- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Geysir
- Class
- Gunner
- Voice Actor
- Kim Haru
- Unique Passive
- Whisper of Fate
- Exclusive Weapon
- Sturmgewehr
- Ultimate
- Swan Song
- Original Korean Release Date
- 2024-07-23
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 359
- ATK
- 150
- M-ATK
- 84
- DEF
- 23
- RES
- 20
Unique Passive
Whisper of Fate Passive
Reworked on 2026-03-24 (KR). The update notice published only the first-acquisition text, so the Max Awakening line below is what the KR creator guide reads off a fully awakened Chris; no post-rework Max Manifestation text has been published anywhere, and the pre-rework one no longer applies.
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | Critical hit chance +20%. Chance of being hit by a critical attack is reduced by 20%. After attacking an enemy and triggering a critical hit, gain the Whisper of Fate 1 effect. | |
| Whisper of Fate 1 (duration 1) Cannot be removed | When an enemy ends its turn within range, fire a round to deal 40% of attack power as damage. Requires ammo to trigger. | |
| Max Awakening | Critical hit chance +40%. Chance of being hit by a critical attack is reduced by 40%. Max HP +30%. After attacking an enemy and triggering a critical hit, gain the Whisper of Fate effect. | |
| Whisper of Fate (duration 1) Cannot be removed | Range +1. When an enemy ends its turn within range, fire a round to deal 80% of attack power as damage. Requires ammo to trigger. Also holds Sharp Strike and Weak Point Defense. | |
| Sharp Strike | After attacking, deal 100% of attack power as slash damage to an adjacent enemy and apply Bleed. On defeating an enemy with it, gain Vigor of Fate. | |
| Vigor of Fate | An extra attack or skill use, carried into the next turn rather than the current one. | |
| Weak Point Defense | When attacked, a chance to take 30% less damage. The chance runs from 30% to 80%, scaling with the attacker's critical hit chance and with Chris's own reduction to critical hits taken. No formula is published. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Gunner |
| Tier 2 | Gunslinger, Gunblader |
| Tier 3 | Ace, Spitfire, Requiem |
Common Classes
Gunner [Tier 1]+6 more →
A basic class that uses a pistol as a weapon to deal physical damage to enemies from range.
Reload
| Lv | Effect |
|---|---|
| 1 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. Critical hit chance of an attack that consumed ammo increases by 5%. (Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo.) |
| 2 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. Critical hit chance of an attack that consumed ammo increases by 10%. |
Gunslinger [Tier 2]+4 more →
A skilled gunman who uses a pistol to swiftly and expertly dispatch enemies from range.
Handiwork
| Lv | Effect |
|---|---|
| 1 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum, and if ammo is 1, recover 1 TP. Critical hit chance of an attack that consumed ammo increases by 15%. (Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo.) |
| 2 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum, and if ammo is 1, recover 1 TP. Critical hit chance of an attack that consumed ammo increases by 20%. |
Ace [Tier 3]+3 more →
An advanced class with accurate shooting technique and tactically honed senses, using a pistol as a weapon.
Honed Sense
| Lv | Effect |
|---|---|
| 1 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum, and if ammo is 1, recover 1 TP. Critical hit chance of an attack that consumed ammo increases by 25%. (Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo.) |
| 2 | Max ammo: 3. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum, and if ammo is 1, recover 1 TP. Critical hit chance of an attack that consumed ammo increases by 30%. |
Spitfire [Tier 3]+2 more →
An advanced class that uses a pistol as a weapon with a larger magazine and stronger firepower.
Increased Capacity
| Lv | Effect |
|---|---|
| 1 | Max ammo: 4. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum and this turn attack power and critical hit chance increase by 15%. (Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo.) |
| 2 | Max ammo: 4. Basic attack/counterattack consumes 1 round. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum and this turn attack power and critical hit chance increase by 20%. |
Unique Classes
Both unique classes were reworked on 2026-03-24 (KR): they no longer load Magic Bullet or grant extra movement at turn end, and instead run on Precision Rounds plus an Evasive Maneuver after attacking. The update notice published only the level 1 text of each. Complement 2 keeps its pre-rework 20% damage reduction (level 1's 15% was left untouched by the rework); Trump Card 2's 50% figures are the ones the KR creator guide reads off in game.
Gunblader [Tier 2]
A hybrid warrior who fights flexibly using both sword and gun depending on distance to the enemy.
