- Rarity
- Legendary
- Element
- Flame of Freedom
- Faction
- Dagal
- Class
- Fighter
- Voice Actor
- Han Shin
- Unique Passive
- Pride of Dagal
- Exclusive Weapon
- Burova Optima
- Ultimate
- Vacuum Asura Slash
- Original Korean Release Date
- 2026-01-13
- Estimated Release Date
- 2027-03-23
Base Stats
Lv 1 · KR-server data · Physical- HP
- 478
- ATK
- 173
- M-ATK
- 84
- DEF
- 26
- RES
- 19
Unique Passive
Pride of Dagal Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First acquisition | At the start of the ally turn, if HP is 60% or below, gain the Pride of Dagal 1 effect. When attacked by an enemy at 100% HP, chance to take critical hits and critical damage taken are reduced by 10%. When attacked by an enemy, 40% chance to gain the Gust effect. - Pride of Dagal 1 Cannot be removed (Duration 2): Attack/Critical damage +20%. Immune to movement-hindering and position-control effects. - Gust Cannot be removed (Stack 4): TP cost required to cast Vacuum Asura Slash -1. | |
| Max Awakening | Max HP increases by 10%. At the start of the ally turn, if HP is 75% or below, gain the Pride of Dagal 4 effect and recover an additional 1 TP. When attacked by an enemy at 100% HP, chance to take critical hits and critical damage taken are reduced by 25%. When attacked by an enemy, 70% chance to gain the Gust effect. - Pride of Dagal 4 Cannot be removed (Duration 2): Attack/Critical damage +35%. Immune to movement-hindering and position-control effects. | |
| Max Manifestation | Max HP increases by 40%. At the start of the ally turn, if HP is not 100%, gain the Pride of Dagal 7 effect and recover an additional 1 TP. When attacked by an enemy at 100% HP, chance to take critical hits and critical damage taken are reduced by 50%. When attacked by an enemy, 70% chance to gain the Gust effect. - Pride of Dagal 7 Cannot be removed (Duration 2): Attack/Critical damage +60%. Immune to stun, cooldown control, movement-hindering, and position-control effects. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Fighter |
| Tier 2 | Warborn, Berserker |
| Tier 3 | Unbroken, Warmaster, Genocider |
Common Classes
Fighter+33 more → Tier 1 - Basic class that uses a sword to fight enemies in melee.
Offensive
| Lv | Effect |
|---|---|
| 1 | Take 25% less counterattack damage when making combat attacks. |
| 2 | Take 25% less counterattack damage when making combat attacks, and take 50% less counterattack damage when a critical hit triggers. |
Warborn+2 more → Tier 2 - Swordsman class born for war. Endures pain and threatens the battlefield with unique survivability.
Combat Bloodline
| Lv | Effect |
|---|---|
| 1 | Attack increases by 15% and damage taken during combat attacks is reduced by 30%. At turn end, if a debuff is present, recover HP equal to 30% of attack. |
| 2 | Attack increases by 20% and damage taken during combat attacks is reduced by 40%. At turn end, if a debuff is present, recover HP equal to 40% of attack. |
Unbroken+2 more → Tier 3 - Uses a sword and dominates the battlefield with unique endurance and indomitable willpower.
Indomitable Bloodline
| Lv | Effect |
|---|---|
| 1 | Attack increases by 20% and damage taken is reduced by 10%. Damage taken during combat attacks is additionally reduced by 40%. At turn end, if a debuff is present, recover HP equal to 40% of attack. When affected by an action-control effect, recover HP equal to 40% of attack once per turn. |
| 2 | Attack increases by 25% and damage taken is reduced by 20%. Damage taken during combat attacks is additionally reduced by 40%. At turn end, if a debuff is present, recover HP equal to 50% of attack. When affected by an action-control effect, recover HP equal to 50% of attack once per turn. |
Unique Classes
Berserker Tier 2 - Overwhelms enemies swinging a greatsword and axe, waging aggressive melee combat.
Blood Thirst
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy, attack and critical rate increase by 10%. When attacked by an enemy, damage taken is reduced by 10%. On landing a critical hit, apply Bleed. (Bleed Damage over timeBleed (Duration 3): At turn end, defense-ignoring damage equal to 30% of caster's attack. If hit by a slash or pierce attribute critical attack, Excessive Bleed triggers, dealing defense-ignoring damage equal to 30% of attack.) |
| 2 | When attacking an enemy, attack and critical rate increase by 15%. When attacked by an enemy, damage taken is reduced by 15%. On landing a critical hit, apply Bleed. |
Warmaster Tier 3 - Battle god who leads allies with perfect harmony of offense and defense and overwhelming might, swinging greatsword and axe.
