- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Unaffiliated
- Class
- Fighter
- Voice Actor
- Yu Yeong
- Unique Passive
- Counterweight of Balance
- Exclusive Weapon
- Justice Crusader
- Ultimate
- Nine Crusader
- Original Korean Release Date
- 2025-06-10
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 433
- ATK
- 167
- M-ATK
- 96
- DEF
- 27
- RES
- 26
Unique Passive
Counterweight of Balance Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | Critical hit damage taken is reduced by 15%. When an ally dies, gain the Counterweight of Balance 1 effect. | |
| Counterweight of Balance 1 Cannot be removed Max Stacks: 3 | HP +2%. Per stack, TP cost required to cast AoE skills -1. | |
| Max Awakening | Critical hit damage taken is reduced by 25%, and when you take critical hit damage you deal 25% of the damage received back to the enemy. When an ally dies, recover HP equal to 15% of total HP and gain the Counterweight of Balance 4 effect. When attacking an enemy, if you have the Counterweight of Balance 4 effect, attack power increases by 25%. | |
| Counterweight of Balance 4 Cannot be removed Max Stacks: 3 | HP +5%. Per stack, TP cost required to cast AoE skills -1. | |
| Max Manifestation | Critical hit damage taken is reduced by 50%, and when you take critical hit damage you deal 50% of the damage received back to the enemy. When an ally dies, recover HP equal to 30% of total HP and gain the Counterweight of Balance 7 effect. When attacking an enemy, if you have the Counterweight of Balance 7 effect, attack power increases by 50%. | |
| Counterweight of Balance 7 Cannot be removed Max Stacks: 3 | HP +10%. Per stack, TP cost required to cast AoE skills -1. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Fighter |
| Tier 2 | Arbiter, Knight |
| Tier 3 | Paragon, Radiant Knight, Arc Knight |
Common Classes
Fighter+33 more → Tier 1 - Basic class that fights by closing in on enemies with a sword.
Offensive
| Lv | Effect |
|---|---|
| 1 | When making a combat attack, take 25% less counterattack damage. |
| 2 | When making a combat attack, take 25% less counterattack damage, and when a critical hit triggers, take 50% less counterattack damage. |
Knight+14 more → Tier 2 - Knight class trained over a long period in advanced swordsmanship and formal tactics, skilled in group combat.
Elation
| Lv | Effect |
|---|---|
| 1 | Damage taken by yourself and adjacent allies is reduced by 10%, and in combat if there is an adjacent ally, attack power increases by 20%. |
| 2 | Damage taken by yourself and adjacent allies is reduced by 10%, and in combat if there is an adjacent ally, attack power increases by 25%. |
Arc Knight+5 more → Tier 3 - Superior knight who leads the vanguard of the battlefield to victory with skilled swordsmanship and strong knightly spirit.
Suppression
| Lv | Effect |
|---|---|
| 1 | Before using a skill, attack power increases by 30%, and until the start of the next turn you hold an aura that applies the Suppression effect to adjacent enemies. (Suppression Cannot be removedSkill control:: Attack/Spell power/Crit chance -25%. Class passive cannot activate.) |
| 2 | Before using a skill, attack power increases by 40%, and until the start of the next turn you hold an aura that applies the Suppression effect to adjacent enemies. |
Unique Classes
Arbiter Tier 2 - Special class that judges enemies with sword and gun slicer and breaks the balance of the battlefield.
Mark of Truth
| Lv | Effect |
|---|---|
| 1 | After attacking, apply the Mark of Truth 1 effect to the enemy you damaged. When attacked by an enemy, once per turn the damage you take is reduced by 25%. (Mark of Truth 1 Cannot be removedDuel (Stack 4 / Duration 3):: When attacked by the caster, damage taken +10%.) |
| 2 | After attacking, apply the Mark of Truth 2 effect to the enemy you damaged. When attacked by an enemy, once per turn the damage you take is reduced by 25%. (Mark of Truth 2 Cannot be removedDuel (Stack 4 / Duration 3):: When attacked by the caster, damage taken +15%.) |
Paragon Tier 3 - Superior class that realizes judgment and dominates the battlefield with sword and gun slicer.
