Clausewitz
Released클라우제비츠
- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Geysir
- Class
- Mage
- Voice Actor
- Kim Hye-seong
- Unique Passive
- Genius Strategist
- Exclusive Weapon
- Shard of Thundermare
- Ultimate
- Lightning of Thundermare
- Original Korean Release Date
- 2024-09-24
- Estimated Release Date
- Live now
Unique Passive: Genius Strategist
| Tier | Effect |
|---|---|
| First Acquisition | Spell Power +10%. At the end of the character's turn, select and use one of 3 skills: Solid Front 1, Battlefield Banner 1, Magic Veil 1. (Cooldown 3) • Solid Front 1 [Undispellable]: Applies Solid Front 1 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 20%. • Battlefield Banner 1 [Undispellable]: Applies Battlefield Banner 1 to allies within 3 tiles for 2 turns; when using a ranged skill without moving, reduces cooldown by 2 and increases critical hit chance by 5%. • Magic Veil 1 [Undispellable]: For 2 turns, gain a Magic Veil 1 shield equal to 50% of spell power. While the shield persists, critical hit chance (taken) and area damage are reduced by 25%. |
| Max Awakening | Spell Power +25%. At the end of the character's turn, select and use one of 3 skills: Solid Front 4, Battlefield Banner 4, Magic Veil 4. (Cooldown 2) • Solid Front 4 [Undispellable]: Applies Solid Front 4 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 50%. • Battlefield Banner 4 [Undispellable]: Applies Battlefield Banner 4 to allies within 3 tiles for 2 turns; when using a ranged skill without moving, reduces cooldown by 3 and increases critical hit chance by 30%. • Magic Veil 4 [Undispellable]: For 2 turns, gain a Magic Veil 4 shield equal to 80% of spell power. While the shield persists, critical hit chance (taken) and area damage are reduced by 50%. |
| Max Manifestation | Spell Power +50%. At the end of the character's turn, select and use one of 3 skills: Solid Front 7, Battlefield Banner 7, Magic Veil 7. (Cooldown 2) • Using Solid Front 7 grants Movement Disruption Immunity. • Using Battlefield Banner 7 grants Skill Control Immunity. • Using Magic Veil 7 grants TP Removal Immunity. • Solid Front 7 [Undispellable]: Applies Solid Front 7 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 70%. • Battlefield Banner 7 [Undispellable]: Applies Battlefield Banner 7 to allies within 3 tiles for 2 turns; when using a ranged skill without moving, reduces cooldown by 3 and increases critical hit chance by 50%. • Magic Veil 7 [Undispellable]: For 2 turns, gain a Magic Veil 7 shield equal to 150% of spell power. While the shield persists, critical hit chance (taken) and area damage are reduced by 50%. |
Classes
Tier list: Tier 1: Mage. Tier 2: Magician, Tactician. Tier 3: Archmage, Windwilder, Skimmer.
Common Classes
Mage - Tier 1 Basic job that casts elemental magic to damage enemies. Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if an ally is adjacent, spell power increases by 5%. |
| 2 | When attacking an enemy or using a skill, if an ally is adjacent, spell power increases by 10%. |
Magician - Tier 2 Mage job that strengthens spell power with elemental magic to deal powerful damage. Magic Overlap
| Lv | Effect |
|---|---|
| 1 | When attacking and damaging 2 or more enemies simultaneously, gain Magic Overlap 1. (Magic Overlap 1 (stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and replace with Magic Spiral 1 effect.) (Magic Spiral 1 (duration 2): Spell Power 25%.) |
| 2 | When attacking and damaging 2 or more enemies simultaneously, gain Magic Overlap 2. (Magic Overlap 2 (stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and replace with Magic Spiral 2 effect.) (Magic Spiral 2 (duration 2): Spell Power 30%.) |
Archmage - Tier 3 Powerful, versatile grand mage with deep understanding of the essence of magic. Erosion
| Lv | Effect |
|---|---|
| 1 | At end of turn, if you damaged an enemy this turn, gain Erosion 1. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 1 (duration 2): Spell Power +40%.) |
| 2 | At end of turn, if you damaged an enemy this turn, gain Erosion 2. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 2 (duration 2): Spell Power +50%.) |
Unique Classes
Tactician - Tier 2 Special mage job that disrupts enemies and effectively supports allies to change the flow of battle. Tactical Magic