Complement
| Lv | Effect |
|---|---|
| 1 | Max ammo: 3. Basic attack/counterattack consumes 1 round. When taking a combat attack from an adjacent enemy, can counterattack with the sword and damage taken is reduced by 15%. After attacking, can use the Evasive Maneuver skill before the end of the turn. Has the Reload: Precision Rounds effect. (Precision Rounds: If consumed to deal damage, deal 30% of attack power as additional defense-ignoring physical damage to that target.) (Reload: Precision Rounds Cannot be removed: At the start of the game, load Precision Rounds to maximum. At the start of the turn, reload if ammo is fully depleted.) (Evasive Maneuver: Move quickly to the designated tile. If there is an adjacent enemy, gain the Swift Evasion effect.) (Swift Evasion Cannot be removed (duration 1): Defense +30%. Chance of being hit by a critical attack is reduced by 30%.) |
| 2 | Max ammo: 3. Basic attack/counterattack consumes 1 round. When taking a combat attack from an adjacent enemy, can counterattack with the sword and damage taken is reduced by 20%. After attacking, can use the Evasive Maneuver skill before the end of the turn. Has the Reload: Precision Rounds effect. |
Requiem [Tier 3]
An advanced class that uses both sword and gun to dominate the battlefield flexibly regardless of distance to the enemy.
Trump Card
| Lv | Effect |
|---|---|
| 1 | Max ammo: 3. Basic attack/counterattack consumes 1 round. Preemptive attack. When taking a combat attack from an adjacent enemy, can counterattack with the sword. When attacking, attack power increases by 40%, and when attacked, damage taken is reduced by 40% (both figures fall by 5% per tile of distance beyond 1 tile, up to a maximum drop of 15%). After attacking, can move using the Evasive Maneuver skill before the end of the turn. Has the Reload: Precision Rounds effect. The class passive cannot be sealed. (Preemptive Attack: When taking a combat attack on the enemy turn, attack first.) (Precision Rounds: If consumed to deal damage, deal 30% of attack power as additional defense-ignoring physical damage to that target.) (Reload: Precision Rounds Cannot be removed: At the start of the game, load Precision Rounds to maximum. At the start of the turn, reload if ammo is fully depleted.) (Evasive Maneuver: Move quickly to the designated tile. If there is an adjacent enemy, gain the Swift Evasion effect.) (Swift Evasion Cannot be removed (duration 1): Defense +30%. Chance of being hit by a critical attack is reduced by 30%.) |
| 2 | Max ammo: 3. Basic attack/counterattack consumes 1 round. Preemptive attack. When taking a combat attack from an adjacent enemy, can counterattack with the sword. When attacking, attack power increases by 50%, and when attacked, damage taken is reduced by 50% (both figures fall by 5% per tile of distance beyond 1 tile, up to a maximum drop of 15%). After attacking, can move using the Evasive Maneuver skill before the end of the turn. Has the Reload: Precision Rounds effect. The class passive cannot be sealed. |
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Suppressing Fire+5 more → | Ranged Directional Combat | 1 | 2-4 | 2 turns | Consumes 1 bullet. Fire the gun at an enemy to deal damage equal to 120% of attack power and apply Suppression for 1 turn. Suppression Skill Control (stacks 1): Cannot gain TP. |
| - | 1 | Self | 3 turns | Immediately after using the skill, can additionally attack or use a skill. Empty all remaining ammo and load Armor-Piercing Rounds to maximum. Armor-Piercing Round: If consumed to deal damage, deal 25% of attack power as additional physical fixed damage to that target and remove 1 TP. Can attack or use skills even without ammo. | |
| Ranged Directional Combat | 2 | 2-4 | 3 turns | Consumes 2 bullets. Fire the gun at an enemy to deal damage equal to 80% of attack power. Fire one more shot to deal damage equal to 50% of attack power. | |
| Ranged Directional Combat | 1 | 2-4 | 3 turns | Consumes 1 round. When using the skill, if ammo is at maximum, critical hit chance increases by 20%, and if it is the last round, critical hit chance increases by 35%. Fire the gun at an enemy to deal 120% of attack power as damage. This skill cannot be counterattacked and cannot be guarded/escorted. | |
| Ranged Directional Combat | 3 | 2-5 | 3 turns | Consumes 3 rounds. Fire the gun at an enemy to deal 130% of attack power as damage and the effects of all consumed rounds activate. On enemy defeat, empty all remaining ammo and load Magic Bullet to maximum. Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo. | |
