[On Use] Gain +5 Charge count
Spend all Charge count. At less than 10 Charge count, target a random unit for an unopposed attack.
At the start of combat phase, lose 15 SP. Gain (Gloom res / 3) Attack Power Up next turn.
1 ally with the lowest SP deals 10% Blunt damage
The infamous Mind Whip returns - it was a bane of players in the Library of Ruina, and it is still a bane in Limbus but for different reasons.
With proper setup, Mind Whip has the potential to reach absurd amounts of damage, however, getting to use it without killing your team is a challenge as Ishamel’s Charge gain is bad. Because Charge falls off at 1 per turn, her skill 2 needs to be used at least 3 times so you have 12 charges available to use Mind Whip without any drawbacks - if Mind Whip is used at less than 10 charges it will still do absurd amounts of damage… but most likely to your team.
Also, for a bizarre reason, her skill 1 needs to not only roll heads but also hit a target - and all that for a measly 2 Charge per hit. To make things worse, her passive that reduces sanity on a Gloom chain is counterproductive to that as it will reduce the chance of heads being rolled.
base EGO supports the Identity really well,
if everything goes your way, Ishmael feels amazing to use.
Let's not kid ourselves, this is a Project Moon game - things rarely go your way here. Which makes Ishmael hard to use without her killing her team,
her skill 1 is badly designed.