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Head Disciple Kuhn Grier

UpcomingKR C

수제자 쿤 그리어

Tree of Vitality
Rarity
Legendary
Element
Tree of Vitality
Faction
Pandragon
Class
Mage
Voice Actor
Lee Da-eun
Unique Passive
Starlight Flame and Moonlight Ice
Exclusive Weapon
Pyro Glacier
Ultimate
Double Elemental Blast
Original Korean Release Date
2026-01-27
Estimated Release Date
2027-04-06

Base Stats

Lv 1 · KR-server data · Magic
HP
409
ATK
84
M-ATK
163
DEF
23
RES
18

Unique Passive

Starlight Flame and Moonlight Ice Passive

TierEffect NameEffect
First AcquisitionSpell Power increases by 10%. After using a fire-element skill or basic attack, gains 1 stack of Starlight effect. After using an ice-element skill or basic attack, gains 1 stack of Moonlight effect. Before the turn starts, grants the Libra effect to self and to 1 random adjacent ally within 2 tiles of the surroundings. - Starlight (stacks 5) FireCannot be removed: Damage dealt +2%. On acquisition, if the Moonlight effect is held, remove 1 stack of Moonlight then gain 1 stack each of Starlight and Ice Remnant (cooldown 1 turn). - Moonlight (stacks 5) ColdCannot be removed: Damage taken -3%. On acquisition, if the Starlight effect is held, remove 1 stack of Starlight then gain 1 stack each of Moonlight and Fire Echo/Lingering Flame (cooldown 1 turn). - Fire Echo (stacks 5 / duration 3) Fire: Critical hit chance +6%. - Ice Remnant (stacks 5 / duration 3) Cold: Critical hit chance received +-6% (source lists "+ -6%" verbatim). - Libra Cannot be removed: If Starlight effect is greater, applies Libra - Fire effect. If Moonlight effect is greater, applies Libra - Frost effect. If both effects are held and equal, applies Libra - Harmony effect. - Libra - Fire (duration 2) FireCannot be removed: Attack Power / Spell Power +20%. - Libra - Frost (duration 2) ColdCannot be removedShield: Shield of 10% max HP. - Libra - Harmony (duration 2) Cannot be removed: Physical Penetration Defense / Magic Penetration Defense +10%.
Max AwakeningSpell Power increases by 20%. After using a fire-element skill or basic attack, gains 1 stack of Starlight. After using an ice-element skill or basic attack, gains 1 stack of Moonlight. Before the turn starts, grants Libra to self and 1 random adjacent ally within 2 tiles. - Libra - Fire (duration 2) FireCannot be removed: Attack Power / Spell Power +26%. - Libra - Frost (duration 2) ColdCannot be removedShield: Shield of 13% max HP. - Libra - Harmony (duration 2) Cannot be removed: Physical Penetration Defense / Magic Penetration Defense +13%. Max Manifestation / Inner Break: Spell Power increases by 20% and max HP increases by 10%. After using a fire-element skill or basic attack, gains 1 stack of Starlight. After using an ice-element skill or basic attack, gains 1 stack of Moonlight. Before the turn starts, grants Libra to self and 1 random adjacent ally within 2 tiles. At end of action, if Starlight is at 5 stacks, gains Eternal Flame effect; if Moonlight is at 5 stacks, gains Fleeting Glacier effect. - Libra - Fire (duration 2) FireCannot be removed: Attack Power / Spell Power +30%. - Libra - Frost (duration 2) ColdCannot be removedShield: Shield of 15% max HP. - Libra - Harmony (duration 2) Cannot be removed: Physical Penetration Defense / Magic Penetration Defense +15%. - Eternal Flame FireCannot be removed: Magic Penetration +15%. At end of character turn, gain an extra action (cooldown 2 turns). - Fleeting Glacier ColdCannot be removed: Physical damage taken -20%. When attacked by an enemy, damage taken once per turn becomes 0 (cooldown 3 turns).

Classes

TierClass
Tier 1Mage
Tier 2Magician, Dual Magician
Tier 3Frost Mage, Elemental Breaker, Polarity Tuner

Common Classes

Mage (Tier 1) - Basic class that casts elemental magic to damage enemies.

Composure

LvEffect
1When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%.
2When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 10%.

Magician (Tier 2) - Mage class that empowers Spell Power via elemental magic to deal strong damage.

