Christian de Medici
Released크리스티앙 데 메디치
- Rarity
- Legendary
- Element
- Flame of Freedom
- Faction
- Geysir
- Class
- Gunner
- Voice Actor
- Kang Su-jin
- Unique Passive
- Decisive Shot
- Exclusive Weapon
- M.C Valentine
- Ultimate
- Satellite Attack
- Original Korean Release Date
- 2024-10-22
- Estimated Release Date
- Live now
Unique Passive
Decisive Shot [Passive]
| Tier | Effect |
|---|---|
| First Acquisition | • At the end of the character's turn, gain 1 Adrenaline 1 effect for each 1 tile moved this turn. • At the end of the character's turn, if an enemy was defeated this turn, Confirmed Kill 1 activates. • Adrenaline 1: Per stack, Attack +2%, Critical Rate +4%. Max 5 stacks. Lasts 1 turn. Cannot be removed. • Opening Spotted Cannot be removed: Attack +15%. • Confirmed Kill 1 Cannot be removed: At the end of the character's turn, fire at the enemy with the lowest HP within range, dealing damage equal to 80% of Attack. Confirmed Kill 1 activates even with no ammo. If in Stealth Movement state, before Confirmed Kill 1 activates, remove the Stealth Movement state and gain the Opening Spotted effect. |
| Max Awakening | • At the end of the character's turn, gain 1 Adrenaline 4 effect for each 1 tile moved this turn. • At the end of the character's turn, if an enemy was defeated this turn, Confirmed Kill 4 activates. • When an enemy is defeated by the Confirmed Kill 4 effect, Confirmed Kill 4 activates once more. (max 2 times) • Adrenaline 4: Per stack, Attack +2%, Critical Rate +4%. Max 8 stacks. Lasts 1 turn. Cannot be removed. • Opening Spotted Cannot be removed: Attack +15%. • Confirmed Kill 4 Cannot be removed: At the end of the character's turn, fire at the enemy with the lowest HP within range, dealing damage equal to 80% of Attack. Confirmed Kill 4 activates even with no ammo. If in Stealth Movement state, before Confirmed Kill 4 activates, remove the Stealth Movement state and gain the Opening Spotted effect. |
| Max Manifestation | • At the end of the character's turn, gain 1 Adrenaline 7 effect for each 1 tile moved this turn. • At the end of the character's turn, if an enemy was defeated this turn, Confirmed Kill 7 activates. • When an enemy is defeated by the Confirmed Kill 7 effect, Confirmed Kill 7 activates once more. (max 3 times) • Adrenaline 7 Cannot be removed (stacks 8, duration 1): Per stack, Attack +4%, Critical Rate +5%. • Opening Spotted Cannot be removed: Attack +15%. • Confirmed Kill 7 Cannot be removed: At the end of the character's turn, fire at the enemy with the lowest HP within range, dealing damage equal to 90% of Attack. Confirmed Kill 7 activates even with no ammo. If in Stealth Movement state, before Confirmed Kill 7 activates, remove the Stealth Movement state and gain the Opening Spotted effect. Classes Class tiers: • Tier 1: Gunner • Tier 2: Cleric, ISS Pilot • Tier 3: Ace, Spitfire, L.T.K |
Common Classes
Gunner [Tier 1] - Basic class that uses a pistol to deal ranged physical damage to enemies.
- Reload 1: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. Attacks that consume ammo gain +5% Critical Rate.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Reload 2: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. Attacks that consume ammo gain +10% Critical Rate.
Gunslinger [Tier 2] - A skilled gunman who uses a pistol to quickly and expertly defeat enemies at range.
- Handiwork 1: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max, and if ammo is 1, recover 1 TP. Attacks that consume ammo gain +15% Critical Rate.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Handiwork 2: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max, and if ammo is 1, recover 1 TP. Attacks that consume ammo gain +20% Critical Rate.
Ace [Tier 3] - An advanced class with precise shooting technique and tactically honed senses.
