[W Corp. L2 Cleanup Agent] Meursault

[W Corp. L2 Cleanup Agent] Meursault

000
Envy
x3
Gloom
x2
Pride
x1
C

PVE

Profile

Personal information
Name
[W Corp. L2 Cleanup Agent] Meursault
Sinner
Meursault
Rarity
000
Combat information
Affinity 1
Envy x3
Affinity 2
Gloom x2
Affinity 3
Pride x1
Availability
Release date
February 27th, 2023
Specialities
Charge
Rupture

Skills

At tier 3
Envy
Rip
Envy
Attack Type
Slash
Skill Power
5
No. of Coins
1
Coin Power
+6
Offense Level
30
Growth
0.63

[On Use] Gain 2 Slash Protection

1 [On Hit] Gain +3 Charge count
Gloom
Energy Cycle
Gloom
Attack Type
Slash
Skill Power
5
No. of Coins
3
Coin Power
+2
Offense Level
30
Growth
0.63
1 [Heads Hit] Inflict 1 Rupture
2 [Heads Hit] Inflict 1 Rupture
3 [On Hit] Inflict 3 Rupture
[On Hit] Spend 3 Charge count to inflict 2 Slash Fragility
Pride
Energy Current
Pride
Attack Type
Slash
Skill Power
5
No. of Coins
4
Coin Power
+1
Offense Level
30
Growth
0.63
1 [On Hit] Spend 2 Charge count to inflict 1 Defense Down
2 [On Hit] Spend 2 Charge count to inflict 1 Defense Down
3 [On Hit] Spend 2 Charge count to inflict 1 Defense Down
4 [On Hit] Spend 2 Charge count to inflict 1 Defense Down

Passives

Envy
Enduring Spirit
Passivex3 Envy [Owned]

When attacked, gain +1 Charge Count (Up to 6 times).

Envy
Taciturn
Supportx4 Envy [Owned]

1 ally with the lowest Speed inflicts +1 Rupture.

Stats

At level 30
Status
Stat
Max HP
158
Stat
Speed Range
4-8
Stat
Defense
38
Resistances
Stat
Slash RES
Normal
Stat
Pierce RES
Ineff.
Stat
Blunt RES
Fatal

Review

Review

W Corp Meursault is the worst version of W Corp Faust with a weirdly designed kit. He wants to use way, way more charge than he can generate, and he does not have a Telepole EGO (like Don and Faust do to help with charge generation). On top of that, his clashing and damage leave a lot to be desired.

His first skill, Rip, is a generic skill 1 that gives him 2 Slash Protection and 3 Charge count (which is effectively 2 as it drops 1 per turn). And that is all the Charge he can get. Literally 2 per turn without the help of Telepole Don.

His second skill, Energy Cycle, inflicts realistically 3 Rupture as the first 2 are instantly being used and if you use 3 Charges you inflict only 2 Slash Fragility. W Corp Meur needs to use his first skill at least twice to be able to use measly 2 Slash Fragility, where Seven Section Ryoshu inflicts up to 5 starting turn 1 with no restrictions, just by hitting the enemy, which also gets applied next turn, meaning is way better for setups and to capitalize on top of inflicting way more damage.

His third skill, Energy Current, is really bad and the only thing that saves it in any capacity, is his potential to inflict 4 Defense Down, which equals to 40% reduced defense which sounds fantastic… if only it was not gated by requiring him to have 8 Charge to use. You either use his skill 1 at least 4 times or Overclock Don’s EGO and make your team potentially die to a sneeze from the enemy. This skill can’t even clash properly despite having 4 coins. Its base power is 5 and every single coin of this skill, gives +1 power, capping this skill at TOTAL 9 power. And that is without accounting for W Meursault's 30 offensive level, giving enemies +1 power against it. This skill looks as if was meant to be used as a one-sided attack to really apply those debuffs but the issue is, this debuff would be only good on tanky bosses, like in Railway. But there enemies have around 35 offense level and some like Headless Fish have a whooping 59 offense level which gives that boss absurd +5 base skill power vs W Corp Meur which makes his clash and life in a hopeless state.

There is literally no reason to use him at all as there are no enemies that require his debuffs in story, daily, or Mirror Dungeon stages. And in Railway, his ridiculously low numbers will cause him to lose way more often than anybody wants. Additionally, when it comes to offense level down, there is Seven Section Outis, another regular Identity that can spook players anytime, who applies 2 Defense Down, not only just by hitting the enemy but also that debuff gets applied next turn, making it easier to utilize on top of being on way better clashing skill. In the future, with more Identities having Defense Down effects, W Corp Meursault will be left cleaning its own dust.

His passives even after changes are just bad and not worth being considered despite having rather easy activation requirements.

Despite having 000 rarity, W Corp Meur is worse than certain 00 and even base Identities that will provide way more damage, clashing power, or even utility into the team, making him a redundant identity. Even when you start, it is better to just use base Identities.

Pros & Cons
Pros

  • High speed

  • Amazing debuffs for nuking…

Cons

  • …but require way more charge than he can get

  • Way too reliant on Telepole Don and W Don to work

  • Horrible damage and clash power

  • Fake 000 rarity