inflicts Bleed ''and'' Burn, grants adjacent allies 3 Offense Level Up, and with each Resonance in the longest chain that turn, the ally on her right has a 20% to ''deal an unopposed attack'' with their first skill that is guaranteed at 5+ Resonance, and potentially granting them Damage Up at 4+ Absolute Resonance and 2 Pride Power Up if that Absolute Resonance was Pride.
Pride. Even at worst, this is completely free damage at a relatively easy cost since you'd likely be trying to chain Pride if you're using her, and can sometimes help finish off an enemy that just barely managed to survive the initial attack.
** Finally, her last skill has a whopping ''four'' coins, inflicts Bleed potency and count ''and'' Burn count, deals more damage the lower the target's HP is, has greater coin power the more Bleed the target has, which can let the skill go from a modest 16 final power up to an amazing 24 final power, and if the attack Staggers or kills, she gives SP, Poise potency and count to allies with the lowest SP, with that number of allies increasing the higher that turn's Absolute Resonance is, up to a max of 4 teammates.
** Captain Ishmael isn't just strong in a vacuum, either, as her Sin Affinities line up perfectly with Season 3's Pequod and Middle Identities (and later the Blade Lineage identities) who also focus on Resonance, Bleed, and Poise, and she has fantastic synergy with her equally-[[GameBreaker Game Breaking]] [''Blind Obsession''] E.G.O, which she can battery almost entirely by herself and use for its Poise and Pierce Power Up to bolster both herself and her party.
** There are, however, a number of factors that rein her in; she relies heavily on Resonance and Absolute Resonance to bring out her kit's full potential, which can limit her teambuilding options to a smaller selection of Identities that share her Sin Affinities, and requires some extra effort to line up those Affinities each turn in combat. More importantly, though, she absolutely ''has'' to score some kills herself rather than leave everything to her teammates, since not only is this how she can activate her passive and to a lesser extent her third skill's buffs, she'll actually ''lose'' SP if her allies kill higher-level enemies instead of gaining it, it (unless it was a follow-up from her second skill), which can tank her performance and possibly even make her Corrode if you aren't letting her land finishing blows, though this is balanced out by her actually gaining more SP upon killing such higher-level enemies compared to your usual Identity.



* Self-healing items, especially the '''Phlebotomy Pack''', are an extremely good boon to have in general, as healing tends to be scarce and/or force you to give up a possibly more favorable option. These artifacts also stack, meaning you won't just heal for 12% max HP every time you start a new battle (''Homeward''), but also heal each of your Sinners passively for every first hit in each turn (''Phlebotomy Pack'') and when you stagger for the first time in a turn (''Lithograph''). If you manage to get a strong healing artifact, you can ignore healing nodes altogether, or spend your rests and shops buying more items or identities.

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* Self-healing Universal self-healing items, especially the '''Phlebotomy Pack''', are an extremely good boon to have in general, as healing tends to be scarce and/or force you to give up a possibly more favorable option. These artifacts also stack, meaning you won't just heal for 12% max HP every time you start a new battle (''Homeward''), but also heal each of your Sinners passively for every first hit in each turn (''Phlebotomy Pack'') and when you stagger for the first time in a turn (''Lithograph''). If you manage to get a strong healing artifact, you can ignore healing nodes altogether, or spend your rests and shops buying more items or identities.identities, and hoard Sin resources that you'd normally have to spend on healing.



* '''Fiery Down''' is a must-have for any Burn ID. While its first effect is relatively minor, only adding 3 Burn to the target whenever a Lust or Burn-effect skill is used, its second effect ''doubles the current Burn'' if the target had 20+ Burn at the start of the turn, which can be achieved as soon as the second turn. Just employ a small team of reliable Burn identities like the Liu, and the amounts of Burn will skyrocket so much that you'll be quickly wishing Burn didn't cap at 99 stacks.


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* '''Nebulizer''' is a disproportionately powerful gift for how easily it can be acquired, and outshines most other Poise gifts if you manage to get it early. It gives all allies +4 Poise Potency and Count at the start of a battle while granting another +2 to each every time you trigger Pride Absolute Resonance. For Poise-based teams, this can single-handedly negate the GatheringSteam nature of many Identities, letting them land crits and activate Poise-conditional buffs right off the bat, while its secondary passive will keep the ball rolling forever since many Poise teams tend to have a lot or Pride anyways. With upgrades, this can trigger at the start of a wave instead of once per fight, while buffing the initial and Resonance gains to +5 and +3 respectively, which will result in Poise flooding in so fast that crits will become nearly guaranteed after as few as one or two turns.
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* [''R Corp. 4th Pack Reindeer''] Ishmael w/ Uptie 4 – Formerly a hard-hitting but somewhat clunky damage dealer, Uptie 4 removes the "clunky" part from her kit and turns her into a force to be reckoned with. All of her skills now generate large amounts of Charge on use, and her signature Mind Whip has a lower Charge consumption and even more power, letting her practically spam it with just a few attacks to charge it up, vaporizing anything weak to Blunt and crippling the health and Stagger of anything that isn't. Even without Mind Whip, Ishmael's first and second skills boast unprecedented clashing power, and her upgraded passive allows her to gain extra power essentially for free in teams with Gloom, only backfiring if Ishmael somehow doesn't do damage in a turn, which you'd be hard pressed to let happen given how good of a clasher she is. She's also particularly good when fighting Abnormalities or exploring dungeons which require skill checks; unlike many other nuke skills, Mind Whip doesn't depend on conditional power buffs and actually keeps its full power for skill checks, which combined with a huge maximum power of 26 means that a full SP Ishmael can easily win checks that she has ''disadvantage'' on.

