Erica Myers
Released- Rarity
- Legendary
- Element
- Light of Faith
- Faction
- Cutis
- Class
- Archer (bow/crossbow)
- Voice Actor
- Bang Yeon-ji
- Unique Passive
- Will of Silver
- Exclusive Weapon
- Oath of Liberation, bow
- Ultimate
- Hoaeungjo
- Original Korean Release Date
- 2024-03-19
- Estimated Release Date
- Live now
Unique Passive - Will of Silver
First acquired: At end of character's turn, if no enemy was attacked this turn, choose and trigger one of Sleep Explosion Trap 1 or Catch Breath 1. This choice and effect are not revealed to enemies and are not treated as a skill.
- Sleep Explosion Trap 1: Designate tiles within 2 tiles in a straight line, placing up to 3 sleep explosion traps on empty tiles in range that last 1 turn. If an enemy steps on a sleep explosion trap, it explodes dealing physical fixed damage equal to 25% of attack power and inflicts Sleep for 1 turn.
- Catch Breath 1: At start of next turn, recover an additional 1 TP and increase critical hit chance by 10% for 1 turn.
- Sleep action control: Falls asleep, unable to act. When the effect expires and it wakes, gains Sleep Resistance for 2 turns. Lasts 1 turn.
- Sleep Resistance: Cannot be inflicted with Sleep. Lasts 2 turns.
Max Awakening: At end of character's turn, if no enemy was attacked this turn, choose and trigger one of Sleep Explosion Trap 4 or Catch Breath 4. Not revealed to enemies, not treated as a skill.
- Sleep Explosion Trap 4: Same as trap 1 but explosion deals physical fixed damage equal to 50% of attack power and inflicts Sleep for 1 turn.
- Catch Breath 4: At start of next turn, recover an additional 1 TP and increase critical hit chance by 30% for 1 turn. Reduces the cooldown of the one skill with the longest remaining cooldown by 1.
Max Manifestation: Critical hit damage +30% and damage taken -30%. At end of character's turn, if no enemy was attacked this turn, choose and trigger one of Sleep Explosion Trap 7, Catch Breath 7, or Helping Hand 3. Not revealed to enemies, not treated as a skill.
- Sleep Explosion Trap 7 cannot be removed: Same placement; explosion deals physical fixed damage equal to 70% of attack power and inflicts Sleep for 2 turns.
- Catch Breath 7 cannot be removed: At start of next turn, recover an additional 1 TP and increase critical hit chance by 50% for 1 turn. Reduces the cooldown of the one skill with the longest remaining cooldown by 1.
- Helping Hand 3 cannot be removed: Designate another ally within 3 tiles, granting Helping Hand 3 effect for 1 turn.
- Helping Hand 3 (buff): Lasts 1 turn. Defense/Resistance +30%. When this effect is removed, clears all debuffs and recovers 1 TP.
Classes
Tier list:
- Tier 1: Archer
- Tier 2: Hunter, Lightwatcher
- Tier 3: Eagle, Bowmaster, Purifier
Common classes:
- Archer (Tier 1): Basic class using bow or crossbow to deal ranged physical damage.
- Archery 1: +5% critical chance on combat attacks made without moving.
- Archery 2: +10% critical chance on combat attacks made without moving.
- Hunter (Tier 2): Skilled hunter who tracks and takes down enemies from range with bow/crossbow.
- Hawk Eye 1: +15% critical chance on combat attacks made without moving; +20% attack power when attacking enemies afflicted with movement control effects.
- Hawk Eye 2: +20% critical chance without moving; +30% attack power vs movement-controlled enemies.
- Eagle (Tier 3): Master hunter who uses bow/crossbow and skills to lull enemies to sleep from range.
- Hunting Master 1: +25% critical chance on combat attacks without moving; +40% attack power on combat attacks vs movement-controlled enemies, and recovers HP equal to 25% of attack power.
- Hunting Master 2: +30% critical chance without moving; +50% attack power vs movement-controlled enemies, recovers HP equal to 30% of attack power.
- Note: A fixed-turret class that must attack without moving. Characteristically deals bonus damage to enemies with movement-control debuffs.
- Bowmaster (Tier 3): Ranged weapon expert who wields bow/crossbow with speed and precision.
- Ambush Shot 1: +30% critical chance on combat attacks; 30% chance to trigger a follow-up attack dealing 30% of attack power.
- Ambush Shot 2: +40% critical chance on combat attacks; 50% chance to trigger a follow-up attack dealing 30% of attack power.
Unique classes:
- Lightwatcher: Light archer who destroys and purifies evil from range with bow/crossbow.
- Inner Light 1: +10% attack power on combat attacks. After a combat attack, recovers HP equal to 15% of attack power and removes 1 of own debuffs.
- Inner Light 2: +15% attack power on combat attacks. After a combat attack, recovers HP equal to 25% of attack power and removes 1 own debuff.
