- Rarity
- Legendary
- Element
- Shadow of Desire
- Faction
- Unaffiliated
- Class
- Acolyte
- Voice Actor
- Han Shin
- Unique Passive
- Primordial Dark Blood
- Exclusive Weapon
- Chaos Blood
- Ultimate
- Dark Blood Force Field
- Original Korean Release Date
- 2025-06-24
- Estimated Release Date
- 2026-10-27
Base Stats
Lv 1 · KR-server data · Magic- HP
- 457
- ATK
- 87
- M-ATK
- 152
- DEF
- 27
- RES
- 21
Unique Passive
Primordial Dark Blood Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | At game start, if there is any other allied player who does not have a Death Prevention effect, transfer the Dark Blood effect to them and receive the Blood Communion effect. When using a skill, gain the Dark Infusion effect, and if you did not attempt an attack or apply a debuff via skill, you may make an additional attack or use a skill once every 4 turns. Basic attack changes to Life Drain. | |
| Dark Blood Cannot be removed | When taking lethal damage, revive with 25% HP. This effect triggers 1 time per game. | |
| Blood Communion Cannot be removed | Damage taken -10%. | |
| Dark Infusion Cannot be removed | Spell Power +10%. Radiance Resistance +20%. | |
| Life Drain Cannot be removed Blood Magic | Deals 120% of Spell Power as damage to the enemy, and if the target is a character, recovers HP equal to 80% of Spell Power. | |
| Death Prevention effect | An effect that grants temporary invincibility when taking lethal damage, such as Revive, Merciful Saint, Crystallization, etc. | |
| Max Awakening | At game start, if there is any other allied player who does not have a Death Prevention effect, transfer Dark Blood and receive Blood Communion. When using a skill, gain Dark Infusion, and if you did not attempt an attack or apply a debuff via skill, you may make an additional attack or use a skill once every 3 turns. Basic attack changes to Life Drain. | |
| Dark Blood Cannot be removed | When taking lethal damage, revive with 50% HP. This effect triggers 1 time per game. | |
| Dark Infusion Cannot be removed | Spell Power +20%. Radiance Resistance +25%. | |
| Max Manifestation | Max HP increases by 20%. At game start, if there is any other allied player who does not have a Death Prevention effect, transfer Dark Blood and receive Blood Communion. When using a skill, gain Dark Infusion, and if you did not attempt an attack or apply a debuff via skill, you may make an additional attack or use a skill once every 2 turns. Basic attack changes to Life Drain. | |
| Dark Blood Cannot be removed | Max HP increases by 20%. When taking lethal damage, revive with 100% HP. On revive, TP +2. This effect triggers 1 time per game. | |
| Blood Communion Cannot be removed | Damage taken -15%. | |
| Dark Infusion Cannot be removed | Spell Power +40%. Radiance Resistance +30%. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Acolyte |
| Tier 2 | Dark Mage, Blood Cultist |
| Tier 3 | Blood Priest, Abyss Priest, Omen Sage |
Common Class
Dark Mage+5 more → Tier 2 - A black mage job that uses dark magic to apply harmful effects to enemies and restore its own life.
Corruption
| Lv | Effect |
|---|---|
| 1 | After applying a debuff to an enemy with a skill, removes 1 buff from the enemy and recovers HP equal to 30% of Spell Power. |
| 2 | After applying a debuff to an enemy with a skill, removes 1 buff from the enemy and recovers HP equal to 40% of Spell Power. |
Unique Classes
Acolyte Tier 1 - A basic job that uses dark magic to support allies.
Blood Bond
| Lv | Effect |
|---|---|
| 1 | When casting a skill targeting an ally, Spell Power increases by 10%. |
| 2 | When casting a skill targeting an ally, Spell Power increases by 15%. |
Blood Cultist Tier 2 - A dark priest job that uses dark magic to support and heal allies.
Blood Charge
| Lv | Effect |
|---|---|
| 1 | Max HP increases by 10%. When using a Blood Magic skill, Spell Power increases by 10%. After using a Blood Magic skill, sacrifice 10% of Max HP to recover the HP of the ally with the lowest HP ratio by 30% of Spell Power. |
| 2 | Max HP increases by 15%. When using a Blood Magic skill, Spell Power increases by 20%. After using a Blood Magic skill, sacrifice 10% of Max HP to recover the HP of the ally with the lowest HP ratio by 40% of Spell Power. |
Blood Priest Tier 3 - A black mage job that uses dark magic to apply harmful effects to enemies and restore its own life.