Oath of Victory
| Lv | Effect |
|---|---|
| 1 | Attack increases by 40% and damage taken is reduced by 0.5% per 1% of HP lost. After attacking an enemy, gain an aura until the next turn start, granting the Oath of Victory 1 effect to self and allies within 2 tiles. (Oath of Victory 1 Cannot be removed: Defense/Resistance +40%. Counterattack damage +80%.) |
| 2 | Attack increases by 50% and damage taken is reduced by 0.5% per 1% of HP lost. After attacking an enemy, gain an aura until the next turn start, granting the Oath of Victory 2 effect to self and allies within 2 tiles. (Oath of Victory 1 note: name shown as "1" in source Cannot be removed: Defense/Resistance +50%. Counterattack damage +100%.) |
Genocider Tier 3 - Advanced class that collapses enemies' solid defensive lines and mercilessly annihilates them with greatsword and axe.
Slaughter Instinct
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy, attack and critical rate increase by 30%. When attacked by an enemy, damage taken is reduced by 30%. On landing a critical hit, apply Bleed. (Bleed Damage over timeBleed (Duration 3): At turn end, defense-ignoring damage equal to 30% of caster's attack. If hit by a slash or pierce attribute critical attack, Excessive Bleed triggers, dealing defense-ignoring damage equal to 30% of attack.) |
| 2 | When attacking an enemy, attack and critical rate increase by 40%. When attacked by an enemy, damage taken is reduced by 40%. On landing a critical hit, apply Bleed. |
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. | |
| - | 1 | Self | 3 turns | Gain the Battle Stance effect until the next turn start. If you did not attack an enemy with Battle Stance, gain the Vigor effect that lasts 1 turn at the start of the next ally turn. Battle Stance Cannot be removed: Set a control zone, and attack an enemy that ends its turn within 1-ring range, dealing 150% damage and removing the effect. While the effect is maintained, chance to be hit by critical -50%, damage taken -20%. Removed at the start of the ally turn. Vigor Shout (Duration 1): After a melee attack, can additionally attack or use a skill. Removed on activation. | |
| Melee Combat | 2 | and apply Weakness Exposure. On critical, cooldown is reduced by 1 and apply one more Weakness Exposure effect. | 2 turns | Weakness Exposure Exposure (Stack 3 / Duration 2): Damage taken +10%. Chance to be hit by critical +10%. Does not stack with other Exposure effects. |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Directional | - | 1-1 | 2 turns | Consume all TP; physical penetration increases by 10% per TP. Choose a direction and deal 100% of attack plus 25% of attack per consumed TP as damage to enemies within the frontal 3x1 area, and apply Bind. Bind Action ControlMovement ControlImmobile (Duration 2): Cannot move. | |
| - | 1 | Self | 4 turns | Immediately after using the skill, gain an extra action. Remove all your own debuffs and gain the Bold Offensive effect for 2 turns. Bold Offensive Cannot be removed (Duration 2): Immune to Weaken effect. Movement +1. Gain an aura increasing critical rate and critical damage of allies within 3 tiles by 10%. | |
| Melee Movement Attack Position Control Combat | 3 | 1-1 | 2 turns | Deal 80% of attack as damage to the enemy and forcefully knock back up to 3 tiles, dealing an additional 20% of attack as damage per tile knocked back. Then move in front of the target and additionally attack, dealing 80% of attack as damage to enemies within 1 ring around self. |
Ultimate
Vacuum Asura Slash
Ultimate Strike Ranged
"Woohahahaha! I'll sweep you all away at once!!"
- Max Awakening: On use, physical penetration increases by 30%. Deal 185% of attack as damage to enemies within 2 rings around self.
- Max Manifestation: On use, physical penetration increases by 30%. Deal 210% of attack as damage to enemies within 2 rings around self.