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy adjacent to an ally, the magic damage the target takes increases by 20%. |
| 2 | When attacking an enemy adjacent to an ally, the magic damage the target takes increases by 30%. |
Windwilder - Tier 3 Advanced summoner who summons wind spirits to wield the power of nature on the battlefield. Omen of Typhoon
| Lv | Effect |
|---|---|
| 1 | When using a skill, if there is an ally within 2 tiles, spell power increases by 20%; at the end of the character's turn, if your own summon is within 2 tiles, gain Omen of Typhoon 1 for 2 turns. (Omen of Typhoon 1 (duration 2): +20% Spell Power. When using an area skill, gain Focus effect.) (Focus Undispellable: At end of action, gain 1 TP.) |
| 2 | When using a skill, if there is an ally within 2 tiles, spell power increases by 25%; at the end of the character's turn, if your own summon is within 2 tiles, gain Omen of Typhoon 2 for 2 turns. (Omen of Typhoon 2 (duration 2): +25% Spell Power. When using an area skill, gain Focus effect.) (Focus: At end of action, gain 1 TP.) |
Skimmer - Tier 3 Special advanced mage who leads battles to victory with strategic battlefield-controlling magic. Mystic Tactics Book
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy adjacent to an ally, the magic damage the target takes increases by 40%. When killing an enemy adjacent to an ally, a Mystic Tactics Book remains on the tile; retrieve it to gain an extra action. (Mystic Tactics Book: The caster retrieves the Mystic Tactics Book to gain an extra action at end of action.) |
| 2 | When attacking an enemy adjacent to an ally, the magic damage the target takes increases by 50%. When killing an enemy adjacent to an ally, a Mystic Tactics Book remains on the tile; retrieve it to gain an extra action. |
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 2 | 1-3 | 3 turns | Hurls a flame ball at an enemy dealing 100% of spell power as fire damage, and dealing 60% of spell power as fire damage to adjacent enemies. Applies Burn to damaged enemies for 2 turns. • Burn Damage over Time (duration 2): At end of character's turn, fire magic fixed damage equal to 15% of spell power. | |
| 1 | 1-3 | 2 turns | Hurls an ice missile at an enemy dealing 130% of spell power as damage, and applies Chill Slow for 2 turns. • Chill Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. When stacked, replaced by Freeze. • Freeze FrostAction Control (duration 1): Cannot act. | |
| 2 | 1-3 | 3 turns | Deals 80% of spell power as damage to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. | |
| 2 | 1-3 | 2 turns | Hurls a magic spear at an enemy dealing 150% of spell power as damage and Silences for 1 turn. On enemy kill, gain a shield blocking 60% of spell power for 2 turns. • Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. | |
| 3 | 1-1 | 2 turns | Designates a direction and deals 60% of spell power as electric damage to enemies in range via magic, Electrocuting for 1 turn. With 50% chance, deals an additional 50% of spell power as electric fixed damage to enemies adjacent to the damaged enemy and Electrocutes them for 1 turn. • Electrocute ElectricAction Control (duration 1): Cannot counterattack. | |
| 3 | 1-2 | 3 turns | Summons one Genie on an empty tile within 2 tiles around self. Only one of the same summon can be maintained. #### Unique Skills | |
| 3 | 1-3 | 3 turns | Designates a tile and deals 60% of spell power as damage to enemies within a 3x3 range from the tile, knocking them back 1 tile each. Summons Mystic Soldiers in a horizontal line from the selected tile for 2 turns. • Mystic Soldiers Undispellable: Adjacent tiles become a controlled zone giving allies cover and restricting enemy movement. Has Hold Position effect and dies if the summoner dies. This summon does not have an action turn. • Hold Position Undispellable: Immune to movement disruption and position control effects. When an enemy ends its character turn within 1 tile around, attacks for 80% of attack power. Undispellable. | |
| 2 | 1-3 | 3 turns | Designates an enemy character and swaps positions with an allied character within 3 tiles, dealing 100% of spell power as damage. This skill cannot be used on large monsters. --- |
Ultimate: Lightning of Thundermare
Ultimate Magic Electric Ranged "I will borrow your power. Lightning of Thundermare!"