Blood Oath
| Lv | Effect |
|---|---|
| 1 | Max HP increases by 20%. Spell Power increases by 5% of Max HP. When using a Blood Magic skill, gain Blood Petrification 1 and Focus. After casting Blood Magic, if HP is 20% or higher, sacrifice 10% of Max HP to recover the HP of the ally with the lowest HP ratio by 50% of Spell Power. (Blood Petrification 1 Cannot be removed Blood Magic:: Gain 30% of Spell Power as Defense. Healing received -20%.) (Focus Cannot be removed:: Gain 1 TP at end of action.) |
| 2 | Max HP increases by 30%. Spell Power increases by 10% of Max HP. When using a Blood Magic skill, gain Blood Petrification 2 and Focus. After casting Blood Magic, if HP is 20% or higher, sacrifice 10% of Max HP to recover the HP of the ally with the lowest HP ratio by 60% of Spell Power. (Blood Petrification 2 Cannot be removed Blood Magic:: Gain 50% of Spell Power as Defense. Healing received -20%.) (Focus Cannot be removed:: Gain 1 TP at end of action.) |
Abyss Priest Tier 3 - An advanced priest job that uses dark magic to inflict suffering on enemies.
Revelation of the Abyss
| Lv | Effect |
|---|---|
| 1 | When using a Dark skill, gain the Revelation of the Abyss 1 effect. If the skill target is an ally, remove 1 debuff; if an enemy, remove 1 buff. (Revelation of the Abyss 1 Cannot be removed Blood Magic:: Spell Power +20%. Spell Penetration +10%.) |
| 2 | When using a Dark skill, gain the Revelation of the Abyss 2 effect. If the skill target is an ally, remove 2 debuffs; if an enemy, remove 2 buffs. (Revelation of the Abyss 2 Cannot be removed Blood Magic:: Spell Power +20%. Spell Penetration +10%.) |
Omen Sage+1 more → Tier 3 - An advanced black mage job that uses dark magic to curse enemies.
Deep Darkness
| Lv | Effect |
|---|---|
| 1 | Spell Power increases by 10% and damage taken decreases by 10%. Curse skills' TP cost is reduced by 1, and after use you gain additional movement. After applying a debuff to an enemy with a skill, remove 1 buff from the target and apply the Curse of Pain effect. (Curse of Pain:: On gaining a buff, magic damage equal to 50% of Spell Power. At turn end, magic damage equal to 50% of Spell Power.) |
| 2 | Spell Power increases by 20% and damage taken decreases by 20%. Curse skills' TP cost is reduced by 1, and after use you gain additional movement. After applying a debuff to an enemy with a skill, remove 2 buffs from the target and apply the Curse of Pain effect. (Curse of Pain:: On gaining a buff, magic damage equal to 50% of Spell Power. At turn end, magic damage equal to 50% of Spell Power.) |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Dark Blood Magic | 1 | 3 | 3 turns | Cast blood magic on a designated ally, granting Ecstasy for 2 turns. Ecstasy (Duration 2): Attack/Spell power +20%. After a combat attack, if you dealt damage to an enemy, recover health equal to 20% of max health. | |
| Dark Ranged Combat | 1 | 1-3 | 3 turns | Launch Dark Blast at an enemy dealing 100% of spell power as damage and apply Dark Bomb for 1 turn. Dark Bomb Dark (Duration 1): Defense/Resistance -15%. When this effect expires it explodes, dealing fixed damage equal to 40% of the caster's spell power within 1 tile around the target. | |
| Dark Ranged Blood Magic Combat | 2 | 1-3 | 3 turns | Launch Cursebound Soul at an enemy dealing 80% of spell power as damage and apply Cursed Soul for 2 turns. Cursed Soul DarkHealing BlockDamage over Time (Duration 2): Healing effects received -50%. At character's end of turn, deal fixed dark damage equal to 50% of spell power and 30% chance to Stun. Stun StunAction Control (Duration 1): Cannot act. |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Dark Healing | 1 | 3 | 1 turn | Casts a Blood Magic targeting an ally, recovering HP equal to 80% of Spell Power and applying the Transfusion effect. • Transfusion Dark Blood Magic (Duration 2): At turn end, recover HP equal to 40% of the caster's Spell Power. | |
| Dark | 1 | 3 | 1 turn | Casts a Blood Magic targeting an ally, applying the Boiling Blood effect and the Recklessness effect for 2 turns. • Boiling Blood Dark Blood Magic (Stacks 3 / Duration 3): Attack Power/Spell Power +20%. If TP is 0 before turn end, gain 1 TP. (Cooldown 1). At the start of an ally turn, stacks +1. • Recklessness Dark Cannot be removed Blood Magic (Duration 3): Defense -20%. | |
