Mind Strike
GloomBlunt- Base power
- 4
- Coin power
- +5
- Coins
- 2
- Offense
- +1
- Atk weight
- 1
- Copies
- 3
[On Use] Gain +2 Charge Count
- 1[On Hit] Inflict 1 Sinking [On Hit] Gain +2 Charge Count
- 2[On Hit] Inflict 1 Sinking [On Hit] Gain +2 Charge Count
Ishmael

“Huff, let's skip the formalities. What do I need to do?”
Mirror Dungeon tier
Charge-fed Sinking blunt burst damage
A high-variance Sinking identity built around Mind Whip, a four-coin blunt skill that hits very hard. It only targets enemies reliably when enough Charge has been built, otherwise it picks a random unit and can hit your own team. Charge builds slowly, so the skill is rarely online on time and the identity is more fun than consistent.
How to play
Use Mind Strike and Flaying Surge to build Charge, since Flaying Surge gives the biggest single gain. Hold Mind Whip until Charge is high enough to spend, then fire it for the unopposed hit. Firing it early is a gamble that can land on an ally, so it only makes sense in fights you can reset. Her blunt resistance helps her survive while she builds.
[On Use] Gain +2 Charge Count
[On Use] Gain +7 Charge Count
[Combat Start] Spend 8 Charge Count If at less than 8 Charge Count at Combat Start, target a random unit for an unopposed attack
[On Evade] Gain +1 Charge Count
At the start of the combat phase, gain (Gloom Reson. / 3) Attack Power Up. If this unit fails to deal damage this turn, lose 15 SP at the end of the turn.
1 ally with the least SP deals +10% Blunt damage.