Mana Stack

LvEffect
1When attacking and damaging 2 or more enemies at once, gains Mana Stack 1 effect. (stacks 2: Spell Power +10%. At 2 stacks, gain 1 TP and replace with Mana Spiral 1 effect.) (Mana Spiral 1 (duration 2): Spell Power 25%.)
2When attacking and damaging 2 or more enemies at once, gains Mana Stack 2 effect. (stacks 2: Spell Power +10%. At 2 stacks, gain 1 TP and replace with Mana Spiral 2 effect.) (Mana Spiral 2 (duration 2): Spell Power 30%.)

Frost Mage (Tier 3) - Advanced mage specialized in various frost magic to control enemies and evade danger.

Crystallization

LvEffect
1On using a cold skill, Spell Power increases by 20% and gains Frost Shield effect. When taking a lethal attack, enters Crystallization state and removes all buffs and debuffs. This effect activates only 1 time per game. (Crystallization (duration 1): Not affected by damage, skills, or effects, and cannot act.) (Frost Shield FrostCannot be removed (duration 2): Defense increases by 25% of Spell Power. After being attacked, applies Cold Slow effect to the enemy then removes itself.) (Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced with Freeze.) (Freeze FrostAction Control (duration 1): Cannot act.)
2On using a cold skill, Spell Power increases by 30% and gains Frost Shield effect. When taking a lethal attack, enters Crystallization state and removes all buffs and debuffs. Activates only 1 time per game.

Unique Classes

Dual Magician (Tier 2) - Mage class that wields fire and frost magic like extensions of the body through much effort.

Boundary of Fire and Ice

LvEffect
1When casting a fire-element skill, if a frost-element skill was used in the previous action, gains Ice Reverberation 1. When casting a frost-element skill, if a fire-element skill was used in the previous action, gains Fire Reverberation 1. (Fire Reverberation 1 (duration 3) Cannot be removed: Spell Power +25%.) (Ice Reverberation 1 (duration 3) Cannot be removed: Defense / Resistance +25%.)
2Same trigger as above, granting Ice Reverberation 2 / Fire Reverberation 2. (Fire Reverberation 2 (duration 3) Cannot be removed: Spell Power +40%.) (Ice Reverberation 2 (duration 3) Cannot be removed: Defense / Resistance +40%.)

Elemental Breaker (Tier 3) - Advanced mage who uses two elemental powers honed to the extreme to destroy the enemy from within.

Rush of Warm and Cold

LvEffect
1When casting a fire-element skill or basic attack, if the target has a fire-element debuff, applies Fire Chain 1. When casting an ice-element skill or basic attack, if the target has an ice-element debuff, applies Frost Chain 1. (Fire Chain 1 (stacks 2 / duration 3): Fire resistance -30%.) (Frost Chain 1 (stacks 2 / duration 3): Frost resistance -30%.)
2Same trigger, granting Fire Chain 2 / Frost Chain 2. (Fire Chain 2 (stacks 2 / duration 3): Fire resistance -35%.) (Frost Chain 2 (stacks 2 / duration 3): Frost resistance -35%.)

Polarity Tuner (Tier 3) - Advanced mage who tunes two opposing elements, using the power of repulsion and fusion.

Pole Tuning

LvEffect
1When casting a fire-element skill, if a frost-element skill was used in the previous action, gains Ice Resonance 1. When casting a frost-element skill, if a fire-element skill was used in the previous action, gains Fire Resonance 1. While holding both Fire Resonance 1 and Ice Resonance 1, recovers HP equal to 15% of Spell Power at end of turn. (Fire Resonance 1 (duration 3) Cannot be removed: Spell Power +35%.) (Ice Resonance 1 (duration 3) Cannot be removed: Defense / Resistance +35%.)
2When casting a fire-element skill, if a frost-element skill was used previously, gains Ice Resonance 1. When casting a frost-element skill, if a fire-element skill was used previously, gains Fire Resonance 1. While holding both Fire Resonance 2 and Ice Resonance 2, recovers HP equal to 30% of Spell Power at end of turn. (Fire Resonance 2 (duration 3) Cannot be removed: Spell Power +50%.) (Ice Resonance 2 (duration 3) Cannot be removed: Defense / Resistance +50%.)