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* [''R Corp. 4th Pack Reindeer''] Ishmael w/ Uptie 4 – Formerly a hard-hitting but somewhat clunky damage dealer, Uptie 4 removes the "clunky" part from her kit and turns her into a force to be reckoned with. All of her skills now generate large amounts of Charge on use, and her signature Mind Whip has a lower Charge consumption and even more power, letting her practically spam it with just a few attacks to charge it up, vaporizing anything weak to Blunt and crippling the health and Stagger of anything that isn't. Even without Mind Whip, Ishmael's first and second skills boast unprecedented clashing power, power (being one of the few Identities whose first skill has a legitimately good roll), and her upgraded passive allows her to gain extra power essentially for free in teams with Gloom, only backfiring if Ishmael somehow doesn't do damage in a turn, which you'd be hard pressed to let happen given how good of a clasher she is. She's also particularly good when fighting Abnormalities or exploring dungeons which require skill checks; unlike many other nuke skills, Mind Whip doesn't depend on conditional power buffs and actually keeps its full power for skill checks, which combined with a huge maximum power of 26 means that a full SP Ishmael can easily win checks that she has ''disadvantage'' on.








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* '''Piece of Relationship''' is yet another SimpleYetAwesome buff, "merely" raising all Identity levels by 5. In a mode where most of the later difficulty comes from enemies vastly outleveling you and gaining a huge stat advantage as a result, a 5 level increase is a very appreciable boon that can save you from some previously hairy clashes, while giving you more damage and protection. However, its true power was awakened in the Mirror of Mirrors, where upgrading it twice can increase the level gain from 5 to ''10'', result in the enemy losing up to 3 clash power along with all of the benefits that having higher Offense and Defense Levels gives. Obtained early, this can help you comparatively steamroll many of the early floors, and it scales well even if obtained later since it helps close the gap between your Sinners and the strongest enemies on the final floors.
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* '''Fiery Down''' is a must-have for any Burn ID, as while its first effect is relatively minor, only adding 3 Burn to the target whenever a Lust or Burn-effect skill is used. its second effect ''doubles the current Burn'' if the target had 20+ Burn at the start of the turn, which can be achieved as soon as the second turn. Just employ a small team of reliable Burn identities like the Liu, and the amounts of Burn will skyrocket so much that you'll be quickly wishing Burn didn't cap at 99 stacks.

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* '''Fiery Down''' is a must-have for any Burn ID, as while ID. While its first effect is relatively minor, only adding 3 Burn to the target whenever a Lust or Burn-effect skill is used. used, its second effect ''doubles the current Burn'' if the target had 20+ Burn at the start of the turn, which can be achieved as soon as the second turn. Just employ a small team of reliable Burn identities like the Liu, and the amounts of Burn will skyrocket so much that you'll be quickly wishing Burn didn't cap at 99 stacks.
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* With the release of the second Mirror Dungeon came potentially the most broken Gift of all: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date, and can only be obtained by lucking out in shops or random drops.

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* With the release of the second Mirror Dungeon came potentially the most broken Gift of all: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date, and can only cannot be obtained by lucking out found in shops or random drops.Abnormality encounters, limiting its acquisition to getting ''very'' lucky.
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* [''Wingbeat''] Ishmael - This HE E.G.O. [[BreakingOldTrends breaks convention]] by being the first multi-coin E.G.O. in the game, and it doesn't disappoint. Although it has a somewhat low clash power for an E.G.O. of its tier (only clashing up to 17), it makes up for it with a combination of survivability and sheer damage output: the first coin will restore 20% of Ishmael's HP on hit, while the second coin inflicts Bleed and Gluttony Fragility while further healing for 8-12% of the damage dealt. However, its real power is in the fact that if the second coin lands heads, Ishmael loses 1-2 SP to reroll it, up to ''five times'', turning Wingbeat into a ''seven-coin skill with a maximum roll of 52'', which in terms of damage gives it an effective ''217 power''. This is often enough to completely obliterate any target unfortunate enough to be weak to either Gluttony or Slash, and the repeated inflictions of Gluttony Fragility and Bleed not only make Wingbeat do even more damage, but will potentially kill any stragglers from the Bleeding. The skill also diverts excess healing to the ally with the lowest HP percentage, so even if Ishmael is healthy, she can instead funnel that absurd lifesteal into keeping her teammates healthy too. On top of this, its E.G.O. passive triggers when hitting a target that was already hurt that turn, giving Ishmael 5-10% more damage if her health is full or healing her for 2-5 HP on hit if she isn't, which is even more free damage and sustain rolled into one.
* [''Lobotomy E.G.O. - Magic Bullet''] Outis - A damage-based Identity that, for every skill, applies a special version of Burn onto enemies known as Dark Flame that lowers defense levels as well as does Pride damage based on the amount of Burn on the enemy. But where she really shines is when she begins using her second and third skill to increase her Magic Bullet counter, which increases both the attack weight and power of the third skill, Magic Bullet Fire. As demonstrated in the Dawn of Green event that's practically tailor-made for her, this translates to an Identity who has decent clashing potential and can eventually dish out one '''40 power''' coin that can hit up to 7 enemies, all without using an actual E.G.O. skill! The only real downside is that Magic Bullet Fire becomes [[UnfriendlyFire indiscriminate]] if Outis is at 15 SP or less, but that obstacle is easy enough for most players to get around anyway.