- Honed Sense 1: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max, and if ammo is 1, recover 1 TP. Attacks that consume ammo gain +25% Critical Rate.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Honed Sense 2: Max ammo: 3. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max, and if ammo is 1, recover 1 TP. Attacks that consume ammo gain +30% Critical Rate.
Spitfire [Tier 3] - An advanced class that uses a pistol with a larger magazine and stronger firepower.
- Increase 1: Max ammo: 4. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max and gain +15% Attack and Critical Rate this turn.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Increase 2: Max ammo: 4. Basic attack/counter consumes 1 ammo. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max and gain +20% Attack and Critical Rate this turn.
Unique Classes
ISS Pilot [Tier 2] - A skilled gunman who infiltrates enemy lines with stealthy movement and looks for openings.
- Swift Aim 1: Max ammo: 3. Basic attack/counter consumes 1 ammo. Gain the Swift Aim 1 effect at game start. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. Gain Swift Aim 1 effect on enemy defeat.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Swift Aim 1 Cannot be removed: Attack/Critical Rate +15%. This effect is removed when taking damage.
- Swift Aim 2: Max ammo: 3. Basic attack/counter consumes 1 ammo. Gain the Swift Aim 2 effect at game start. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. Gain Swift Aim 2 effect on enemy defeat.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Swift Aim 2 Cannot be removed: Attack/Critical Rate +20%. This effect is removed when taking damage.
L.T.K [Tier 3] - An advanced class that can flexibly defeat both multiple targets and single targets with stylish movement.
- Perfect Shot 1: Max ammo: 3. Basic attack/counter consumes 1 ammo. Gain the Perfect Shot 1 effect at game start. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. On enemy defeat, gain 1 TP and gain the Perfect Shot 1 effect.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Perfect Shot 1 Cannot be removed: Attack/Critical Rate +20%. This effect is removed when taking damage.
- Perfect Shot 2: Max ammo: 3. Basic attack/counter consumes 1 ammo. Gain the Perfect Shot 2 effect at game start. At the start of the ally turn, if ammo is 0, reload Magic Bullet to max. On enemy defeat, gain 1 TP and gain the Perfect Shot 2 effect.
- Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo.
- Perfect Shot 2 Cannot be removed: Attack/Critical Rate +25%. This effect is removed when taking damage.
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 2-4 | 2 turns | • Consumes 1 ammo. Fire at an enemy dealing damage equal to 120% of Attack and apply Suppress for 1 turn. • Suppress Skill Control (stack 1): Cannot gain TP. | |
| 1 | Self | 3 turns | • Immediately after using the skill, can attack or use a skill again. Empty all remaining ammo and reload Armor-Piercing Rounds to max. • Armor-Piercing Rounds: If consumed to deal damage, deal additional physical fixed damage equal to 25% of Attack to that target and remove 1 TP. Can attack or use skills even with no ammo. | |
| 2 | 2-4 | 3 turns | • Consumes 2 ammo. Fire at an enemy dealing damage equal to 80% of Attack. Fire one more shot dealing damage equal to 50% of Attack. | |
| 1 | 2-4 | 3 turns | • Consumes 1 ammo. When using the skill, if ammo is at max, Critical Rate increases by 20%, and if it is the last ammo, Critical Rate increases by 35%. Fire at an enemy dealing damage equal to 120% of Attack. This skill cannot be countered and cannot be guarded. | |
| 3 | 2-5 | 3 turns | • Consumes 3 ammo. Fire at an enemy dealing damage equal to 130% of Attack, and the effects of all consumed ammo activate. On enemy defeat, empty all remaining ammo and reload Magic Bullet to max. • Magic Bullet: If consumed to deal damage, deal additional magic damage equal to 25% of Attack to that target. Can attack or use skills even with no ammo. | |
| 3 | 1-1 | 3 turns | • Consumes all ammo. Designate a direction and deal damage equal to 80% of Attack to enemies in range, pushing them back 1 tile each. The ammo effect activates 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 | TP | Range | CD | Effect |
|---|---|---|---|---|
| Stealth Movement | - | Self | 3 turns | • Remove all of your debuffs, enter Stealth Movement state for 2 turns, and gain additional movement. • Stealth Movement (duration 2): Cannot be targeted. When attacking or casting a skill, remove Stealth Movement and gain the Opening Spotted effect. State is removed if there is an adjacent enemy at the end of the character's action turn or if damage is taken. • Opening Spotted Cannot be removed (duration 1): Attack +15%. |
| 3 | Self | 3 turns | • Consumes all ammo. Empty all remaining ammo and reload Magic Bullet to max. Fire at a random targetable enemy in range dealing 25% of Attack. Repeat until all ammo is consumed or an enemy is defeated. | |
| Ultimate | - | - | - | - |
Satellite Attack [Ultimate] [Penetration] [Electric Shock] [Ranged]
"Coordinate input complete. Transmitting target data! Satellite Attack!!"
