Anemone
Upcoming아네모네
- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Geysir
- Class
- Sister
- Voice Actor
- 박시윤
- Unique Passive
- Crimson Trail
- Exclusive Weapon
- Rakta Parvati
- Ultimate
- Tactical Supply Shell Drop
- Original Korean Release Date
- 2026-08-11
- Estimated Release Date
- 2027-09-07
Base Stats
Lv 1 · KR-server data · Magic- HP
- 460
- ATK
- 87
- M-ATK
- 160
- DEF
- 21
- RES
- 24
Unique Passive: Crimson Trail [Passive]
Crimson Shackles
| Lv | Effect |
|---|---|
| 1 | ATK/M-ATK -20%. Healing/Shield given -40%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 2 | ATK/M-ATK -25%. Healing/Shield given -50%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 3 | ATK/M-ATK -30%. Healing/Shield given -60%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 4 | ATK/M-ATK -35%. Healing/Shield given -70%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 5 | ATK/M-ATK -40%. Healing/Shield given -80%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 6 | ATK/M-ATK -45%. Healing/Shield given -90%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
| 7 | ATK/M-ATK -50%. Healing/Shield given -100%. At the end of the character's turn, 1 random skill is put on cooldown as though it had been used. |
Classes
Sister (Tier 1)
Light defense · Weapons: Staff, Rod
Benevolence
| Lv | Effect |
|---|---|
| 1 | When using a skill on an ally, restores 10% HP. |
| 2 | When using a skill on an ally, restores 15% HP. (Heal: (TP 1, Range 3, Area Single, CD 1 turn): Restores HP to a target ally equal to 100% of M-ATK.) (Power Up: (TP 1, Range 3, Area Single, CD 2 turns): Grants a target ally the Power Up effect for 2 turns.) (Heal Wind: (TP 2, Range 3, Area AoE, CD 2 turns): Restores HP to a target ally and allies within 3 tiles equal to 70% of M-ATK and increases their RES by 20% for 2 turns.) |
Healer (Tier 2)
Light defense · Weapons: Staff, Rod
Devoted Nursing
| Lv | Effect |
|---|---|
| 1 | At the start of the ally turn, levels her own HP percentage with that of the one other ally on the lowest remaining HP percentage, setting both to their average. Restores HP equal to 20% of M-ATK to that target and to herself. |
| 2 | At the start of the ally turn, levels her own HP percentage with that of the one other ally on the lowest remaining HP percentage, setting both to their average. Restores HP equal to 25% of M-ATK to that target and to herself. (Recovery: (TP 1, Range 3, Area Single, CD 2 turns): Designates an ally, restoring HP equal to 100% of M-ATK and removing 2 debuffs.) |
Field Medic (Tier 2)
Light defense · Weapons: Staff, Rod
Logistical Support
| Lv | Effect |
|---|---|
| 1 | M-ATK +10%. Damage taken -10%. M-ATK and Healing increase by a further 10% per other ally within 2 tiles (max 30%). |
| 2 | M-ATK +15%. Damage taken -15%. M-ATK and Healing increase by a further 10% per other ally within 2 tiles (max 30%). (Med Station: (Range 3, Area Single, CD 3 turns): Designates an empty tile and deploys a Tactical Supply Shell with 3 HP that lasts 3 turns. Restores HP equal to 50% of M-ATK to allies within 2 tiles of the dropped Tactical Supply Shell, and restores 1 TP to any of them on 1 TP or less.) |
Chirurgeon (Tier 3)
Light defense · Weapons: Staff, Rod
Life Extension
| Lv | Effect |
|---|---|
| 1 | M-ATK +30%. Damage taken -15%. When another character ends its turn, if the ally on the lowest remaining HP percentage does not have the Life Extension 1 effect, grants that ally a Life Extension 1 shield equal to 15% of Max HP. |
| 2 | M-ATK +40%. Damage taken -20%. When another character ends its turn, if the ally on the lowest remaining HP percentage does not have the Life Extension 2 effect, grants that ally a Life Extension 2 shield equal to 20% of Max HP. (Vital Immune: (TP 1, Range 3, Area Single, CD 3 turns): Designates an ally within 3 tiles, restoring HP equal to 100% of M-ATK and applying the Vital Immune effect.) |
Hospitaller (Tier 3)
Light defense · Weapons: Staff, Rod
Proof of Worth
| Lv | Effect |
|---|---|
| 1 | M-ATK +20%. Damage taken -20%. M-ATK and Healing increase by a further 10% per other ally within 3 tiles (max 30%). When an enemy within 3 tiles is attacked, its DEF and Physical Penetration Resistance are reduced by 20% and 1 TP is removed. |