- Purifier: Advanced class filled with firm conviction and burning passion, using bow/crossbow.
- Burning Flash 1: +25% attack power on combat attacks. After a combat attack, recovers HP equal to 30% of attack power and removes 2 own debuffs.
- Burning Flash 2: +30% attack power on combat attacks. After a combat attack, recovers HP equal to 40% of attack power and removes 2 own debuffs.
Skills
Common skills:
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 2-4 | 2 turns | Designate an enemy, applying Mark for 2 turns, then attack again or use a skill. • Archer's Mark (lasts 2): +30% chance to be hit by critical attacks. Does not stack with other Mark effects. | |
| 3 | 2-5 | 3 turns | Fire Ghost Kill at an enemy dealing 150% of attack power damage. On kill, gains Ghost Kill effect for 2 turns. • Allowed weapons: bow, crossbow • Ghost Kill (lasts 2): +100% critical chance on combat attacks. Removed on trigger. | |
| 1 | 1-1 | 2 turns | Take a guard stance in a designated direction; if an enemy ends its action within range, deal 80% of attack power damage and apply Weakness Detection for 2 turns. Cannot counterattack while in guard stance. • Allowed weapons: bow, crossbow • Weakness Detection (lasts 2): +20% chance to take critical damage when in combat with the caster; -30% damage dealt when in combat with the caster. | |
| 3 | 2-4 | 3 turns | Designate an enemy; deal 60% of attack power damage to enemies within 3 tiles around the target and 30% chance to inflict Slow for 1 turn. • Allowed weapons: bow, crossbow • Slow action controlmovement control (lasts 1): Movement -2. Cannot make extra moves or extra actions. | |
| Sleep Arrow ranged directional combat | 2 | 2-4 | 3 turns | Fire Sleep Arrow at an enemy dealing 60% of attack power damage and inflicting Sleep for 2 turns. This skill does not trigger follow-up attacks and allies do not join in a pincer attack. • Allowed weapons: bow, crossbow • Sleep action control (lasts 2): Falls asleep, unable to act. When it expires and wakes, gains Sleep Resistance for 2 turns. • Sleep Resistance (lasts 2): Cannot be inflicted with Sleep. |
| 2 | 2-4 | 3 turns | Fire Heat-Charge Round at an enemy dealing 100% of attack power damage. If the enemy did not deal damage (?), push it back 1 tile and trigger an explosion on the target, dealing 30% additional damage to all enemies adjacent to the target. This skill cannot be guarded. • Allowed weapons: bow, crossbow Unique skills: | |
| 1 | 2-4 | 3 turns | Fire Wind Circle Arrow at an enemy dealing 50% of attack power damage; on kill, attack again or use a skill. If the enemy did not die, a follow-up attack triggers dealing 80% additional attack-power damage. • Allowed weapons: bow, crossbow | |
| 3 | 2-5 | 3 turns | Fire Light-Purge Round at an enemy dealing 70% of attack power damage and removing all of the target's TP. Deals radiance fixed damage equal to (removed TP x 20% of attack power) to enemies adjacent to the target and inflicts Suppress for 1 turn. This skill ignores cover effects. • Allowed weapons: bow, crossbow • Suppress skill control: Cannot gain TP. Lasts 1 turn. |
Ultimate - Hoaeungjo [ultimate][penetrating][ranged][directional][combat]
Quote: "Here I go! I won't let you get away!"
- First acquired: Fire Hoaeungjo at an enemy dealing 160% of attack power damage. Cannot counterattack or guard against this skill.
- Max Awakening: 200% of attack power damage. Cannot counterattack or guard.
- Max Manifestation: 250% of attack power damage. Cannot counterattack or guard.
- Cost TP 5, Range 2-7, Area single, Cooldown 3 turns. Allowed weapons: bow, crossbow.
Exclusive Weapon - Oath of Liberation [Max Awakening shown]
- Grade: Legendary; Type: Bow; Exclusive character: Erica Myers
- Flavor: A bow specialized in ranged lethality with excellent light-conducting power. Made from Curtis's hardest wood and metal, boasting exceptional accuracy and lethality.
- Stats: Max HP +124, Attack +394
- Additional stat: Attack +15%
- Wings of Liberation: After casting a skill, skill damage +20% for 2 turns. Additionally, after casting a skill, 30% chance to recover HP equal to 25% of the wearer's attack power. (Cooldown 2 turns)
- Precise Aim: After casting a skill, skill damage +17% for 2 turns. Additionally, after casting a skill, 15% chance to recover HP equal to 15% of the wearer's attack power. (Cooldown 2 turns)
Awakening
Two tracks: Manifestation and Inner Cube.