- CostTP 5RangeSelfAreaSingleCooldown5 turns
Artifacts
Warrior's Essence+11 more → - "A true warrior fights while looking the enemy in the eye!"
| Lv | Effect |
|---|---|
| 1 | On melee skill use, ATK +15%. |
| 2 | On melee skill use, ATK +20%. |
| 3 | On melee skill use, ATK +25%. Physical Penetration +10%. |
| 4 | On melee skill use, ATK +30%. Physical Penetration +15%. |
Crest of Chains+3 more → - "A single strike is faint, the next is stronger, and the one after is devastating. As attacks continue, the crest responds and amplifies power in step with the warrior's momentum. The moment you stop, the chain breaks."
| Lv | Effect |
|---|---|
| 1 | On attack, gain Chain Attack 1. Chain Attack 1: ATK/Physical Penetration 4%. Lasts 2 turns. Max 3 stacks. |
| 2 | On attack, gain Chain Attack 2. Chain Attack 2: ATK/Physical Penetration 6%. Lasts 2 turns. Max 3 stacks. |
| 3 | On attack, gain Chain Attack 3. Chain Attack 3: ATK/Physical Penetration 8%. Lasts 2 turns. Max 3 stacks. |
| 4 | On attack, gain Chain Attack 4. Chain Attack 4: ATK/Physical Penetration 10%. Lasts 2 turns. Max 3 stacks. |
Black Iron Heart - "Forged by the finest blacksmiths striking a special ore thousands of times, to protect the magic-vulnerable warrior's heart."
| Lv | Effect |
|---|---|
| 1 | Magic damage taken -15%. When hit by an attack dealing magic damage, recover 1 TP. |
| 2 | Magic damage taken -20%. When hit by an attack dealing magic damage, recover 1 TP. |
| 3 | Magic damage taken -25%. When hit by an attack dealing magic damage, recover 1 TP. |
| 4 | Magic damage taken -30%. When hit by an attack dealing magic damage, recover 1 TP. |
Signature Gear

KR release · gmap.gg
The first axe-type exclusive weapon. It performs best in one-versus-many battles, but since Dycus is the only character who can equip an axe, its versatility is minimal.
- Stats
- Max HP +128, ATK +378
- Additional
- Crit Rate +10%, Max HP +20%
Sandstorm (Exclusive). Gains Hot Blade 6 for each enemy damaged by an attack. Dealing lethal damage to an enemy grants an additional Hot Blade 6 and grants Sandstorm 6. If attacking brings Hot Blade 6 to max stacks, gains Sandstorm 6 once per turn.
- Hot Blade 6: Physical Penetration +10% per stack. Lasts 2 turns. Max 4 stacks. Cannot be dispelled.
- Sandstorm 6: Damage taken -10% per stack. At end of turn, deals 100% of ATK as damage to surrounding enemies within 1 tile, and reduces the Cooldown of the one skill with the longest remaining Cooldown by the number of enemies damaged. Lasts 2 turns. Max 2 stacks. Cannot be dispelled.
Hot Blade (General). Gains Hot Blade 6 for each enemy damaged by an attack. Dealing lethal damage to an enemy grants an additional Hot Blade 6.
- Hot Blade 6: Physical Penetration +10% per stack. Lasts 2 turns. Max 4 stacks. Cannot be dispelled.
Guide
This is subjective NamuWiki community opinion (KR server).
Performance: Base class is Fighter. A Fighter type that can equip an axe instead of a sword. Tier 2 classes are the unique class Berserker and Shakbari's former class Warbone; Tier 3 classes are Unbroken / Warmaster / Genocider. Ultimate is the finally-returned Vacuum Asura Slash. Because he is Fighter-based, the existing Burova items (Burova Sword Guard = sword/shield, Burova Spear Guard = spear/shield) cannot be equipped, and because his defense type is Medium, the Lord of Fierce Strike set based on him also cannot be equipped (a repeat of the Cars situation). Unique passive Dagal's Pride grants attack/crit-damage buffs and control immunity when HP is low, gains Gale on being attacked, and reduces crit chance/crit damage taken when attacked by a 100%-HP enemy. Berserker-like kit that strengthens itself when HP is reduced or when attacked.
Classes:
- Unbroken: balanced offense/defense with self-heal when debuffed; learns Heavy Slam. Unconditional ATK +25%, damage taken -20%, plus -40% extra in combat attacks; heals 50% of ATK on turn end if debuffed, and once per turn heals 50% of ATK when hit by action control.
- Warbone: the class Shakbari brought. Like with Shakbari it lags in attack multipliers, and since Dycus has damage reduction on all classes, its self-heal is the only differentiator; but Dycus needs some HP loss to trigger his passive, so it's the lowest-recommended class.
