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Durant Rembrandt

Released

듀란 램브란트(Duran Rembrandt)

Light of Faith
Rarity
Legendary
Element
Light of Faith
Faction
Pandragon
Class
Sword/Shield tank (Defender line; allowed weapon: Sword/Shie
Voice Actor
Kim Young-chan
Unique Passive
Steel Guardian
Exclusive Weapon
Last Bastion
Ultimate
Not listed (no name given; section absent)
Estimated Release Date
Live now

Unique Passive: Steel Guardian

Type: Passive

TierEffect
First AcquisitionGuards adjacent allies. When the character's turn ends, if HP is 50% or below, for 1 turn increases the defense and resistance of allies within 2 tiles around by 10%, and recovers HP equal to 10% of total HP. • Guard [Cannot be removed]: When a guarded ally is attacked, fights in their place.
Max AwakeningGuards adjacent allies. When the character's turn ends, if HP is 70% or below, for 1 turn increases the defense and resistance of allies within 2 tiles around by 25%, and recovers HP equal to 15% of total HP.
Max ManifestationDefense/resistance increased by 30% and guards allies within 2 tiles. When the character's turn ends, if HP is 80% or below, for 1 turn increases the defense and resistance of allies within 2 tiles around by 30%, and recovers HP equal to 25% of total HP. When attacked from outside adjacent range (?), damage taken is reduced by 10%.

Classes

Tier list:

  • Tier 1: Defender
  • Tier 2: Armor Knight, Paladin
  • Tier 3: Fortress, Centurion, Crusader

Common Classes

Defender [Tier 1] Basic job that wields sword and shield to fight in melee and perform a defensive role.

Defense Boost

LvEffect
1When attacked by an adjacent enemy, defense increases by 10%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Cover:: Cannot be critically hit by an enemy's directional attack; a glancing hit occurs and damage taken is reduced by 50%.) (Control Zone:: Enemy cannot move through a controlled tile in one turn.)
2When attacked by an adjacent enemy, defense increases by 15%. Adjacent tiles give allies Cover and become a Control Zone.

Armor Knight [Tier 2] Team's shield that wields sword and shield and absorbs enemy attacks with high HP and defense.

Indomitable Defense

LvEffect
1When attacked by an adjacent enemy, defense increases by 20% and resists movement-hindering effects with a 50% chance. Adjacent tiles give allies Cover and become a Control Zone. (Cover:: Cannot be critically hit by directional attacks; glancing hit occurs, damage taken reduced by 50%.) (Control Zone:: Enemy cannot move through a controlled tile in one turn.)
2When attacked by an adjacent enemy, defense increases by 30% and resists movement-hindering effects with a 50% chance. Adjacent tiles give allies Cover and become a Control Zone.

Paladin [Tier 2] Holy paladin that wields sword and shield to fight in melee and supports allies with radiance magic.

Faith

LvEffect
1Has an aura giving self and allies within 2 tiles around the Faith 1 effect, and spell power rises by 40% of resistance. Adjacent tiles give allies Cover and become a Control Zone. (Faith 1:: Resistance / healing received +15%.) (Cover:: Cannot be critically hit by directional attacks; glancing hit occurs, damage taken reduced by 50%.) (Control Zone:: Enemy cannot move through a controlled tile in one turn.)
2Has an aura giving self and allies within 2 tiles around the Faith 2 effect, and spell power rises by 50% of resistance. Adjacent tiles give allies Cover and become a Control Zone. (Faith 2:: Resistance / healing received +20%.)

Fortress [Tier 3] Team's shield that wields sword and shield and absorbs enemy attacks with high HP and defense.

Iron Wall

LvEffect
1When attacked by an adjacent enemy, defense increases by 40% and physical/magic penetration resistance increases by 10%. Immune to movement-hindering effects. Adjacent tiles give allies Cover and become a Control Zone. (Cover:: Cannot be critically hit by directional attacks; glancing hit occurs, damage taken reduced by 50%.) (Control Zone:: Enemy cannot move through a controlled tile in one turn.)
2When attacked by an adjacent enemy, defense increases by 50% and physical/magic penetration resistance increases by 15%. Immune to movement-hindering effects. Adjacent tiles give allies Cover and become a Control Zone.

Centurion [Tier 3] Team's shield that wields sword and shield and absorbs enemy attacks with high HP and defense.