| Ranged Directional Combat | 3 | 1-1 | 3 turns | Consumes all ammo. Designate a direction to deal 80% of attack power as damage to enemies within range and push them back 1 tile each. The ammo effect triggers once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count. |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Slash Melee Position Control Combat | 2 | 1-1 | 3 turns | Deal 110% of attack power as damage to an enemy and push them back strongly, applying Electrocution Stagger for 3 turns. If distance opens with the pushed-back enemy, fire the gun to deal 50% of attack power as damage, and consume ammo if available. Electrocution Stagger Lightning, Action Control (stack 2 / duration 3): Cannot counterattack. At 2 stacks, stun and remove it. Stun Action Control (duration 1): Cannot act. | |
| Ranged Movement Attack | 3 | 1-3 | 3 turns | Consumes all ammo. Move to a designated tile within 3 tiles around you, then deal 60% of attack power as damage to enemies within 2 tiles around you and load 1 Magic Bullet. Deal double damage to enemies at 50% HP or below. The ammo effect triggers once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count. --- |
Ultimate
Swan Song
Ultimate Penetration Ranged "All units, prepare to fire! Swan Song!!"
- Base: Designate a target and deal 155% of attack power as damage within range centered on the target. This skill does not consume ammo.
- ConsumeTP 5Range1-3AreaAoECooldown5 turns
The 2026-03-24 (KR) rework raised Swan Song from 105% to 155% of attack power. Only that one figure was published, so the pre-rework Max Awakening and Max Manifestation tiers no longer apply and are not carried here.
Artifacts
Overload Loader+4 more →: More! Stronger! Enhances the wearer's firearm to nullify enemy defense and load more ammunition.
| Lv | Effect |
|---|---|
| 1 | Physical Penetration +15%. Max Ammo +1. |
| 2 | Physical Penetration +30%. Max Ammo +1. |
| 3 | Physical Penetration +45%. Max Ammo +1. |
| 4 | Physical Penetration +60%. Max Ammo +1. |
Initial AP Magazine: Prepares the wearer in optimal condition to seize a strong advantage from the opening engagement.
| Lv | Effect |
|---|---|
| 1 | Start the game with AP Rounds loaded. AP Rounds: if consumed to deal damage, deal additional physical fixed damage equal to 25% of ATK and remove 1 TP. Can attack or use skills even with no ammo. |
| 2 | Crit Rate +10%. Start the game with AP Rounds loaded. |
| 3 | Crit Rate +20%. Start the game with AP Rounds loaded. |
| 4 | Crit Rate +30%. Start the game with AP Rounds loaded. |
Trigger of Freedom: Carrying the wish of the oppressed and the firm will to choose one's own fate...
| Lv | Effect |
|---|---|
| 1 | ATK +15%. Crit Rate taken -15%. After taking a combat attack, remove 1 debuff from self and, once per turn, recover HP equal to 40% of ATK. |
| 2 | ATK +20%. Crit Rate taken -20%. After taking a combat attack, remove 1 debuff from self and, once per turn, recover HP equal to 45% of ATK. |
| 3 | ATK +25%. Crit Rate taken -25%. After taking a combat attack, remove 1 debuff from self and, once per turn, recover HP equal to 50% of ATK. |
| 4 | ATK +30%. Crit Rate taken -30%. After taking a combat attack, remove 1 debuff from self and, once per turn, recover HP equal to 60% of ATK. |
The 2026-03-24 (KR) rework redesigned Trigger of Freedom, moving it off the counterattack trigger, and added Advanced Tactical Magazine as a fourth artifact option.
Advanced Tactical Magazine: More ammunition. Longer fire.
| Lv | Effect |
|---|---|
| 1 | Physical Penetration +10%. Reserve Magazine 1: when ammo runs out completely, reload to maximum (cooldown 1). Cannot be removed. |
| 2 | Physical Penetration +20%. Reserve Magazine 1: when ammo runs out completely, reload to maximum (cooldown 1). Cannot be removed. |
| 3 | Physical Penetration +30%. Reserve Magazine 2: when ammo runs out completely, reload to maximum (cooldown 1) and recover HP equal to 50% of ATK. Cannot be removed. |
| 4 | Physical Penetration +40%. Reserve Magazine 2: when ammo runs out completely, reload to maximum (cooldown 1) and recover HP equal to 50% of ATK. Cannot be removed. |
Signature Gear

KR release · gmap.gg
A pistol carried by the boy Chris. Its rather flashy ornamentation stands out, at odds with his station.