Common Skills

SkillTagsTPRangeCDEffect
Flame Ball+9 more →Fire Ranged Directional21-33 turnsHurls a flame ball at an enemy dealing Fire damage equal to 100% of spell power, and deals Fire damage equal to 60% of spell power to adjacent enemies. Applies Burn to damaged enemies for 2 turns. Burn Damage over Time (Duration 2): At the end of the character's turn, deals fixed Fire magic damage equal to 15% of spell power. Allowed weapons: Staff, Rod
Ice Missile+9 more →Ice Ranged Directional Combat11-32 turnsHurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. Freeze IceAction Control (Duration 1): Unable to act. Allowed weapons: Staff, Rod
Mana Blade+9 more →Ranged21-33 turnsDeals damage equal to 80% of spell power to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. Allowed weapons: Staff, Rod
Magic Spear+7 more →Ranged Directional Combat21-32 turnsHurls a magic spear at an enemy dealing 150% of Spell Power as damage and Silencing for 1 turn. On killing an enemy, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. Allowed weapons: Staff, Rod
Moon Light+4 more →Ice Ranged41-33 turnsHurls a moon light at an enemy dealing 100% of Spell Power as Frost damage and Freezing for 1 turn. Triggers an explosion on the target and within 3 tiles around, dealing an additional 50% of Spell Power as Frost damage and applying the Cold Slow effect for 2 turns. Freeze FrostAction Control (duration 1): Unable to act. Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. Allowed weapons: Staff, Rod

Unique Skills

SkillTagsTPRangeCDEffect
Dual ModeMagic1Self2 turnsAfter using the skill, gains an extra attack or skill use. Activate one of 3 choices: Star Cast, Moon Cast, Dual Cast. Star Cast Cannot be removed: Gain 2 stacks of Starlight and basic attack changes to Fire Arrow. Fire Arrow Cannot be removed: Hurls a fire arrow, dealing 100% of Spell Power damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, deals an additional 50% of Spell Power as resistance-ignoring damage. Moon Cast Cannot be removed: Gain 2 stacks of Moonlight and basic attack changes to Crystal Fist. Crystal Fist Cannot be removed: Hurls a crystal fist, dealing 140% of Spell Power damage and applying Cold Slow for 2 turns. If the enemy is not dead and there is remaining TP, an extra hit triggers, consuming 1 TP and dealing an additional 50% of Spell Power as resistance-ignoring damage. Dual Cast Cannot be removed: Gain 1 stack each of Starlight and Moonlight, and basic attack changes to Double Stellar. Double Stellar Cannot be removed: Hurls a double stellar, dealing 80% of Spell Power damage and applying Burn and Cold Slow for 2 turns. If the enemy has both a fire-type and an ice-type debuff, deals an additional 70% of Spell Power as resistance-ignoring damage.
Dual CommandMagic2Self3 turnsActivate one of 3 choices: Fire Breath Mk.2, Ice Breath Mk.2, Double Breath. Fire Breath Mk.2 Cannot be removed: Designate a direction; deals 90% of Spell Power as fire damage to enemies within a 3x3 area in front, applying Burn and Healing Reduction for 2 turns. Ice Breath Mk.2 Cannot be removed: Designate a direction; deals 80% of Spell Power as frost damage to enemies in a 3x3 area in front, applying Cold Slow for 2 turns. Creates Ice Zone on tiles in the area with a 20% chance, lasting 2 turns. Double Breath Cannot be removed: Designate a direction; deals 70% of Spell Power as fire and frost damage to enemies in a 3x3 area in front, applying Burn and Cold Slow for 2 turns. If the enemy's HP is 50% or below, deals an additional 40% of Spell Power damage.
Frost FireMagic Fire Ice Ranged Directional Combat31-33 turnsAttacks the enemy, dealing 140% of Spell Power damage. If the target has a fire-type debuff, deals an additional 30% of Spell Power damage and applies Blaze effect. If the target has an ice-type debuff, deals an additional 30% of Spell Power damage and applies Severe Cold effect. Blaze (duration 2) FireAction Control: Cannot attack. Cannot counterattack. Severe Cold (duration 2) ColdSkill Control: Class passive cannot activate.

Ultimate

Double Elemental Blast

Ultimate Magic Fire Cold Ranged Quote: "Master, please watch! This is my very own magic that I make!"

