- 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
| Tier | Effect Name | 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 | Class |
|---|---|
| Tier 1 | Mage |
| Tier 2 | Magician, Tactician |
| Tier 3 | Archmage, Windwilder, Skimmer |
Common Classes
Mage+13 more → 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+6 more → 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+3 more → 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 | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Fire Ranged Directional | 2 | 1-3 | 3 turns | Hurls 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 Ranged Directional Combat | 1 | 1-3 | 2 turns | Hurl 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 | |
| Ranged | 2 | 1-3 | 3 turns | Deals 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 | |
| Ranged Directional Combat | 2 | 1-3 | 2 turns | Hurls 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 | |
| Electric Ranged Directional | 3 | 1-1 | 2 turns | Designates 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 | |
| Electric | 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
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Ranged Position Control | 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. | |
| Melee | 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 Name | 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
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!"
| 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+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."
| 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

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.
- 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).
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.
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).
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).