| Tier | Effect |
|---|---|
| First Acquisition | Designates a tile within 3 tiles around and deals 100% of spell power as electric damage to enemies within 3 tiles around the tile. Drops additional lightning on enemies adjacent to each other, dealing an extra 50% of spell power as electric damage. Damaged enemies are Electrocuted for 1 turn. • Electrocute ElectricAction Control (duration 1): Cannot counterattack. |
| Max Awakening | Designates a tile within 3 tiles around and deals 115% of spell power as electric damage to enemies within 3 tiles around the tile. Drops additional lightning on adjacent enemies, dealing an extra 50% of spell power as electric damage. Damaged enemies are Electrocuted for 1 turn. |
| Max Manifestation | Designates a tile within 3 tiles around and deals 140% of spell power as electric damage to enemies within 3 tiles around the tile. Drops additional lightning on adjacent enemies, dealing an extra 50% of spell power as electric damage. Damaged enemies are Electrocuted for 1 turn. • Cost: TP 5 / Range: 3 / Area: AoE / Cooldown: 5 turns / Allowed weapons: Staff, Rod |
Exclusive Weapon: Shard of Thundermare
(Max Awakening stats shown)
- Rarity: Legendary / Type: Staff / Exclusive Character: Clausewitz
- Stats: Max HP +122, Spell Power +399
- Additional Stats: Magic Penetration +25%
| Weapon Skill | Effect |
|---|---|
| Dynamic Magic 6 (Clausewitz-exclusive): At the start of the turn, gain Dynamic Magic 6. When taking a combat attack, 80% of the damage taken is instead shared by your own summons within 2 tiles. | • Dynamic Magic 6: Spell Power +15%. This effect's stack decreases when killing an enemy with a skill. Max 2 stacks. Undispellable. |
| Scattering Power 6 (normal skill): At the start of the turn, gain Scattering Power 6. | --- • Scattering Power 6: Spell Power +10%. This effect's stack decreases when killing an enemy with a skill. Max 2 stacks. Undispellable. |
Awakening
Two tracks per stage: manifestation and Inner Cube.
Stage
| Lv | Effect |
|---|---|
| 1 | Ultimate Enhancement 1 / Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1 / Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2 / Artifact Acquired |
| 4 | Unique Passive Enhancement 2 / Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3 / Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3 / Artifact Enhancement 3 |
Related passive scaling: Initial = Spell Power +10%; Max Awakening = +25%; Max Manifestation = +50% (cooldown drops 3 to 2). Ultimate: Initial 100% > Max Awakening 115% > Max Manifestation 140% Spell Power lightning damage.
Artifacts
Simple Protection Charm
"Even a great mage borrows a charm's power on a dangerous battlefield. Keep it in your pocket in case of unexpected mortal threat!"
| Lv | Effect |
|---|---|
| 1 | On game start, gain shield equal to +40% of Spell Power. |
| 2 | On game start, gain shield equal to +60% of Spell Power. |
| 3 | On game start, gain shield equal to +80% of Spell Power. |
| 4 | On game start, gain shield equal to +100% of Spell Power. |
Overflowing Insight
"Like finding new meaning each time you read a book, understanding deepens and enlightenment grows the more you cast spells."
| Lv | Effect |
|---|---|
| 1 | When casting a skill, Spell Power increases by 4% per TP consumed, and recover TP equal to half (rounded down) of TP consumed. |
| 2 | Same, but 6% per TP consumed. |
| 3 | Same, but 8% per TP consumed. |
| 4 | Same, but 10% per TP consumed. |
Flickering Orb
"Resonates with the wearer's magic energy to momentarily open a rift in time and space. This mysterious power is unpredictable and sometimes fails to activate."
| Lv | Effect |
|---|---|
| 1 | After using a skill, 30% chance to trigger; select a tile within 2 tiles and teleport. |
| 2 | After using a skill, 50% chance to trigger; select a tile within 2 tiles and teleport. |
| 3 | After using a skill, 70% chance to trigger; select a tile within 2 tiles and teleport. |
| 4 | After using a skill, 90% chance to trigger; select a tile within 2 tiles and teleport. |
Signature Gear

A staff set with a shard of Thundermare, the demon king who ruled lightning. It holds the primordial power of lightning and can even summon it as a lightning strike. When equipped by Clausewitz, the weapon's full potential is unleashed.
- Stats
- Max HP +122, Spell Power +399
- Additional
- Magic Penetration +25%
Dynamic Magic 6 (Clausewitz exclusive). At the start of your turn, gain Dynamic Magic 6. When you take a combat attack, 80% of the damage is instead shared by your summons within 2 tiles.
- Dynamic Magic 6: Spell Power +15%. Loses a stack when you kill an enemy with a skill. Max 2 stacks. Cannot be removed.
Scattering Power 6 (Normal Skill). At the start of your turn, gain Scattering Power 6.
- Scattering Power 6: Spell Power +10%. Loses a stack when you kill an enemy with a skill. Max 2 stacks. Cannot be removed.
Release Date
Original Korean release: 2024-09-24. Version table lists his debut version as 1.21, 2024/10/22.
Global status: Live now.
Guide
Community opinion, translate faithfully. No explicit S/A/B letter tier given; described as broken/OP-tier mage.