- Warmaster: learns Bold Offensive. Unconditional ATK up to +50%, damage taken -0.5% per 1% HP lost, and after attacking, until next turn start grants Oath of Victory to self and allies within 2 tiles (DEF/RES up to +50%, counter damage +100%, unremovable). Fits Dycus perfectly since he grows tougher as HP drops, and it spreads an ally-tanking aura as a zone. Since the aura turns on after he attacks, he's ideal as a vanguard to charge in first. Highest raising priority.
- Genocider: original-game class, learns Soul-Crushing Strike. On attacking, ATK and crit chance up to +40% and crit applies Bleed; damage taken -40% when attacked. Bleed: on turn end, 30% of caster ATK as defense-ignoring damage; if hit by a slash/pierce crit, Excessive Bleed triggers for another 30% ATK defense-ignoring; lasts 3 turns. Simple, strong "hit hard, block hard" class; sacrifices ally buffs and defense vs Warmaster for stronger crit performance, higher ceiling as a dealer. Recommended as a Bleed unit in raids.
Key skills and ultimate:
- Frenzy Slash: consumes all TP; 3x1 directional AoE for 100% ATK plus 25% ATK per TP consumed, applies Bind, immobilize, 1 turn; +10% physical penetration per 1 TP consumed; cooldown 2 turns. At TP 5, hits for 225% ATK with 50% physical penetration, no split, no counter (AoE).
- Bold Offensive: TP 1; extra action, clears own debuffs, gain Bold Offensive for 2 turns; cooldown 4 turns. Excellent skill for the vanguard role; only the 4-turn cooldown is a downside.
- Soul-Crushing Strike: TP 3; 80% ATK to one enemy, knock back up to 3 tiles (+20% ATK per tile knocked), then move to enemy and hit surroundings for 80% ATK; cooldown 2 turns. Up to 220% total damage (80%+60%+80%) at 3-tile knockback; doubles as a mobility skill. Against control-immune targets only 160% lands; recommended to drop in raids since trading TP 3 for 160% is a loss and raid mobility matters less.
- Battle Stance: TP 1; unremovable Battle Stance buff until next turn start; cooldown 3. A manual attack buff; if you don't attack, you gain Vigor next turn for an extra attack/skill, so it can grant Vigor for just TP 1.
- Heavy Slam: TP 2; straight-line single target within 2 tiles at +15% crit chance and +15% physical penetration for 140% ATK, applies Weakness Exposure 1 stack; on crit, cooldown -1 and applies another Weakness Exposure stack; cooldown 2. Main damage skill usable every turn if crit is set up; low multiplier for a single-target skill is the drawback, so it leans toward ally synergy. Note (undocumented): when hitting an enemy 1 tile away with nothing in between, he advances toward them, so it counters when firing over obstacles/units but eats counters when nothing is between; for Dycus this can be a merit since he needs to lose HP at the front.
- ultimate: increases physical penetration then hits enemies within 2 tiles for 170%~180% (?) ATK (base-kit skill lists 185%~210%; guide text states 170%~180%). Simple strong AoE; passive TP-cost reduction means it comes up often. Nicely remade Genesis War 2 staging.
Recommended gear: Unique weapon is first axe-type unique weapon; extra stats crit chance and HP, granting Hot Blade and Sandstorm. Excellent weapon that at high awakening adds skill cooldown reduction; best in 1-vs-many; but only Dycus can equip axes so versatility is worst. Armor: since skills and the unique weapon have physical penetration, Ilgidangcheon is a good pick; if going crit-dealer Genocider, the Crow set is also viable. Accessory: Ancient Hero's Ring is best; for crit-dealer Genocider, Arrowhead is an option, and Amber if crit damage is sufficient.
Evaluation: A simple, strong melee dealer. Some classes give strong passives when moving first among allies, and Bold Offensive gives good mobility, so a vanguard suits him. However, spec output has various conditions (moving first, HP loss, stacking), so he's surprisingly hard to run mindlessly. Early on his Warmaster class was expected as a Siren accessory, but the cumbersome conditions became a problem; as of 26.01 he's used more in PVE than PVP. Utility is somewhat low, but raw stats are good, armed with an AoE that has no conditional damage reduction, and his ultimate is easy to use, so he can shine in story battles. In raids, unless enemy-attribute is banned, he's worth using as a Weakness Exposure + Bleed unit. Use him split across parties 1 and 2 alongside Shakbari.
