Guide
Unique class8 unitsThe following is NamuWiki community assessment (KR server), subjective community opinion. Overall: Because she has two "one skill with three functions" abilities, she is not limited by skill-slot count and can handle single-target/AoE and multi-element alike. Backed by Sparkle Gem -> Discharge extra actions, she boasts excellent damage even in raids, but she is a slightly tricky magic DPS that needs build-up to reach her potential. Passive (Shining Talent / Gems): The core is acquiring "Gem" buffs through actions. All Gems are unlimited-duration, undispellable buffs. Gain 1 stack per skill use and per basic attack; each gain increases Spell Power by 2~5% (max 5 stacks). If 3 different Gem types are gathered at turn end, 40~100% chance to trigger Triple Elemental Blast (4-turn cooldown). Demanding to set up but high reward. Ember and Sparkle Gem conditions are easy; the Icy Gem condition (did not move this turn) is quite hard, which is why Trimode is considered a key skill: move so enemies are within 3 squares, then use Trimode - Icy Cast to immediately secure both Ember + Icy Gems. TEB (passive) is stronger than the ultimate TEB EX unless the ultimate is enhanced to 3rd Awakening, so it is a strong damage source. At 6 Awakening the TEB proc becomes 100%, so 6 Awakening is essentially mandatory to use her properly. But with a 4-turn cooldown it can be hard to use even twice per match, and it fires immediately at turn end, so you must pick your end-turn position carefully or you may die going into the enemy center. Note: Snap Freeze forces damage to 0 so she can survive almost any attack, but it does not block Amyeongyeonsalgeom (dark chain-kill sword). Also, Witch Cameo cannot learn the normal (non-EX) TEB skill; it is usable only via the passive. Class (Tier 3): Key Skills and Ultimate: Weapon and gear: Synergy / recommendations: Current lightning-specialist supporter is Iskenderun; fire-specialist supporter is Kana. Set Trimode as the base and configure the rest to fit either. Lightning: Sparkle Cast (Ball Lightning) grants Sparkle Gem for fast re-action damage. Fire: Ember Seer's crit boost and fire-resist reduction. Pick Elementrix + Iskenderun, or Ember Seer + Kana. PVP: extra actions, AoE, and the guaranteed-stun TEB EX are usable; Snap Freeze lets her tank Heydelun's strong attack with no damage, so she is sometimes used as a body-blocker. Caveat (Evaluation): the conditions the AI uses for Icy/Sparkle Cast are still unknown, making the AI hard to control. She may waste turns (e.g. only Sparkle Cast with Kana, or only Icy Cast in world-boss raid with Iskenderun, becoming pointlessly tanky) and miss damage windows. Because Trimode and Elemental Control are each one skill with three functions, you cannot control her by removing skills. Elementrix needs multiple elements used for the passive, but AI often locks onto one cast, so passive potential is poorly realized. Still a character needing more research.
- Prostmage: a shared class that learns Moonlight; has a guaranteed 1-time revive and Moonlight is quite strong, but it has no Spell Power buffs so firepower is poor, and it runs its own unique tree solo, so leveling priority is lowest. Might have a use in PVP.
- Elementrix: learns the exclusive skill Elemental Command; core is stacking Mana Skein x3 to gain Magic Weave. Mana Skein: damage taken -15% (max), +15% (max) damage to enemies holding fire/lightning/ice debuffs; gain extra stack when using a different element than the last; max 3 stacks; unlimited duration; undispellable. Magic Weave: converts at 3 Mana Skein stacks; damage taken -50%, +50% (max) damage to enemies with fire/lightning/ice debuffs; unlimited; undispellable. Recommended 1st priority to level, because using one each of fire/lightning/ice secures both survival and firepower, and Trimode (acquired while leveling this) is essential to the passive.
- Ember Seer: learns exclusive skill Cinder Veil; on fire-skill use gain "Fire Ritual" until next turn start, and when attacking (in combat) an enemy with a fire debuff, once per turn gain "Focus" and an extra attack/skill use. Focus: gain 1 TP at action end. Fire Ritual: crit chance +40~50%, fire resistance +40~50%, enemies within 3 squares fire resistance -40~50%, skill-control immunity. Makes Cameo a fire-magic specialist; easy to run (just use fire), has crit support, and AoE fire-resist reduction pairs well with fire AoE skills. Supply the passive via Trimode.
- Trimode (from Underkind): consumes 1 TP to cast one of three magics, converting the basic attack into a skill and granting an extra attack/skill use; 2-turn cooldown. Ultra-core skill for using the passive. Casting counts as "skill use," satisfying gem-gain conditions, and lets you get hard-to-obtain gems for 1 TP. Place enemies within 3 squares and use Trimode - Icy Cast to get Ember + Icy Gems at once. Also fully replaces the basic attack, so you can spam a TP-free magic normal attack (Skill 1 solution to the 3-slot limit).
- Ember Cast: gain 1 Ember Gem; basic attack becomes Fire Arrow (TP 0, 100% SP damage, 2-turn Burn; vs fire-debuffed enemy, +50% SP resistance-ignoring damage).
