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Clausewitz

ReleasedGlobal AKR A+

클라우제비츠

Tree of Vitality
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

Base Stats

Lv 1 · KR-server data · Magic
HP
392
ATK
84
M-ATK
173
DEF
23
RES
18

Unique Passive

Genius Strategist Passive

TierEffect NameEffect
First AcquisitionSpell 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 UndispellableApplies Solid Front 1 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 20%.
Battlefield Banner 1 UndispellableApplies 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 UndispellableFor 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 AwakeningSpell 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 UndispellableApplies Solid Front 4 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 50%.
Battlefield Banner 4 UndispellableApplies 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 UndispellableFor 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 ManifestationSpell 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 UndispellableApplies Solid Front 7 to a Heavy Armor ally for 2 turns, reducing the first damage taken in combat by 70%.
Battlefield Banner 7 UndispellableApplies 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 UndispellableFor 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

TierClass
Tier 1Mage
Tier 2Magician, Tactician
Tier 3Archmage, Windwilder, Skimmer

Common Classes

Mage+13 more → Tier 1 - Basic job that casts elemental magic to damage enemies.

Composure

LvEffect
1When attacking an enemy or using a skill, if an ally is adjacent, spell power increases by 5%.
2When attacking an enemy or using a skill, if an ally is adjacent, spell power increases by 10%.

Magician+6 more → Tier 2 - Mage job that strengthens spell power with elemental magic to deal powerful damage.

Magic Overlap

LvEffect
1When 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%.)
2When 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+3 more → Tier 3 - Powerful, versatile grand mage with deep understanding of the essence of magic.

Erosion

LvEffect
1At 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%.)
2At 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

LvEffect
1When attacking an enemy adjacent to an ally, the magic damage the target takes increases by 20%.
2When 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

LvEffect
1When 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.)
2When 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

LvEffect
1When 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.)
2When 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

SkillTagsTPRangeCDEffect
Flame Ball+9 more →Fire Ranged Directional21-33 turnsHurls a flame ball at an enemy dealing Fire damage equal to 100% of spell power, and deals Fire damage equal to 60% of spell power to adjacent enemies. Applies Burn to damaged enemies for 2 turns. Burn Damage over Time (Duration 2): At the end of the character's turn, deals fixed Fire magic damage equal to 15% of spell power. Allowed weapons: Staff, Rod
Ice Missile+9 more →Ice Ranged Directional Combat11-32 turnsHurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. Freeze IceAction Control (Duration 1): Unable to act. Allowed weapons: Staff, Rod
Mana Blade+9 more →Ranged21-33 turnsDeals damage equal to 80% of spell power to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. Allowed weapons: Staff, Rod
Magic Spear+7 more →Ranged Directional Combat21-32 turnsHurls a magic spear at an enemy dealing 150% of Spell Power as damage and Silencing for 1 turn. On killing an enemy, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. Allowed weapons: Staff, Rod
Thunderbolt+4 more →Electric Ranged Directional31-12 turnsDesignates a direction and uses magic to deal 60% of Spell Power as Lightning damage to enemies within range and Electrocute for 1 turn. With 50% chance, deals an additional 50% of Spell Power as fixed Lightning damage to enemies adjacent to the hit enemy and Electrocutes them for 1 turn. Electrocute LightningAction Control (duration 1): Cannot counterattack. Allowed weapons: Staff, Rod
Summon GenieElectric31-23 turnsSummons one Genie on an empty tile within 2 tiles around self. Only one of the same summon can be maintained.

Unique Skills

SkillTagsTPRangeCDEffect
Dragon StrikeRanged Position Control31-33 turnsDesignates 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.
PlaneshiftMelee21-33 turnsDesignates 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!"

TierEffect NameEffect
First AcquisitionDesignates 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 AwakeningDesignates 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 ManifestationDesignates 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

Artifacts

Simple Protection Charm+4 more → "Even a great mage borrows a charm's power on a dangerous battlefield. Keep it in your pocket in case of unexpected mortal threat!"

LvEffect
1On game start, gain shield equal to +40% of Spell Power.
2On game start, gain shield equal to +60% of Spell Power.
3On game start, gain shield equal to +80% of Spell Power.
4On 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."

LvEffect
1When casting a skill, Spell Power increases by 4% per TP consumed, and recover TP equal to half (rounded down) of TP consumed.
2Same, but 6% per TP consumed.
3Same, but 8% per TP consumed.
4Same, but 10% per TP consumed.

Flickering Orb+3 more → "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."