| 2 | M-ATK +30%. Damage taken -30%. M-ATK and Healing increase by a further 10% per other ally within 3 tiles (max 30%). When an enemy within 3 tiles is attacked, its DEF and Physical Penetration Resistance are reduced by 30% and 1 TP is removed. (Iron Mandate: (TP 3, Range 4, Area AoE, CD 4 turns): Designates an ally and applies the Iron Mandate effect to allies within 2 tiles of that target. After the skill is used, if the caster does not have the Iron Mandate effect, she enters the Iron Veil state until the start of the next turn.) |
Catalyst (Tier 3)
Light defense · Weapons: Staff, Rod
Golden Time
| Lv | Effect |
|---|---|
| 1 | M-ATK +30%. Damage taken and Crit Rate received -15%. When an ally ends its turn adjacent to 2 or more enemies, applies the Golden Time 1 effect to it and restores 1 TP. |
| 2 | M-ATK +40%. Damage taken and Crit Rate received -20%. When an ally ends its turn adjacent to 2 or more enemies, applies the Golden Time 2 effect to it and restores 1 TP. (Emergency Aid: (TP 2, Range 1-4, Area Single, CD 3 turns): Designates another ally within 4 tiles, moves it to a tile within 2 tiles, and applies the Emergency Aid effect. If the target has already ended its turn, it gains an extra turn and can act once more. Restores HP equal to 100% of M-ATK to the target. Large monsters cannot be designated.) |
Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Heal+4 more → | Radiance Healing | 1 | 3 | 1 turn | Designate an ally and recover HP equal to 100% of Spell Power. |
| Power Up+4 more → | Radiance | 1 | 3 | 2 turns | Target an ally and grant the Power Up effect for 2 turns. Power Up (duration 2): Attack/Magic Power +30%. On combat attack, remove 1 enemy buff. |
| Heal Wind+4 more → | Radiance Healing | 3 | 3 | 2 turns | Designate an ally and recover HP for the target and allies within 3 tiles around equal to 70% of Spell Power, and increase Resistance by 20% for 2 turns. |
| Recovery+1 more → | Radiance Healing | 1 | 3 | 2 turns | Designate an ally and recover HP equal to 100% of Spell Power and remove 2 debuffs. |
| Med Station | - | 1 | - | - | (Range 3, Area Single, CD 3 turns): Designates an empty tile and deploys a Tactical Supply Shell with 3 HP that lasts 3 turns. Restores HP equal to 50% of M-ATK to allies within 2 tiles of the dropped Tactical Supply Shell, and restores 1 TP to any of them on 1 TP or less. |
| Vital Immune | - | 1 | - | - | (TP 1, Range 3, Area Single, CD 3 turns): Designates an ally within 3 tiles, restoring HP equal to 100% of M-ATK and applying the Vital Immune effect. |
| Iron Mandate | - | 3 | - | - | (TP 3, Range 4, Area AoE, CD 4 turns): Designates an ally and applies the Iron Mandate effect to allies within 2 tiles of that target. After the skill is used, if the caster does not have the Iron Mandate effect, she enters the Iron Veil state until the start of the next turn. |
| Emergency Aid | - | 2 | - | - | (TP 2, Range 1-4, Area Single, CD 3 turns): Designates another ally within 4 tiles, moves it to a tile within 2 tiles, and applies the Emergency Aid effect. If the target has already ended its turn, it gains an extra turn and can act once more. Restores HP equal to 100% of M-ATK to the target. Large monsters cannot be designated. |
Ultimate
Tactical Supply Shell Drop (TP 5, 4, AoE, 5 turns)
Artifacts
Peak Condition+12 more → (Hero)
- 1★: Max HP +4%. If HP is 100% before being attacked, Crit DMG received -10%. At the start of the turn, if not at Max HP, restores 9% of Max HP.
- 2★: Max HP +6%. If HP is 100% before being attacked, Crit DMG received -15%. At the start of the turn, if not at Max HP, restores 11% of Max HP.
- 3★: Max HP +8%. If HP is 100% before being attacked, Crit DMG received -20%. At the start of the turn, if not at Max HP, restores 13% of Max HP. At 35% HP or below, the amount restored is doubled.
- 4★: Max HP +10%. If HP is 100% before being attacked, Crit DMG received -25%. At the start of the turn, if not at Max HP, restores 15% of Max HP. At 35% HP or below, the amount restored is doubled.
Wings of Protection (Hero)
- 1★: Holds an aura that applies the Wings of Protection 1 effect to allies within 2 tiles.
