Chris
Released크리스
- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Geysir
- Class
- Gunner - ranged physical
- 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
Unique Passive
Whisper of Fate [Passive]
| Tier | Effect |
|---|---|
| First Acquisition | When attacking an enemy, if the enemy's HP is not 100%, critical hit chance increases by 15% and counterattack damage taken is reduced by 35%. After triggering a critical hit by attacking an enemy, gain the Whisper of Fate 1 effect for 1 turn. • Whisper of Fate 1 [Cannot be removed] (duration 1): When an enemy ends the character's turn within range, if you have ammo, fire the gun to deal 35% of attack power as damage and gain 1 TP with 40% chance. |
| Max Awakening | When attacking an enemy, if the enemy's HP is not 100%, critical hit chance increases by 30% and counterattack damage taken is reduced by 50%. After triggering a critical hit by attacking an enemy, gain the Whisper of Fate 4 effect for 1 turn. • Whisper of Fate 4 [Cannot be removed] (duration 1): When an enemy ends the character's turn within range, if you have ammo, fire the gun to deal 50% of attack power as damage and gain 1 TP. |
| Max Manifestation | When attacking an enemy, if the enemy's HP is not 100%, critical hit chance increases by 50% and counterattack damage taken is reduced by 60%. When attacked by an enemy, if the enemy's HP is not 100%, the chance of being hit by a critical attack is reduced by 50%. After triggering a critical hit by attacking an enemy, gain the Whisper of Fate 7 effect for 1 turn. • Whisper of Fate 7 [Cannot be removed] (duration 1): Critical hit chance +30%. Range +2. When an enemy ends the character's turn within range, if you have ammo, fire the gun to deal 80% of attack power as damage and gain 1 TP. |
Classes
Tier progression:
- Tier 1: Gunner
- Tier 2: Gunslinger, Gunblader
- Tier 3: Ace, Spitfire, Requiem
Common Classes
Gunner [Tier 1]
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]
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]
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]
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
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%. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. At the end of the character's turn, if ammo remains, gain additional movement. (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. When taking a combat attack from an adjacent enemy, can counterattack with the sword and damage taken is reduced by 20%. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. At the end of the character's turn, if ammo remains, gain additional movement. |
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 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 and damage taken is reduced by 30%. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. At the end of the character's turn, if ammo remains, gain additional movement.
- Preemptive Attack: When taking a combat attack on the enemy turn, attack first.
- 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.
- Trump Card 1 labeled "1" in source (?): 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 and damage taken is reduced by 40%. At the start of the ally turn, if ammo is 0, load Magic Bullet to maximum. At the end of the character's turn, if ammo remains, gain additional movement.
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 2-4 | 2 turns | Consumes 1 round. Fire the gun at an enemy to deal 120% of attack power as damage and apply Suppression for 1 turn. • Suppression Skill Control (stack 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. | |
| 2 | 2-4 | 3 turns | Consumes 2 rounds. Fire the gun at an enemy to deal 80% of attack power as damage. Fire one more shot to deal 50% of attack power as damage. | |
| 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. | |
| 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. | |
| 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 | |
| 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. | |
| 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 110% of attack power as damage within range centered on the target. This skill does not consume ammo.
- Max Awakening: Designate a target and deal 120% of attack power as damage within range centered on the target. This skill does not consume ammo.
- Max Manifestation: Designate a target and deal 150% of attack power as damage within range centered on the target. This skill does not consume ammo.
- ConsumeTP 5Range1-3AreaAoECooldown5 turns
Exclusive Weapon
| Weapon Skill | Effect |
|---|---|
| Stats: • Rarity: Legendary | Type: Pistol | Exclusive character: Chris • Max HP +122, Attack Power +382 • Additional stat: Attack Power +15% | |
| Lightning-Like Nerves (Chris exclusive) | At the start of the game, the wearer's max ammo count increases by 2. At the start of the turn, if held ammo is at maximum, critical hit damage increases by 25% for 1 turn. (Cooldown 3 turns.) Additionally, after a combat attack, if the wearer's attack triggers a critical hit, apply Electrocution Stagger to the target for 3 turns. • Electrocution Stagger Lightning, Action Control: Cannot counterattack. At 2 stacks, stun and remove it. • Stun Action Control: Cannot act. Lasts 1 turn. |
| Crisis Overcome (general skill) | At the start of the game, the wearer's max ammo count increases by 1. At the start of the turn, if held ammo is at maximum, critical hit damage increases by 15% for 1 turn. (Cooldown 3 turns.) --- |
Manifestation / Artifacts
Inner Cube stages:
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1, Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1, Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2, Artifact Acquisition |
| 4 | Unique Passive Enhancement 2, Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3, Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3, Artifact Enhancement 3 |
Artifact: Overload Reloader
More! Stronger! Enhances the wearer's firearm to nullify enemy defense and load more ammo.
Overload Reloader
| 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. |
Artifact: Initial Armor-Piercing Magazine Prepares the wearer in optimal condition to gain a strong advantage from the opening engagement. Initial Armor-Piercing Magazine
| Lv | Effect |
|---|---|
| 1 | Start the game with Armor-Piercing Rounds loaded. (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.) |
| 2 | Critical hit chance +10%. Start the game with Armor-Piercing Rounds loaded. |
| 3 | Critical hit chance +20%. Start the game with Armor-Piercing Rounds loaded. |
| 4 | Critical hit chance +30%. Start the game with Armor-Piercing Rounds loaded. |
Artifact: Trigger of Freedom
Carrying the wishes of the oppressed and a firm will to choose one's own fate...
Trigger of Freedom
| Lv | Effect |
|---|---|
| 1 | On counterattack, remove 1 of your own debuffs and Attack Power / Critical Hit Chance +15%. |
| 2 | On counterattack, remove 1 of your own debuffs and Attack Power / Critical Hit Chance +30%. |
| 3 | On counterattack, remove 1 of your own debuffs and Attack Power / Critical Hit Chance +45%. |
| 4 | On counterattack, remove 1 of your own debuffs and Attack Power / Critical Hit Chance +60%. |
Awakening
Inner Cube dupe progression:
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhance 1, Stat Enhance 1 |
| 2 | Unique Passive Enhance 1, Stat Enhance 2 |
| 3 | Ultimate Enhance 2, Artifact Acquired |
| 4 | Unique Passive Enhance 2, Artifact Enhance 1 |
| 5 | Ultimate Enhance 3, Artifact Enhance 2 |
| 6 | Unique Passive Enhance 3, Artifact Enhance 3 |
Note: the ultimate Swansong scales 110% (base) / 120% (Max Awakening) / 150% (Max Manifestation); the passive "Whisper of Fate" scales at Max Awakening and Max Manifestation tiers.
Artifacts
Overload Loader: 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 | On counter, remove 1 debuff from self and ATK/Crit Rate +15%. |
| 2 | On counter, remove 1 debuff from self and ATK/Crit Rate +30%. |
| 3 | On counter, remove 1 debuff from self and ATK/Crit Rate +45%. |
| 4 | On counter, remove 1 debuff from self and ATK/Crit Rate +60%. |
Signature Gear

A pistol carried by the boy Chris. Its rather flashy ornamentation stands out, at odds with his station.
- Stats
- Max HP +122, Attack +382
- Additional
- Attack +15%
Lightning Nerves (Chris exclusive). At the start of the game, max ammo +2. At the start of your turn, if your ammo is at maximum, Critical Damage +25% for 1 turn (cooldown 3 turns).
Release Date
Original Korean release: 2024-07-23.
Global status: Live now.
Guide
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.