Supreme Brand
| Lv | Effect |
|---|---|
| 1 | After attacking, apply the Supreme Brand 1 effect to the enemy you damaged. When you attack an enemy and trigger a critical hit, recover 1 TP. When attacked by an enemy, once per turn the damage you take is reduced by 50%. (Supreme Brand 1 Cannot be removedDuel (Stack 4 / Duration 3):: When attacked by the caster, damage taken / chance to be hit by a critical attack +15%.) |
| 2 | After attacking, apply the Supreme Brand 2 effect to the enemy you damaged. When you attack an enemy and trigger a critical hit, recover 1 TP. When attacked by an enemy, once per turn the damage you take is reduced by 50%. (Supreme Brand 2 Cannot be removedDuel (Stack 4 / Duration 3):: When attacked by the caster, damage taken / chance to be hit by a critical attack +20%.) |
Radiant Knight Tier 3 - A warrior of light and a living sanctuary who uses sword and gun slicer and takes truth and protection as their banner.
Covenant of Light
| Lv | Effect |
|---|---|
| 1 | If the number of enemies within 3 tiles around you is greater than the number of allies excluding yourself, attack power increases by 25% and damage taken is reduced by 25%. At the end of the turn, apply the Covenant of Light 1 effect for 2 turns to 1 ally with the lowest HP. (Covenant of Light 1 (Duration 3):: Damage taken -50%. When attacked by an enemy, recover HP equal to 25% of total HP. This effect is removed after being attacked.) |
| 2 | If the number of enemies within 3 tiles around you is greater than the number of allies excluding yourself, attack power increases by 30% and damage taken is reduced by 30%. At the end of the turn, apply the Covenant of Light 2 effect for 2 turns to 1 ally with the lowest HP. (Covenant of Light 2 (Duration 3):: Damage taken -50%. When attacked by an enemy, recover HP equal to 30% of total HP. This effect is removed after being attacked.) |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Battle | 1 | 1-1 | 3 turns | Deals damage equal to 130% of attack power to an enemy, and if counterattacked, a follow-up strike triggers dealing damage equal to 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe | |
| Melee Healing Movement Attack Combat | 2 | 1-1 | 4 turns | Deal damage equal to 170% of Attack Power to an enemy, and when a critical hit triggers, restore HP equal to 50% of Attack Power. Upon killing an enemy, advance to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe | |
| - | 1 | 1-1 | 2 turns | Immediately after using the skill, gains an Additional Action and critical hit chance increases by 15% during this turn. | |
| Shout | 4 | Self | 2 turns | Grant the Vigor effect to self and adjacent allies for 2 turns. Vigor Shout (duration 2): After a melee attack, you may make an additional attack or use a skill. Removed on activation. |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Decision Fall | Strike Melee Position Control | 3 | 1-3 | 4 turns | Move to a designated tile within 3 tiles around you, then deal 100% of attack power as damage to enemies within 1 ring of the surroundings and strongly push adjacent enemies up to 2 tiles. If a pushed enemy collides with a wall or another enemy, stun them for 1 turn. For each enemy you dealt damage to, lose 10% of your remaining HP. • Stun Action Control (Duration 1): Cannot act. |
| Zenith Blade | Radiance | 1 | Self | 3 turns | Immediately after using the skill, you can additionally attack or use a skill. Gain the Zenith Blade effect for 2 turns. • Zenith Blade Cannot be removed (Duration 2): Physical penetration +30%. Range +1. |
| Holy Light Combo | Melee Combat | 2 | 1-1 | 3 turns | Deal 150% of attack power as damage to the enemy, and an additional hit triggers dealing damage of 30% of attack power increased by the ratio of lost HP. |
Ultimate
Nine Crusader
Ultimate Slash Ranged Directional
"Do you know the meaning of the number Nine? Go!!"
- First Acquisition: Throw 9 swords at random enemies within 3 rings around the target, dealing 20% of attack power as damage. Against enemies at 100% HP, deal 70% of attack power as damage.
- Max Awakening: Throw 9 swords at random enemies within 3 rings around the target, dealing 20% of attack power as damage. Against enemies at 100% HP, deal 80% of attack power as damage.
- Max Manifestation: Throw 9 swords at random enemies within 3 rings around the target, dealing 30% of attack power as damage. Against enemies at 100% HP, deal 110% of attack power as damage.
