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Iron Mask

Outer OneUpcomingKR SS

철가면

Light of Faith✦ Outer One
Rarity
Outer One
Element
Light of Faith
Faction
Unaffiliated
Class
Fighter
Voice Actor
Hong Si-ho / Kim Hye-seong
Unique Passive
Light Guide
Exclusive Weapon
Lightblinger
Ultimate
Asura Pacheonmu
Original Korean Release Date
2026-07-07
Estimated Release Date
2027-08-10

Base Stats

Lv 1 · KR-server data · Physical
HP
495
ATK
206
M-ATK
126
DEF
35
RES
35

Unique Passive

  • Light Guide: name only. The passive section is empty in the source; no effect text or tiers are provided. (Effect absent.)

Classes

TierClass
Tier 1Fighter
Tier 2Swordman

Common Classes

Fighter+33 more → Tier 1 - Basic class that uses a sword to close in and fight enemies in melee.

Offense

LvEffect
1When making a combat attack, take 25% less counterattack damage.
2When making a combat attack, take 25% less counterattack damage, and when a critical hit triggers, take 50% less counterattack damage.

Swordman+14 more → Tier 2 - Warrior class specialized in melee combat through dedicated swordsmanship training.

Superiority

LvEffect
1When making a combat attack, attack power increases by 20% and take 25% less counterattack damage. When a critical hit triggers, take 50% less counterattack damage.
2When making a combat attack, attack power increases by 25% and take 25% less counterattack damage. When a critical hit triggers, take 50% less counterattack damage.

Unique Class

Section is empty in the source; no unique class name or effect provided. (Absent.)

Common Skills

SkillTagsTPRangeCDEffect
Flash SeverClose-range Combat11-13 turnsDeals 130% of attack power as damage; if counterattacked, an additional hit triggers dealing 30% of attack power as damage. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe
Double Piercing Wave+19 more →Melee Healing Movement Attack Combat21-14 turnsDeal 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
Sprint+24 more →-11-12 turnsImmediately after using the skill, gains an Additional Action and critical hit chance increases by 15% during this turn.
Crescent Slash+8 more →Ranged Directional Battle11-22 turnsLaunches a crescent moon flash at an enemy, dealing damage equal to 150% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield

Unique / Manifestation Skill

SkillTagsTPRangeCDEffect
Sanctuary of Thirteen Wings--that lasts for 3 turns. After using the skill, gain an additional attack or skill use. This skill is not affected by cooldown control or reduction effects.4 turnsSanctuary of Thirteen Wings Undispellable: When a critical hit occurs on allies inside the area, the cooldown of the skill with the longest cooldown is reduced by -1 (cooldown 1). At the end of the turn, heal 10% of max HP and grant Sanctuary Shield. Enemies inside the area: received critical hit chance / received critical hit damage +10%, radiance resistance -10%. Sanctuary Shield Shield (duration 1): Shield proportional to max HP. Sanctuary of Thirteen Wings Undispellable: When a critical hit occurs on allies inside the area, the cooldown of the skill with the longest cooldown is reduced by -1 (cooldown 1). At the end of the turn, heal 15% of max HP and grant Sanctuary Shield. If not an Outer One or Collaboration character, penetration resistance +15%. Enemies inside the area: received critical hit chance / received critical hit damage +20%, radiance resistance -30%. If an Outer One or Collaboration character, received damage +20%. Sanctuary Shield Shield (duration 1): Shield proportional to max HP.

Ultimate

Asura Pacheonmu

Ultimate Strike Long-range Banish-State Attack "Come forth, Asura! Asura Pacheonmu!!"