| Dark Healing | 2 | 3 | 3 turns | Casts a spell within 3 tiles around, casting a Blood Magic that recovers the HP of allies within 2 tiles around the tile by 80% of Spell Power and applies the Life Tap effect for 2 turns. • Life Tap Blood Magic (Duration 3): Max HP +20%. After combat, recover HP equal to 60% of the caster's Spell Power. | |
| Dark Ranged | 3 | 3 | 3 turns | Casts a spell at an enemy, dealing 70% of Spell Power as dark magic damage, dealing 50% dark fixed damage to enemies within 1 tile around the target, and removing Ward effects. Hit targets move randomly and are afflicted with the Fear effect. • Fear Action Control (Duration 1): Cannot act. Critical hit chance received +10%. | |
| Dark Ranged | 2 | 3 | 3 turns | Designates a tile and casts a Curse skill that removes the Ward effect of enemies within a 2-tile range and applies the Curse of Incapacitation effect. --- • Curse of Incapacitation Weaken (Duration 2): Damage taken +30%. Attack Power/Spell Power -30%. Cannot re-act. |
Ultimate
Dark Blood Force Field [Dark], [Ultimate], [Ranged]
"I'll show you the true power of the dark blood. Order is born from within chaos..."
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | Move to a designated position within 3 tiles, then cast a Blood Magic dealing 100% of Spell Power as damage to enemies within 3 tiles around the target tile. Additionally, if you do not possess the Dark Blood effect, gain the Immortality effect. Enemies hit by the skill have a 20% chance to be afflicted with Fear. | |
| Fear (Duration 1) Action Control Fear | Cannot act. Critical hit chance received +10%. | |
| Immortality (Duration 1) Cannot be removed | HP does not drop below +1. Removed at the start of an ally turn. | |
| Max Awakening | Move to a designated position within 3 tiles, then cast a Blood Magic dealing 120% of Spell Power as damage to enemies within 3 tiles around the target tile and absorbing all buffs of the targets. Additionally, if you do not possess the Dark Blood effect, gain the Immortality effect. Enemies hit by the skill have a 30% chance to be afflicted with Fear. | |
| Max Manifestation | Move to a designated position within 3 tiles, then cast a Blood Magic dealing 150% of Spell Power as damage to enemies within 3 tiles around the target tile and absorbing all buffs of the targets. Additionally, if you do not possess the Dark Blood effect, gain the Immortality effect. Enemies hit by the skill have a 50% chance to be afflicted with Fear. After casting the skill, recover 2 TP. |
- CostTP 5Range3AreaArea of EffectCooldown5 turns
Artifacts
Forbidden Symbol Left Fragment - "Blood, remember me. Rewrite the crest, let the name be forgotten..."
| Lv | Effect |
|---|---|
| 1 | Spell Power +8%. At ally turn start, grant Forbidden Ward 1 to the ally with highest ATK/Spell Power who lacks it. Cooldown 2 turns. Forbidden Ward 1: shield = 30% of caster's Spell Power; while shield holds, crit dmg taken -10%; cannot be dispelled; lasts 2 turns. |
| 2 | Spell Power +11%. Forbidden Ward 2, cooldown 2 turns. Shield 40%, crit dmg taken -15%, 2 turns. |
| 3 | Spell Power +15%. Forbidden Ward 3, cooldown 1 turn. Shield 50%, crit dmg taken -20%, 2 turns. |
| 4 | Spell Power +20%. Forbidden Ward 4, cooldown 1 turn. Shield 60%, crit dmg taken -25%, 2 turns. |
Forbidden Symbol Right Fragment - "...do it. O Forbidden Symbol, awaken by my will."
| Lv | Effect |
|---|---|
| 1 | Spell Power +8%. At ally turn start, grant Forbidden Ward 1 to the ally with lowest HP who lacks it. Cooldown 2 turns. Shield 30%, crit dmg taken -10%, 2 turns. |
| 2 | Spell Power +11%. Forbidden Ward 2, cooldown 2 turns. Shield 40%, crit dmg taken -15%, 2 turns. |
| 3 | Spell Power +15%. Forbidden Ward 3, cooldown 1 turn. Shield 50%, crit dmg taken -20%, 2 turns. |
| 4 | Spell Power +20%. Forbidden Ward 4, cooldown 1 turn. Shield 60%, crit dmg taken -25%, 2 turns. |
Elemental Mastery: Dark - "Light rejected me, fire burned me. Only darkness knew my name. So I buried myself there."