- Stats
- Max HP +122, ATK +382
- Additional
- ATK +15%, Max HP +15%
Ark Core (Exclusive). Max ammo count +2. Consuming ammo to deal damage to an enemy grants Enhancement Core 6. Has Electrifying Shot 3.
- Electrifying Shot 3: Consuming ammo to deal damage applies Power Overload 3. Cannot be removed.
- Power Overload 3: DEF/RES -15%. At max stacks, deals Lightning Magic damage equal to 40% of ATK ignoring RES and grants the caster TP +1. Can trigger a Crit. Removed after triggering. Lasts 2 turns. Max 2 stacks.
- Enhancement Core 6: Crit Damage +10%. This effect is not visible to enemies. Lasts 2 turns. Max 5 stacks. Cannot be removed.
Overcoming Crisis (General). At the start of the game, the wearer's max ammo count increases by 1. At turn start, if ammo held is at max, Crit Damage increases by 15% for 1 turn. (Cooldown 3 turns)
Guide
This community write-up predates the 2026-03-24 (KR) rework of Whisper of Fate, Swan Song and the Gunblader / Requiem class passives, and still quotes the old numbers for them. The sections above carry the reworked text; the KR Creator Guide further down the page covers the reworked build.
Overview: Base class is Gunner; Tier 3 classes are Ace / Spitfire / Requiem; ultimate is Swansong. The unique passive "Whisper of Fate": when attacking an enemy not at 100% HP, Crit Rate +20% and take 40% less counter damage; landing a crit grants the unremovable 1-turn "Whisper of Fate" buff. Whisper of Fate: when an enemy ends its turn within Chris's range and Chris has ammo, deal 35~50% ATK damage and gain 1 TP at 40%~100% chance. This makes Chris an active turret; because Gunners have wide attack range, auto-damaging enemies that end turns inside it is a big merit. Below 5th awakening the TP-gain chance gambling is heavy, but gaining TP just from enemies ending turns in range is a strong bonus effect.
Classes: Tier 3 options: Ace (crit-focused), Spitfire (gains ATK and crit buffs while out of ammo), Requiem (counters melee attacks, gains extra movement if ammo remains). All classes reload Magic Rounds, +25% ATK bonus magic damage to max when ammo is 0 at the start of the ally turn.
- Ace: learns Bullseye; max ammo 3; passive gives +30% crit on ammo-consuming attacks. Since Chris has almost no ammo-free actions, the crit boost applies nearly always; also learns two strong damage skills (Rapid Fire and Bullseye), so it is recommended as 1st-priority build and as an endgame class.
- Spitfire: learns exclusive skill "Barrage"; max ammo 4; passive gives ATK and Crit +20% when ammo is 0 at turn start. Good firepower increase but the hardest condition, so not very recommended; Barrage is a good skill worth securing.
- Requiem: learns "Deadly Scorch"; uses the Gun Blader-Requiem exclusive tree. Gains pre-emptive attack, counters adjacent melee attacks with sword for 40% damage reduction, and gains extra movement at turn end if ammo remains. Great mobility with good ammo management and improved survivability, and learns two useful exclusive skills; but lacks damage-boost or crit buffs so it is weakest for damage and its passive is hard to trigger, so usually recommended as 2nd-priority build.
Key skills:
- AP Rounds Reload: TP 1. Empties remaining ammo then loads AP Rounds to max. Cooldown 3. AP Rounds: +25% ATK bonus physical damage and remove 1 TP. Buffs all gun attacks by +25% damage; multi-shot skills that trigger ammo effects at once are greatly strengthened.
- Bullseye: TP 3, 3 ammo. 130% ATK damage, triggers all consumed ammo effects; on kill, empty remaining ammo and reload Magic Rounds to max. Cooldown 3. Gunner's main damage skill; after AP Rounds Reload, Bullseye becomes a fearsome 205% ATK multiplier.
