The wait for Walpurgis is finally over! For the 9th Walpurgisnacht, we’ve been reintroduced to the Dawn Office duo. Dawn Office Gregor is a tanky powerhouse with great Burn and Tremor application. His focus on holding the line and buffing his allies while applying mass amount of Tremor and Burn makes him flexible and strong in multiple lineups.
If you’re pulling for the new Walpurgisnacht IDs, Dawn Office Gregor is a great snag. Let’s go over his full kit, how to pilot him, and the best Dawn Office Gregor Builds in Limbus Company!
Is Dawn Office Gregor Worth Pulling?

Yes, he is absolutely worth it as a frontline defender who excels at keeping his allies alive and is more than worth pulling for. Dawn Office Gregor is a great slot in that deals solid damage on his own and creates opportunities for his allies, for both Tremor and Burn
Dawn Office Gregor is a major boon to players who want to run Tremor – Scorch, and all but mandatory in Mono Burn. Due to his nature as a new Walpurgisnacht ID, Dawn Office Gregor cannot be sharded.
Being so limited, if you run either Tremor or Burn, you absolutely should pull for him. Otherwise, you’ll need to wait until the next Walpurgisnacht, which is around a 3~4 months wait.
Dawn Office Gregor’s Full Kit

Gregor’s Firefist Office Survivor ID has been a Burn mainstay since its release, and while the ID is still solid, Dawn Office brings mountains of support for other members of the team while dealing solid damage on his own.
You’ll need both other Dawn Office IDs to make the most of him. Having both allows him to reach new heights while keeping the rest of his Office happy and healthy. Let’s go over exactly how he does it step by step!
Passive – The Fixer at the Crack of Dawn

When the Encounter begins, Gregor gains a unique buff, Light of Daybreak. Light of Daybreak is Gregor’s main conditional, enhancing his Skills and granting him extra on-hit Burn. He can gain up to 20 per turn and gains it from hitting enemies with his Base Skills.
Dawn Office Gregor can’t be staggered or killed by Burn damage. She always takes 50% less damage from Burn, which increases to 75% less damage when at or below half HP.
Passive – Dawn Office

When Dawn Office Gregor enters the Encounter for the first time, he grants all Dawn Office allies the 3 stacks of the Dawn Office buff if all three are on the field. Dawn Office grants Dawn Office Identities extra Offense Level for every stack, and if at 3, grants 5 SP at turn start. If only one member of the Dawn Office remains, the buff is lost.
If Dawn Office Gregor and Sinclair are both on the field, Dawn Office Sinclair gains the From Dawnbreak to Sunset buff. From Dawnbreak to Sunset removes Sinclair’s first Stagger Threshold, allows him to recover from Stagger, and replaces one of his Skill 1s with a Skill 3.
Additionally, From Dawnbreak to Sunset buffs Sinclair’s Volatile EGO state, healing 5 SP at the start of every turn and stopping the EGO from lowering Sinclair’s SP below 25. While in EGO, Sinclair gains a 15% HP shield and deals Burn to any enemy that hits him.
If Dawn Office Gregor dies, Dawn Office Sinclair instead gains Blazing Sunset, a stronger version of From Dawnbreak to Sunset across the board. Notably, Sinclair’s Volatile EGO can’t bring him under 45 SP, his heals half of his lost HP when Gregor dies, and falling under 0 SP doesn’t exit EGO.
If Dawn Office Sinclair falls under 50%, Gregor forces him to retreat via the Escape Apparatus effect. Through it, Gregor locks Sinclair’s HP to 10, recovers him from Stagger, and puts him at the last slot of the Backup deployment order. If there are no Backup allies, Sinclair returns at the start of next turn.
Passive – Morgenfeuer [Stigma Workshop]