| Lv | Effect |
|---|---|
| 1 | On Dark-attribute skill use, Spell Power/Spell Penetration +8% and gain Focus. |
| 2 | On Dark-attribute skill use, Spell Power/Spell Penetration +10% and gain Focus. |
| 3 | On Dark-attribute skill use, Spell Power/Spell Penetration +12% and gain Focus. |
| 4 | On Dark-attribute skill use, Spell Power/Spell Penetration +15% and gain Focus. |
Signature Gear

KR release · gmap.gg
A legendary rod that bolsters allies and grinds down foes with every cast, sharpening both effects in the hands of Deimos.
- Stats
- Max HP +136, M-ATK +360
- Additional
- M-ATK +15, Max HP +15
Twist of Fate (Exclusive). After casting a skill, if the target is an ally, applies Chaos Guidance 6; if an enemy, applies Chaos Rift 6. Skill cast Range +1.
- Chaos Guidance 6: DEF/RES +15%. Crit Rate +10%. Lasts 2 turns.
- Chaos Rift 6: DEF/RES -15%. Crit Rate -10%. Lasts 2 turns.
Fate's Divide (General). After casting a single-target skill on an ally, applies Blood Guidance 6 to that ally. After casting a single-target skill on an enemy, applies Blood Rift 6 to that enemy.
- Blood Rift 6: DEF/RES -15%. Lasts 2 turns.
- Blood Guidance 6: DEF/RES +15%. Lasts 2 turns.
Guide
The following is subjective NamuWiki community opinion (KR server).
Overall: Called a near-typeless heal-tank. As the first Dark-attribute legendary healer (prior legendary healers were only blue/red/light), he is typeless except against Light and can revive allies, so usefulness is self-evident. Blood Priest gives HP-based Spell Power and Spell Power-based defense, so raising specs makes HP and defense skyrocket; the ultimate grants a 1-turn invincible state, and TP payback keeps TP overflowing so ults come up very often. In sum: a semi-tank with typelessness + huge HP + huge Spell Power + huge defense + an undying skill. In PVP, said to be very hard to defeat unless you prepare counters like a def-ignore dealer or a buff-stealer (e.g. Silver). Low investment difficulty since finishing just up to Blood Priest gives all core healer skills. "Strength befitting the leader of the 13 Dark Gods." (Aside: "what happens when Prios comes out?")
Performance: Base class Acolyte; brings new classes from Tier 1. Tier 2 has unique class Blood Cultist; Tier 3 is all unique (Blood Priest / Abyss Priest / Omen Sage), a feat matched only by Sharkbari. Ultimate is Dark Blood Force Field. Unique passive Primordial Dark Blood grants a non-dispellable revive buff to an ally lacking a death-prevention effect and gives self -10% dmg taken; greatly boosts squishy dealers' stability. Recipient is random, so to target a specific ally, every other member must hold a death-prevention effect; more revive-holders exist after 1 year of service. Deimos himself has no revive but the passive adds lifesteal to basic attacks, so survival is fine if he does not die. The periodic extra action requires not attacking / not applying a debuff (i.e., basically play him as a pure healer); since counting starts turn 1, making the first action of turn 1 something other than attack/debuff guarantees the extra action, so 2 actions turn 1 is usually possible.
Classes:
- Blood Priest: learns Life Tap; flat +30% max HP, HP-based Spell Power, and blood-magic passive. "End-game class for a healer"; raising HP raises Spell Power which raises defense, making him absurdly tanky. This tree also grants 2 key exclusive skills, so it is the top priority raise. Note: basic attack Life Drain is blood-magic but counts as a basic attack, so it does NOT trigger the passive.
- Abyss Priest: learns Mental Collapse; on dark-skill use gain Revelation of the Abyss; ally skill removes 2 debuffs, enemy skill removes 2 buffs. All Deimos skills are dark magic so it is easy to use, but it is the only Tier-3 class with no survival on the passive.
- Omen Sage: learns exclusive Curse of Incapacitation; unconditional up to +20% Spell Power and -20% dmg taken; debuffing removes 2 target buffs and applies Curse of Pain; curse skills cost -1 TP and grant extra move. Debuff-focused; only downside is Deimos's sole curse is Curse of Incapacitation, and it is a solo tree so raise priority is low.