| Tier | Effect |
|---|---|
| First Acquisition | • Deal damage equal to 85% of Attack to enemies within 4 tiles around the target. |
| Max Awakening | • Deal damage equal to 100% of Attack to enemies within 4 tiles around the target, and if the target has the Electrocuted effect, Stun it for 1 turn. • Electrocuted Action ControlElectric Shock (duration 1): Cannot counter. • Stun Action Control (duration 1): Cannot act. |
| Max Manifestation | • Deal damage equal to 130% of Attack to enemies within 4 tiles around the target, and if the target has the Electrocuted effect, Stun it for 1 turn. If the target does not have the Electrocuted effect, apply the Electrocuted effect for 1 turn. • Consume: TP 5 | Range: 1-4 | Area: Area-of-effect | Cooldown: 5 turns Exclusive Weapon |
M.C Valentine [Max Awakening]
- Rarity: Legendary | Type: Pistol | Exclusive Character: Christian de Medici
- Description: A custom pistol equipped with the M.C Device. If the correct operating method is followed, it can even receive fire support from the Empire's artificial satellite 'Cerberus'. Christian can draw out the weapon's full potential when equipping it.
Stats: Max HP +122, Attack +382 Additional stat: Attack +15%
Bold Initiative (Christian exclusive):
- At game start, the wearer's max ammo count increases by 2. At the end of the turn, if held ammo is 0, gain 1 TP and reload Magic Bullet to max. Additionally, on extra attack or skill use, gain the Bold Initiative 6 effect. (cooldown 3 turns)
- Bold Initiative 6: Critical Damage +10%. Lasts 1 turn.
Ready (general skill):
- At the end of the turn, if held ammo is 0, gain 1 TP and gain the Ready 6 effect. (cooldown 3 turns)
- Ready 6: Critical Damage +10%. Lasts 1 turn.
Artifacts [from Manifestation / Inner Break section]
Overload Loader - More! Stronger! Enhances the wearer's firearm to nullify enemy defenses and load more ammo.
| 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 Armor-Piercing Magazine - Prepares the wearer in optimal condition to gain a powerful advantage from the opening engagement.
| Lv | Effect |
|---|---|
| 1 | Start the game with Armor-Piercing Rounds loaded. Armor-Piercing Rounds: If consumed to deal damage, deal additional physical fixed damage equal to 25% of Attack to that target and remove 1 TP. Can attack or use skills even with no ammo. |
| 2 | Critical Rate +10%. Start the game with Armor-Piercing Rounds loaded. |
| 3 | Critical Rate +20%. Start the game with Armor-Piercing Rounds loaded. |
| 4 | Critical Rate +30%. Start the game with Armor-Piercing Rounds loaded. |
Wind Step - Makes the wearer's steps light as the wind, improving movement speed and causing the enemy's critical attacks to miss.
| Lv | Effect |
|---|---|
| 1 | On action end, gain the Wind Step 1 effect. Wind Step 1: Movement +1 (does not stack). Received Critical Rate -10%. Critical Damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | On action end, gain the Wind Step 2 effect. Wind Step 2: Movement +1 (does not stack). Received Critical Rate -15%. Critical Damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | On action end, gain the Wind Step 3 effect. Wind Step 3: Movement +1 (does not stack). Received Critical Rate -20%. Critical Damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | On action end, gain the Wind Step 4 effect. Wind Step 4: Movement +1 (does not stack). Received Critical Rate -25%. Critical Damage +10%. Max 2 stacks. Removed after being attacked. |
Release Date
Original Korean release: Added 2024-10-22 as a fire-attribute Legendary Gunner. (Appeared first in partner Joan Cartwright's story, then added 2 weeks later.)