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* [''Wingbeat''] Ishmael - This HE E.G.O. [[BreakingOldTrends breaks convention]] by being the first multi-coin E.G.O. in the game, and it doesn't disappoint. Although it has a somewhat low clash power for an E.G.O. of its tier (only clashing up to 17), it makes up for it with a combination of survivability and sheer damage output: the first coin will restore 20% of Ishmael's HP on hit, while the second coin inflicts Bleed and Gluttony Fragility while further healing for 8-12% of the damage dealt. However, its real power is in the fact that if the second coin lands heads, Ishmael loses 1-2 SP to reroll it, up to ''five times'', turning Wingbeat into a ''seven-coin skill with a maximum roll of 52'', which in terms of damage gives it an effective ''217 power''. This is often enough to completely obliterate any target unfortunate enough to be weak to either Gluttony or Slash, and the repeated inflictions of Gluttony Fragility and Bleed not only make Wingbeat do even more damage, but will potentially kill any stragglers from the Bleeding.Bleeding, with the only real downside being that you need some luck to roll 5 heads in a row on the second coin after the SP cost of the skill. The skill also diverts excess healing to the ally with the lowest HP percentage, so even if Ishmael is healthy, she can instead funnel that absurd lifesteal into keeping her teammates healthy too. On top of this, its E.G.O. passive triggers when hitting a target that was already hurt that turn, giving Ishmael 5-10% more damage if her health is full or healing her for 2-5 HP on hit if she isn't, which is even more free damage and sustain rolled into one.
* [''Lobotomy E.G.O. - Magic Bullet''] Outis - A damage-based Identity that, for every skill, applies a special version of Burn onto enemies known as Dark Flame that lowers defense levels as well as does doing Pride damage based on the amount of Burn on the enemy. But where she really shines is when she begins using her second and third skill to increase her Magic Bullet counter, which increases both the attack weight and power of the third skill, Magic Bullet Fire. As demonstrated in the Dawn of Green event that's practically tailor-made for her, this translates to an Identity who has decent clashing potential and can eventually dish out one '''40 power''' coin that can hit up to 7 enemies, all without using an actual E.G.O. skill! The only real downside is that Magic Bullet Fire becomes [[UnfriendlyFire indiscriminate]] if Outis is at 15 SP or less, but that obstacle is easy enough for most players to get around anyway. Dark Flame is also a godsend for Burn teams as it functions as a much-needed multiplier to Burn damage, letting them bypass the 99 cap and deal several times more damage than they would have, with sufficient Burn and Dark Flame stacking sometimes incinerating enemies instantly.

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!!Introduced in ''Mirror of the Beginning:''



* With the release of the second Mirror Dungeon came another extremely broken Gift: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date, and is also not granted by any kind of Abnormality choice encounter.
* '''Grand Welcome'''. It has two effects, the first simply giving 5 Pride resources at the start of a battle. What makes it ridiculous is its other effect, giving 2 Pride resources and 1 resource of two other random Sins if an enemy dies. And since there are so many enemies in Mirror Dungeon 2 and resources do not go down between fights anymore, it basically throws resource economy out the window, letting you constantly spam E.G.O. and even Overclocks with no repercussions. The best part is that it's usually found in the first or second floor shops, meaning with a few Cost buffs from Starlight, you can easily get this absurd Gift.
* '''Faith''', added in the second dungeon, is another SimpleYetAwesome buff, fully restoring the SP of ''any ally who used a Plus Coin skill last turn'' at the start of the turn. Consider that most skills in the game (and most E.G.O.) use plus coins, and this translates to most of your Sinners ''permanently'' being at full SP and rolling heads, and in particular completely counteracts the SP loss from E.G.O. spam unless you overdo it to the point of outright Corrosion.



* The '''Lightning Rod'''. Charge users generally tend to have one rather powerful third skill and buffs with higher Charge count, but they...well, [[GatheringSteam they take a while to charge up]]. The Lightning Rod turns this on its head, allowing all Sinners fielded to restore 3 Charge at the start of the battle, or 5 if you have two or more Envy users [[note]] Which, if you are running a full W Corp team, isn't a hard condition to fulfill [[/note]]. This essentially gives you a head start and cuts down the charge-up time by a significant amount, especially when later floors throw more dangerous enemies at you that you will want to get rid off as soon as you see them. A particularly noteworthy example would be R Corp. Heathcliff instantly charging his passive and R. Ishmael getting to use Mind Whip safely much more earlier on.
** '''Charge-type Gloves''' is a stronger version of the Lightning Rod, granting an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
** The '''Employee Card''' blows both of the above items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.
* What the Charge-type Gloves are for a Charge ID, is '''Fiery Down''' for a Burn ID. Its one effect is relatively minor, only adding 3 Burn to the target whenever a Lust or Burn-effect skill is used. Its second effect ''doubles the current Burn'' if the target had 20+ Burn at the start of the turn, which can be achieved as soon as the second turn. Just employ a small team of reliable Burn identities like the Liu, and the amounts of Burn will skyrocket so much that you'll be quickly wishing Burn didn't cap at 99 stacks.