- 2★: Holds an aura that applies the Wings of Protection 2 effect to allies within 2 tiles.
- 3★: Holds an aura that applies the Wings of Protection 3 effect to allies within 3 tiles.
- 4★: Holds an aura that applies the Wings of Protection 4 effect to allies within 3 tiles.
There is no salvation on a battlefield that comes without a price. So long as breath remains, no one slips past this firing line and escapes.
Tactical Metronome (Hero)
- 1★: M-ATK, Magic Penetration, and damage dealt +10%. After using a Radiance skill, applies the Tactical Metronome 1 effect to allies within 2 tiles.
- 2★: M-ATK, Magic Penetration, and damage dealt +15%. After using a Radiance skill, applies the Tactical Metronome 2 effect to allies within 2 tiles.
- 3★: M-ATK, Magic Penetration, and damage dealt +20%. After using a Radiance skill, applies the Tactical Metronome 3 effect to allies within 3 tiles.
- 4★: M-ATK, Magic Penetration, and damage dealt +25%. After using a Radiance skill, applies the Tactical Metronome 4 effect to allies within 3 tiles.
The chaos of the battlefield resolves into controlled order, and the fate of the enemy is quietly struck from the ledger.
Signature Gear

KR release · gmap.gg
A staff recovered from a Dark God cultists' training temple that the Church destroyed. Its former owner is said to have kept hold of it right up to the moment of death. When Anemone equips it, the weapon's full potential is unleashed.
- Stats
- Max HP +122, M-ATK +399
- Additional
- M-ATK +15%, Max HP +15%
Crimson Paradise (Exclusive). When a Radiance-attribute buff she applied is removed, restores HP equal to 100% of M-ATK to allies within 2 tiles and applies a random buff, once per turn. On ending her action, if she has not attacked an enemy this turn, she holds the Crimson Paradise 6 aura until the start of the next turn, raising Physical Penetration and Magic Penetration of allies within 3 tiles by 30% and making them immune to TP removal. While she holds the Crimson Paradise 6 aura, Anemone takes 20% less AoE damage.
Rear Coordinator (General). When a Radiance-attribute buff she applied is removed, restores HP equal to 100% of M-ATK to allies within 2 tiles, once per turn.
KR Creator Guide
Character review of Anemone by 하막군의게임튜브 · 2026-08-14
The reviewer's summary is short: pull her. He notes that some viewers skip straight to the verdict at the end of his videos and says, for their benefit, "go and pull her right now." His reasoning is that she does two things at once — she shuts down extra-action units almost completely, and she hands out some of the strongest buffs in the game to her own team. He expects her to stay relevant for a long while. (28:29)
Crimson Trail is a hard counter to extra-action units
This is the mechanic the whole kit is built around, and it is worth understanding in order.
When an enemy takes an extra action inside 3 tiles of her, she applies Crimson Shackles to it and takes Crimson Trail for herself. Crimson Trail makes her untargetable by enemies, immune to movement debuffs, cuts area damage taken and adds 30% ranged damage. Crimson Shackles cuts the target's ATK/M-ATK, cuts the healing and shielding it gives, and puts one of its skills on cooldown at end of turn. Both last two turns and neither can be removed. (2:03)
At 2 manifestations she hands Crimson Trail to every Zephyrgun ally at game start, so the whole faction becomes untargetable. At 4 the debuff removal reaches 4 tiles and a shackled enemy ending its turn also gives her 1 TP. At full manifestation the cooldown push becomes 3 skills, Crimson Shackles hits -50% ATK/M-ATK, and the healing/shield reduction reaches -100%. (5:15)
His conclusion on how to fight her: a team with no extra actions at all is easier to play against her, because Crimson Trail never gets refreshed. Failing that, kill her with area skills or counterattacks — Iron Mask's lightning is the example he reaches for. (4:09)
There is one clean counter on the buff side. Crimson Shackles is tagged as a Heal Block effect, so anything granting Heal Block immunity blocks it. Her own Vital Immune does exactly that — put it on your extra-action unit before it acts and the shackle never lands. (6:15)
Class: all three are good
Chirurgeon is the pure healer. Life Extension hands the lowest-HP ally a shield worth 20% of their Max HP whenever any character ends a turn, and re-applies another when it breaks. Note the wording: it only fires if the lowest ally lacks it — it doesn't fall through to the second-lowest. (6:46)
Hospitaller is the aggressive one. Enemies attacked within 3 tiles of her lose DEF and Physical Penetration Resistance and have TP stripped, and it doesn't have to be her doing the attacking. The reviewer's line: since she can't be targeted anyway, walk her as far up the field as you dare and let the debuff aura do the work. He calls out Cyrano Bernstein's Soul Drain as the beneficiary. (8:23)