Exclusive skills & Ultimate:
- Transfusion: TP 1, heal ally 80% Spell Power + Transfusion buff, Acolyte, blood magic, cooldown 1. Low hurdle; superior to plain heals since the buff heals combat attrition.
- Boiling Blood: TP 1, 2-turn Boiling Blood buff + Recklessness debuff (def -20%), Blood Cultist, blood magic, cooldown 1. High-risk high-return buff; caution: Recklessness counts as a debuff, so using it as the first skill loses the passive extra action.
- Life Tap: TP 2, AoE heal 80% Spell Power + Life Tap buff, Blood Priest, blood magic, cooldown 3. Massive healing; only flaw is the 3-turn cooldown.
- Mental Collapse: TP 3, 70% dark dmg to target + 50% to adjacent, removes Ward, random-moves and applies action disable, dmg taken +10%, 1 turn, Abyss Priest, cooldown 3. Locks up to 5 enemies for 1 turn; the only exclusive costing 3 TP with no blood-magic payback, but Deimos overflows TP. Strong in 5v5 PVP; can also target objects to hit enemies behind fences.
- Curse of Incapacitation: TP 2, AoE, removes Ward and applies Curse of Incapacitation, Omen Sage, Weaken, cooldown 3. Excellent low-TP AoE debuff; pairs superbly with Dominator-class Sharkbari. Note: not blood-magic.
- ultimate: move within 3 tiles, AoE 100%~130% dmg, 20% Fear; if no Dark Blood buff, gain HP cannot drop below 1 for 1 turn. Lets Deimos be used as a 1-turn sandbag thrown into enemy lines; compared to Veradin's Hexblade, strips the extras but adds Fear and teleport. Since he is a healer, survival after Immortality ends is also good. TP overflows, so it comes up very often.
Recommended Weapon & Gear: Exclusive weapon Chaos Blood, legendary rod; extra stats Spell Power and Max HP. After a skill: ally gets def/res +10%15% buff, enemy gets def/res -10%10%; from 5th awakening, Deimos-only +1 skill range. Armor: Cardinal 4-set for HP + TP based on Blood Priest's HP-scaling Spell Power, OR (since skills are low-TP so 4-set is iffy) Cardinal 2 + Chancellor 2 to add flat Spell Power; a Devotion 4-set also works. Accessories: healer staples legendary and hero are solid.15% debuff; for Deimos, ally buff adds crit rate +510% and enemy debuff adds crit rate -5
Awakening/Manifestation progression: Two parallel tracks per stage: Inner Cube (left) and Awakening/right. - Stage 1: Ultimate Enhance 1 / Stat Enhance 1 - Stage 2: Unique Passive Enhance 1 / Stat Enhance 2 - Stage 3: Ultimate Enhance 2 / Gain Artifact - Stage 4: Unique Passive Enhance 2 / Artifact Enhance 1 - Stage 5: Ultimate Enhance 3 / Artifact Enhance 2 - Stage 6: Unique Passive Enhance 3 / Artifact Enhance 3 Note: exact per-stage numeric deltas for ult/passive are not itemized in this section. The passive scales as follows across awakening tiers (from the passive listing): extra-action cooldown 4turn (base) to 3turn (Max Awakening) to 2turn; Dark Blood revive HP 25% to 50% to 100% (+2 TP on revive); Blood Communion dmg taken -10% to -15%; Dark Infusion Spell Power +10%/+20%/+40%, Radiance Resistance +20%/+25%/+30%; Max Manifestation also gives +20% max HP. Ultimate scales 100%/120%/150% dmg, Fear chance 20%/30%/50%, and Max Manifestation adds +2 TP after cast.
KR Creator Guide
Character review of Deimos of Chaos by 하막군의게임튜브 · 2026-08-04
The reviewer opens by saying he didn't want to pull for a scruffy bearded man, and then immediately concedes the point: Deimos is, in his words, an absurdly broken character. His closing advice is to pull him even though Heidelun is next — because Deimos makes an entire team better just by existing, and he will still be good later. (23:17)
Dark Blood is a free revive for someone else
At game start he hands Dark Blood to a random ally that has no death-prevention effect of its own — a revive, given away. If every ally already has one, he keeps it himself. In exchange he takes Damage Empathy, which reduces his own damage taken. (1:01)
At full manifestation Dark Blood also raises the recipient's Max HP by 20%. Stack that with Life Tap's 20% and a Shakvari buff and the reviewer describes an Isabel Ripine sitting on 15-16,000 health that also revives. His own reaction: "just thinking about it is horrible." (21:15)
His passive also grants an extra attack or skill use every few turns, but only if he did not attack and did not apply a debuff that turn. Buffing allies is fine; attacking is not. (2:34)
Class: Blood Priest, and it isn't close
Blood Priest gives +30% Max HP, M-ATK scaling from Max HP, and — on any
blood-magic skill — Blood Petrification (DEF worth 50% of M-ATK) plus Focus.