TierEffect NameEffect
First AcquisitionDesignate a tile within 3 tiles along a straight line in any of the four directions; simultaneously casts fire and frost magic on enemies in a 5x3 area, dealing 100% of Spell Power damage and applying Combustion Collapse and Ice Bind effects. Consumes all held stacks of Starlight and Moonlight; damage increases by 3% per stack consumed. Creates Combustion Zone or Frost Zone on tiles in the area with a 10% chance, lasting 1 turn. - Combustion Zone: On entering or ending action, deals 10% of Spell Power as fixed damage and applies Combustion Collapse. - Frost Zone: On entering or ending action, deals 10% of Spell Power as fixed damage and applies Ice Bind. - Combustion Collapse (duration 2) FireCannot be removedHealing BlockDamage over time: At end of character turn, deals fixed fire damage equal to 25% of Spell Power. Cannot be healed. - Ice Bind (duration 1) ColdAction ControlMovement ControlCannot Move: Cannot move. Cannot gain extra movement or extra action.
Max Awakening5x3 area, 120% of Spell Power damage, same debuffs; consumes all Starlight/Moonlight stacks, +3% damage per stack consumed; creates Combustion Zone or Frost Zone with a 20% chance, lasting 1 turn.
Max Manifestation5x3 area, 140% of Spell Power damage, same debuffs; consumes all Starlight/Moonlight stacks, +3% damage per stack consumed; creates Combustion Zone or Frost Zone with a 30% chance, lasting 2 turns.
  • CostTP 5Range1-3AreaAoECooldown5 turnsAllowed weaponsStaff, Rod

Artifacts

Resonance Stone of Magic+2 more → Flavor: "The echo of a thousand whispering stars calls your soul back to its own magic power."

LvEffect
1Spell power +8%, received crit chance -8%. After attacking, applies Mana Resonance 1 to enemy.
2Spell power +12%, received crit chance -12%. Applies Mana Resonance 2. (received magic damage / received crit chance +12%, 2 turns.)
3Spell power +16%, received crit chance -16%. Applies Mana Resonance 3. (received magic damage / received crit chance +16%, 2 turns.)
4Spell power +20%, received crit chance -20%. Applies Mana Resonance 4. (received magic damage / received crit chance +20%, 2 turns.)

Wall of Imagination+3 more → Flavor: "An invisible wall. The stronger the user's mind, the thicker it grows. A shield built from imagination has no substance, yet it deflects even real blades."

LvEffect
1At game start, gains Wall of Imagination 1 effect. Gains defense equal to 15% of spell power.
2Wall of Imagination 2. Defense = 20% of spell power. (received damage -20%.)
3Wall of Imagination 3. Defense = 25% of spell power. (received damage -25%.)
4Wall of Imagination 4. Defense = 30% of spell power. (received damage -30%.)

Craving for Warmth+1 more → Flavor: "The warmth she gives off while desperately hiding her wounded heart washes away others' pain, but behind it lies a persistent, sorrowful craving to never be left alone."

LvEffect
1Max HP +10%. At game start, gains an aura giving Craving for Warmth 1 to allies within 2 tiles.
2Max HP +12%. Aura gives Craving for Warmth 2. (turn start debuff duration -1; recover 7% max HP.)
3Max HP +15%. Aura gives Craving for Warmth 3. (turn start debuff duration -1; recover 10% max HP.)
4Max HP +20%. Aura gives Craving for Warmth 4. (turn start debuff duration -1; recover 15% max HP.)

Signature Gear

Pyro Glacier
Pyro Glacierweapon · Staff · Legendary · Head Disciple Kuhn Grier exclusive

KR release · gmap.gg

6★
Stats
Max HP +122, M-ATK +399
Additional
Magic Penetration +15%, Max HP +10%

Wrath of the Twin Stars (Exclusive). After using a Fire-attribute skill or basic attack, applies Sun's Wrath 6 to the target. After using an Ice-attribute skill or basic attack, applies Moon's Wrath 6 to the target. When casting a skill other than an Ultimate, 30% chance to recover the TP spent on it and reduce that skill's Cooldown by 1 (Cooldown 1 turn). At the end of your action, gains Comet Veil 3 shields equal to the number of buffs you hold.

  • Sun's Wrath 6: DEF/RES -15%. Lasts 2 turns. Max 3 stacks.
  • Moon's Wrath 6: ATK/M-ATK -15%. Lasts 2 turns. Max 3 stacks.
  • Comet Veil 3: Shield equal to 5% of M-ATK per stack. Lasts 1 turn. Max 10 stacks. Cannot be dispelled. Shield.

Erosion of the Twin Stars (General). After using a Fire-attribute skill, applies Sun's Erosion 6 to the target. After using an Ice-attribute skill, applies Moon's Erosion 6 to the target. After using a skill, 30% chance to gain Focus (Cooldown 1 turn).