Activated with 2 Wrath and Lust Resources owned, Dawn Office Gregor gains 2 extra Light of Daybreak on Base Skill hit as long as he has Dawnherald. Gregor follows up attacks with his Skill “Flash of Sunup” whenever…
- An enemy is Staggered by a Skill
- Dawn Office Fixer Faust uses “Eject”, “Eject – High Noon”, or “Dismemberment at High Noon”
- Dawn Office Fixer Sinclair uses “Stigmatize” or “Blazing Strike”
If Dawn Office Fixer Sinclair is on the field, Dawn Office Gregor deals bonus Wrath equal to the enemy’s Burn on his Reused Coins. This damage counts as Burn for Scorchfield?
Support Passive – Stigma Workshop Prosthesis
Activated at 3 Wrath Resonance, the ally with the highest HP inflicts 2 Tremor on hit against enemies with Burn. If the enemy has 10 or more Burn, the ally triggers Tremor Burst on the final Coin of their Skill.
Skill 1 – Flash of Sunup

Dawn Office Gregor’s Skill 1 is a 2-coin Sloth Slash skill with Base Power 3 and Coin Power 4. “Flash of Sunup” gains 1 Final Power for every 4 (Burn + Tremor) on the target, up to 3. At 20 or more Light of Daybreak, “Flash of Sunup” gains an extra Coin 2 as an Unbreakable Coin.
The first coin inflicts 1 Burn and 2 Tremor Count, while the second (and any reuses) inflict 1 Burn.
Skill 2 – Sunset Blade

Dawn Office Gregor’s Skill 2 is a 3-coin Pride Slash skill with Base Power 4 and Coin Power 4. “Sunset Blade” gains 1 Final Power for every 4 (Burn +Tremor) on the enemy, up to 4. At 20 or more Light of Daybreak, “Sunset Blade”…
- Gains an extra Coin 3 as an Unbreakable Coin
- Tremor Bursts on the extra Coin 3
The first coin inflicts 2 Burn, the second inflicts 1 Burn and 1 Tremor, and the third inflicts 1 Burn Count and 1 Tremor Count.
Skill 3 – Dawnsplitter

Dawn Office Gregor’s Skill 3 is a 4-coin Wrath Slash skill with Base Power 4 and Coin Power 3. “Dawnsplitter” deals extra damage based on the Burn on Gregor and the targeted enemy, up to 30%.
At the start of combat, Gregor applies 2 Protection to 2 random allies, prioritizing allies without any Protection, and prioritizing Dawn Office allies amongst them. At 30 Light of Daybreak, “Dawnsplitter” is replaced with “Crack of Dawn” once per turn.
“Dawnsplitter” gains 1 Coin Power for every 6 (Burn + Tremor) on the target, up to 2. At 20 or more Light of Daybreak gains…
- 1 Final Power
- Converted into Unbreakable Coins
- On the final coin, activate Burn and lower Burn Count by 1
On attack end, all allies gain Dawnherald. Dawnherald has a maximum of 3 stacks, and having at least 1 grants the affected ally extra damage on skills that inflict Burn or Unique Burn. Base Skill that inflicts Burn or Unique Burn gains 1 Clash Power. If ID is a Dawn Office Fixer, they gaine 1 Base Power instead.
At 20 or more Light of Daybreak, all allies gain 1 additional Dawnherald. “Dawnsplitter”‘s first coin inflicts 3 Burn, its second coin inflicts 3 Tremor, the third coin inflicts 2 Burn Count and 2 Tremor Count, and the fourth coin converts to Tremor-Scorch and Tremor Bursts.
Skill 3-2 – Crack of Dawn

Dawn Office Gregor’s Skill 3-2 is a 4-coin Wrath Slash skill with Base Power 5 and Coin Power 3. “Crack of Dawn” deals extra damage to the main target for every excess Attack Weight that goes unused.
On use, “Crack of Dawn” applies 2 applies 2 Protection to 2 random allies, prioritizing allies without any Protection, and prioritizing Dawn Office allies amongst them. At 15 or more Burn, “Crack of Dawn” gains 1 Coin Power. It also gains Coin Power for every 6 (Burn + Tremor) on the main target, up to 2. All this Coin Power makes it a clashing monster.
When the attack ends, Gregor applies 3 Dawnherald to all allies, consumes 15 Burn on self to heal 15+Burn consumed max HP. “Crack of Dawn” also consumes all the Light of Daybreak on Gregor. Despite losing all his stacks, the three Dawnherald let Gregor speed through stacking them back.
The skill’s first coin Inflicts 3 Burn Count and 3 Tremor Count, the second inflicts 5 Tremor, the third inflicts 5 Burn, and the fourth converts Tremor to Tremor-Scorch, Tremor Bursts, AND activates Burn. All of this combines to make Crack of Dawn an absolute nuke whenever you can get it off.
Defensive Skill – Guardian