  • Initial Acquisition: Deals 150% of attack power as damage to enemies within the surrounding 3 rings and applies the Soul Damage effect. HP becomes 1, but takes no damage until the end of the turn.
  • Soul Damage Undispellable (duration 1): When Iron Mask attacks, that attack's damage is set to 0 and the effect is removed.
  • Max Awakening: Deals 165% of attack power as damage to enemies within the surrounding 3 rings and applies the Soul Damage effect. HP becomes 1, but takes no damage until the end of the turn.
  • Max Manifestation: Deals 190% of attack power as damage to enemies within the surrounding 3 rings and applies the Soul Damage / Despair effects. Applies Sun Light 3 to self, then HP becomes 1 but takes no damage until the end of the turn.
  • Despair Undispellable Skill Control (duration 2): Cannot gain dispellable buffs.
  • Sun Light 3 Undispellable: When attacked by an enemy, deal 60% of attack power as radiance magic damage to enemies within the surrounding 3 tiles and remove 2 buffs. Heal allies within the surrounding 3 tiles by 60% of attack power and remove 2 debuffs. Removed after casting. Immune to damage-over-time.
  • CostTP 5RangeSelfAreaWideCooldown5 turns
  • Allowed weapons: Sword, Greatsword

Character: Iron Mask / Ironmask, Outer One, Light attribute, slash-type. Source game: Genesis War Mobile.

Release Date

Original Korean release: 2026-07-07

Estimated global release: 2027-08-10.

Artifacts

Crystal Orb of Insight+1 more → Flavor: "The truth its eye reflects is not always sweet. Only those who dare to gaze upon it can bear its weight."

  • Lv1: Crit rate +10%. Received crit rate -10%. If not in an action-control state, apply "Sharp Gaze 1" to the enemy before combat. Sharp Gaze 1: received damage +10%, lasts 2 turns.
  • Lv2: Crit rate +15%. Received crit rate -15%. Before combat (if not action-controlled) apply Sharp Gaze 2. Sharp Gaze 2: received damage +15%, lasts 2 turns.
  • Lv3: Crit rate +20%. Received crit rate -20%. Before combat (if not action-controlled) apply Sharp Gaze 3. Sharp Gaze 3: received damage +20%, lasts 2 turns.
  • Lv4: Crit rate +25%. Received crit rate -25%. Before combat (if not action-controlled) apply Sharp Gaze 4. Sharp Gaze 4: received damage +30%, lasts 2 turns.

Constellation of Fate+1 more → Flavor: "When the darkness has deepened enough, raise your head and follow the glorious star."

  • Lv1: When an ally gains a buff via skill or an enemy gains a debuff via skill, gain "Constellation of Fate 1". At turn start, if Constellation of Fate 1 is at max stacks, recover 1 extra TP. Constellation of Fate 1: physical penetration +4%, received crit damage -4%. Max 5 stacks. Cannot be removed.
  • Lv2: Same trigger, grants Constellation of Fate 2 (+1 extra TP at turn start if at max stacks). Effect: physical penetration +6%, received crit damage -6%. Max 5 stacks. Cannot be removed.
  • Lv3: Same trigger, grants Constellation of Fate 3. Effect: physical penetration +8%, received crit damage -8%. Max 5 stacks. Cannot be removed.
  • Lv4: Same trigger, grants Constellation of Fate 4. Effect: physical penetration +10%, received crit damage -10%. Max 5 stacks. Cannot be removed.

Will to Slay / Killing Will Flavor: "The wearer's flame-like will burns. The moment the ultimate skill activates, it flips the board."

  • Lv1: When using the ultimate skill, crit rate / crit damage +15%. AoE skill damage +10%.
  • Lv2: When using the ultimate, crit rate / crit damage +20%. AoE skill damage +15%.
  • Lv3: When using the ultimate, crit rate / crit damage +25%. AoE skill damage +20%.
  • Lv4: When using the ultimate, crit rate / crit damage +30%. AoE skill damage +25%.

Crimson Anemone [exclusive] - A blood-tinted crimson anemone. A Chaos Cube in the shape of a flower, holding the spiriton of someone precious within.

LvEffect
EffectPenetration defense +10%. Damage-over-time reduction rate +50%. Max HP +10%. When an allied player dies, gain "Blood-red Anemone". • Blood-red Anemone: Attack / dealt damage +20%. If own HP is 50% or below, received healing / received shield increase +30% (regardless of stacking). Max 3 stacks. Cannot be removed.