Overall: A broken-tier mage whose summons are powerful, whose Spell-Power-based damage is excellent, who is tanky, and who can even gain extra actions. Counted as top-tier among all mages (green attribute and Beradin, Kun, Gishne, Diablo, Este Dote, etc.). Strong when run summon-focused, but also pulls his weight as a battle-mage with Ice Missile and Magic Spear.
Passive: Unconditional +20% Spell Power note: passive text lists +10% initial, and at end of character turn picks one of 3 buffs; buff power scales with awakening.
- Sturdy Frontline: buff on Heavy Armor allies, reduces first damage taken for 2 turns. Useful with heavy-armor tanks; the Mystic Soldiers summoned by Dragon Strike are Heavy Armor, so AI usually picks this after Dragon Strike.
- Battlefield Flag: buff on allies within 3 tiles; if using ranged skill without moving, cooldown -3 and crit rate up. Quite strong but the "don't move" condition is awkward, so rarely used.
- Magic Veil: self buff; Spell-Power-scaled shield for 2 turns; while shield holds, chance to be crit and AoE damage taken drop. No special condition, and since Clausewitz is a light-armor mage it patches his low defense; his all-in Spell Power makes the shield very strong. At 5-Awakening cooldown drops to 2 so Magic Veil never gaps, so rushing 5-Awaken is recommended.
Classes (7.1): All three Tier-3 options cap Spell Power at +50%, so ceiling is equal; acquisition and extra effects differ.
- 1st recommended: Skimmer. Strong signature skills sit on the Tactician-Skimmer tree; the +50% Spell Power condition ("on attack, target adjacent to an ally") is very easy, and kills leave a Mystic Tactics Book granting a free extra action with no cap on repeats. Can solo-sweep enemies. "If you're not using Skimmer, why use Clausewitz."
- 2nd recommended: Wind Wilder. Learns Genie summon, fitting his summoner nature. +50% via 25% + 25% but conditions are strict, so less recommended despite the TP payback.
- Archmage: after a "combat attack" if enemy survives, steal 1 TP and +50% Spell Power for 1 turn. Learns Thunderbolt; TP theft applies to basic attacks so TP is plentiful. Doesn't apply to AoE, so poor synergy with Dragon Strike; sometimes run as a battle-mage with Ice Missile + Magic Spear instead.
Signature skills & Ultimate (7.2):
- Dragon Strike: 3 TP, 3x3 area for 60% Spell Power, summons 3 dark/slash/heavy in a line for 2 turns. Summons have no turn and can't move but create a control zone, ignore movement-hinder and position-control, and attack for 80% attack when an enemy ends action within 8 surrounding tiles; also give adjacent allies cover. His core skill; can push enemies and break formation; a melee enemy attacking the center soldier eats 100% counter plus 80%x3 end-of-action hits, theoretically up to 340% of the soldier's attack. Summons also assist-attack, enabling encirclement. Being Heavy Armor they benefit from Solid Front; AI almost always uses Solid Front after Dragon Strike.
- Plane Shift: swaps a target enemy within 3 tiles with an ally within 3 tiles and deals 100% Spell Power. Tricky, used situationally (pull enemies, obstacle gimmicks).
- Genie Summon: summons 1 Genie (dark/magic/medium) within 2 tiles. Specialized in hindering enemy movement: applies movement-down debuff to enemies ending action within 2 tiles, and +30% magic damage to movement-controlled enemies. Can't use the enemy Genie's whirlwind summon, but has line, 3 tiles, 90% Spell Power, 2-turn movement-down. Versatile despite lacking the whirlwind.
- Ultimate Lightning of Thundermare: pick a spot within 3 tiles, hit enemies within 3 tiles for Spell-Power damage; adjacent enemies take extra 50% Spell Power lightning and get counter-blocking Electrocute. His skills have high TP cost / cooldowns / fixed uses, so gaps let TP build; in long fights it sees surprising use.
Recommended gear (7.3):
- Weapon: dedicated. Bonus stat is magic penetration (great fit). Weapon skill grants Dynamic Magic at turn start (stacking Spell Power, stacks drop on skill-kill); Clausewitz-only effect disperses 80% of combat damage taken to summons within 2 tiles at 6-star, and he can summon up to 4, making him extremely tanky.
- Armor: Chancellor set (Beradin-motif) recommended, all-in Spell Power plus penetration.
- Accessory: Necronomicon most recommended; at full awaken raises summon level by 5 and buffs Spell Power 10%.
Balance history: Buffed on 2026-04-21; in PvP, combos with Altair, Beramode of Conspiracy, Esmeralda, full-build Karim/Silver, etc. let a duplicated "Jebi" keep pulling ultra-stat Genies for "insane damage," so a temporary measure was applied via the emergency maintenance on 2026-06-26.