- Icy Cast: gain 1 Icy Gem; basic attack becomes Crystal Fist (TP 0, 140% SP damage + Cold Slow debuff; if enemy survives and caster has TP, spend 1 TP for +50% SP resistance-ignoring damage). Her main cast, since Icy Gem's condition is hard; also makes the normal attack 40% stronger with a Cold Slow debuff. Cold Slow: move -1, 2 turns, stacking applies 1-turn Freeze. Freeze: cannot act, 1 turn.
- Sparkle Cast: gain 1 Sparkle Gem; basic attack becomes Ball Lightning. Ball Lightning: consumes all TP; 130% SP lightning damage; +20% SP fixed damage per TP consumed within 2 squares; applies Shock and Slow. Shock: lightning resistance -10%, cannot stack with other Shock debuffs. Slow: move -1. Consumes all TP so use with care, but works even at 0 TP (and at higher TP becomes AoE with much higher power), and emptying TP lets you regain Sparkle Gem for fast re-action. Description is worded oddly but both Shock and Slow apply.
- Elemental Control (from Elementrix): TP 3, choose one of Prominence / Frozen Wave / Thunder Storm; 3-turn cooldown. Skill 2 solution to the 3-slot limit; unlike single-line Trimode, this is AoE.
- Prominence: 70% SP fire damage within 3 squares + Burn (turn end, 15% SP fire fixed damage).
- Frozen Wave: 60% SP ice damage within 3 squares + Cold Slow; at turn end after use, enter "Frozen Shield" (immune to damage/skills, cannot act, cleared at turn start). AoE damage+debuff then 1 turn invulnerable.
- Thunder Storm: dispel all own debuffs, gain "Thunder Storm" buff; 70% SP lightning damage within 3 squares; on crit apply Shock and Slow. Thunder Storm buff: enemies within 3 squares take 70% SP lightning damage at turn end; action/skill-control immunity; 2 turns, lightning attribute. Becomes a turret hitting approaching enemies for 2 turns; like Ball Lightning, both Shock and Slow apply on crit.
- Cinder Veil (from Ember Seer): TP 2; designate a straight tile 1~3 squares away and hit that tile plus its two side tiles (3 tiles) for 50% SP damage + Burn, and create "Cinder Veil" on those 3 tiles for 2 turns. Cinder Veil: creates a control zone; on entering/ending action there, take 50% SP fire damage. Fire version of Frozen Pillar; makes a damaging fire zone instead of a pillar.
- Moonlight (from Prostmage): TP 4; 100% SP ice damage + Freeze on target, plus 50% SP ice damage to target and within 3 squares with Cold Slow; 3-turn cooldown. Top-tier ice magic and her highest SP-multiplier AoE among normal skills; strong stun + AoE Cold Slow. Costs 4 TP but does 150% SP damage to the single target, making it stronger as a single-target skill than TEB and TEB EX. Choose TEB EX for more AoE damage/debuff, or Moonlight for strong single-target damage plus surrounding damage and Cold Slow.
- Ultimate TEB EX: designate a target 1~3 squares away; hit enemies within 3 squares of the target with ice, lightning, fire for 100%~115% SP damage; applies Freeze (cannot act, 1 turn), Nerve Damage (cannot counter, cannot guard, 2 turns), Combustion Collapse (25% SP fire fixed damage at turn end, cannot heal, 2 turns; undispellable/heal-block/DoT). Guaranteed AoE stun plus no-counter/no-guard reduces tanks to scarecrows, and heal-block neutralizes healers; instantly enables Magic Weave (3 elements at once). Downside: even at 6 Awakening its damage is weaker than the normal TEB; it needs 3rd Awakening to reach the 130% multiplier of normal TEB. High-end firepower is weaker than normal TEB or Moonlight, but status effects are greatly boosted. Note: contrary to the text, it attacks in ice-lightning-fire order.
- Exclusive weapon Elementia (extra stat: Spell Power). On fire/ice/lightning skill use, until next turn start magic penetration +10~30% and fire/ice/lightning resistance +10~30%. When equipped by Witch Cameo: using a single-element skill of the same element as the last single-element skill recovers 25~100% of the TP spent; if a different element, gain shield equal to 25~100% SP for 2 turns and reduce that skill's cooldown by 1~3. Cooldown reduction plus guaranteed shield and magic penetration make it usable by any elemental mage. TP recovery helps since she burns TP, but hitting 100% requires 6 Awakening, a high hurdle.
- Armor: for firepower, Prime Minister 4-set; its "Cheolsu/Withdraw" effect helps with move, survival, and AoE positioning since all her AoE except TEB EX is self-centered within 3 squares. Cardinal 4-set also viable due to heavy TP use. Sage 4-set possible for AoE-focused builds, but hard to recommend since the core Trimode is closer to single-target.
- Accessories: Legendary - Chronometer for Spell Power + cooldown reduction (main skills have long cooldowns), though since Trimode gives a TP-free single-target normal attack, use Chronometer mainly when AoE is needed. Hero grade - Golden Dice for crit, or Black Dice for survival.








