Head Disciple Kuhn Grier
Upcoming수제자 쿤 그리어
- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Pandragon
- Class
- Mage, spellcaster
- 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
- 2027-05-12
Unique Passive
Starlight Flame and Moonlight Ice [Passive]
| Tier | Effect |
|---|---|
| First Acquisition | Spell 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 Awakening | Spell 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 Tier list: Tier 1 = Mage; Tier 2 = Magician, Dual Magician; Tier 3 = Frost Mage, Elemental Breaker, Polarity Tuner. |
Common Classes
Mage (Tier 1) - Basic class that casts elemental magic to damage enemies. Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%. |
| 2 | When 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 1: When 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%.
- Mana Stack 2: When 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 1: On 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.
- Crystallization 2: On 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 1: When 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%.
- Boundary of Fire and Ice 2: Same 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 1: When 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%.
- Rush of Warm and Cold 2: Same 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 1: When 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%.
- Pole Tuning 2: When 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%.
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| Flame Ball Magic Fire Ranged Directional | 2 | 1-3 | 3 turns | Hurls a flame ball at the enemy, dealing 100% of Spell Power as fire damage, and dealing 60% of Spell Power as fire damage to adjacent enemies. Applies Burn effect to damaged enemies for 2 turns. • Burn Damage over time (duration 2): At end of character turn, deals fixed fire magic damage equal to 15% of Spell Power. |
| Ice Missile Magic Frost Ranged Directional Combat | 1 | 1-3 | 2 turns | Hurls an ice missile at the enemy, dealing 130% of Spell Power damage and applying Cold Slow for 2 turns. • Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced with Freeze. • Freeze FrostAction Control (duration 1): Cannot act. |
| Mana Blade Magic Ranged | 2 | 1-3 | 3 turns | Deals 80% of Spell Power damage to enemies within 2 tiles around self, and for each enemy damaged gains a shield equal to 40% of Spell Power for 2 turns. |
| Magic Spear Magic Ranged Directional Combat | 2 | 1-3 | 2 turns | Hurls a magic spear at the enemy, dealing 150% of Spell Power damage and Silence for 1 turn. On killing an enemy, gains a shield that blocks 60% of Spell Power damage for 2 turns. • Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. |
| Moon Light Magic Frost Ranged | 4 | 1-3 | 3 turns | Hurls moonlight at the enemy, dealing 100% of Spell Power as frost damage and Freeze for 1 turn. Causes an explosion within 3 tiles around the target dealing an additional 50% of Spell Power as frost damage and applying Cold Slow for 2 turns. • Freeze FrostAction Control (duration 1): Cannot act. • Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced with Freeze. |
Unique Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| Dual Mode Magic | 1 | Self | 2 turns | After 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 Command Magic | 2 | Self | 3 turns | Activate 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 Fire Magic Fire Cold Ranged Directional Combat | 3 | 1-3 | 3 turns | Attacks 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!"
| Tier | Effect |
|---|---|
| First Acquisition | Designate 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 Awakening | 5x3 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 Manifestation | 5x3 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. • Cost: TP 5 | Range: 1-3 | Area: AoE | Cooldown: 5 turns | Allowed weapons: Staff, Rod Exclusive Weapon |
Pyro Glacier
Grade: Legendary | Type: Staff | Exclusive character: Head Disciple Kuhn
- Stats: Max HP +122, Spell Power +399
- Additional stats: Magic Penetration +15%, Max HP +10%
Wrath of Twin Stars [Head Disciple Kuhn exclusive]: After using a fire-element skill or basic attack, applies Wrath of the Sun 6 to the affected target. After using an ice-element skill or basic attack, applies Wrath of the Moon 6 to the affected target. When casting a skill (excluding the ultimate), 30% chance to recover the TP consumed by the skill use and reduce that skill's cooldown by 1 (cooldown 1). At end of action, gains Comet Veil 3 shield equal to the number of buffs held.
- Wrath of the Sun 6: Defense / Resistance -15%, lasts 2 turns. Max 3 stacks.
- Wrath of the Moon 6: Attack Power / Spell Power -15%, lasts 2 turns. Max 3 stacks.
- Comet Veil 3: Shield of 5% Spell Power per stack, lasts 1 turn. Max 10 stacks. Cannot be removed. Shield.
Erosion of Twin Stars [normal skills]: After using a fire-element skill, applies Sun Erosion 1 to the affected target. After using an ice-element skill, applies Moon Erosion 1 to the affected target.
- Sun Erosion 1: Defense / Resistance -5%, lasts 2 turns. Max 3 stacks.
- Moon Erosion 1: Attack Power / Spell Power -5%, lasts 2 turns. Max 3 stacks.
Awakening
Two parallel tracks: Awakening and Inner Cube.
Stage
| Lv | Effect |
|---|---|
| 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 |
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.
Artifacts
1. Resonance Stone of Magic
Flavor: "The echo of a thousand whispering stars calls your soul back to its own magic power."
| Lv | Effect |
|---|---|
| 1 | Spell power +8%, received crit chance -8%. After attacking, applies Mana Resonance 1 to enemy. |
| 2 | Spell power +12%, received crit chance -12%. Applies Mana Resonance 2. (received magic damage / received crit chance +12%, 2 turns.) |
| 3 | Spell power +16%, received crit chance -16%. Applies Mana Resonance 3. (received magic damage / received crit chance +16%, 2 turns.) |
| 4 | Spell power +20%, received crit chance -20%. Applies Mana Resonance 4. (received magic damage / received crit chance +20%, 2 turns.) |
2. Wall of Imagination
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."
| Lv | Effect |
|---|---|
| 1 | At game start, gains Wall of Imagination 1 effect. Gains defense equal to 15% of spell power. |
| 2 | Wall of Imagination 2. Defense = 20% of spell power. (received damage -20%.) |
| 3 | Wall of Imagination 3. Defense = 25% of spell power. (received damage -25%.) |
| 4 | Wall of Imagination 4. Defense = 30% of spell power. (received damage -30%.) |
3. Craving for Warmth
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."
| Lv | Effect |
|---|---|
| 1 | Max HP +10%. At game start, gains an aura giving Craving for Warmth 1 to allies within 2 tiles. |
| 2 | Max HP +12%. Aura gives Craving for Warmth 2. (turn start debuff duration -1; recover 7% max HP.) |
| 3 | Max HP +15%. Aura gives Craving for Warmth 3. (turn start debuff duration -1; recover 10% max HP.) |
| 4 | Max HP +20%. Aura gives Craving for Warmth 4. (turn start debuff duration -1; recover 15% max HP.) |
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: 2027-05-12.
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.)