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* The '''Lightning Rod'''. Charge users generally tend to have one rather powerful third skill and buffs with higher Charge count, but they...well, [[GatheringSteam they take a while to charge up]]. The Lightning Rod turns this on its head, allowing all Sinners fielded to restore 3 Charge at the start of the battle, or 5 if you have two or more Envy users [[note]] Which, if you are running a full W Corp team, isn't a hard condition to fulfill [[/note]]. This essentially gives you a head start and cuts down the charge-up time by a significant amount, especially when later floors throw more dangerous enemies at you that you will want to get rid off as soon as you see them. A particularly noteworthy example would be R Corp. Heathcliff instantly charging his passive and R. Ishmael getting to use Mind Whip safely much more earlier on.
** '''Charge-type Gloves''' is a stronger version of the Lightning Rod, granting an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
** The '''Employee Card''' blows both of the above items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.
* What the Charge-type Gloves are for a Charge ID, is
'''Fiery Down''' is a must-have for a any Burn ID. Its one ID, as while its first effect is relatively minor, only adding 3 Burn to the target whenever a Lust or Burn-effect skill is used. Its its second effect ''doubles the current Burn'' if the target had 20+ Burn at the start of the turn, which can be achieved as soon as the second turn. Just employ a small team of reliable Burn identities like the Liu, and the amounts of Burn will skyrocket so much that you'll be quickly wishing Burn didn't cap at 99 stacks.


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!!Introduced in ''Mirror of Mirrors:''
* With the release of the second Mirror Dungeon came potentially the most broken Gift of all: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date, and can only be obtained by lucking out in shops or random drops.
* '''Grand Welcome'''. It has two effects, the first simply giving 5 Pride resources at the start of a battle. What makes it ridiculous is its other effect, giving 2 Pride resources and 1 resource of two other random Sins if an enemy dies. And since there are so many enemies in Mirror Dungeon 2 and resources do not go down between fights anymore, it basically throws resource economy out the window, letting you constantly spam E.G.O. and even Overclocks with no repercussions. The best part is that it's usually found in the first or second floor shops, meaning with a few Cost buffs from Starlight, you can easily get this absurd Gift.
* '''Faith''' is another SimpleYetAwesome buff, fully restoring the SP of ''any ally who used a Plus Coin skill last turn'' at the start of the turn. Consider that most skills in the game (and most E.G.O.) use plus coins, and this translates to most of your Sinners ''permanently'' being at full SP and rolling heads, and in particular completely counteracts the SP loss from E.G.O. spam unless you overdo it to the point of outright Corrosion.
* The '''Lightning Rod'''. Charge users generally tend to have one rather powerful third skill and buffs with higher Charge count, but they...well, [[GatheringSteam they take a while to charge up]]. The Lightning Rod turns this on its head, allowing all Sinners fielded to restore 3 Charge at the start of the battle, or 5 if you have two or more Envy users [[note]] Which, if you are running a full W Corp team, isn't a hard condition to fulfill [[/note]]. This essentially gives you a head start and cuts down the charge-up time by a significant amount, especially when later floors throw more dangerous enemies at you that you will want to get rid off as soon as you see them. A particularly noteworthy example would be R Corp. Heathcliff instantly charging his passive and R. Ishmael getting to use Mind Whip safely much more earlier on.
** '''Charge-type Gloves''' is a stronger version of the Lightning Rod, granting an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
** The '''Employee Card''' blows both of the above items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.
* '''Glimpse of Flames''' single-handedly solves the usual Burn issue of the status capping at only 99 damage per turn, consuming half of Burn Count on enemies at the end of a turn to deal Wrath damage equal to Burn Potency multiplied by Count (twice the count at max upgrades). Considering that well-equipped Burn teams tend to stack huge amounts of both Burn Potency and Count that they can't put to full use due to Burn's once-per-turn damage, this is an exponential increase, easily adding up to hundreds of damage per turn and instantly killing weaker enemies outright. As insult to injury, it also shreds enemy Defense Level scaling on how much Burn Count was consumed, leaving them exposed in the event they survive the Burn deluge.


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!!Introduced in ''Mirror of the Lake:''


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!!Introduced in ''Mirror of the Wuthering:''

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* [''Regret''] Meursault - A TETH-class E.G.O. costing a cheap 3 Wrath and 2 Pride, at first it may just seem to be a pure Tremor Count applicator, but it has two additional effects that up its viability a ton - first, two debuffs are removed before the attack, potentially freeing Meursault himself from anything debilitating he took this turn or any turn before. Then, one of the parts of the E.G.O.'s passive trades 1 Base Power for 2 Coin Power for any of Meursault's leftmost skills (which is almost certainly the ''only'' skill he has if you do bother to run a full team), heavily amplifying both Meursault's damage and clash power. Even his [[LowTierLetdown Base Identity]] gets a big boost in clash power just for having multi-coin skills!