Clash

LvEffect
1Defense/resistance +20%, and attack power increases by 20% of defense. Counterattack damage increases by 20%. Adjacent tiles give allies Cover and become a Control Zone. (Cover:: Cannot be critically hit by directional attacks; glancing hit occurs, damage taken reduced by 50%.) (Control Zone:: Enemy cannot move through a controlled tile in one turn.)
2Defense/resistance +30%, and attack power increases by 30% of defense. Counterattack damage increases by 30%. Adjacent tiles give allies Cover and become a Control Zone.

Note: Crusader is listed in the tier chart but has no effect description in the source.


Skills

Common Skills

SkillTPRangeCDEffect
Immovable Island Melee Combat11-12 turnsDeals 130% of attack power as damage to the enemy and applies Bind for 1 turn. • Bind Action ControlMovement ControlImmobile (Duration 1): Cannot move. Lasts 1 turn.
Charge Strike Strike Melee Movement Attack Positioning Combat21-12 turnsDeals physical fixed damage equal to 80% of defense and strongly knocks the enemy back 2 tiles. If the knocked-back enemy collides with a wall or another enemy, stuns them for 1 turn. On stun, quickly approaches and deals 30% of attack power as additional damage. • Stun Action Control (Duration 1): Cannot act.
Twin-Impact Wave Strike Melee Movement Attack31-32 turnsMoves to a designated tile within 3 tiles around and deals physical fixed damage equal to 80% of defense to enemies within 1 ring around, and applies Slow for 2 turns. • Slow Action ControlMovement Control (Duration 1): Movement -1.
Taunting Shout Shout3Self3 turnsTaunts enemies within 2 tiles around self for 1 turn, and damage taken from the target is reduced by 20%. • Taunt Action Control (Duration 1): On its own turn, the target is forced to attack the one who taunted it. When the caster attacks, damage dealt -20%.
Enchant Sword Slash3Self3 turnsImmediately after using this skill, can attack again or use a skill. Gains the Enchant Sword effect for 2 turns. • Enchant Sword (Duration 2): On combat attack, deals additional damage equal to 30% of spell power to enemies adjacent to the target. Recovers HP of allies within 2 tiles around self equal to 30% of spell power.
Void Rend Wave Slash Ranged Directional31-12 turnsDesignates a direction and deals physical fixed damage equal to 100% of defense to enemies in range, and gains a shield equal to 100% of defense for 2 turns. Deals 3 damage to installations and removes tile effects within range.
Wave-Break Strike Strike Melee Combat21-12 turnsDeals 70% of attack power as damage to the enemy and deals 50% of attack power as additional damage to enemies adjacent to the target. Applies Weakness Exposure for 2 turns to damaged enemies. • Weakness Exposure Exposure (Stacks 3 / Duration 2): Damage taken +10%. Chance to be critically hit +10%. Does not stack with other Exposure effects.
Sun Light Magic Radiance Ranged Healing4Self3 turnsCauses a burst of radiance within 3 tiles around self, dealing 100% of spell power as damage to enemies and removing 2 buffs each. Recovers the HP of allies in range by 100% of spell power and removes 2 debuffs each. Note: No Unique Skills section exists in the source; all skills listed are Common Skills. ---

Ultimate

No ultimate name or description is provided in the source. The Stats box lists an Ultimate field with no value, and the manifestation chart references "Ultimate Enhancement 1/2/3" but gives no ultimate name or effect text.


Manifestation Artifacts

Manifestation stages: Stage 1 - Ultimate Enhancement 1, Stat Enhancement 1; Stage 2 - Unique Passive Enhancement 1, Stat Enhancement 2; Stage 3 - Ultimate Enhancement 2, Artifact Acquisition; 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.

Flash Combo Manual

  • 1: Attack / Physical penetration / Crit chance +10%. After using a melee-range skill, gain Focus effect (Cooldown 1).
  • 2: Attack / Physical penetration / Crit chance +13%. After using a melee-range skill, gain Focus effect (Cooldown 1).
  • 3: Attack / Physical penetration / Crit chance +16%. After using a melee-range skill, gain Focus effect (Cooldown 1).
  • 4: Attack / Physical penetration / Crit chance +20%. After using a melee-range skill, gain Focus effect (Cooldown 1).