- CostTP 5Range1-3AreaWideCooldown3 turns
Artifacts
Pulse of Life+3 more → - In the heat of battle, grants the wearer endless regenerative power.
| Lv | Effect |
|---|---|
| 1 | At turn end, if there are no other allies within 1 ring around and you have no shield, gain Pulse of Life 1 shield for 2 turns equal to 4% of total HP per remaining TP. Shield = 10% of max HP + 2% of max HP per remaining TP. While an enemy is within 2 tiles, at turn end recover HP equal to 2% of total HP per remaining TP. Cannot be removed. Shield. |
| 2 | 6% of total HP per remaining TP for the shield trigger; shield = 15% of max HP + 3% of max HP per remaining TP; recover 3% of total HP per remaining TP. |
| 3 | 8% of total HP per remaining TP; shield = 20% of max HP + 4% of max HP per remaining TP; recover 4%. |
| 4 | 10% of total HP per remaining TP; shield = 25% of max HP + 5% of max HP per remaining TP; recover 5%. |
Will of the Fatal Strike+4 more → - The wearer's flame-like will burns. The moment the ultimate activates, it flips the board.
| Lv | Effect |
|---|---|
| 1 | On ultimate use, critical rate / critical damage +15%. AoE skill damage +10%. |
| 2 | crit rate / crit damage +20%. AoE skill damage +15%. |
| 3 | crit rate / crit damage +25%. AoE skill damage +20%. |
| 4 | crit rate / crit damage +30%. AoE skill damage +25%. |
Eye of the Watcher - Where its gaze rests, light and dark are revealed and the hour of judgment comes.
| Lv | Effect |
|---|---|
| 1 | At turn start, apply Eye of the Watcher 1 for 2 turns to 1 enemy with highest HP within 4 tiles. Attacking an enemy with this effect and dealing lethal damage grants an extra action. Effect on enemy: in combat with the caster, attack power / spell power -15%. Cannot be removed. |
| 2 | same, debuff attack power / spell power -30%. |
| 3 | same, debuff attack power / spell power -45%. |
| 4 | same, debuff attack power / spell power -45%. |
Signature Gear

KR release · gmap.gg
- Stats
- Max HP +137, ATK +357
- Additional
- Physical Penetration +30%
Justice Enforcement (Exclusive). When you attack an enemy and deal damage, inflict Healing Block. When attacking an enemy with a healing-impair effect, the target takes 50% more damage and is inflicted with Incapacitate.
- Healing Block: Healing received -100%. Lasts 2 turns. Cannot be dispelled. Healing impair.
- Incapacitate: Cannot attack. Cannot Counter. Lasts 2 turns. Action control.
Blade of Condemnation (General). When you attack an enemy and deal damage, inflict Healing Reduction. When attacking an enemy with a healing-impair effect, the target takes 30% more damage.
- Healing Reduction: Healing received -50%. Lasts 2 turns. Cannot be dispelled. Healing impair.
Build Guide by Axiom

Guide
Note: the following is subjective NamuWiki community opinion (KR server). No explicit S/A/B tier rating is present.
Base class Fighter; Tier 2 has the unique class Arbiter; Tier 3 is Paragon / Radiant Knight / Arc Knight.
Unique passive Balance Scale: crit damage taken reduced 15%~25%; on ally death gain the unremovable buff, and while it is held attack power +15%~25%. At 5-awakening, ally death adds 10%~15% HP recovery; at 6-awakening a reflect is added returning 25% of crit damage taken to the enemy. Focus is on crit-damage resistance and gaining attack up on ally death. "Ally" includes summons, so intentionally using them is appropriate. Since her signature Decision Fall and her ultimate are AoE, the reduced TP cost is a big benefit. From 6-awakening the reflect makes her hard to touch carelessly in PVP.
Classes: Paragon applies Supreme Brand debuff (up to +20% damage taken / crit chance to be hit vs Diene), recovers 1 TP on crit, and reduces damage 50% once per turn; focuses on Diene's own damage and adds survivability, and lets her learn 2 signature skills on the Arbiter-Paragon route; single-target, raid-specialized (great for world boss raids). Radiant Knight gets Holy Light Combo; when enemies within 3 tiles outnumber allies (excluding self), attack +30% and damage taken -30%; grants Covenant of Light buff; strong when outnumbered, PVE-focused. Arc Knight is a common class with Whirlwind Slash and Suppress passive (+40% attack before skill, and lowers adjacent enemies' attack/spell/crit and nullifies their passives); balanced all-rounder, chosen as an endgame class by many; pairs fine with Diene since Decision Fall lets her dive in.