- Blade and Gun: TP 2, consume ammo if any. 110% ATK to adjacent enemy, strongly knock back and apply "Shock Stun" for 3 turns; if distance opened, fire gun for +50% ATK. 160% multiplier single-target; usable as a stun skill whenever crit lands. Wants to pair with Requiem's 40% adjacent damage reduction; but Chris is squishy so may be used as an escape skill.
- Barrage: TP 3, all ammo. Directional, 80% ATK to enemies in range, push 1 tile each; targets limited to ammo count. Gunner's main AoE; with magazine full of Magic/AP Rounds the multiplier rises to 105%.
- Deadly Scorch: TP 3, all ammo. Move to a chosen tile within 3 tiles, then 60% ATK to enemies within 2 tiles and load 1 Magic Round; double damage to enemies at 50% HP or below. Cooldown 3. Confirm-kill AoE with movement; multiplier low but can reach 85% with Magic/AP buffs; use to finish enemies whose HP was chipped by the passive's enemy-turn attack.
- Swansong (ultimate): targets 1 unit within 1
3 tiles, AoE 100130% ATK centered on target; does not consume ammo. Cross-shape area (8 surrounding tiles plus 6 in each of front/back/left/right), like Cheonjipayeolmu. Simple pure-damage AoE with no utility; the animation shows Chris's subordinate unit delivering crossfire, explaining the no-ammo cost and cross shape.
Recommended gear: Exclusive weapon Sturmgehilter; bonus stat ATK increase; +12 ammo at stage start; if ammo full at turn start, +1525% crit damage for 1 turn (3-turn cooldown); after a combat attack that crits, applies 3-turn "Shock Stun" debuff (no counter, stuns at 2 stacks). Upgrades Blade and Gun into a stun skill; crit damage option is attractive for crit-focused Chris, but otherwise mediocre so not deemed essential. Armor: stack crit to enable the passive. Hero grade: Assassin set; Legendary: Crow set (motif of the character Crow); stack crit rate + crit damage, no room for survivability. Accessories: since crit is so important, Golden Dice (extra chance roll) or Balance Blade (trades damage for crit) are recommended.
Evaluation: An active turret that chips HP on the enemy turn and confirm-kills on the ally turn. As Genesis War Mobile's first-ever Gunner class character, operation is somewhat complex and a bit tricky, but ultimately if you load AP/Magic Rounds and shoot while securing crit to act as an "active defense system" turret on the enemy turn, it does its job. The game has very few ranged dealers (only Ariana and Chris in Green attribute), so deploy for Blue-attribute sniping.
No S/A/B tier rating stated in the source.
Awakening/Manifestation progression: Inner Cube dupe progression: - Stage 1: Ultimate Enhance 1, Stat Enhance 1 - Stage 2: Unique Passive Enhance 1, Stat Enhance 2 - Stage 3: Ultimate Enhance 2, Artifact Acquired - Stage 4: Unique Passive Enhance 2, Artifact Enhance 1 - Stage 5: Ultimate Enhance 3, Artifact Enhance 2 - Stage 6: Unique Passive Enhance 3, Artifact Enhance 3 Note: those scaling figures are pre-rework. Since 2026-03-24 (KR) the ultimate Swan Song deals 155% of attack power and the reworked "Whisper of Fate" is as listed at the top of this page.
KR Creator Guide
Character review of Chris (filmed before his rework) by 하막군의게임튜브 · 2026-08-04
The reviewer doesn't normally cover older characters, and made an exception here because Chris was reworked and enough people asked. Everything below describes the reworked kit at full awakening, which is also how he frames it — an older character below full awakening, he says, is essentially unusable, so there's no point describing anything else. He got his own copy to 5★ and stopped. (0:01, 0:31, 1:01)
Whisper of Fate, and why crit resistance is the stat
At full awakening the passive gives +40% Crit Rate, -40% critical hit chance received, and +30% Max HP, and landing a critical hit grants Whisper of Fate. He is emphatic that the middle number is the important one — Crit Rate matters, but crit-chance-taken matters more.
Whisper of Fate shoots anything that ends its turn inside his range: 80% of ATK plus a 30% defence-ignoring bullet, so about 110% in practice, and it needs ammunition to fire. Its "range +1" is added on top of his own, giving five tiles rather than four. It also carries two riders:
- Sharp Strike — after he attacks anything, an adjacent enemy takes 100% Slash damage and Bleed. Killing with it grants Vigor of Fate, an extra attack or skill — but carried into the next turn, not the current one.