Wind of Recovery

  • 1: Attack / Physical penetration / Defense / Resistance +10%. When affected by an action-control effect, gain Wind of Recovery 1 effect.
  • Wind of Recovery 1: Damage taken -8%. At turn start, recover HP equal to 35% of the higher of defense or attack. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
  • 2: Attack / Physical penetration / Defense / Resistance +15%. When affected by an action-control effect, gain Wind of Recovery 2 effect.
  • Wind of Recovery 2: Damage taken -12%. At turn start, recover HP equal to 40% of the higher of defense or attack. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
  • 3: Attack / Physical penetration / Defense / Resistance +20%. When affected by an action-control effect, gain Wind of Recovery 3 effect.
  • Wind of Recovery 3: Damage taken -16%. At turn start, recover HP equal to 45% of the higher of defense or attack. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
  • 4: Attack / Physical penetration / Defense / Resistance +25%. When affected by an action-control effect, gain Wind of Recovery 4 effect.
  • Wind of Recovery 4: Damage taken -20%. At turn start, recover HP equal to 50% of the higher of defense or attack. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.

Peak Condition

  • 1: Max HP +4%. If HP is 100% before being attacked, crit damage taken -10%. At turn start, if not at max HP, recover 9% of max HP.
  • 2: Max HP +6%. If HP is 100% before being attacked, crit damage taken -15%. At turn start, if not at max HP, recover 11% of max HP.
  • 3: Max HP +8%. If HP is 100% before being attacked, crit damage taken -20%. At turn start, if not at max HP, recover 13% of max HP. When HP is 35% or below, recovery amount is doubled.
  • 4: Max HP +10%. If HP is 100% before being attacked, crit damage taken -25%. At turn start, if not at max HP, recover 15% of max HP. When HP is 35% or below, recovery amount is doubled.

Awakening

StageUpgrades
1Ultimate Skill Enhancement 1, Stat Enhancement 1
2Unique Passive Enhancement 1, Stat Enhancement 2
3Ultimate Skill Enhancement 2, Artifact acquired
4Unique Passive Enhancement 2, Artifact Enhancement 1
5Ultimate Skill Enhancement 3, Artifact Enhancement 2
6Unique Passive Enhancement 3, Artifact Enhancement 3

Artifacts

Flash Combo Secret Manual - "With a single thrust it pierces three lines, and wherever the spear tip grazed, the war cries vanished." Level

LvEffect
1Attack Power / Physical Penetration / Critical Hit Chance +10%. After using a melee-range skill, gain Focus effect (cooldown 1).
2Attack Power / Physical Penetration / Critical Hit Chance +13%. After using a melee-range skill, gain Focus effect (cooldown 1).
3Attack Power / Physical Penetration / Critical Hit Chance +16%. After using a melee-range skill, gain Focus effect (cooldown 1).
4Attack Power / Physical Penetration / Critical Hit Chance +20%. After using a melee-range skill, gain Focus effect (cooldown 1).

Wind of Recovery - "The wind does not turn away from the fallen. A single thread of wind seeping through the crack of pain breathes in the strength to fight again." Level

LvEffect
1Attack Power / Physical Penetration / Defense / Resistance +10%. When hit by an action-control effect, gain Wind of Recovery 1 effect. Wind of Recovery 1: Damage taken -8%. At turn start, recover HP equal to 35% of the higher of Defense or Attack Power. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
2Attack Power / Physical Penetration / Defense / Resistance +15%. When hit by an action-control effect, gain Wind of Recovery 2 effect. Wind of Recovery 2: Damage taken -12%. At turn start, recover HP equal to 40% of the higher of Defense or Attack Power. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
3Attack Power / Physical Penetration / Defense / Resistance +20%. When hit by an action-control effect, gain Wind of Recovery 3 effect. Wind of Recovery 3: Damage taken -16%. At turn start, recover HP equal to 45% of the higher of Defense or Attack Power. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.
4Attack Power / Physical Penetration / Defense / Resistance +25%. When hit by an action-control effect, gain Wind of Recovery 4 effect. Wind of Recovery 4: Damage taken -20%. At turn start, recover HP equal to 50% of the higher of Defense or Attack Power. At max stacks, this buff is removed and the action-control effect is removed. Lasts 2 turns. Max 2 stacks.