Catalyst is the balanced pick. Golden Time lands on any ally ending its turn adjacent to 2+ enemies: more healing and shielding received, -40% damage taken once, then a heal off her M-ATK when they are hit. He cites Belzebub diving alone into the enemy line and simply surviving. (9:55)
He personally runs Chirurgeon most of the time. (11:00)
Med Station is a roadblock, not a heal
Med Station technically heals allies within 2 tiles and refunds TP to anyone at 1 or below — but the reviewer is emphatic that its best use is physical. The Tactical Supply Shell is an obstacle, so dropping it in the gap the enemy has to walk through stops the advance dead. They mill around behind it and lose the game. Enemies won't even attack it; the path is simply closed. (12:33)
One correction he makes to his own play: the extra heal-on-hit is adjacent tiles, not 2 tiles. He spent a while fighting next to it thinking he was being healed and wasn't. (12:03)
Iron Mandate is the broken one
Iron Mandate gives allies within 2 tiles of the target +30% Max HP and physical/magic penetration resistance, cooldown-removal immunity, and — the part he calls genuinely broken — an extra action at end of turn for any of them that did not attack an enemy this turn. (15:07)
That "did not attack" clause is looser than it sounds. A unit that only cast a buff qualifies. So does an attack skill that hit nothing: he gives the example of Black Prince's Ultimate Grima+1 more → landing away from any enemy, which still earns the extra action. Destroying an obstacle isn't attacking an enemy either, so popping a 1 HP barricade and moving on works too. (15:39)
The opening line is therefore: cast Iron Mandate first. It isn't an attack, so it triggers its own extra action. It costs 3 TP, so getting 1 TP back is what lets you follow with Vital Immune — which is why TP recovery matters so much in her gear. (16:10)
Emergency Aid looks better than it plays
Emergency Aid got most of the attention when she was revealed — a recall that also grants an extra turn, plus a heal and Crit-Rate-taken reduction. In practice the reviewer doesn't slot it. At 2 TP it competes with things she wants every turn, and modern defence teams leave lanes open or field units that jump walls anyway. (17:35)
His loadout is Med Station, Vital Immune and Iron Mandate. The ultimate he dismisses outright — he says he simply won't cast it. (19:14)
Gear: health, and nothing but health
He is blunt here — build her entirely for Max HP. M-ATK barely matters. Reforges and specialisations all go to health. (22:18)
He runs the Cardinal set with Jade Ornament, both chosen for TP recovery (33% and 20%), and rates Jade Ornament the best accessory for her since it also carries HP, M-ATK and penetration. Book of the Sage is a reasonable alternative if you want more bulk. (19:16)
Weapon: optional, ★3 if you take it
Not required. ★3 adds TP-removal immunity, which is the one step worth paying for; ★4 widens the aura to 3 tiles and ★5 adds a random buff on the Radiance-buff heal, neither of which he rates. Veramode's weapon is a viable alternative precisely because its random TP return solves the same 1 TP problem. (21:47)
Runes
Devotion in slots 1 and 2 is his best case — the area-damage reduction stacks on top of what she already has, and slot 2 carries Max HP. Slots 3-6 he treats as fixed. Without Devotion runes she gets awkward: the fallback is Wisdom in 1 and 6 with Mercy in 2 and 5, playing her as a straight healer. (22:49)
Artifacts: all three are live picks
Peak Condition+12 more → is the "I refuse to die" option — with it on a defence team he has seen matches simply time out at 15 turns because nobody could kill her. (24:21)
Wings of Protection gives allies within 3 tiles -80% basic-attack damage taken and no counterattacks against them, plus +40% basic-attack damage dealt. That last part is why Cyrano Bernstein pairs so well: Soul Drain benefits from it, and Crimson Trail's ranged damage stacks on top. (25:08)
Tactical Metronome is the offensive pick. Each Radiance skill grants nearby allies +25% ATK and Crit Rate, and +25% damage on attacks that consume ammo. Cast twice and that is +50% and +50% — he describes Heidelun's damage as going completely off the rails alongside it, and names Theta as the other beneficiary. (26:26)
Investment
Two manifestations is the minimum and the value pick; three if you want a little more. The weapon is optional, ★3 if you take it. (28:59)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Anemone’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.
Reworks
No Reworks
Release Date
Original Korean release: KR: 2026-08-11
Estimated global release: 2027-09-07.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