No S/A/B tier letter rating is present in the text.
Awakening/Manifestation progression: Two parallel tracks: Manifestation and Inner Cube, by stage. - Stage 1: Manifestation = Ultimate Enhancement 1. Inner Cube = Stat Enhancement 1. - Stage 2: Manifestation = Unique Passive Enhancement 1. Inner Cube = Stat Enhancement 2. - Stage 3: Manifestation = Ultimate Enhancement 2. Inner Cube = Artifact Acquired. - Stage 4: Manifestation = Unique Passive Enhancement 2. Inner Cube = Artifact Enhancement 1. - Stage 5: Manifestation = Ultimate Enhancement 3. Inner Cube = Artifact Enhancement 2. - Stage 6: Manifestation = Unique Passive Enhancement 3. Inner Cube = Artifact Enhancement 3. Note: the ultimate scales 185% at Max Awakening and 210% at Max Manifestation; the unique passive scales from Pride of Dagal 1 to 4 to 7 across awakening tiers (see base kit).
KR Creator Guide
Character review of Dycus Lockwood by 하막군의게임튜브 · 2026-08-04
The reviewer opens with the joke that the whole review is one word — don't pull — then spends twenty minutes explaining why, and he is unusually direct about it. Dycus was promised almost from launch and arrived near the second anniversary; his own copy is 4★ with no exclusive weapon, so the weapon section is read off the banner screen and the practical detail comes from a guildmate running him fully built. (0:01, 0:34, 1:06, 1:38)
His actual recommendation: pull him if he's your favourite character, if you're a completionist, or if money isn't a consideration. Otherwise skip and save for Cyrano Bernstein, who is next. The comparison he keeps returning to is Shakvari of War — same attribute, same shape, and Shakvari was obsoleted quickly. (2:09, 2:39, 21:38, 22:08)
Pride of Dagal
Max HP up to +40%. At the start of the allied turn, below a health threshold — 75% at max awakening, and simply "not full" at full manifestation — he gains Pride of Dagal and 1 extra TP. The threshold is the awkward part at lower investment: 75% means taking a real beating first.
Pride of Dagal itself is large: attack and critical damage up to +60%, plus
immunity to movement-hindering and position-control effects (stun and cooldown
control join at full manifestation). Being attacked also grants Gust, and each
Gust stack takes 1 TP off
Vacuum Asura Slash.
There's a clause he flags as dead weight: the crit-taken reduction only applies against an attacker at 100% HP. Heidelun walks in, casts Entropy Ghost, and is no longer at full health — so against him the whole line does nothing. (3:09, 3:39, 4:10, 4:41)
The attack bonuses pile up all over this kit, and he's careful not to be impressed by that on its own. The damage reduction is scattered around too, and the durability still isn't especially good. His word for the character is "awkward". (4:41, 5:11)
Class: Genocider if you want him to hit
Warmaster is +50~60% ATK, damage reduction scaling with missing health, and
after attacking an enemy an aura until the start of his next turn giving himself
and allies within 2 tiles Oath of Victory — defence and +100% counterattack
damage.
He calls that "completely made for Siren", since Commander Siren Woodville already scales counterattack damage. But two problems: the aura only appears after he attacks something, so he can't simply stand next to her, and it expires at the start of his next turn, so she has to act before he does. (5:11, 5:43, 6:15, 6:45)
Genocider is the one he'd take. Attack and Crit Rate up when attacking, -40%
damage taken when attacked, and Bleed on a critical hit — an upgraded version of
Shakvari of War's Slasher.
