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Congestion Cleanup
Gluttony
Attack Type: Blunt
Skill Power: 3
No. of Coins: 2
Coin Power: 4
Offense Level: 55
Atk Weight: 1
[On Use] At 3+ Charge, Coin Power +1
[On Use] Clash Power +1 for every 6 Charge Count on self
Boost: Elbow Blade
Gloom
Attack Type: Blunt
Skill Power: 5
No. of Coins: 2
Coin Power: 6
Offense Level: 56
Atk Weight: 1
[Combat Start] Gain Charge Barrier equal to (2 + Charge Potency on self) (max 6, 1 per turn)
[On Use] Consume 6 Charge Count to gain Coin Power
[On Use] At 3+ Charge, Coin Power +1
Rip Space - CCA Overdrive
Attack Type: -
Skill Power: -
No. of Coins: -
Coin Power: -
Offense Level: -
Atk Weight: -
CCA Overcharge
Envy
Attack Type: -
Skill Power: 3
No. of Coins: 1
Coin Power: 10
Offense Level: 58
Atk Weight: 1
Clashable Guard
[Combat Start] At less than 15 Charge Count, gain the following effects:
- Gain Overcharge next turn (max 1 per turn)
- Turn End: Remove this unit's first Stagger Threshold (once per Encounter)
- Turn End: Add 1 Rip Space - CCA Overdrive to the list of Skills for the next upcoming turn (once per turn)
Defence-Oriented Charge
- Gain 1 Charge every time this unit consumes 10 cumulative Charge Count in this Encounter
- Turn Start: Gain Defense Level Up equal to Charge Potency on self (max 6)
Congestion Cleaning Armour
x5 Envy [Owned]
- Combat Start: If this unit has less than 50% HP, gain Shield equal to (Charge Potency x 5) (max 25)
- Immediately before getting hit, gain Shield equal to (Charge Potency on self) (max 5, 3 times per turn)
- If this unit gains Charge Count past the Max Charge Count Cap by using a Skill, the Skill deals +3% damage for every Charge Count that exceeds the Max Charge Count Cap (max 15%)
One day I'll wear me Armour for Cancelled Trains
x3 Envy [Res]
- Combat Start: If the unit with the earliest Deployement Order gains Charge Count past the Max Charge Count Cap by using a Skill, the unit gains 1 Charge Barrier next turn for every Charge Count that exceeds the Max Charge Count Cap (max 3, including E.G.O Skills)
Review
W Corp. Heathcliff is a self-sufficient Charge ID, with a mix of a Damage Dealer and a Tank whose gameplay loop is tied to a Defensive Skill. Let's look at his Passives first:
His always active Passive exists to provide a way of gaining Charge Potency and increasing Heathcliff’s survivability in the form of Defense Level Up.
The main Passive, which requires 5 Envy Owned, can provide Heathcliff with constant shields to ward off cheap damage and even bigger hits when his HP drops below 50%. This Passive also “fixes” one of the issues of Charge Identities, which is Charge Count overflow. Normally, when Charge Identity would have gained Charge Count past 20, it would be considered “wasted”. Heathcliff turns that excess into bonus damage, albeit small; it is welcome.
His Support Passive also follows the same “fix” policy of Normal Passive, where if an Identity would gain Charge Count past 20, they now gain Charge Barrier equal to the excess. Of course, if you are at the max already, Charge Barrier’s effect of giving Charge Count next turn is wasted, but free shields are free shields, and with plenty of unbreakable skills on enemies, that Charge Barrier might come in handy.
Next is his skillset
Skill 1 - Congestion Cleanup - 2 Coins - Min Roll 10 - Max Roll 13 - Clash 15 - Generic skill 1, nothing to write much about.
Skill 2 - Boost: Elbow Blade - 2 Coins - Min Roll 17 - Max Roll 21 - While the skill might not seem impressive at first, once Heathcliff starts gaining Charge Potency, this skill will provide a great supply of Charge Count, fueling conditionals of other skills and the passive.
Skill 3 - Rip Space - CCA Overdrive - 4 Coins - Min Roll 11 - Max Roll 27 - Clash 32 - Damage roll 37 - Heathcliff’s Rip Space variant, for its max potential, requires Heathcliff to be close to Charge Count cap of 20, as last Coin will consume up to 10 of it to increase its power, while the Skill already consumes 10 on use. 4 Charge Count gain on first 3 Coins can help with consistency, but unfortunately the [Heads Hit] had to happen which might lead to inconsistencies, however plus 1 Coin power less or more won’t matter much, so it is just a pet peeve. Additionally, while all Heathcliff’s Normal Skills do Blunt damage, the last Coin can do a bonus Slash damage, which might help squeeze a bit more damage in certain fights. Unbreakable Coin’s feature of this skill is something that won’t matter much in the majority of cases.
Defensive skill - Clashable Guard - CCA Overcharge - Min Roll 3 - Max Roll 13 - Let’s start by saying that generally, ID gimmicks tied to Defensive skills can be annoying to use due to potential lack of SP gain, which is why Heath’s being Clashable Guard is appreciated to keep the consistency going. Now, let's look at “Overcharge”, the effect provided by said guard when at below 15 Charge Count. While it will prevent Heathcliff from taking any action next turn, it not only removes his ONLY stagger threshold (greatly boosting survivability thanks to now immunity to stagger), it also provides him with additional tankiness in the form of bonus shields, supplemented by aggro, to potentially take the pressure off the teammates, but most importantly, it will generate Skill 3 turn after, meaning Heathcliff can have, in a way on demand access to his most damaging skill. And there are no worries about Charge Count as “Overcharge” can provide at least 10 and if Heathcliff gets attacked a lot, it can provide even more, on top of adding “Load” to further boost the damage of incoming Skill 3.
W Corp. Heathcliff’s gameplay loop revolves around the usage of Defensive Skill when possible, followed by Skill 3, supplemented by Skill 2 and Skill 1 to keep the SP high, or provide a bit more damage in a situation where using Defensive Skill might seem wasted. Unlike certain other Identities whose gimmick is tied to Defensive Skill, W Corp. Heathcliff feels great, fun, and satisfactory to use in basically any team, which is a great plus for people who are still in the process of creating proper teams and need a decent generalist to progress the story or farm Mirror Dungeon.
Charge-based team - Accelerates his Charge Count even further and just translates to more damage from Charge overflow
AEDD - W Corp. gains shield when hit, AEDD heals when hit. Perfect tanking synergy.
Telepole - While W Corp. Heathcliff does not struggle with Charge Count consumption, Telepole can even further increase it.
Great survivability
Consistent
Great damage (once in 3 turns after being hit)
Reliance on Defensive Skill and “dead turns” associated with it might not be everyone’s cup of tea
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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