- Weak Point Defense — a chance to take 30% less damage when attacked, scaling somewhere between 30% and 80% with the attacker's Crit Rate and his own crit-chance reduction. There's no published formula; he estimates around 80% once the reduction is fully stacked.
(1:33, 2:04, 2:35, 3:05, 3:35, 4:07)
Class: Requiem, and nothing else
His words: don't even look at the others.
Requiem gives Preemptive Strike,
lets him counter an adjacent combat attack with the sword, +50% ATK when
attacking, and -50% damage taken when attacked — that second clause on any
attack, not just combat ones.
Both numbers decay with distance: -5% per tile beyond the first, to a maximum of -15%. So Chris is not a character you play at range; three tiles out he has already lost the whole bonus. Get adjacent.
It also grants an evasive move after attacking — a teleport anywhere within 3 tiles, terrain ignored. Attack, then hop next to someone, and Sharp Strike adds its 100% on top. Landing adjacent also grants Swift Evasion, carrying another 30% crit-chance reduction, which is what makes diving into the enemy line safe rather than suicidal. (4:39, 5:09, 5:39, 6:09, 6:39)
Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Slash Melee Position Control Combat | 2 | 1-1 | 3 turns | Deal 110% of attack power as damage to an enemy and push them back strongly, applying Electrocution Stagger for 3 turns. If distance opens with the pushed-back enemy, fire the gun to deal 50% of attack power as damage, and consume ammo if available. Electrocution Stagger Lightning, Action Control (stack 2 / duration 3): Cannot counterattack. At 2 stacks, stun and remove it. Stun Action Control (duration 1): Cannot act. | |
| Ranged Directional Combat | 1 | 2-4 | 3 turns | Consumes 1 round. When using the skill, if ammo is at maximum, critical hit chance increases by 20%, and if it is the last round, critical hit chance increases by 35%. Fire the gun at an enemy to deal 120% of attack power as damage. This skill cannot be counterattacked and cannot be guarded/escorted. |
Gear
Chris does not hit hard. Outside
Requiem's +50% there is almost no attack
scaling in the kit, just 30% on an artifact. He looked at building physical
penetration instead — it can be pushed to 100% — and decided survivability
paid better, so it comes down to taste.
His own build is One Against a Thousand with Envoy of the Storm, which covers about 30% penetration between them. For the accessory he picks Black Banner: penetration, crit-chance reduction, attack, and damage reduction after being hit — in his view the best accessory Chris has right now. If you'd rather chase Crit Rate, Balanced Blade Necklace is the alternative. (8:12, 8:42, 9:13, 9:44)
The weapon needs ★3
Sturmgewehr raises maximum ammunition, and the part that matters is the stacking debuff: at two stacks it deals 40% resistance-ignoring damage and returns TP to him. The TP clause only exists from ★3, so ★3 is the floor; past that it's only numbers.
Reaching two stacks means hitting the same enemy twice, which is exactly why
he runs
Double Down+5 more → — a 2 TP skill that fires twice, refunds the TP through
the weapon and ends up costing what a 1 TP skill would.
Bullseye+3 more → does the
same job by spending three rounds. (9:44, 10:15,
10:46)
There's a second pattern he describes: open with
Rain of Fire to smear the
weapon debuff across a group, then let Whisper of Fate shoot each of them as
they come to you, refunding TP with every hit. That only works if the magazine
refills mid-turn, which needs the Advanced Tactical Magazine. (11:17,
11:48)
Artifacts
Overload Loader+4 more → and
Initial AP Magazine he waves off. The Advanced
Tactical Magazine he takes almost entirely for its 40% physical penetration —
he's dismissive of the mid-turn reload and the heal-on-empty as marginal. With
30% from gear, 20% from Medici's Zephyr Falcon buff and 40% here, penetration
lands around 90% and the runes finish it.
Trigger of Freedom is his main pick and the one he rates highest: attack up,
another 30% crit-chance reduction, and — the good part — taking a combat attack
clears one debuff and heals him. Get stunned, and the stun comes straight back
off. With two or more debuffs you don't choose which goes, but as a survival
tool he calls it the strongest thing he has. (11:48, 12:18,
12:50, 13:20, 13:52)
Runes
He hasn't slotted his yet. His reasoning: crit-chance-taken is already at 120%, so don't spend runes there, and critical-damage-taken reduction is pointless when nothing crits him anyway. That frees slots 1 and 2 for attack, penetration or Crit Rate to taste, with Sun and Moon in the survivability slots.