Key skills: Decision Fall: movement + AoE formation-breaker; large demerit (theoretically up to 80% of HP can be lost after attacking), a double-edged sword, but useful to feed Holy Light Combo's lost-HP-ratio damage or to self-lower HP for Radiant Knight buffs. Zenith Blade: self-buff, +30% physical penetration and +1 range for 2 turns, TP 1 / cooldown 3; strong vs high-defense enemies and lets her hit sword infantry one-sidedly without counter. Holy Light Combo: single target 150% + follow-up 30% scaled by lost HP ratio (base 180% guaranteed), TP 2 / cooldown 3, her main damage skill, must-secure. Also Cry of Vigor from Knight is an AoE buff granting extra attacks, worth considering since it benefits from the passive's TP reduction.
Ultimate Nine Crusader: the same ult from Genesis War 3 Part 2; hits random enemies within 3 rings with 9 swords at 20% each (70% vs enemies at 100% HP). Community math: max damage 20%x9=180%; against a full-HP enemy 70%x1+20%x8=230%. Targets are random so damage scatters with more enemies in range; ideally keep only 1~2 enemies in range, but the range is uselessly wide and hard to control. Still usable in showdowns with one main enemy or world boss raids.
Dedicated weapon Justice Crusader: gun-slicer, +15%~30% phys pen; applies unremovable No Healing for 2 turns on hit, and vs enemies with a "healing-block" debuff, target takes +25%~50% damage and gets Powerless Seal, no attack / no counter for 2 turns. Very strong: makes revive-holders useless and effectively locks a target into only fleeing; even awakened Black Prince cannot cleanse it via Ultimate Grima since that is an attack-type skill blocked by Powerless Seal. Awakening only raises phys pen and damage (not essential), but useful to reach 100% phys pen without Wolf Fang and One Man Army. Note: currently only Diene uses gun-slicers, so versatility is worst, but the powerful debuffs make it a must-have.
Equipment: armor is all attack-power-scaled with almost no crit options; the one crit option (TP recovery on crit) is on the Paragon class. For Paragon, hero-grade Chivalrous Hero 2 Assassin 2 gives +10% attack and +10% crit; otherwise go pure attack. At legendary grade, One Man Army 4-set is best for attack (phys pen + attack); Netherworld set is good for survivability (HP + penetration). Accessory: Wolf Fang recommended, reaching ~65% phys pen with weapon + Zenith Blade, up to 85% with One Man Army 2-set or Netherworld 4-set, then use a rune for the last 15% to hit 100% (a big breakpoint). Other options: whetstone for Holy Light Combo follow-up, Yellow Bead for crit if Paragon. Legendary Ancient Shadow Plate suits damage dealers well and, combined with her crit-damage-reducing passive, lets her shrug off crit dealers (most of whom are medium armor, sliced up by the gun-slicer). Note: healing-reduction accessories are swallowed because Justice Crusader's No Healing lands first, so do not use them.
Overall: a physical-penetration specialist that devours medium-armor crit dealers. Weakness: the passive only activates on ally death, but summons can be sacrificed for it, so play with summons. Best partner is Clausewitz, who summons 3 at once, they all die 2 turns later, and shares the same attribute.
