← All classes
Key skills & ultimate
Unique class- **Shield of Retribution:** TP 1. Choose Punishment Aura or Retribution Barrier; 1 adjacent ally also gets the barrier; gain re-action after use; cooldown 3. Core skill; extends escort range and Punishment Strike fires separately from counters with no range limit. Cooldown 3 = effectively permanent uptime.
- **Radiant Gatekeeper Summon:** TP 2, cooldown 3. Summons a gatekeeper for 3 turns with 70% of summoner stats (excl. spell power): provides cover, escorts allies, holds a control zone; has Sanctum Healer (heals 2 random allies within 2 tiles for 100% ATK on summon, 50% ATK when an ally ends turn within 2 tiles) and Sanctum Avenger (100% ATK defense-ignore dmg to enemies ending turn within 2 tiles). No separate turn; dies if summoner dies; buff/debuff/move-control immune. An all-in-one escort tank + healer + turret + assist damage. With Siren adjacent, a single enemy attack can trigger Siren counter + Punishment Strike + Sanctum Avenger (triple hit).
- **God Hammer:** TP 3, cooldown 3. Targets a 3x3 area within 3 tiles: Slow debuff + 140% ATK dmg, removes 2 buffs; enemies not afflicted by Slow take 200% dmg; 60% chance to create a Sanctification Zone. Considered high-value: 200% at TP 3 is unrivaled (even Black Prince's ultimate needs max enhancement to reach 200%). Zone combines heal-damage plus buff-strip/debuff-clear.
- **Charge Flash:** TP 2, cooldown 2. 80% DEF physical fixed dmg, knock back 2 tiles; if the target hits a wall/enemy, Stun + quick approach for 30% ATK extra dmg. Useful attack/stun/mobility skill.
- **Dual Impact Wave:** TP 3, cooldown 2. Leap-attack, 60% DEF physical fixed dmg to enemies within surrounding 8 tiles, 2-turn Slow (move -1). Can leap over terrain/obstacles.
- **Taunt Shout:** TP 3. Taunt enemies within 2 tiles 1 turn; dmg taken from targets -20%. Taunt forces basic attacks on caster and reduces their dmg dealt by 20% (combined 40% reduction). High value for tank play but not essential since she is already an escort tank.
- **Wave-Break Advance Flash:** TP 2, cooldown 1. 75% ATK dmg + 75% ATK splash to nearby enemies; applies Weakness Exposed 2 turns (dmg taken +10%, crit-received chance +10%, max 3 stacks, does not stack with other Exposed). Good for raids.
- **Ultimate Absolute Chain Wave:** Move to a tile within 3, ATK 80% + DEF 80% dmg to enemies within 2 tiles of target, 100% Stun, applies Armor Crack; 2 dmg to installations. (Note: guide text lists Armor Crack as DEF/RES -25%, max 2 stacks, 2 turns; the skill table lists -35% (?).) Super-enhanced Dual Impact Wave; scales off both ATK and DEF, so raise both.