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* [''Regret''] Meursault - A TETH-class E.G.O. costing a cheap 3 Wrath and 2 Pride, at first it may just seem to be a pure Tremor Count applicator, but it has two additional effects that up its viability a ton - first, two debuffs are removed before the attack, potentially freeing Meursault himself from anything debilitating he took this turn or any turn before.before, even letting him cheat out of [Chains of Others]'s attack and speed penalty. Then, one of the parts of the E.G.O.'s passive trades 1 Base Power for 2 Coin Power for any of Meursault's leftmost skills (which is almost certainly the ''only'' skill he has if you do bother to run a full team), heavily amplifying both Meursault's damage and clash power. Even his [[LowTierLetdown Base Identity]] gets a big boost in clash power just for having multi-coin skills!skills!
* [''Wingbeat''] Ishmael - This HE E.G.O. [[BreakingOldTrends breaks convention]] by being the first multi-coin E.G.O. in the game, and it doesn't disappoint. Although it has a somewhat low clash power for an E.G.O. of its tier (only clashing up to 17), it makes up for it with a combination of survivability and sheer damage output: the first coin will restore 20% of Ishmael's HP on hit, while the second coin inflicts Bleed and Gluttony Fragility while further healing for 8-12% of the damage dealt. However, its real power is in the fact that if the second coin lands heads, Ishmael loses 1-2 SP to reroll it, up to ''five times'', turning Wingbeat into a ''seven-coin skill with a maximum roll of 52'', which in terms of damage gives it an effective ''217 power''. This is often enough to completely obliterate any target unfortunate enough to be weak to either Gluttony or Slash, and the repeated inflictions of Gluttony Fragility and Bleed not only make Wingbeat do even more damage, but will potentially kill any stragglers from the Bleeding. The skill also diverts excess healing to the ally with the lowest HP percentage, so even if Ishmael is healthy, she can instead funnel that absurd lifesteal into keeping her teammates healthy too. On top of this, its E.G.O. passive triggers when hitting a target that was already hurt that turn, giving Ishmael 5-10% more damage if her health is full or healing her for 2-5 HP on hit if she isn't, which is even more free damage and sustain rolled into one.


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* '''Special Contract''' causes the first staggered target in an encounter to receive fixed damage equal to 33% of their maximum HP (or that part's HP for Abnormalities) and become inflicted with 2 Fragile next turn. This is moot in most regular encounters, but can become ridiculous when facing a singular boss with a lot of HP, particularly ones with only one part. As bosses near the end of a Mirror Dungeon can easily reach several thousand health, triggering Special Contract on a part with a lot of health will deal a ridiculous amount of damage, more than you'd usually be able to do in a single turn, and the staggered part combined with the 2 Fragile will mean that the target will be wide open for a beating on the next turn, potentially shaving off most if not all of its remaining health right away.
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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on gaining clashing ability and damage increases across the board by out-Speeding opponents, which she can reliably accomplish through her passive's Haste generation. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her Stagger, and applies a B.M. on crit that can be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (which can be facilitated with the previous coin and will stack with B.M.'s damage increase), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., letting her potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences to boot. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.

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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on gaining clashing ability and damage increases across the board by out-Speeding opponents, which she can reliably accomplish through her passive's Haste generation. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, ''60%'', improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her Stagger, and applies a B.M. on crit that can be used by her second coin; this second coin will deal an additional **+40%** damage ''40% more damage'' on crit to Staggered targets (which can be facilitated with the previous coin and will stack with B.M.'s damage increase), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., letting her potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences to boot. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.
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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on out-Speeding opponents, which she can very reliably do through her first skill's and passive's generation of Haste, and doing so allows her to gain huge degrees of clashing power and damage increases across the board, along with letting her clash against any enemy attack she pleases. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her Stagger, and applies a B.M. on crit that can be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (which can be facilitated with the previous coin and will stack with B.M.'s damage increase), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., letting her potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.

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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on gaining clashing ability and damage increases across the board by out-Speeding opponents, which she can very reliably do accomplish through her first skill's and passive's generation of Haste, and doing so allows her to gain huge degrees of clashing power and damage increases across the board, along with letting her clash against any enemy attack she pleases.Haste generation. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her Stagger, and applies a B.M. on crit that can be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (which can be facilitated with the previous coin and will stack with B.M.'s damage increase), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., letting her potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences.differences to boot. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.
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* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be an immensely powerful alternative whenever Pierce damage is needed or if N Corp. Sinclair's negative-SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, clashes amazingly, and is a superb damage dealer by merit of his kit's usage of Poise and Speed-based buffs. His already high Speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 Speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin and grant all his skills a Coin Power boost based on the difference between his and the target's speeds, enhancing his clashing power and damage potential across the board, particularly in the case of his second skill, which can clash and then for a fantastic 22 power total if he's faster than the opponent by 4+ Speed. Of particular note, however is his third skill, which has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count (which he'll have obtained through his second skill) for potency to deliver a incredible damage on a crit if he wins the clash. The amount of potency gained only increases if his target has Declared Duel, and when accounting for a potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot, AND the third coin doing +50% damage on a crit, Sinclair's damage potential skyrockets, especially since he's near-certain to win his clash to begin with due to it potentially hitting a maximum of 26 power.

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* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be an immensely powerful alternative whenever Pierce damage is needed or if N Corp. Sinclair's negative-SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, clashes amazingly, and is a superb damage dealer by merit of his kit's usage of Poise and Speed-based buffs. His already high Speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 Speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin and grant all his skills a Coin Power boost based on the difference between his and the target's speeds, enhancing his clashing power and damage potential across the board, particularly in the case of his second skill, which can clash and then strike for a fantastic 22 power total if he's faster than the opponent by 4+ Speed. Of particular note, however is his third skill, which has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count (which he'll have obtained through his second skill) for potency to deliver a incredible damage on a crit if he wins the clash. The amount of potency gained only increases if his target has Declared Duel, and when accounting for a potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot, AND the third coin doing +50% damage on a crit, Sinclair's damage potential skyrockets, especially since he's near-certain to win his clash to begin with due to it potentially hitting a maximum of 26 power.
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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on out-Speeding opponents, which she can very reliably do through her first skill's and passive's generation of Haste, and doing so allows her to gain huge degrees of clashing power and damage increases across the board, along with letting her clash against any enemy attack she pleases. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her stagger, and applies a B.M. on crit to be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (meaning this coin can outright deal twice as much damage as it would if her target is staggered and she's fast enough to leverage her passive completely), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., allowing her to potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.