Global status: Live now.
Awakening
Two tracks: Manifestation and Inner Cube.
Stage
| Lv | Effect |
|---|---|
| 1 | Ult Enhancement 1 / Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1 / Stat Enhancement 2 |
| 3 | Ult Enhancement 2 / Artifact acquired |
| 4 | Unique Passive Enhancement 2 / Artifact Enhancement 1 |
| 5 | Ult Enhancement 3 / Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3 / Artifact Enhancement 3 |
Artifacts
Overload Loader: More! Stronger! Enhances the wearer's firearm to neutralize enemy defenses and load more bullets.
| Lv | Effect |
|---|---|
| 1 | Physical Penetration +15%. Max bullets +1. |
| 2 | Physical Penetration +30%. Max bullets +1. |
| 3 | Physical Penetration +45%. Max bullets +1. |
| 4 | Physical Penetration +60%. Max bullets +1. |
Initial Armor-Piercing Magazine: Prepares the wearer in optimal condition to gain a strong edge from the opening engagement.
| Lv | Effect |
|---|---|
| 1 | Start the game with Armor-Piercing Rounds loaded. Armor-Piercing Rounds: if consumed to deal damage, deals additional physical fixed damage equal to 25% of attack to that target and removes 1 TP. Can attack/use skills even with no bullets. |
| 2 | Crit rate +10%. Start game with Armor-Piercing Rounds loaded. |
| 3 | Crit rate +20%. Start game with Armor-Piercing Rounds loaded. |
| 4 | Crit rate +30%. Start game with Armor-Piercing Rounds loaded. |
Wind Step: Makes the wearer's steps light as wind, raising movement speed and making enemy critical attacks miss.
| Lv | Effect |
|---|---|
| 1 | On action end, gain Wind Step 1. Effect: Movement +1 (does not stack). Received crit rate -10%. Crit damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | On action end, gain Wind Step 2. Effect: Movement +1 (does not stack). Received crit rate -15%. Crit damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | On action end, gain Wind Step 3. Effect: Movement +1 (does not stack). Received crit rate -20%. Crit damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | On action end, gain Wind Step 4. Effect: Movement +1 (does not stack). Received crit rate -25%. Crit damage +10%. Max 2 stacks. Removed after being attacked. |
Signature Gear

A custom pistol fitted with an M.C device. Following the exact operating procedure, it can even call in bombardment support from the Empire's artificial satellite 'Kerberos'. When equipped by Christian, the weapon's full potential is unleashed.
- Stats
- Max HP +122, Attack +382
- Additional
- Attack +15%
Bold Initiative (Christian exclusive). At the start of the game, max ammo +2. At the end of your turn, if you have 0 ammo, gain 1 TP and reload to max ammo. Also, on extra attacks or skill use, gain Bold Initiative 6 (cooldown 3 turns).
Guide
NamuWiki community assessment (KR server). Subjective community opinion.
Overall: A glass-cannon burst dealer whose "true body" is the dedicated weapon at 3rd Awakening. In PVP, theoretically capable of a solo all-kill. But unlike the original, his fragile durability means he collapses after a single stray poke, and his main class LTK loses its attack buff the instant he takes damage, a fatal weakness. He only performs when the front row is solid enough that he never gets hit. Generally best to fill the front line based on the buffs of "the father" and the debuffs of "the girlfriend." Like most conditional-extra-attack and glass-cannon characters in these games, the gap between the base (business-card) version and the enhanced version is huge; since Christian has both traits, he needs at minimum 4th Awakening + dedicated weapon 3rd Awakening to use properly, or in extreme cases fully maxed/enhanced, so he is regarded almost as a whale-only character.