The decisive detail: the passive hands out up to +60% critical damage, and
Genocider is the only class in the tree that gives Crit Rate at all. If
you're building him to deal damage there is no real choice. (6:45,
7:15, 7:48)
Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Directional | - | 1-1 | 2 turns | Consume all TP; physical penetration increases by 10% per TP. Choose a direction and deal 100% of attack plus 25% of attack per consumed TP as damage to enemies within the frontal 3x1 area, and apply Bind. Bind Action ControlMovement ControlImmobile (Duration 2): Cannot move. | |
| - | 1 | Self | 4 turns | Immediately after using the skill, gain an extra action. Remove all your own debuffs and gain the Bold Offensive effect for 2 turns. Bold Offensive Cannot be removed (Duration 2): Immune to Weaken effect. Movement +1. Gain an aura increasing critical rate and critical damage of allies within 3 tiles by 10%. | |
| Melee Movement Attack Position Control Combat | 3 | 1-1 | 2 turns | Deal 80% of attack as damage to the enemy and forcefully knock back up to 3 tiles, dealing an additional 20% of attack as damage per tile knocked back. Then move in front of the target and additionally attack, dealing 80% of attack as damage to enemies within 1 ring around self. | |
| - | - | - | - | gives +30% physical penetration on cast and hits two rings for 175%, rising to 210% at full manifestation. Gust makes it cheap enough to cast often — but he measures it against Agassi's ultimate at 280% and concludes 210% is respectable, not exciting. (11:24, 18:04, 18:36) |
Gear
He'd split One Against a Thousand two-and-two with a second set rather than running the full four.
The accessory is where he spends the most thought. The passive gives up to +60%
critical damage, but Crit Rate appears in exactly one place in the whole kit —
Genocider's 40% — on top of a base 8%. So Balanced Blade Necklace, which
trades critical damage for +30% Crit Rate, comes out ahead even after the trade.
Black Crow is the other reasonable direction, precisely because his critical
damage scaling is so high. (11:24, 11:54, 12:26,
12:57)
The weapon isn't optional
Burova Optima stacks Hot Blade by the number of enemies damaged — so hitting two enemies gives two stacks, and so does hitting one enemy twice, which his multi-hit skills do by themselves. Four stacks is +40% physical penetration. Reaching max stacks, or landing a killing blow, grants Sandstorm: -10% damage taken per stack, and at end of turn 100% of ATK to everything in one ring plus a cooldown reduction equal to the number of enemies that ring hit.
He rates the ring highly — a free 100% hit is not a normal basic attack — and
notes it feeds
Bold Offensive back into availability, which is the fix for
that skill's cooldown. Both effects are unremovable and hold as long as he keeps
attacking; two turns without an attack and the stacks are gone.
One caveat from his guild's raid players, which he flags as untested by him: "lethal damage" often doesn't register in raid content, so the kill-triggered half of the stacking may not work where you'd most want it. His conclusion: if you're going to play Dycus, the weapon is mandatory. (13:28, 13:59, 14:29, 14:59, 15:32, 16:02, 16:34)
Runes
Chaos in slot 1 as standard, and he notes Sun in slot 2 has become popular — it's percentage attack, which will matter more when the authority level cap rises to 60. Otherwise all Chaos is fine, or Chaos/Ultimate/Moon if you want health. He observes that players increasingly ignore set bonuses and just maximise the flat lines. (16:34, 17:04, 17:34, 18:04)
Manifestation
The health threshold for Pride of Dagal loosens each stage — 80%, then 90%, then simply "not at full health" — and the Gust chance climbs to guaranteed. At full manifestation Max HP is +40% and critical damage +60%, with stun and cooldown-control immunity added.
He points out a practical opener: since he can equip greatswords, an Asura lets him start a turn already holding Pride of Dagal, or you park Esmeralda beside him for the same effect.
His guildmate's fully manifested copy lands around 14,000 HP with roughly 50% critical damage taken reduction — durable enough, he says, without being remarkable. (19:06, 19:37, 20:07, 20:37)
Artifacts
Warrior's Essence+11 more → is attack and physical penetration.
Crest of Chains+3 more →
ticks up as he keeps attacking.
Black Iron Heart reduces magic damage taken
and returns 1 TP when he's hit by a magic attack.
He finds all three unremarkable and picks
Crest of Chains+3 more → by default, with
Warrior's Essence+11 more → as the alternative. (20:37, 21:07)
Verdict
A simple, strong character in a game that has moved past simple and strong. He sees a narrow use — a two- or three-manifestation copy following Commander Siren Woodville around and feeding her counterattack damage, a second run at the old iron-body build — and beyond that not much. Six free copies get you to 6★, which is enough for that job.
His closing advice is unambiguous: skip this one and put the money into Cyrano Bernstein. (21:38, 22:08, 22:38)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Dycus Lockwood’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: Not stated in Overview. The version-history table lists Dycus Lockwood under 3.0 first half, dated 2026/1/13 (2026-01-13). The Performance/Evaluation sections reference "current (26.01)".
Estimated global release: 2027-03-23.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