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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on out-Speeding opponents, which she can very reliably do through her first skill's and passive's generation of Haste, and doing so allows her to gain huge degrees of clashing power and damage increases across the board, along with letting her clash against any enemy attack she pleases. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her stagger, Stagger, and applies a B.M. on crit to that can be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (meaning this (which can be facilitated with the previous coin can outright deal twice as much and will stack with B.M.'s damage as it would if her target is staggered and she's fast enough to leverage her passive completely), increase), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., allowing letting her to potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.

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* [''Edgar Family Chief Butler''] Ryoshu - Maid Ryoshu is what you would functionally get if Cinq Sinclair gave up some of his sheer single-target damage to instead spread it among multiple targets the way Spicebush Yi Sang and Tingtang Hong Lu do. Much like Cinq Sinclair, this Ryoshu is focused on out-Speeding opponents, which she can very reliably do through her first skill's and passive's generation of Haste, and doing so allows her to gain huge degrees of clashing power and damage increases across the board, along with letting her clash against any enemy attack she pleases. Of note is her unique debuff, B.M., which she can inflict across all her skills and are consumed on crit to increase that crit's damage by 10% for each 1-Speed difference between Ryoshu and the target if she's faster -- if she's 6 Speed faster or more, this crit damage increase goes up to **60%**, improving her damage enormously. Her second skill can, like Spicebush Yi Sang, consume Poise count on herself (and fortunately unlike Spicebush Yi Sang, not some troublesome debuff like Tremor count) to become a HerdHittingAttack, allowing her to apply B.M. to multiple enemies, and can notably apply it on both its coins, so she can use it and reapply it afterwards on both hits. This is important for last skill, which is functionally Tingtang Hong Lu's Mutilate on roids by nature of having two coins that gain Coin Power based on her speed advantage and if the target has B.M., with each coin having incredible effects: the first grants her Poise on use to help her crit, inflicts Bind to maintain her advantage, raises the Stagger threshold on-hit to help her stagger, and applies a B.M. on crit to be used by her second coin; this second coin will deal an additional **+40%** damage on crit to Staggered targets (meaning this coin can outright deal twice as much damage as it would if her target is staggered and she's fast enough to leverage her passive completely), apply more B.M. on hit, and if the coin kills, allows her to reuse the skill once against another target with B.M., allowing her to potentially take out or at least heavily damage a second enemy. She even fits very with her Red Eyes E.G.Os' gimmicks of Bind and Speed differences. Overall, Maid Ryoshu is very fast, clashes well, and can unload massive damage across crowds of enemies, all of which makes her a truly incredible unit. She's also tailor-made for clearing Mirror Dungeons quickly and effectively since she scales unbelievably well with E.G.O Gifts, as they can vastly increase her Poise generation, damage output, allow her to immediately achieve the condition of her second skill's extra Attack Weight (with Nebulizer+Ornamental Horseshoe), or raise her third skill's power to incredible heights (with Lucky Pouch). She's reliable even outside the Mirror Dungeon as well, as she still has strong clashing, damage against multiple enemies or Abnormality Parts at once with her second skill, and high damage and Stagger potential with her third skill even if the reuse function might be unavailable. And as the cherry on top, her dodge grants her both Poise count and SP on each successful dodge, allowing her to dodge attacks with increasing reliability even if targeted several times and having the means to retaliate with the Poise she's accrued immediately after.



* [''Edgar Family Chief Butler''] Ryoshu - After the showing of the other Butler [=IDs=] as merely "pretty good" or "alright", Ryoshu arrives bearing Nelly's kit and no Sinking support. What she ''does'' have, however, is a patently astounding amount of Poise, Haste, and Bind generation on top of out-speed benefits, effectively evolving from [''Cinq South Section 4 Director''] Sinclair, who just ''barely'' doesn't make this list himself. How does Ryoshu push over the top? Her second skill, ''Receiving Arts 7: Capture'', can consume a portion of her Poise to become Attack Weight 3, the first time a non-detrimental status has allowed for that, meaning it also synergizes with all Poise EGO Gifts as opposed to the [=IDs=] that require something detrimental like Tremor. On top of this, her attacks apply a unique debuff called "B.M." that results in her clashing even better against those enemies in future turns than she was before, which combined with her stupendous speed means that she can control an entire encounter by herself and never let an enemy attack go unclashed.

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* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this [=ID=] is that ''every'' skill it has, even his Evade, gains Coin Power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets the more Sinking they have. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. Putting everything together, once you can stack enough Sinking onto a target, Gregor can start snowballing ''very'' hard due to his Coin Power boosts helping him win clashes, which gives him a damage boost through his passive, which in turn lets him deal horrific levels of damage in tandem with his passive's Sinking-dependent damage increase. Special mention also goes to his third skill, which, against a target with 9+ Sinking count, will clash for a massive 28 power with four coins, can absorb 10 Sinking (or not, at a 50% chance) on the last coin for a Plus Coin boost and Damage Up for even ''more'' damage, and can inflict Sinking count to the target on a Stagger or to two other enemies on a kill. The obvious downside to this Gregor is that he can possibly eat 10 Sinking potency with his strongest attack, but this can be reliably fueled by other Sinking-based IDs and is a complete non-issue in Mirror Dungeon with the help of E.G.O gifts.