  • Sun's Erosion 6: DEF/RES -10%. Lasts 2 turns. Max 3 stacks.
  • Moon's Erosion 6: ATK/M-ATK -10%. Lasts 2 turns. Max 3 stacks.
  • Focus: Gain 1 TP at end of action. Cannot be dispelled.

Guide

Overview / performance: Base class is Mage. Tier 2 has the unique class "Dual Magician"; Tier 3 classes are Frost Mage / Elemental Breaker / Polarity Tuner. Her ultimate, Double Elemental Blast, is a dual-element version of the "Tri-Elemental Blast" combining fire and ice magic. (The wiki jokingly asks "Medroa?")

Unique passive: Spell power +10%~20%. Fire skill/basic attack grants 1 stack Starlight; ice skill/basic attack grants 1 stack Moonlight. More fire attacks = more firepower but loses survival buffs; more ice attacks = more survival buffs but less firepower. At 5-dupe Kun starts with Starlight 1 / Moonlight 1. Using Star/Moon Cast in Dual Mode gives +1 element stack from the elemental attack plus +2 from Dual Mode, and the acquisition effect flips the opposite stack, so one of Starlight/Moonlight instantly hits 5 stacks while the other is fully lost, making the first-turn action extremely important. The unconditional spell power boost is nice but the passive is not easy to operate. With the signature weapon, thanks to Libra-Fire, even all-in fire is survivable via spell-power-based shields, greatly reducing the risk of committing to one side, so it is worth securing at least a copy of the exclusive weapon. Minor ally support via Libra buff is possible but hard to aim for. Note: like Witch Cameo, she cannot learn the ordinary Tri-Elemental Blast skill; unlike Cameo, this is because she is still in training.

Classes: Tier 3 has three: Frost Mage (revival passive), Elemental Breaker (adds resistance-down debuff on elemental attacks), Polarity Tuner (ice->fire order gives survival buff, fire->ice order gives firepower buff, and having both grants self-healing).

  • Frost Mage: a shared class that can learn Moonlight; has a guaranteed 1-time revival and Moonlight is quite strong, but has zero spell power buff so firepower is poor and it runs a lone unique tree; lowest raising priority for Kun (as with other mages).
  • Elemental Breaker: learns the exclusive "Dual Command"; applies resistance-down debuff on elemental attacks. Fire Chain: fire attack lowers fire resistance up to -35%, max 2 stacks, 3 turns. Ice Chain: ice attack lowers ice resistance up to -35%, max 2 stacks, 3 turns. No need to worry about juggling, since you can focus one element; the resistance-cut lasts 3 turns, leaving room to use the other element.
  • Polarity Tuner: learns the exclusive "Frost Fire"; gains a buff when using the element opposite to the previous action. Ice Resonance: from fire skill after previous ice skill, spell power +50%, 3 turns, undispellable. Fire Resonance: from ice skill after previous fire skill, defense/resistance +50%, 3 turns, undispellable. Having both: recover 30% spell power as HP at turn end. Strong reward for alternating elements; her exclusive skills are element-selectable or dual fire/ice, so she can always get the resonance she wants, but it is limited to "skills" so the Dual-Mode-changed basic attack cannot gain resonance and you must remember what element you used last action.

Core skills and ultimate:

  • Dual Mode: TP 1, cooldown 2. Like her master Witch Cameo, one skill with 3 options; cannot use lightning but has a fire+ice dual-element basic attack as the 3rd option. A key core skill.
  • Star Cast: +2 Starlight, basic attack becomes Fire Arrow (100% spell power, 2-turn Burn, +50% resistance-ignoring extra damage vs fire-debuffed enemies; Burn = 15% spell power fire fixed damage at turn end, 2 turns).
  • Moon Cast: +2 Moonlight, basic attack becomes Crystal Fist.
  • Dual Cast: +1 Starlight and +1 Moonlight, basic attack becomes Double Stellar.
  • Dual Command: TP 2, cooldown 3. Pick Fire Breath Mk.2 / Ice Breath Mk.2 / Double Breath. The AoE counterpart to Dual Mode.
  • Fire Breath Mk.2: 3x3 directional, 90% spell power fire, Burn + heal reduction.
  • Ice Breath Mk.2: 3x3 directional, 80% spell power ice, Cold Slow, 20% chance to create Ice Zone, control area, 2 turns.
  • Double Breath: 3x3 directional, 70% spell power fire+ice, Burn + Cold Slow; if enemy HP <=50%, +40% extra damage (so up to ~110% spell power on low-HP targets).
  • Frost Fire: TP 3, cooldown 3. Single target 140% spell power; +30% and Blaze: cannot attack, cannot counter, 2 turns if fire debuff present; +30% and Severe Cold: class passive cannot trigger, 2 turns if ice debuff present. Her main single-target damage; well built up it can deal ~200% spell power plus strong debuffs. But fire/ice debuffs can bounce off (action-control immunity etc.) so landing both is hard, enemies you can debuff first are basically raid bosses (who resist Blaze/Severe Cold), and in PvP debuffs get cleansed easily, so realizing her firepower potential is not easy.
  • Moon Light: TP 4, cooldown 3. 100% spell power ice + Freeze on target, plus 50% spell power ice to 3-tile area + Cold Slow. The highest-tier ice magic; the highest-multiplier AoE among her normal skills. Applies stun and area Cold Slow; on a single target it deals 150% spell power, making it stronger than Double Elemental Blast as a single-target skill.
  • Double Elemental Blast (ultimate): designate a tile within 3 tiles in a straight line, hit 5x3 area for 100%~120% spell power, apply Combustion Collapse: 25% spell power fire fixed damage at turn end, no healing, 2 turns and Ice Bind: cannot move, no extra move/action, 1 turn; consumes all Starlight/Moonlight stacks for +3% damage per stack; 15% chance (10%~30% by rank) to create a 1-turn Combustion Zone or Ice Zone tile. Damage is slightly low but the debuff DoT and effects are strong. Kun has high skill utility so it is not easy to use, but the return matches.

Recommended equipment: Exclusive weapon is Pyro Glacier; extra stats magic penetration and max HP. Provides firepower support and a powerful shield. At 3-dupe+ it adds TP recovery (20%~30% chance) but being probabilistic it is hard to leverage. Comet Veil: shield 3%~5% spell power per stack, 1 turn, max 10 stacks, undispellable.

  • Armor: all-in spell power solves both firepower and survival, so spell power stacking is essential. Since her survival performance is better than firepower, Cardinal 4-set (boosts HP, spell power, and TP) is appropriate. For firepower, Chancellor 4-set can also grab move/survival via the "Retreat" effect, but given her debuff/survival-weighted design it is only "usable," not ideal.
  • Accessory: Black Dice for survival feels appropriate, or go full survival with greaves-type accessories.

Evaluation: A tanky-style debuffer that disrupts enemies with debuffs and DoT while enduring via shields and defense. She does have some firepower, but the coefficients are somewhat mediocre, her spell power ceiling needs build-up, and extra damage is conditional on debuffs, so firepower needs warm-up time, giving a debuff-first impression. Above all her defensive performance is excellent, so treat her as having gone the survival route. Note 3: though never highlighted, considering she rose to Imperial Four Heavenly King despite being a Pandragon Mage Corps POW, ultimately abandoned both Gaishir and Pandragon yet survived past the Genesis War, married a magnate (her granddaughter becoming lord of Librebille) and lived a full life, she can fairly be called a survival specialist.

  • She is skill-dependent so TP consumption is high, but she has no TP support and her passive and class passives are even trickier to use than her master's, so she is a character with many operational difficulties and is not easy to run.

(No explicit S/A/B tier letter rating is present in the text.)

Awakening/Manifestation progression: Two parallel tracks: Awakening 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 Numeric scaling of the passive/ult upgrades (from the passive/ult sections): - Unique passive: base "initial acquisition" -> max Awakening/dupe -> max manifestation raises spell power +10% -> +20% -> +20%; Libra-Fire ATK/spell power +20% -> +26% -> +30%; Libra-Ice shield max HP 10% -> 13% -> 15%; Libra-Harmony physical/magic penetration defense +10% -> +13% -> +15%. At max manifestation, also gains Eternal Flame at 5 stacks Starlight, and Fleeting Glacier at 5 stacks Moonlight. - Ultimate Double Elemental Blast: damage 100% -> 120% -> 140%; terrain generation chance 10% -> 20% -> 30% and duration 1 turn -> 1 turn -> 2 turns.