Awakening/Manifestation progression: Two parallel tracks: Inner Break 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
KR Creator Guide
Character review of Diene of Justice by 하막군의게임튜브 · 2026-08-04
Diene of Justice is the unit that introduced the Sever damage type, which is the single most important thing about her: Sever deals +25% into Medium Armour and -25% into Light Armour, and Medium Armour is very common, so the matchup is favourable more often than not. (17:04)
The reviewer's honest verdict is that she is awkward at low investment. Her classes want her surrounded by enemies, her area skill costs her own health, and her single-target skill has a 3-turn cooldown. At high investment, though, the exclusive weapon is — his words — an absurd piece of equipment, and it carries her. (19:11)
Balance Weight is built to be farmed
Whenever an ally dies she heals 15% and gains a stack of Balance Weight, up to 3: +25% ATK, more Max HP, and -1 TP on area skills per stack — with no "excluding the ultimate" clause, so the ultimate gets cheaper too. Once at 3 stacks it is permanent and unremovable for the rest of the match. (1:35)
"Ally" is generous. Summons and NPCs both count. On defence, park NPCs and let them die. On offence, the cleanest trick he shows is Zabi's Mystic Soldiers: they summon three at once and vanish after two turns, and vanishing counts as death — so you get all three stacks in one go. (2:35)
Class: Paragon for survivability, Radiant Knight for the aggressive line
Paragon applies the Supreme Brand on hit (up to 4 stacks, +80% damage and Crit Rate taken from Diene — big in raids), returns 1 TP on a critical hit, and halves incoming damage once per turn. That last part is what he prefers: it is the same shape as Crow's per-turn reduction and it is reliable. (4:11)
One tested limitation: hitting several enemies at once and critting on all of them still only refunds 1 TP, not one per crit. (4:41)
Radiant Knight grants +30% ATK and -30% damage taken while enemies within 3 tiles outnumber your own nearby allies — strictly more, not equal — and it re-evaluates as you move, flickering on and off in real time. It also hands Light Covenant to the ally with the lowest absolute HP (not lowest percentage), so it usually lands on a summon.
Because Light Covenant includes Diene herself, walking into the enemy line with Decision Fall means taking that first hit at roughly 80% reduction. (5:12)
His overall lean is Paragon, on the grounds that 30% reduction isn't enough to survive standing in the middle of an enemy formation. (18:12)
The skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Decision Fall | Strike Melee Position Control | 3 | 1-3 | 4 turns | Move to a designated tile within 3 tiles around you, then deal 100% of attack power as damage to enemies within 1 ring of the surroundings and strongly push adjacent enemies up to 2 tiles. If a pushed enemy collides with a wall or another enemy, stun them for 1 turn. For each enemy you dealt damage to, lose 10% of your remaining HP. • Stun Action Control (Duration 1): Cannot act. |
| Zenith Blade | Radiance | 1 | Self | 3 turns | Immediately after using the skill, you can additionally attack or use a skill. Gain the Zenith Blade effect for 2 turns. • Zenith Blade Cannot be removed (Duration 2): Physical penetration +30%. Range +1. |
| Holy Light Combo | Melee Combat | 2 | 1-1 | 3 turns | Deal 150% of attack power as damage to the enemy, and an additional hit triggers dealing damage of 30% of attack power increased by the ratio of lost HP. |
Gear
Physical Penetration is the stat to chase. With the weapon at full awakening she starts at 30%, Zenith Blade adds 30%, runes about 20% and One Against a Thousand another 20% — which is how you reach the 100% that current builds target. Without the full weapon, make up the difference with Wolf Fang Necklace or Marksman's Magic Bullet. Crit is not a priority on her. (11:52)
The weapon is the character
He calls it broken, and it is the reason to build her at all.
Attacking and dealing damage applies Heal Block — and because her skills are area attacks, that goes onto everything she hits. Attacking an enemy that already has Heal Block adds +30% damage dealt (a damage increase, not an ATK increase, so it is much larger than it looks) and applies Incapacitate.
Incapacitate stops the target attacking at all. Other skills still work, and a healer can cleanse it, but the reviewer's illustration is stark: alternating Heal Block onto one target and Incapacitate onto another wins a 2-versus-1 outright.
Mandatory. Full awakening ideally, a single copy at minimum. (13:14)
Runes
Wind runes to help reach 100% penetration, mixed with Chaos and Ultimate. His view is that the exact arrangement is taste — what matters is hitting 100% penetration between runes and gear. (14:58)
Manifestation
Mostly numbers, but full manifestation stacks +10% Max HP three times for +30% total, halves Crit damage taken and reflects 50% of it, which makes her considerably harder to remove. (15:31)
Artifacts
Eye of the Watcher, her own, is what most people will run: it marks the
highest-value enemy within 4 tiles, cuts that target's ATK and M-ATK by 60% when
it attacks her, and grants an extra action for killing the marked target.
Pulse of Life+3 more → pairs with Radiant Knight's fewer-allies clause for extra
survivability.
Will of the Fatal Strike+4 more → he rates poorly here — he tested the
ultimate and found it less impressive than expected. (16:01)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Diene of Justice’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: 2025-06-10 (KR). Joined as a green-attribute cut/slash sword-infantry character.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