Dawn Office Gregor’s Defensive Skill is a 2-coin Wrath Slash Clashable Counter with Base Power 3 and Coin Power 5. At the start of combat with “Guardian” equipped, Gregor gains 1 Assist Defense, allowing him to jump between an ally and an enemy if the enemy’s attack is unopposed.
At 30 Light of Daybreak, “Guardian” is replaced with “Crack of Dawn” once per turn. On use, Gregor gains 5 Light of Daybreak once per turn, and “Guardian” gains 1 Final Power for every 4(Burn and Tremor) on the target, up to 2.
On Clash win, Gregor loses 2 Burn Count once per turn and loses 5 Burn Potency on skill end. The first coin inflicts 1 Burn and 1 Tremor, while the second inflicts 1 Burn Count.
Defensive Skill 2 – Heat Haze

Dawn Office Gregor’s Defensive Skill 2 is a 2-coin Wrath Slash Clashable Counter with Base Power 4 and Coin Power 4. It is Assist Defense exclusive, meaning that this is the skill utilized whenever Gregor leaps to an ally’s defense via Assist Defense.
On use, “Heat Haze” grants 5 Light of Daybreak and 2 Protection once per turn each. “Heat Haze” gains 1 Coin Power for every 6 (Burn + Tremor), up to 2, and is converted into Unbreakable Coins at 20 or more Light of Daybreak.
The first coin inflicts 1 Burn, while the second inflicts 1 Tremor.
Dawn Office Gregor Team Comps and Build
Heading the Dawn Office, Gregor always wants to be run alongside his partners. As such, both of his optimal teams require at least Dawn Office Faust. Let’s go over some of the best Dawn Office Gregor Builds and see how the teams pan out.
Burn

While Dawn Office Gregor is a dual keyword identity, his power in Burn is hard to downplay. While he stands well on his own, his allied buffs can turn a Burn lineup into a firing squad. Above even these generalist buffs, his unique ability to empower Dawn Office Sinclair’s SP turns a strong option into a must pick.
As such, this lineup is going to focus on empowering the Dawn Office, with Sinclair, Gregor, and Faust as the first three IDs. Alongside them, strong Burn options include either Liu or Thumb Nursefather Rodion for her access to indicant’s Trial.
Lobotomy EGO Meursault is another unit that benefits from the Dawnherald buff beautifully, allowing his sizable AOEs to deal massive damage and application. Your choice of Middle Nursefather or Magic Bullet Outis secures solid damage either way, especially if you get a good train going with Outis’s Magic Bullet EGO.

If you’re running Magic Bullet Outis, Liu Yi Sang can do wonders to mitigate her suffering sanity, while dealing solid damage on his own. Otherwise, House of Spiders Heathcliff is a solid slot alongside Nursefather Rodion.
For any game mode where you can build up EGO resources you don’t have skills for, running Garden of Thorns EGO on Gregor can give the team solid extra healing, as well as bonus damage thanks to its affinity vulnerability affliction.
Tremor-Scorch

To make the most of both of his keywords, Dawn Office Gregor fits perfectly into the recently buffed Tremor-Scorch lineup. Alongside Dawn Office Faust, slotting the full Thumb lineup of Heathcliff, Meursault, Sinclair, and Rodion will give you 6 members of the team all specializing in the same Tremor Conversion.
Despite the easy fit nature of Thumb Sinclair in this lineup, I’d still consider running Dawn Office Sinclair over him if you have the ID, thanks to the sheer damage and consistency Faust and Gregor grant him.
Either way, running the three other members of the Thumb is mandatory, netting stellar damage off their Bursts. Finish it up with either Molar Office Outis or Liu Yi Sang, based on which status you want to lean a bit further towards. Faust’s Everlasting EGO is a perfect setup for massive damage.