Signature Gear

Lightblinger
Lightblingerweapon · Greatsword · Legendary · Iron Mask exclusive

KR release · gmap.gg

The sword of the one who leads all humanity to the light. Originally Scharnhorst's Stormblinger, reborn as a sword of light the moment it resonated with the awakening of Lucifer's power; Iron Mask draws out its full potential.

6★
Stats
Max HP +128, ATK +382
Additional
Physical Penetration +20%, Crit Rate +20%

Judgment of Dawn (Exclusive). After dealing damage with an attack or counter to an enemy, has a 50% chance to deal Radiance Magic damage equal to 60% of ATK, ignoring RES, to 4 random enemies within 5 tiles and apply Fracture (Cooldown 1). If the attack or counter was a crit, triggers at 100% chance. Counter Range +1.

  • Fracture: Radiance RES -10%. Single-target skill Damage -10%. Lasts 2 turns. Up to 3 stacks.

Lightning of Dawn (General). After dealing damage with a combat attack to an enemy, has a 50% chance to deal Lightning Magic damage equal to 60% of ATK, ignoring RES, to 2 random enemies within 3 tiles (Cooldown 2). Counter Range +1.

Guide of Light Setarmor · Medium · Legendary

The black cloak Iron Mask wears, woven from a special material infused with Pandragon Kingdom's techno-magic for high magic resistance; said to have been made in memory of a former comrade.

2-set: Max HP +15%, Attack +15%.

4-set: Physical Penetration / Critical Chance +20%. On landing a critical hit, gain the Veil of Radiance shield after attacking (cooldown 2 turns).

Veil of Radiance: Shield equal to 0.2% of Max HP per 1% Critical Chance. Cannot be removed.

Per-piece: Guide's Mask: received critical damage -10%. Guide's Cloak: Max HP +10%. Guide's Guard: Physical Penetration +10%. Guide's Boots: received Critical Chance -10%.

Lucifer's Feather
Lucifer's Featheraccessory

The feather of an angel that existed in the distant past — in truth a special feather holding the power of an archangel who commanded countless angels, deliberately crafted and kept in permanent preservation.

Stats
Max HP +128, Attack +93, Spell Power +93
Additional
Critical Damage +15%, Critical Chance +15%, Max HP +10%

Archangel's Protection. On casting a non-attack skill, at a chance equal to Critical Chance, once per turn gain Archangel's Blessing 6 / Focus. On casting the Ultimate, gain Archangel's Salvation 2.

  • Archangel's Salvation 2: Shield for 60% of lost HP, 1 turn, cannot be removed.
  • Archangel's Blessing 6: Attack/Spell Power/Defense/Resistance +15%, Physical & Magic Penetration Resistance +15%, 2 turns, cannot be removed.
  • Focus: Gain 1 TP at end of action, cannot be removed.
Rune of Light
Rune of Lightrune · Advanced
Stats
2-set: Attack +3%
Additional
I: Attack 10%, Critical Damage 2.7%. II: Critical Damage 7.2%, AoE skill damage 2.7%. III: Max HP 5%, received critical damage -9%. IV: Max HP 5%, received critical damage -9%. V: shield given 6%, Max HP 5%. VI: healing received 4.5%, shield received 4.5%, skill damage 3%.

Guide

(not present)

Note: The Evaluation section exists as headings only. No community assessment text had been written yet in this NamuWiki (KR-server community) revision. No tier rating (S/A/B) present.

Awakening/Manifestation progression: - 1Stage 1: Acquire "Sanctuary of the Thirteen Wings". Ultimate skill enhancement 1. - 2Stage 2: Passive enhancement 1. Stat enhancement. - 3Stage 3: Active enhancement 1. Acquire artifacts. Ultimate skill enhancement 2. - 4Stage 4: Passive enhancement 2. Artifact enhancement 1. - 5Stage 5: Active enhancement 2. Artifact enhancement 2. Ultimate skill enhancement 3. - 6Stage 6: Passive enhancement 3. Artifact enhancement 3. Acquire exclusive artifact.