KR Creator Guide

Character review of Head Disciple Kuhn Grier by 하막군의게임튜브 · 2026-08-04

This is the most negative review in the series, and the reviewer says so up front: he posted to the community warning people off her before the video went up. He also thinks she is the best-looking character the game has produced — he's genuinely impressed by how far the illustration work has come — which is the whole tension of the review. (0:00, 0:30, 1:31, 2:03)

His benchmark: even played well, she comes out below Witch Cameo Beaufort, and below the original Koon Greer. (1:31)

Starlight Flame and Moonlight Ice

Fire skills grant Starlight, frost skills grant Moonlight, and she starts with one of each — but only from 5★. Below that she starts with nothing, so 5★ is the practical floor, and the free copies get you there. (2:34, 3:06)

One wording trap he flags: it reads "fire-attribute skill or basic attack", which he first read as "any basic attack". It isn't — it means a fire-attribute basic attack. (3:06, 3:38)

The numbers are where the review turns. Starlight is +2% damage dealt per stack, five stacks, so +10%. Moonlight is -3% damage taken per stack, so -15%. Both figures are identical at full manifestation. He repeats this several times because it keeps surprising him. (4:08, 4:40, 5:13)

Gaining one type converts the other across and leaves a Remnant — Flame Remnant or Ice Remnant, capped at five, one per conversion. Five conversions on a one-turn cooldown means five turns minimum, and only if every conversion goes the same way. (6:15, 6:46)

At the start of the turn she also hands Libra to a random ally within 2 tiles, keyed to whichever stack she holds more of: more Starlight gives attack and spell power, more Moonlight gives a shield, and an equal count gives Harmony — physical and magic penetration resistance, 12% at 5★ and 15% at full. (4:08, 6:46, 7:16, 7:46)

Class: Elemental Breaker, effectively by default

Elemental Breaker applies Fire Chain or Frost Chain when she hits a target that already carries a matching-element debuff, each cutting that resistance by 35%. He's clear that 35% is a real number — it multiplies the final damage — but two things blunt it. The debuff has to be there first, so either she spends a turn applying it or a partner like Kana Milanovich does. And applying both chains at once does not give 70%; it still resolves as 35%.

His read is that this class is waiting for a resistance-shred meta that hasn't arrived — the game is currently a penetration meta. (8:16, 8:48, 9:19, 9:50, 10:22)

Polarity Tuner grants Ice Resonance or Fire Resonance when the element she casts differs from her last one, and holding both heals her at end of turn. The +50% spell power is genuinely large — she has very little spell power scaling anywhere else — but alternating elements fights directly against the passive, which wants stacks piled on one side.

The way out is the dual-element skills, which count as both and grant both resonances at once. That, he says, is the only sane way to play the class. (10:22, 10:52, 11:23, 11:53)

Skills

SkillTagsTPRangeCDEffect
Dual ModeMagic1Self2 turnsAfter using the skill, gains an extra attack or skill use. Activate one of 3 choices: Star Cast, Moon Cast, Dual Cast. Star Cast Cannot be removed: Gain 2 stacks of Starlight and basic attack changes to Fire Arrow. Fire Arrow Cannot be removed: Hurls a fire arrow, dealing 100% of Spell Power damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, deals an additional 50% of Spell Power as resistance-ignoring damage. Moon Cast Cannot be removed: Gain 2 stacks of Moonlight and basic attack changes to Crystal Fist. Crystal Fist Cannot be removed: Hurls a crystal fist, dealing 140% of Spell Power damage and applying Cold Slow for 2 turns. If the enemy is not dead and there is remaining TP, an extra hit triggers, consuming 1 TP and dealing an additional 50% of Spell Power as resistance-ignoring damage. Dual Cast Cannot be removed: Gain 1 stack each of Starlight and Moonlight, and basic attack changes to Double Stellar. Double Stellar Cannot be removed: Hurls a double stellar, dealing 80% of Spell Power damage and applying Burn and Cold Slow for 2 turns. If the enemy has both a fire-type and an ice-type debuff, deals an additional 70% of Spell Power as resistance-ignoring damage.
Dual Cast----instead. He couldn't get it to choose Fire Arrow at all. The result is that the damage never materialises where you'd most want to park her. (13:26, 13:57, 14:27, 14:57)
Dual CommandMagic2Self3 turnsActivate one of 3 choices: Fire Breath Mk.2, Ice Breath Mk.2, Double Breath. Fire Breath Mk.2 Cannot be removed: Designate a direction; deals 90% of Spell Power as fire damage to enemies within a 3x3 area in front, applying Burn and Healing Reduction for 2 turns. Ice Breath Mk.2 Cannot be removed: Designate a direction; deals 80% of Spell Power as frost damage to enemies in a 3x3 area in front, applying Cold Slow for 2 turns. Creates Ice Zone on tiles in the area with a 20% chance, lasting 2 turns. Double Breath Cannot be removed: Designate a direction; deals 70% of Spell Power as fire and frost damage to enemies in a 3x3 area in front, applying Burn and Cold Slow for 2 turns. If the enemy's HP is 50% or below, deals an additional 40% of Spell Power damage.
Frost FireMagic Fire Ice Ranged Directional Combat31-33 turnsAttacks the enemy, dealing 140% of Spell Power damage. If the target has a fire-type debuff, deals an additional 30% of Spell Power damage and applies Blaze effect. If the target has an ice-type debuff, deals an additional 30% of Spell Power damage and applies Severe Cold effect. Blaze (duration 2) FireAction Control: Cannot attack. Cannot counterattack. Severe Cold (duration 2) ColdSkill Control: Class passive cannot activate.