Performance / Passive: Base job Gunner. Tier 3 classes: Ace / Spitfire / L.T.K. Ult is Satellite Attack (per original). Unique passive 'Decisive Shot': at character turn end, gain 1 stack of Adrenaline per tile moved this turn; if an enemy was killed that turn, Confirmed Kill triggers. Adrenaline: +2% attack, +4% crit rate per stack, unremovable, up to 5~8 stacks, lasts 1 turn. Must keep moving to get the attack buff; Gunner range is fairly long but Christian is so squishy it's a burden, so pair with Stealth Move for a one-shot. Confirmed Kill: at turn end, deal 80% attack to lowest-HP enemy in range, triggers even with no bullets. At Awakening 4, killing with Confirmed Kill retriggers it once more; from 5th Awakening, up to 2 more times. If in Stealth, Confirmed Kill first cancels Stealth and grants Opening Found buff (+15% attack, 1 turn).
Class notes: Ace = all-in on crit rate (loosest buff condition). Spitfire = gets attack/crit buff only when out of bullets (max 4 bullets, +20% at Awakening); harshest condition but learns the key skill Barrage, worth securing; high-Awakening Christian runs out of bullets easily from Confirmed Kill so it's surprisingly usable. LTK = learns Indiscriminate Fire; gains 'Perfect Shot' infinite-duration buff (+up to 25% attack/crit) at stage start and on kill, +1 TP on kill; easy to understand but buff vanishes the moment any damage is taken. LTK has the highest firepower and is the "finisher class," but in raids like Cerberus or Diene (where you can't kill enemies and can't avoid damage) its class passive is nearly nonexistent, so avoid it in raids.
Key skills: Stealth Move: no TP, removes all debuffs, 2-turn stealth, extra movement (max Adrenaline stacking). Enemies in this game break stealth with wide attacks, so don't use it as a survival tool, fire immediately after for the buff. Barrage: TP 3, all bullets; 80% attack in a direction, push 1 tile; with a full Magic Bullet magazine the multiplier rises to 105% and higher with Adrenaline; main AoE. Indiscriminate Fire: TP 3, all bullets; empties then reloads Magic Bullet to max, fires at random targetable enemies in range for 25% attack each. Looks weak but is his core damage skill: treat as single-target, each bullet carries Magic Bullet so one shot is really 50%, real multiplier starts at 150%, and with LTK + dedicated weapon (magazine up to 5) reaches 250%, higher with Adrenaline. Its wide range is actually a penalty; aim one target. Satellite Attack (ult): 85~100% attack to enemies within 4 tiles of the target; higher Awakening applies Shock to unshocked enemies and 1-turn Stun to shocked ones. Can't receive Magic Bullet, mediocre multiplier, so performance isn't good, though the area-designation may find situations.
Dedicated weapon / gear: M.C Valentine; extra stat is attack. +1~2 max bullets; at turn end with 0 bullets, gain 1-turn crit-damage buff (3-turn cooldown) and +1 TP; unique effect loads Magic Bullet at 0 bullets (2 rounds base, up to full magazine at 5th Awakening). Crucially, at 3rd Awakening the weapon skill adds "at action end with 0 bullets, gain an extra attack or skill use," which enables LTK Christian's burst mechanism. This is why Christian's dedicated weapon at 3rd Awakening is treated as his true body. Armor: defense is useless (paper), so stack crit rate/crit damage. Hero grade: Assassin set; Legendary: Crow-motif Raven set. Accessory: Ancient Hero's Ring is best (dealer staple). Arrowhead works for Rapid Fire/Suppressive Fire but not for AoE (Barrage/Indiscriminate Fire); Fang usable for attack but physical penetration only applies to combat attacks so not ideal for AoE mains; Whetstone is meaningless since Confirmed Kill isn't an extra hit. Hero grade: Wound Aggravation charm or Golden Dice for crit.
(No explicit S/A/B tier rating present in the source; only class-level labels like "finisher class" / "true body" / whale-only character.)