LvEffect
1After using a skill, 30% chance to trigger; select a tile within 2 tiles and teleport.
2After using a skill, 50% chance to trigger; select a tile within 2 tiles and teleport.
3After using a skill, 70% chance to trigger; select a tile within 2 tiles and teleport.
4After using a skill, 90% chance to trigger; select a tile within 2 tiles and teleport.

Signature Gear

Shard of Thundermare
Shard of Thundermareweapon · Staff · Legendary · Clausewitz exclusive

KR release · gmap.gg

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.

6★
Stats
Max HP +122, M-ATK +399
Additional
Magic Penetration +25%

Surging Mana (Exclusive). At the start of the turn, gains Surging Mana 6. When hit by a combat attack, your summons within 2 tiles share 80% of the damage taken in your place.

  • Surging Mana 6: M-ATK +15%. When you kill an enemy with a skill, this effect loses a stack. Max 2 stacks. Cannot be dispelled.

Scattering Power (General). At the start of the turn, gains Scattering Power 6.

  • Scattering Power 6: M-ATK +10%. When you kill an enemy with a skill, this effect loses a stack. Max 2 stacks. Cannot be dispelled.

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 Dode, 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.

Awakening/Manifestation progression: Two tracks per stage: manifestation and Inner Cube. - Stage 1: Ultimate Enhancement 1 / Stat Enhancement 1 - Stage 2: Unique Passive Enhancement 1 / Stat Enhancement 2 - Stage 3: Ultimate Enhancement 2 / Artifact Acquired - Stage 4: Unique Passive Enhancement 2 / Artifact Enhancement 1 - Stage 5: Ultimate Enhancement 3 / Artifact Enhancement 2 - Stage 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.

Reworks

KR-server balance changes for this unit, newest first (see the full Rework History).

Balance2026-04-21

Full rework of unique passive, ultimate, class, exclusive weapon, active skills, and artifact

  • Unique passive Genius Strategist reworked; all three summoned skills (Hardened Front, Battle Flag, Magic Veil) now cannot be dispelled.
  • Awakening 3-6: cooldown standardized to 3 (was 3/3/2/2). Hardened Front now also heals 5% Max HP once per turn. Battle Flag now grants Crit Rate and Crit Damage +10/15/20/25% (was Crit Rate only 5/15/20/30%).
  • Manifest 2/4: M-ATK now +30/40% and adds Max HP +10/20% (was flat M-ATK +30/40). Cooldown standardized to 2. Hardened Front 5/6 heals 10% Max HP/turn. Battle Flag 5/6 grants Crit Rate and Crit Damage +30/35% (was Crit Rate only 40/45%). Magic Veil 5/6 damage reduction raised to 55/60% (was 50/50%). Effects now grant immunity instead of TP removal.
  • Manifest 6: M-ATK now +50% and adds Max HP +30% (was flat M-ATK +50). Hardened Front 7 heals 10% Max HP/turn. Magic Veil 7 now grants TP-removal immunity.
  • Ultimate, class passive, exclusive weapon, active skills, and artifacts also adjusted.
April Week 4 Update Notice ↗
Awakening2025-02-04

Expanded Inner Break awakening

  • Added Inner Break awakening. Stages 1/3/5 enhance ultimate 'Thundermare's Lightning Strike': at max, target a tile and deal 140% M-ATK lightning damage to enemies within 3 tiles; adjacent enemies take an extra 50% M-ATK, and all hit enemies are shocked for 1 turn.
  • Stages 2/4/6 enhance unique passive 'Genius Strategist': at max, M-ATK +50%; at turn end choose one of Solid Front 7, Battle Flag 7, or Magic Veil 7 (Cooldown 2 turns), each granting an immunity (movement-block / skill-control / TP-removal).
  • Solid Front 7: grants heavy-armor allies a 2-turn effect reducing the first hit taken in combat by 70%.
  • Battle Flag 7: allies within 3 tiles get a 2-turn effect; while stationary, ranged skills gain -3 Cooldown and +50% Crit Rate.
  • Magic Veil 7: gain a 150% M-ATK shield for 2 turns; while it holds, Crit Rate taken and AoE damage taken are reduced 50%.
  • Stage 3 instantly equips the artifact; stages 4/5/6 upgrade artifacts (e.g. 'Simple Protection Charm' game-start shield 40% to 100% M-ATK).
Feb 4 (Tue) Update Notice ↗

Trivia

Release Date

Original Korean release: 2024-09-24. Version table lists his debut version as 1.21, 2024/10/22.

Global status: Live now.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2026-04-21 → 2026-05-06 · 15 daysSolo
2025-01-15 → 2025-02-04 · 20 daysSelection
2024-09-24 → 2024-10-08 · 2 weeksDebut
Stats, skills, and art for Clausewitz are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.