His actual advice is that the runes follow the plan — turret with high Crit Rate to keep Whisper of Fate live, or penetration to punch through tanks, or pure bulk. (14:24, 14:56, 15:27, 15:57)
The arithmetic, and the verdict
He closes by adding it all up, assuming the Zephyr Falcon buff is running — and he is clear that without Medici, Chris is hard to use at all.
- Health: +30% passive and +20% from Zephyr Falcon, so 1.5× the number on the roster screen.
- Crit Rate: 40% from the passive alone, which he considers enough.
- Crit chance taken: 40% passive, 30% class on approach, 10% boot reforge, 30%
Trigger of Freedom, 10% Black Banner — 120% total. Against an attacker
with over 40% Crit Rate that still leaves the mitigation roll around 80%. - Damage taken: a flat -50% from
Requiem, plus the 30% roll on top, for up
to -80% — comparable to a barrier field, except it never runs out. - Attack: 50% class and 30% artifact, about +80%, which by current standards he calls average.
- Penetration: about 50% from gear and the faction buff, up to 90–100% if you build for it.
One correction he makes: the Zephyr Falcon +1 skill range and Whisper of Fate's range bonus are separate things and don't add up. The passive shot goes five tiles either way.
So: not a character who deletes anything, but one that chips constantly — shoot,
teleport in, Slash, push with
Blade and Gun, shoot again — while being very
hard to kill. He describes taking hits from Cyrano Bernstein and surviving. If
you're picking him up on a one-plus-one, he thinks it's worth doing now, with an
eye on a Zephyr Falcon deck once a fourth deck slot arrives. (16:27,
16:59, 17:31, 18:01, 18:33,
19:04, 19:36, 20:08, 20:38,
21:09)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Chris’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.
Reworks
KR-server balance changes for this unit, newest first (see the full Rework History).
Reworked Whisper of Fate, Swan Song, and the Gunblader class passive
- Unique passive 'Whisper of Fate' reworked: now grants +20% Crit Rate and -20% received Crit Rate (was +15% Crit Rate and -35% Counter damage taken); on landing a crit, gains Whisper of Fate 1.
- Whisper of Fate 1 (1 turn, cannot be dispelled) now fires on an enemy ending its turn in range for 40% ATK if a bullet is available (was 35% ATK plus 40% chance to gain 1 TP).
- Ultimate 'Swan Song' damage increased from 105% ATK to 155% ATK (ranged AoE, consumes no bullet).
- Gunblader class passive 'Supplement 1' reworked: removes bonus Magic Bullet damage and auto-reload; adds an evasive maneuver skill usable before turn end and the Reload: Precision Bullet effect (retains max 3 bullets, sword counter, -15% damage taken).
- Requiem class passive 'Trump Card 1' reworked: adds +40% ATK on attack and up to -40% damage taken when attacked (scales down 5% per tile beyond 1, min 15%), evasive maneuver, Reload: Precision Bullet, and class passive cannot be sealed.
- Artifact 'Trigger of Freedom' overall design changed.
Expanded Inner Break awakening
- Inner Break awakening added (stages 1-6).
- Stages 1/3/5 enhance ultimate 'Swan Song': at max, deals 150% ATK damage in an area around a target; consumes no ammo.
- Stages 2/4/6 enhance unique passive 'Whisper of Fate': at max, when attacking an enemy below 100% HP, Crit Rate +50% and take 60% less counter damage; when attacked by an enemy below 100% HP, chance to be crit −50%. After landing a crit, gain Whisper of Fate 7 for 1 turn.
- Whisper of Fate 7 (1 turn, cannot be dispelled): Crit Rate +30%, effect range +2; if an enemy ends its turn in range and Chris has ammo, fire for 80% ATK damage and gain 1 TP.
- Artifact 'Overcharger': first awakening Physical Penetration +15% and max ammo +1; at max, Physical Penetration +60% and max ammo +1.
- Artifact 'Initial Armor-Piercing Magazine': start the game loaded with Armor-Piercing Rounds.
Trivia
Release Date
Original Korean release: 2024-07-23.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