Two things make this dominant. Almost every skill Deimos owns is blood magic, so it is effectively always on; the reviewer shows 2,500 DEF at 6 copies alone. And Focus refunds TP, which on his many 1 TP skills means casting them for free. He describes TP as simply not being a constraint on this character. (3:05)
Abyss Priest adds M-ATK and magic penetration on any dark skill — again,
everything — and strips buffs. Worth knowing that the strip resolves after the
damage, so a shield still absorbs the hit before it comes off. (6:44)
Omen Sage+1 more → cuts curse-skill TP cost and applies Curse of Agony, which the
reviewer tested: it deals 50% damage the moment it lands, before any of the
on-buff or end-of-turn triggers. But Deimos has exactly one curse skill, so the
class has little to work with. (7:47)
Life Tap is the reason he's broken
Life Tap heals allies within 2 tiles for 80% of M-ATK and applies Life Tap
for two turns: +20% Max HP, and 60% of the caster's M-ATK restored after
every combat.
The critical detail he demonstrates: "after combat" includes combat where the enemy attacked. So every single hit an ally takes heals them for 60% of Deimos's M-ATK — around 2,000 at his own modest rank — with no limit on how many times per turn. He shows it firing over and over on camera. (11:53)
The rest of the kit
Transfusion is a straightforward 80% heal with a 40% heal-over-time.
(9:19)
Boiling Blood gives an ally +20% ATK and M-ATK, growing by 20% each turn to
60%, plus a TP refund at end of turn. Two subtleties: it counts as applying a
debuff, so it blocks the passive's extra action — but at 1 TP with a 1-turn
cooldown you can cast it repeatedly, and recasting it while it's still running
extends the duration without resetting the stacks. He rates it a raid tool.
(9:51)
Mental Collapse does 70% plus 50% fixed to neighbours, removes the Immunity
effect (Esmeralda's), then scatters the targets randomly and applies Fear.
Land it on a cross of clustered enemies and the whole group is displaced and
unable to act. (14:08)
Curse of Incapacitation is a smaller Crackdown: +30% damage taken and -30%
ATK/M-ATK over a 2-tile area, also clearing Immunity. (15:00)
The ultimate moves him in, hits everything within 3 tiles for 120-150%, absorbs all their buffs, and grants Immortal if he isn't carrying Dark Blood — he cannot drop below 1 HP. So he dives into the enemy formation and soaks whatever they have. (16:02)
Gear
Two pieces of the Cardinal set with two of Chancellor of Darkness — health is what matters, and the Chancellor cast bonus does little on him.
Accessory: Stopwatch, because TP is never the constraint and more cooldown turnover is. Cursed Eye is a reasonable alternative for survivability. (18:40)
The weapon is skippable
Unless you take it to ★5 for the Range +1, it only gives modest DEF/RES and Crit adjustments. Diablo's or Morgaina Schyren's weapon does more for him. (19:12)
Runes
Not health, and not defence — he already has enormous amounts of both. Go Crit-damage-taken reduction and let him grind. (17:38)
Manifestation
3 and 5 add TP recovery to the ultimate. Combined with Blood Priest's Focus and the artifact below, casting the ultimate refunds most of its cost — his estimate is around 4 TP back, though he flags that he hasn't been able to test whether two Focus effects stack. Full manifestation drops the passive's cooldown to 2 turns and adds the Max HP rider to Dark Blood. (20:14)
Artifacts
3. Elemental Mastery: Dark is the one he would take: every dark skill grants
Focus, and every skill he has is dark, so it's a TP refund every cast.
The two Forbidden Symbol fragments shield the strongest ally and the dying ally respectively. Reasonable, but with TP already overflowing he thinks the Focus artifact is still better. (21:45)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Deimos of Chaos’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.
Reworks
No Reworks
Trivia
Release Date
Original Korean release: 2025-06-24. This is the KR server date on Genesis War Mobile.
Estimated global release: 2026-10-27.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
