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Crimson Strike
Gloom
Attack Type: Blunt
Skill Power: 3
No. of Coins: 2
Coin Power: 4
Offense Level: 56
Atk Weight: 1
[On Use] If target has 5+ types of negative effects, Clash Power +1
[On Use] Coin Power +1 for every 3 Rupture on target (max 2)
[Clash Win] Gain 3 Poise and +2 Poise Count
Crimson Strike - Launcher [始]
Gloom
Attack Type: Blunt
Skill Power: 2
No. of Coins: 2
Coin Power: 2
Offense Level: 55
Atk Weight: 1
[Unclashable]
[Before Attack] Consume all Ready [待] on self to gain +(Ready [待] on self x 2) Atk Weight (max 5)
[On Use] Gain 5 Poise and +2 Poise Count
[On Use] At 3+ Ready [待], Coin Power +2
Crimson Phoenix
Gluttony
Attack Type: Blunt
Skill Power: 2
No. of Coins: 4
Coin Power: 3
Offense Level: 58
Atk Weight: 1
[On Use] If target has 5+ types of negative effects, Coin Power +1
[On Use] If target has 4+ Rupture, Coin Power +1
Crimson Spring
Envy
Attack Type: Slash
Skill Power: 8
No. of Coins: 1
Coin Power: 14
Offense Level: 60
Atk Weight: 1
[Before Attack] If main target has 5+ types of negative effects, Atk Weight +1
[Before Attack] At 3+ Launcher [始], Atk Weight +1
[On Use] Coin Power +2 for every 3 types of negative effect on main target (max 6)
[On Use] Coin Power +1 for every 7 (sum of Rupture + Rupture Count on main target) (max 5)
[Clash Win] Gain 4 Poise
Adept Evasion
Gloom
Attack Type: -
Skill Power: 4
No. of Coins: 1
Coin Power: 10
Offense Level: 55
Atk Weight: 1
[Combat Start] At 3+ Launcher [始], perform a Battlefield Retreat at Turn End
- Upon Retreat, move to the frontmost place in the Backup units' Deployment order (Returns first before the other Backup units Substitute in)
[On Use] Gain +1 Poise Count (2 times per turn)
[On Evade] Gain 2 Poise (2 times per turn)
Launching Maneuver [始動]
Upon Retreat: apply 1 Offense Level Up next turn to allies in their Deployment order
- Number of affected allies = Launcher [始] Stack on self
- If the affected ally is a "Jia Family" unit, apply 2 Offense Level Up next turn instead
- Does not affect allies that either Return or Substitute next turn
On the turn this unit Substituted or Returned to the field, gain Ready [待]; then, at Combat Start, as the very first Skill in the Skill order, use 'Crimson Strike - Launcher【始】' against a random target.
Rupture-breathing Resolve [破吸自桓]
x5 Gluttony [?]
When killing the target with this unit's Attack Skills, gain Poise equal to Rupture on target (3 per 1 enemy; once per turn)
- If this unit gained 3 Poise with the above effect, gain Poise Count equal to Rupture Count on target (2 per 1 enemy; once per turn)
In a Clash, if this unit's Offense Level is higher than the target's, Clash Power +1
In a Clash, if this unit's Offense Level is higher than the target's, inflict +1 more Rupture Potency or Rupture Count with this unit's Base Attack Skills (2 times per turn)
Lingering Resolve [餘桓]
x4 Gluttony [Res]
If this unit is defeated in an Encounter, apply Assist [援] to the subsequently Substituting Identity (the fastest Backup Unit in the Deployment Order) next turn
In Chain Battles, if this unit is a Backup unit or has Retreated, activate the following:
- Combat Start: Among units who 1) are at 50% HP or lower, and 2) used a Defense Skill, choose the Identity with the fastest Deployment order. At Turn End, that Identity recovers from Stagger caused by damage and performs a Battlefield Retreat (2 times per Encounter)
Review
Family Hierarch Ishmael is yet another Poise–Rupture hybrid of Season 6. Her kit is balanced out around conditional Rupture Count neutrality, high Clashing potential, and personal damage. She also has a unique Passive that allows you to forcefully retreat your damaged units. She furthermore has an additional mechanic - “Power Up” which will be explained later on.
The addition of this unit has solidified the Project Moon’s focus on current Rupture meta around personal units’ Physical damage along with some additional True damage bonus. However, regardless of the addition of much needed AoE from Ishmael, this ID is not as straightforwardly good as it seemed at first glance.
Her main disadvantages are the high reliance on Clash win, atrocious Poise generation, and notably low Offense Level on Skill 1. With mentioning of that, let’s look inside of her skillset.
Skill 1 - Crimson Strike - 2 Coins - Base Roll 10 - Max Roll 15 (16 in Clash) - Standard rolling 15 Skill 1 with rare conditional Rupture Count neutrality from Passive and Clash Power Up compensating its low offense level.
Skill 2 - Crimson Phoenix - 4 Coins - Base Roll 14 - Max Roll 22 - Arguably her best go-to skill. It’s a 4 Coin skill that is used to activate Rupture on target and provide Poise based on Rupture on target, thus making it the easiest skill to activate her conditional neutrality due to the potential Gluttony Resonance Chains.
Skill 3 - Crimson Spring - 1 Coin - Base Roll 22 - Max Roll 33 - A high rolling conditional 3 slot AoE skill with unbreakable Coin. When it is a Critical Hit, it is neutral on Rupture Count whereas if her Passive is active, it is Rupture Count positive.
Defensive Skill - Evade - Adept Evasion - This skill allows her to retreat after being on the field for 3 turns or more. It also generates some Poise in the early stages of the fight.
Ishmael’s passives are quite wordful, yet very straightforward. The built-in part allows her to buff allies on retreat, and provides 1 use of the second version of Skill 1 (S1-2) at combat start in addition to Chained skills.
S1-2 is an AoE skill that can hit up to 6 targets, has low rolls and is Rupture Count negative, which practically provides cheap damage against a large number of enemies.
The second part, which requires 5 Gluttony owned, allows Ishmael to apply more Rupture Potency and Count on Clash win if your offense level is higher than the target’s. With this Passive in effect, all of her skills become neutral. In addition to that, she generates Poise on kills, based on the Rupture applied on the target.
To conclude her skillset, you are expected to bring her into the content that has multiple enemies that she can kill, so that you can generate a bunch of Poise to activate this unit’s potential. Her gimmick of retreat, which makes it even easier to rotate your units upon retreat, is not that practical, but at least it is usable.
Si Branch IDs: Allows better Deathrite [Venom] cycle on the target and gets her negative effects conditionals on.
Devyat IDs: Allows proper retreat cycling. While it might be a core concept of such a team currently it is not particularly strong, but nonetheless it is a unique thing.
Poise teams that are aimed at clearing a large number of waves might want her, but only after FS Heathcliff retreats, so that she will start with some Poise from S1-2.
Blind Obsession - Helps with Poise generation.
Hundred-Footed Death Maggot - For negative effects conditionals.
Clash wins based on Rupture Count neutrality.
Conditionally, one of the strongest Clashers in the game at the moment of her release.
Much needed AoE in Rupture set-ups, in addition to having a lot of Coins within the skillset.
Unique retreat mechanics.
Bad Poise generation without killing enemies.
Competing environment in the team for activating their Clash win conditions.
Reliance on having a higher Offense Level for making her a good Rupture unit.
In this section we have listed best E.G.O.s, one per their rank for the Identity - starting with Zayin from left.
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