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Double Slash - Blast [爆]
Sloth
Attack Type: Slash
Skill Power: 4
No. of Coins: 2
Coin Power: 4
Offense Level: 58
Atk Weight: 1
Final Power +1 for every 4 (sum of Burn and Tremor on the main target) (max 3)
Triple Slash - Blast [爆]
Lust
Attack Type: Slash
Skill Power: 4
No. of Coins: 3
Coin Power: 4
Offense Level: 59
Atk Weight: 1
Final Power +1 for every 4 (sum of Burn and Tremor on the main target) (max 4)
Tanglecleaver [快刀亂麻]
Wrath
Attack Type: Blunt
Skill Power: 5
No. of Coins: 3
Coin Power: 4
Offense Level: 60
Atk Weight: 1
If this unit has Savage Tigermark Round, activate 'Savage Tigerslayer's Perfected Flurry of Blades' instead
- [Before Use] If this unit does not have Savage Tigermark Round, cancel activation
Coin Power +1 for every 8 (sum of Burn or Tremor on the main target), (max 2)
Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]
Wrath
Attack Type: Blunt
Skill Power: 3
No. of Coins: 5
Coin Power: 3
Offense Level: 61
Atk Weight: 1
Coin Power +1 for every 8 (sum of Burn and Tremor on the main target) (max 2)
I'm Burning Up
Sloth
Attack Type: Slash
Skill Power: 5
No. of Coins: 2
Coin Power: 4
Offense Level: 55
Atk Weight: 1
[Clashable Counter]
Final Power +1 for every 4 (sum of Burn and Tremor on the main target) (max 2)
If Tigermark Round or Savage Tigermark Round is at 0, Clash Power +2
Chachihu [揷翅虎]
Always Active: begin Encounters with 12 Tigermark Round
When flipping a Coin that consumes Tigermark Round or Savage Tigermark Round: while not having those 'Unique Ammo' does not cancel this unit's attacks, the Coin's On Hit "inflict Burn" and "inflict Burn Count" effects do not activate
If this unit equipped Defense Skills for the first time in this Encounter, or if this unit spent all of his Tigermark Round, or if this unit is Staggered: at the end of that turn, reload 8 Savage Tigermark Round and gain 1 Unrelenting Spirit [剛氣] (once per Encounter)
- If this effect activates while this unit is Staggered, recover from Stagger (unless it's a forced Stagger)
- Remove all Tigermark Round if this unit has any leftover Tigermark Round
- At 8+ (sum of Tigermark Round and Savage Tigermark Round spent), convert Unrelenting Spirit [剛氣] to Unrelenting Spirit - Shin [剛氣-心]
When this unit uses a Base Attack Skill that spends the final Round of Savage Tigermark Round…
- Gain Atk Weight +2 before attacking
- Gain 1 Overheat next turn
Tiantui Star's Blade [天退星刀]
x3 Sloth [Owned]
When this unit has Tigermark Round:
- At 1+ Tigermark Round, convert all Coins of 'Tanglecleaver' into Unbreakable Coins
- Skill Coins that spend Tigermark Round gain +1 Power and deal +10% damage (activates only as long as the Coin has Rounds left to spend)
When this unit has Savage Tigermark Round:
- At 1+ Savage Tigermark Round, convert all Coins of this unit's Base Attack Skills to Unbreakable Coins
- At 0 Savage Tigermark Round, convert all Coins of this unit's Base Attack Skills that spend 'Unique Ammo' to Unbreakable Coins
- Skill Coins that spend Tigermark Round gain +2 Power, deal +30% damage, and inflict +2 more Burn Potency and Burn Count On Hit (activates only as long as the Coin has Rounds left to spend)
Savage Tiger's Lunge
x3 Sloth [Owned]
When 1 ally with the fastest Speed uses a Skill that spends Ammo, if their Speed is faster than the target's by 3 or more, deal +(Speed difference x 3)% more damage (max 15%)
(This effect does not activate if the unit lacks the Ammo buff entirely. However, it will activate if they have the Ammo buff, even at 0 rounds left.)
Review
The Thumb East Capo IIII Meursault gives us the long awaited Tremor Identity with the previous Tremor Identity being released over 9 months ago. The Thumb IDs not only fulfill the long anticipation for a strong Tremor Identities but they are also strong Burn Identity hybrids that are flexible in both teams and have quite the synergy with them.
Capo Meur initially has a strong Burn application until he runs out of Ammo, after which he turns into a berserk ID with Tremor infliction. To explain all of the nuances of this ID, let’s dive into his kit.
His first Passive Chahihu describes this unit’s Ammo mechanic. When this unit is out of Ammo, he stops inflicting Burn and when you are supposed to spend your last Savage Ammo, you gain +2 Attack weight on any used skill. After which, he gains “Overheat”, which turns him into a “Berserk” ID that loses Clash power and deals a lot of damage when he gets to low HP.