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* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this [=ID=] is that ''every'' skill it has, even his Evade, gains Coin Power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets the more Sinking they have. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. Putting everything together, once you can stack enough Sinking onto a target, Gregor can start snowballing ''very'' hard due to his Coin Power boosts helping him win clashes, which gives him a damage boost through his passive, which in turn lets him deal horrific levels of damage in tandem with his passive's Sinking-dependent damage increase. Special mention also goes to his third skill, which, against a target with 9+ Sinking count, will clash for a massive 28 power with four coins, can absorb 10 Sinking (or not, at a 50% chance) on the last coin for a Plus Coin boost and Damage Up for even ''more'' damage, and can inflict Sinking count to the target on a Stagger or to two other enemies on a kill. The obvious downside to this Gregor is that he can possibly eat 10 Sinking potency with his strongest attack, but this can be reliably fueled by other Sinking-based IDs [=IDs=] and is a complete non-issue in Mirror Dungeon with the help of E.G.O gifts.gifts.
* [''Edgar Family Chief Butler''] Ryoshu - After the showing of the other Butler [=IDs=] as merely "pretty good" or "alright", Ryoshu arrives bearing Nelly's kit and no Sinking support. What she ''does'' have, however, is a patently astounding amount of Poise, Haste, and Bind generation on top of out-speed benefits, effectively evolving from [''Cinq South Section 4 Director''] Sinclair, who just ''barely'' doesn't make this list himself. How does Ryoshu push over the top? Her second skill, ''Receiving Arts 7: Capture'', can consume a portion of her Poise to become Attack Weight 3, the first time a non-detrimental status has allowed for that, meaning it also synergizes with all Poise EGO Gifts as opposed to the [=IDs=] that require something detrimental like Tremor. On top of this, her attacks apply a unique debuff called "B.M." that results in her clashing even better against those enemies in future turns than she was before, which combined with her stupendous speed means that she can control an entire encounter by herself and never let an enemy attack go unclashed.
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* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be a very close second that gives players an immensely powerful alternative whenever N Corp. Sinclair's negative SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, has amazing clashing, and is a superb damage dealer by merit of his kit's usage of Poise and speed-based buffs. His already high speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin, and grant all his skills a coin power boost based on the difference between his and the target's speeds, which enhances his clashing power and damage potential, especially since his second skill has good amount of coins at three. Finally, his third skill has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count for potency to deliver a incredible damage on a crit if he wins the clash, with the amount of potency gained only increasing if the target has Declared Duel, and this is before considering the second coin doing +50% damage on a crit and potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot.

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* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be a very close second that gives players an immensely powerful alternative whenever Pierce damage is needed or if N Corp. Sinclair's negative SP negative-SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, has amazing clashing, clashes amazingly, and is a superb damage dealer by merit of his kit's usage of Poise and speed-based Speed-based buffs. His already high speed Speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 speed Speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin, margin and grant all his skills a coin power Coin Power boost based on the difference between his and the target's speeds, which enhances enhancing his clashing power and damage potential, especially since potential across the board, particularly in the case of his second skill has good amount of coins at three. Finally, skill, which can clash and then for a fantastic 22 power total if he's faster than the opponent by 4+ Speed. Of particular note, however is his third skill skill, which has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count (which he'll have obtained through his second skill) for potency to deliver a incredible damage on a crit if he wins the clash, with the clash. The amount of potency gained only increasing increases if the his target has Declared Duel, and this is before considering the second coin doing +50% damage on when accounting for a crit and potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot.slot, AND the third coin doing +50% damage on a crit, Sinclair's damage potential skyrockets, especially since he's near-certain to win his clash to begin with due to it potentially hitting a maximum of 26 power.

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* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this ID is that ''every'' skill it has, even his Evade, gains Coin Power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets the more Sinking they have. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. Putting everything together, once you can stack enough Sinking onto a target, Gregor can start snowballing ''very'' hard due to his Coin Power boosts helping him win clashes, which gives him a damage boost through his passive, which in turn lets him deal horrific levels of damage in tandem with his passive's Sinking-dependent damage increase. Special mention also goes to his third skill, which, against a target with 9+ Sinking count, will clash for a massive 28 power with four coins, can absorb 10 Sinking (or not, at a 50% chance) on the last coin for a Plus Coin boost and Damage Up for even ''more'' damage, and can inflict Sinking count to the target on a Stagger or to two other enemies on a kill. The obvious downside to this Gregor is that he can possibly eat 10 Sinking potency with his strongest attack, but this can be reliably fueled by other Sinking-based IDs and is a complete non-issue in Mirror Dungeon with the help of E.G.O gifts.

