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Tsuru-giri [鶴斬り]
Wrath
Attack Type: Slash
Skill Power: 4
No. of Coins: 2
Coin Power: 4
Offense Level: 57
Atk Weight: 1
[On Use] If the other Skill in the same Skill Slot is a different Skill, Discard that Skill
[On Use] Coin Power +1 for every 6 (Tremor + Sinking) on target (max 2)
Susuki Misdirection
Sloth
Attack Type: Slash
Skill Power: 4
No. of Coins: 3
Coin Power: 4
Offense Level: 58
Atk Weight: 1
[On Use] If the other Skill in the same Skill Slot is a different Skill, Discard that Skill
[On Use] Coin Power +1 for every 6 (Tremor + Sinking) on target
Sakura-sen [桜閃]
Gloom
Attack Type: Slash
Skill Power: 4
No. of Coins: 3
Coin Power: 4
Offense Level: 59
Atk Weight: 1
Deal +10% damage for every Bright [光] Potency on self
[On Use] If the other Skill in the same Skill Slot is a different Skill, Discard that Skill
[On Use] Coin Power +1 for every 6 (Tremor + Sinking) on target (max 3)
Kōzan [光斬]
Envy
Attack Type: Slash
Skill Power: 4
No. of Coins: 1
Coin Power: 5
Offense Level: 60
Atk Weight: 1
[Unclashable]
This Skill does not trigger Defense Skills, and external effects cannot trigger this Skill to be Reused
[On Use] At less than 3 Bright [光] Potency, cancel the Skill and gain 2 Attack Power Up next turn
[On Use] At 3+ Bright [光] Potency, gain the following effects based on Potency:
- Per 1 Potency: this Skill deals +10% damage
- At 4+ Potency: gain Base Power +1
- At 5 Potency: On Hit with the final Reuse Coin, trigger Tremor Burst 2 times; then, reduce target's Tremor Count by 1
[Skill End] All Bright [光] on self expires
[Skill End] Next turn, convert the Suit in this unit's Hand to a random Suit that corresponds to one of this unit's Base Attack Skills
[Skill End] Gain Bright [光] Potency next turn equal to the # of Coins that weren't used
Shuffle Hands - Floral Deck
Pride
Attack Type: Slash
Skill Power: 5
No. of Coins: 2
Coin Power: 4
Offense Level: 58
Atk Weight: 1
[Clashable Counter]
[Combat Start] Discard 2 Skill(s) of the lowest rank in all of this unit's Skill Slots
[Combat Start] If this Skill was equipped on this unit's leftmost Skill Slot, next turn, convert the Suit in this unit's Hand on self to a random Card Suit that corresponds to one of this unit's Base Attack Skills
[Combat Start] 50% chance to gain Bright [光] Potency
[On Use] Coin Power +1 for every 2 Bright [光] Potency on self (max 2)
Koi-Koi [こいこい]
- Turn Start: if this unit does not have Bright [光], gain 0 Bright [光] Potency and +3 Bright [光] Count
- Turn Start: if this unit does not have a Suit in Hand, gain a random Suit (Hand - Pine Crane Suit, Hand - Susuki Grass Suit, Hand - Blue Sakura Suit) that corresponds to a Base Attack Skill on this unit's leftmost Skill Slot
Combat Start: when this unit uses a Base Attack Skill or an E.G.O Skill from its leftmost Skill Slot, activate the following:
- Next turn, convert the Hand on self to one corresponding to the used Skill's Affinity
- If the Skill was either "Sakura-sen" or an E.G.O Skill, gain 1 Bright [光] Potency
- If the Skills Affinity matches the Affinity on the current Hand's description, (thus "forming a Hand"), activate the following:
Gain 1 Bright [光] Potency
If this unit formed a Hand last turn and this turn in succession, gain 1 Bright [光] Potency
On Hit with the said Skill: trigger Tremor Burst; then, reduce target's Tremor Count by 1
25% chance to gain 1 E.G.O Resource corresponding to the Skill's Affinity
- At the Skill's Skill End: at 5 Bright [光] Potency, or at 0 Bright [光] Count, use "Kōzan"
Stacking the Deck
x2 Sloth [Owned] x2 Gloom [Owned]
On Tails Hit, heal 5 SP
Deal +10% damage against targets in either Low Morale or Panic states
Relay
x3 Sloth [Owned] x3 Gloom [Owned]
Combat Start: when 1 ally with the least SP uses a Base Attack Skill to Heads Hit, it heals 5 SP (2 times per turn, excluding allies at -40 or lower SP)
Review
Jeong Office Ishmael is an ID that heavily rewards the player by paying attention to her gimmicks. The gimmick, although quite simple, is very effective.