To compensate for this, he gains protection based on his HP. Keep in mind that this state is dependent on how much Ammo you have spent. To change your Ammo type, you need to either exhaust all 12 Normal Tiger Marks, or get Staggered, or use the Clashable Counter. When this part of the Passive activates, he is locked out of normal Ammo and can have only Savage Ammo. If you exhaust your normal Ammo through Stagger or Clashable Counter, the lost Ammo won’t be counted as “spent”.
On top of this, he gets an Unrelenting Spirit passive buff that increases his Speed and Damage. After spending 8 Ammo, the ID gets an upgraded version of the buff that increases all stats even further and enhances Tremor application, therefore ideally, you should spend 20 Ammo.
His second Passive Tiantui Star’s Blade is way simpler, and is still quite important. While having Normal Ammo, the Coins that spend Ammo turn Unbreakable. They gain +1 Coin Power and deal more damage. (in the Coin rolls in his skills, “with Passive” parts are the ones corresponding to this specific condition).
The second part corresponds to the state when he gets his Enhanced Ammo. With it, all of his Coins become Unbreakable, and he gains +2 Coin Power on the Coins that spend Ammo, said Coins deal even more damage and apply +2 extra Burn Potency and Count. (in the Coin rolls in his skills, “Max Roll” parts are the ones corresponding to this condition)
That was a lot! Next, we will delve into his skills
Skill 1 - Double Slash - Blast, 2 coins - Base Roll 12 - Conditionals Met 15 - with Passive 16 - Max Roll 17. Quite strong Skill 1, which applies a lot of Burn and Tremor when conditions are met. Spends 1 Ammo.
Skill 2 - Triple Slash - Blast, 3 coins - Base Roll 16 - skill Conditionals Met 20 - with Passive 22 - Max Roll 24. Skill 2 that rolls on the level of some ID’s Skill 3. It features not only a high offense level but also applies a lot of Burn and Tremor and bursts Tremor once. Spends 2 Ammo
Skill 3 - Tanglecleaver, 3 coins - Base Roll 17 - skill Conditionals Met 23 - Max Roll 26. A high offensive level Skill with triple Tremor burst that applies a reasonable amount of Burn and Tremor. Converts Tremor into Tremor - Scorch on the last Coin. Tremor - Scorch is a Tremor type that deals Wrath damage equal to the sum of Burn and Tremor and eats Burn Count on burst. Although the skill itself is good, it is more optimal to hold it for using the enhanced version. Spends 3 Ammo.
Skill 3-2 - Savage Tigerslayer’s Perfected Flurry of Blades, 5 coins - Base Roll 18 - skill Conditionals Met 28 - Max Roll 34. One of the strongest Skill 3 in the game when all conditions are met and the stars are aligned due to its high damage and massive status application. Converts Tremor into Tremor - Scorch on the last Coin.Tremor - Scorch is a Tremor type that deals Wrath damage equal to the sum of Burn and Tremor and eats Burn Count on burst. Like the normal Skill 3 it also triple bursts when spending Ammo. This skill only works when he has 1+ Savage Tiger Mark Rounds (when they reach 0, he swaps back to Skill 3-1). Spends 3 Ammo
Defensive Skill, 2 coins - Base Roll 13 - Max Roll 15 - at 0 Ammo clashes 17 - quite strong Clashable Counter that can be used instead of Skill 1 when you want to reload (only once) or save your Ammo.
To summarize this overloaded skill set, with Normal Ammo he is quite decent high rolling status applicator and with Enhanced Ammo he is quite strong Burn applicator. When he spends 8 Ammo he gains good Tremor application and damage and when he is out of Ammo he turns into a berserk Tremor ID that loses all of his Burn application, though it is quite rare.
The Thumb East Soldato II Sinclair - With him, his performance is getting enhanced due to the potential Ammo replenishment, which allows you to spend your Normal Ammo earlier and use more Enhanced Ammo.
Burn teams are getting the possibility to use the extra Burn count in the form of Wrath damage, which is a strong addition to the team. Until he runs out of Ammo, he also applies a lot of Burn.
Tremor teams are getting the possibility to deal even more damage on “nuke turn” with Tremor Entanglement of both Reverb and Scorch, though his Tremor application is not that good until he spends a reasonable amount of Ammo.
Capote - increases Meur’s hybrid potential and enhances his base power.
Regret - makes him quite strong due to the high amount of Coins, and has a good Tremor application on use.
Screwloose wallop - Increases his damage output on low HP, making his “berserk” stage deal an absurd amount of damage.
Flexible pick in both Burn and Tremor.
Good damage dealing and status application potential.
Very high clashing ceiling.
1 time AOE that ends most of the fights.
Average performance before spending 8 Ammo and changing Ammo type.
Low amount of enhanced Ammo .
Reliance on Thumb Sinclair for enhanced Ammo uptime increase, which restricts your team building
“Berserk” archetype doesn’t quite fit in the game.
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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