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* [''Binds''] Heathcliff - Much like [''Blind Obsession''] Ishmael and [''Sunshower''] Yi Sang before it, this is a very powerful WAW-tier E.G.O present at the end of the Limbus Pass. While it has a number of excellent traits, namely its 7 Attack Weight, 33 max power for strong clashing, and some handy debuffs like Bind, Sinking, and Tremor Burst, this E.G.O's main strengths lie in its SP mechanics and excellent buffs for both Heathcliff and his allies. Binds' functions very differently to the WAW E.G.Os before it in that, rather than have a steep 35 SP cost which can be patched up after the attack goes off, Binds instead has a very small SP cost of ''10'' in return for dropping SP by 10 each turn for the next three turns. This is actually a massive difference, as the E.G.O now has a better chance of hitting heads, and the constant SP drop can be easily fixed through winning clashes for the next three turns, which is still quite reliable assuming your SP was already high before you used the E.G.O. Furthermore, along with 2 Attack Up, Binds has a unique buff known as "Before the King in Binds", which allows Heathcliff to hit two other damageable enemies for the full damage (or half damage if used under Corrosion/Overclock) and affinity of his next 1-Weight attack, which can be devastating when used with some of his [=ID=]s' most powerful skills like Sever Knot. Its passive, "Chains of Binding", is also simply incredible, giving Heathcliff and his allies 3 Offense and Defense Level Up if there is a 4+ Reson. with Heathcliff taking part that turn, and ''5'' Offense and Defense Level Up if it was an A. Reson. This all comes at the cost of Heathcliff's speed being dropped to an absolute crawl the turn after he uses the E.G.O due to an unholy ''20 Bind'', but everything Binds has going for it makes it well worth it regardless.
* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this ID [=ID=] is that ''every'' skill it has, even his Evade, gains Coin Power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets the more Sinking they have. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. Putting everything together, once you can stack enough Sinking onto a target, Gregor can start snowballing ''very'' hard due to his Coin Power boosts helping him win clashes, which gives him a damage boost through his passive, which in turn lets him deal horrific levels of damage in tandem with his passive's Sinking-dependent damage increase. Special mention also goes to his third skill, which, against a target with 9+ Sinking count, will clash for a massive 28 power with four coins, can absorb 10 Sinking (or not, at a 50% chance) on the last coin for a Plus Coin boost and Damage Up for even ''more'' damage, and can inflict Sinking count to the target on a Stagger or to two other enemies on a kill. The obvious downside to this Gregor is that he can possibly eat 10 Sinking potency with his strongest attack, but this can be reliably fueled by other Sinking-based IDs and is a complete non-issue in Mirror Dungeon with the help of E.G.O gifts.
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* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this ID is that ''every'' skill it has, even his Evade, gains power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets with Sinking. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. This means that once you can stack a few counts of Sinking onto a target, not only will Gregor outclash them at every turn, he'll be doing horrific damage in kind.

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* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this ID is that ''every'' skill it has, even his Evade, gains power Coin Power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets with Sinking.the more Sinking they have. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. This means that Putting everything together, once you can stack a few counts of enough Sinking onto a target, not only will Gregor outclash them at every turn, he'll be doing can start snowballing ''very'' hard due to his Coin Power boosts helping him win clashes, which gives him a damage boost through his passive, which in turn lets him deal horrific levels of damage in kind.tandem with his passive's Sinking-dependent damage increase. Special mention also goes to his third skill, which, against a target with 9+ Sinking count, will clash for a massive 28 power with four coins, can absorb 10 Sinking (or not, at a 50% chance) on the last coin for a Plus Coin boost and Damage Up for even ''more'' damage, and can inflict Sinking count to the target on a Stagger or to two other enemies on a kill. The obvious downside to this Gregor is that he can possibly eat 10 Sinking potency with his strongest attack, but this can be reliably fueled by other Sinking-based IDs and is a complete non-issue in Mirror Dungeon with the help of E.G.O gifts.
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[[folder:Season 4: Clear All Cathy]]
* [''Edgar Family Heir''] Gregor - The new centerpiece of Sinking comps, Gregor shows just how deadly Heathcliff's rival Linton could be in better health. The main selling point of this ID is that ''every'' skill it has, even his Evade, gains power the more Sinking the target is inflicted with, with his passive also increasing his damage to targets with Sinking. His passive also has the effect of [[GlassCannon increasing the damage he both deals and takes]] based on how much SP he's gained or lost the previous turn. This means that once you can stack a few counts of Sinking onto a target, not only will Gregor outclash them at every turn, he'll be doing horrific damage in kind.
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* [''Regret''] Meursault - A TETH-class E.G.O. costing a cheap 3 Wrath and 2 Pride, at first it may just seem to be a pure Tremor Count applicator, but it has two additional effects that up its viability a ton - first, two debuffs are removed before the attack, potentially freeing Meursault himself from anything debilitating he took this turn or any turn before. Then, one of the parts of the E.G.O.'s passive trades 1 Base Power for 2 Coin Power for any of Meursault's leftmost skills (which is almost certainly the ''only'' skill he has if you do bother to run a full team), heavily amplifying both Meursault's damage and clash power. Even his [[LowTierLetdown Base Identity]] gets a big boost in clash power just for having multi-coin skills!
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* With the release of the second Mirror Dungeon came another extremely broken Gift: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date.

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* With the release of the second Mirror Dungeon came another extremely broken Gift: '''Lunar Memory'''. It turns all enemies' resistances to Fatal. [[SimpleYetAwesome That's it]]. It has no downsides unlike Dark Flame from ''VideoGame/LibraryOfRuina'' (who would also turn YOUR resistances to Fatal) and it's only balanced out by being very rare to find and extremely expensive to buy if found in a Shop. Get it, however, and you can laugh as every enemy encounter from then on is turned into mincemeat. Fittingly, it's the only Tier V gift in all three Mirror Dungeons to date.date, and is also not granted by any kind of Abnormality choice encounter.

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