Starting with her Passive, Koi-Koi, she gains Bright at the start of every turn if she does not have it. Bright is split between Potency and Count, Potency being what you stack up, and Count essentially being a timer that resets Bright Potency every 3 turns. For every Bright Potency you have, Ishmael will also gain 1 Offense Level Up. 1 Bright Potency is also gained whenever Ishmael uses her Skill 3 or an EGO Skill.
The main gimmick of Jeong Office Ishmael lies in her 3 Suits and a general process called “Forming a Hand.” The color of the Suits corresponds with the 3 Skills that Ishmael has, and they will add a buff for the skill that the Suit is matching. To give an example, the Suit “Hand - Pine Crane Suit” is Red, and adds +2 Base Power to Ishmael’s Skill 1. When Ishmael uses a Wrath skill or EGO Skill, it’ll activate the “forming a Hand” effects on the Koi-Koi passive. A good indicator of what skill to use is the glow of Ishmael’s blade while in combat. If Ishmael’s sword is yellow, that means to use a Sloth skill or EGO, and if Ishmael’s sword is blue, that means to use a Gloom skill or EGO. Additionally, at the start of combat, the current Suit Ishmael has will change next turn, corresponding to the Skill’s sin used in this combat phase,
With that being said, let’s explain what “Forming a Hand” actually means. When a Hand is “formed,” Ishmael will gain 1 Bright Potency. If she formed a Hand last turn and this turn in succession, she will also gain an additional 1 Bright Potency. The skill used to form a Hand will also trigger “Tremor Burst,” which will then reduce the target’s Tremor Count by 1. Finally, at a 25% chance, you will gain 1 EGO Resource based on the skill used to form a Hand.
The reward for successfully playing the gimmick is that when you have 5 Bright Potency, or you’ve run out of time and Bright’s Count goes down to 0, Ishmael will use her alternate Skill 3, Kozan, immediately after the end of her currently used skill. Explaining Kozan:
Skill 3-2 - Kozan - Base Roll 9 - Final Roll 30 - At less than 3 Bright Potency, this skill will be cancelled and Ishmael will get 2 Attack Power Up next turn; however, at 3+ Bright Potency, this skill will gain effects based on Potency. Kozan will deal +10% damage per 1 Bright Potency. At 4+ Potency, Kozan will gain +1 Base Power, and at 5 Potency, the final reused coin of this skill will trigger Tremor Burst twice, then reduce the target’s Tremor Count by 1. This skill will have its coin reused up to 4 times based on the amount of Bright Potency Ishmael has when it is used, and if the target were to die before all the coins are reused, you’ll have your Bright Potency refunded. This skill also doesn’t trigger Defense Skills.
With the main gimmick covered, let’s go over Ishmael’s skills:
Skill 1 - Tsuru-giri - Base Roll 12, Max Roll 18 - If the other skill in the same Skill Slot is a different Skill, this Skill will Discard that skill. This makes “forming a Hand” more consistent and easier to do. All of the other skills have this effect as well. This skill will also gain 1 Coin Power for every 6 Tremor and/or Sinking on the target, maxing out at 2.
Skill 2 - Suzuki Misdirection - Base Roll 16 - Max Roll 23 - This skill will also gain 1 Coin Power for every 6 Tremor and/or Sinking on the target, maxing out at 2.
Skill 3 - Sakura-sen - Base Roll 17 - Max Roll 27 - This skill does +10% additional damage for every Bright Potency that Ishmael has, and it also gains 1 Coin Power for every 6 Tremor and/or Sinking on the target, maxing out at 2. The final coin of this skill will deal +48% additional damage if the target is in either Amplitude Conversion or Amplitude Entanglement states; however, if the target isn’t in an Amplitude Conversion state, it will trigger Amplitude Conversion into Tremor - Decay.
Clashable Counter - Shuffle Hands - Floral Deck - Base Roll 13 - Max Roll 17 - This skill is mainly used to discard 2 Skills of the lowest rank in all of Ishmael’s Skill Slots and essentially change the current Suit that Ishmael has, the Suit being changed into a random one that corresponds to one of the skills Ishmael has next turn. Do note that the Suit changed cannot be the same Suit that Ishmael already has when the Counter is used. This skill also has a 50% chance to gain 1 Bright Potency.
Jeong Ishmael’s gameplay loop is essentially to just match the color. You have many different resources to consistently be able to stack up Bright and deal a lot of burst damage with Kozan.
No Notable Team/ID Synergies
No Notable E.G.O Synergies
Very consistent kit that you can conveniently work with, even if the odds aren’t in your favor.
Additional EGO Resource generation and a very strong bonus skill that is used every 2-3 turns when played properly.
Discard and Defense Skill makes it possible for you to choose which Skill to stack Bright with, and commit to that.
Tremor and Sinking infliction isn’t really anything worth noting about
In some cases, being forced to use a certain skill may put you at a disadvantage; this includes the Defense Skill.
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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