The ultimate

Double Elemental Blast hits a 5×3 for 115% at 5★ and 140% at full manifestation, applying Burn and Ice Bind, then consumes every Starlight and Moonlight stack for +3% damage each — nine or ten stacks, so around +30%. It has a 20–30% chance to leave a Combustion or Frost Zone.

The +3% per stack, the zone chance and the zone effects are all unchanged by manifestation; only the base 115% → 140% moves. And because it eats every stack, you rebuild the whole passive afterwards. (17:29, 17:59, 18:29, 22:04, 22:35)

Gear

Chancellor of Darkness for armour and Jade Ornament for the accessory, though he adds that Book of the Sage does the same job and that it genuinely doesn't matter much here. (19:00)

The weapon is the reason she works at all

Pyro Glacier is the part of the kit he rates. Fire skills apply Wrath of the Sun to the target and frost skills apply Wrath of the Moon; between them they cut DEF and RES and attack and spell power. Cast a dual-element skill and both land at once, three stacks each, which at 6★ he puts at roughly -45% defence and -45% offence on the target.

At end of action she also gains Meteor Veil per buff she's holding, to ten stacks — and she holds a lot of buffs, so ten is easy.

★3 adds a 20% chance on any non-ultimate cast to refund TP and cut cooldowns (on its own 2-turn cooldown, which he finds weak). ★5 takes that cooldown to 1. ★6 raises the chance to 30% and adds a shield worth 50% of spell power.

His verdict: the weapon is mandatory and ★3 is the minimum. (19:00, 19:30, 20:01, 20:32, 21:03, 21:34)

Runes

The Pride and Devotion runes currently on the wheel work well paired up. Otherwise a plain mage setup — Moon and Lightning, or all Lightning. (21:34, 22:04)

Manifestation

The first stage finally adds the two effects the passive has been building toward: Eternal Flame at five Starlight, giving magic penetration and an extra action; and Momentary Glacier at five Moonlight, giving physical damage reduction and one hit taken as zero.

Their cooldowns are 2 and 3 turns, and both stay at 2 and 3 at full manifestation — which he says is why he wouldn't use them much even then. Stage 4 adds 10% Max HP and, in his words, that's really it. Stage 6 makes Libra go to two allies instead of one. Even the passive's spell power and Max HP figures don't move. (22:35, 23:05, 23:36, 24:07)

Artifacts

Resonance Stone of Magic+2 more → raises spell power and damage, but only after she attacks, so it's a turn late. Wall of Imagination+3 more → is the usual mage survivability pick. Craving for Warmth+1 more → is her own: +20% Max HP and an aura that cuts allies' debuff durations by 1 and restores 15% of Max HP at the start of the turn. (24:38, 25:09)

Verdict

That artifact is the tell — she is built as a supporter, not a dealer. The problem is that the support isn't strong either, and 5★ versus full manifestation is the difference between 12% and 15% penetration resistance on one ally.

The one thing he likes is that opening penetration-resistance buff, which does help a tank hold. It isn't a reason to field her.

His closing advice is to skip her, take the free copy from the event, and save for the next character. (25:40, 26:11, 26:43, 27:13)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Head Disciple Kuhn Grier’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: 2026-01-27. Version note also lists "2026/2/10 3.1 first half" for the banner window.

Estimated global release: 2027-04-06.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2026-01-27 → 2026-02-10 · 2 weeksDebut
Stats, skills, and art for Head Disciple Kuhn Grier are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.