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1 / Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1 / Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2 / Artifact Acquired |
| 4 | Unique Passive Enhancement 2 / Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3 / Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3 / Artifact Enhancement 3 |
Artifacts
Best Condition
Flavor: "When body and mind are at their peak, no threat can bring down the wearer in a single blow."
| Lv | Effect |
|---|---|
| 1 | If HP is 100%, critical damage taken -20%. |
| 2 | If HP is 100%, critical damage taken -30%. |
| 3 | If HP is 100%, critical damage taken -40%. |
| 4 | If HP is 100%, critical damage taken -50%. |
Feather of Gale
Flavor: "The moment the arrow flies, it becomes one with the wind."
| Lv | Effect |
|---|---|
| 1 | Physical penetration +15%. After attacking an enemy, gains Withdraw effect. Withdraw: extra move before end of turn. |
| 2 | Physical penetration +30%. After attacking an enemy, gains Withdraw effect. |
| 3 | Physical penetration +45%. After attacking an enemy, gains Withdraw effect. |
| 4 | Physical penetration +60%. After attacking an enemy, gains Withdraw effect. |
Bowstring of Resolve
Flavor: "The bow holds patience, the arrow launches decision."
| Lv | Effect |
|---|---|
| 1 | Critical chance in combat +10%. Ranged damage taken when attacked by an enemy -10%. |
| 2 | Critical chance in combat +20%. Ranged damage taken -20%. |
| 3 | Critical chance in combat +30%. Ranged damage taken -30%. |
| 4 | Critical chance in combat +40%. Ranged damage taken -40%. |
Release Date
Original Korean release: 2024-03-19. The Overview section itself covers only Genesis War 2 lore; the release date comes from the character intro and the version table.
Global status: Live now.
Guide
NamuWiki community assessment, KR server; subjective community opinion.
Performance:
- Base class Archer; Tier 3 classes Eagle/Bowmaster/Purifier; ultimate is Hoaeungjo.
- Unique passive Will of Silver: at end of action, if no enemy was attacked this turn, chooses one of Sleep Explosion Trap or Catch Breath (hidden, not a skill).
- Sleep Explosion Trap places up to 3 traps; stepping on one immediately inflicts Sleep, disabling for 1 turn, plus strong attack-scaling damage, making it a very strong passive. Good for survival on Erica, who is fragile as an archer. Note: traps only go on empty tiles, so they cannot be placed where allies or enemies stand.
Purifier class note: With the generous "combat attack" condition, it grants attack boost, healing, and debuff removal, an overpowered class; removing 2 debuffs via passive is a big merit in a game where debuff removal usually works by count. Bowmaster class note: +40% crit with the very generous combat-attack condition plus a follow-up attack makes it an excellent dealer class.
Key skills and ultimate:
- Wind Circle Arrow: TP 1 cost; deals 50% attack-power damage, on kill grants an extra attack/skill, on failure to kill a follow-up deals 80% additional. Cooldown 3. A ranged version of Mei Nautilon's Gale Fang; only 1 TP but 130% total ratio (?) and an extra attack on kill. Since the 80% comes in as a follow-up, a whetstone can boost it to 170% max. Long 3-turn cooldown.
- Light-Purge Round: TP 3, range 2-5; 70% attack-power damage, removes all target TP, deals (removed TP x 20% attack) radiance fixed damage to adjacent enemies, and applies Suppress (no TP gain) for 1 turn; ignores cover. Erica's main skill. Against an enemy with 5 TP it becomes a 170% single-target hit that also strips all TP. Cooldown 3.
- Hoaeungjo (ultimate): range 2-7 single-target, 160-200% damage, cannot be countered or guarded. Because Light-Purge Round is so strong, the ult sees little use, but it is still a fine sniping tool. Graphically it looks like a straight-line AoE but it is not.
Recommended equipment:
- The exclusive weapon's skill-damage boost is nice, but it triggers after casting and the chance-based heal is very iffy for an archer who dies when hit; not considered essential. The shared Legendary bow Palenote has strong crit-related options and is considered a good alternative.
- Armor: since survival is low value for a ranged dealer, go full damage. At Hero grade use the Assassin set; at Legendary use the Crow-outfit-motif Raven set, stacking crit chance and crit damage.
- Accessories: whetstone works given the high follow-up weight, or Golden Dice since crit matters; if crit is sufficient, High Spirit Orb is an option.
Evaluation:
- Considered the best Dark-element counter: a Light-element ranged burst dealer. Almost all skills count as combat attacks, so the class passive triggers nearly 100% of the time for strong ranged damage; main skill Light-Purge Round strips all TP and applies Suppress, reducing an enemy to only basic attacks. With only 4 archer characters (7 including gunners) a year after launch, ranged snipers hold high status, and Erica's rare Light element makes her especially valuable.
- Since top burst dealer Sharnhorst and the setting's strongest Black Prince are both Dark element, as of early 2025 Erica is actively used as a strong counter alongside Iolin, Joan, and Kana. The devs stated they released her because a Light-element ranged dealer was needed, and that design intent worked very well.