Peak Condition - "When body and mind are at their peak, no threat can strike the wearer down in a single blow." Level

LvEffect
1Max HP +4%. If HP is 100% before being hit, critical damage taken -10%. At turn start, if not at max HP, recover 9% of Max HP.
2Max HP +6%. If HP is 100% before being hit, critical damage taken -15%. At turn start, if not at max HP, recover 11% of Max HP.
3Max HP +8%. If HP is 100% before being hit, critical damage taken -20%. At turn start, if not at max HP, recover 13% of Max HP. Recovery doubled when HP is 35% or below.
4Max HP +10%. If HP is 100% before being hit, critical damage taken -25%. At turn start, if not at max HP, recover 15% of Max HP. Recovery doubled when HP is 35% or below.

Signature Gear

Last Bastion
Last Bastionweapon · Sword/Shield · Legendary · Durant Rembrandt exclusive

A weapon bestowed upon the finest knight of the Pendragon Kingdom Knights. It boasts durability solid enough to withstand the attacks of magic-armor machines to some degree.

Stats
Defense +15%, Damage Taken -5%

Counter of Protection (base). When attacked in melee by an adjacent enemy, on the 3rd counterattack per turn Attack increases by 50% of Defense. This effect also applies to escorts. Additionally, after counterattacking, there is a 10% chance to recover HP equal to 30% of own Defense.

Guardian of Vigilance (Durant exclusive). When attacked in melee by an adjacent enemy, on the 3rd counterattack per turn Attack increases by 80% of Defense. This effect also applies to escorts. Additionally, after counterattacking, there is a 20% chance to recover HP equal to 50% of own Defense.

Release Date

Original Korean release: Not stated.

Global status: Live now.

Guide

Note: The following is NamuWiki community assessment (KR server), subjective community opinion, translated faithfully.

One of the best guard/escort tanks in the game. From passive to active skills, he has everything an escort tank should have, and being Light-attribute he is not affected by attribute matchups. Even as of '25 he is a top-tier escort tank, but as damage inflation accelerates, the tank class's standing is becoming increasingly precarious except for Isabel Lipine and his younger sister (Dunamis).

In November '25, Inner Break finally arrived, giving him a lifeline. With 2-tile escort possible at max Awakening, he can at least save face, but his lack of debuff resistance leaves something to be desired as a pure tank. His counterattack damage is strong but this too is only "saving face," since by the game's nature 1-tile counters rarely shine in either PVP or PVE. Unlike Isabel or Dunamis, he has no skill to reduce allies' AoE damage taken, so it's roughly a case of "escort and counter are at least possible."

So what sets Duran Rembrandt apart from other tanks? Surprisingly, it's damage. Compared to all tanks existing as of January '26, namely Isabel, Dunamis, and Siren, Duran is the only character who, when granted Vitality, can deal defense-based fixed AoE damage twice in one turn with 3TP. Because the Flash Combo Secret Manual grants the Focus effect when using a melee AoE, even without landing 2 AoEs, one AoE + Charge Strike can deal considerable damage. Since using Duran naturally leads to using Holy King Rashid, it can be called the ultimate combo.

The main classes used are Fortress and Centurion: Centurion for counterattack damage, Fortress for defense-based fixed AoE damage. Unless Crusader gets buffed in the future, consider Crusader as never worth using.

Main skills: as an AoE dealer, Twin-Impact Wave and Void Rend Wave. As a single-target skill, Charge Strike is usable, and Sun Light, reduced to 4TP, is worth considering as a support skill. When granted Holy King Rashid's Vitality, first use Twin-Impact Wave on turn 1 to set position, then use Void Rend Wave or Charge Strike; with the Centurion class, a tactic of throwing him in the center and pulling aggro for 1 turn with Taunting Shout is also worth trying. All these tactics presuppose the Flash Combo Secret Manual, but in that case his performance as a tank is compromised, so operate with caution.

Meanwhile, Wind of Recovery requires being hit by an action-control effect twice (2 procs) before the debuff is removed, so against skills like Banishment he cannot properly perform his tank role. Unless deploying alongside Dunamis or Siren, one must account for some deficiency in his tanking ability. Peak Condition endures powerful single-target attacks and, combined with Duran's character passive, shows high self-heal ability, so it is worth including as an option depending on the situation.

(No explicit S/A/B tier rating stated.)

Stats, skills, and art for Durant Rembrandt are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR. Genesis War Mobile: Asura Project and its characters are property of their respective rights holders.