KR Creator Guide

Character review of Iron Mask by 하막군의게임튜브 · 2026-08-04

The fourth Outer One, and the reviewer rates him accordingly — high damage, huge utility, and a lightning effect off the exclusive weapon he keeps coming back to. His one reservation is the revive: it only really works if you have planted a save point first, so killing Iron Mask before he acts makes the match much easier. (31:57)

He opens by saying that discussing anything below full investment is fairly academic for an Outer One, and explains the kit at Max Manifestation throughout. (1:01)

Read the enemy's buff bar before you swing

The passive alternates two states on him, and this is the single most common reason players think their damage is broken. One state carries magic damage reduction, the other physical. Attack into the wrong one and the hit lands soft; attack into the right one and it lands hard — and attacking flips it to the other, so the next hit has to switch damage type too.

The reviewer's advice is simply to look before you attack. If you have wondered why an enemy Iron Mask feels unkillable while yours does nothing, this is almost certainly why. (4:08)

The save-point mechanic is a save/load, not a revive

At end of turn he picks one of three: fix a save point, return to it, or advance.

Fixing leaves an information body on the field and records his current buffs, shields and HP. Returning restores all of it — and you don't have to die to use it. If a turn is going badly, jump back voluntarily, then re-fix. The reviewer's framing is the clearest one: think of it as save, load, save, load.

The catch is that the Backup Process only stops him dropping below 1 HP. Without a save point down, that is all it does — he survives at 1 HP and the effect is spent. That is why he calls the revive weak in practice. (5:09)

The third option, Advance, is a deterrent rather than a buff: hitting him then clears the attacker's buffs, heals his team and strips their debuffs. It won't stop anyone attacking, but it makes them think. (6:41)

Class: System Master for PvP, King to punish melee

Duel Master gives +40% Physical Penetration and +30% Crit Rate, damage increases on both single-target and area skills, TP back and cooldown reduction on physical skills — and a debuff-duration extension that makes it, in his words, a raid class. He doesn't expect to use it in PvP. (9:16)

King turns his counterattack into Endless Afterglow and grants King's Authority: ignores negative auras, immune to Stun and Fear, ignores extra-action denial. With the weapon's Counter Range +1 on top, attacking him becomes genuinely unpleasant. (10:29)

System Master is the one he rates for PvP, and he calls it the kind of effect an SRPG shouldn't hand out for free. Every ally except Outer Ones and collabs gets Overclock: +15% base stats, Movement +1, and 1 TP — and he starts at 4 TP. Meanwhile every enemy Outer One and collab gets Underclock: base stats down and Movement -1, unremovable, for two turns. Movement -1 on the opening turns makes committing an Outer One into him very awkward. (12:20)

It also puts enemy skills on cooldown, which several Outer Ones ignore — Heidelun and Cyrano Bernstein among them. His aside: that leaves Black Prince as the one who actually eats it. (13:22)

The Fourth Wall is the best 1 TP skill in the kit

It caps any single hit at 30% of the target's Max HP for allies in a 3x3 — so a 5,000 hit onto a 10,000 HP unit lands for 3,000 and the rest evaporates. It also applies Cognitive Dissonance to the attacker.

Two things the reviewer tested. A hit above the 30% threshold consumes a stack even if it only chews through shields — so it isn't infinite. But a hit below 30% doesn't consume anything at all, which is what makes the whole team so hard to kill. And because Cognitive Dissonance stacks per target hit, one enemy area skill catching four buffed allies applies four stacks at once, which is far easier to reach than he expected. (14:25)

Time Hijacking is the control piece

3x4, 60% of ATK ignoring RES, and with the weapon's lightning riding along it hurts. What matters is the Hijack debuff: no TP gain, and any extra action or extra turn the target earns is cancelled and transferred to Iron Mask, up to two stacks.

The reviewer flags that this cancellation also beats "ignores extra-action denial" effects — it isn't denial, it's theft. He uses it as the opening move most games. (19:34)

Note the wording: the Hijack rider only applies when Iron Mask himself casts it, not a copy of him. (20:06)

Sanctuary of Thirteen Wings, read carefully

The text runs the ally clause and the enemy clause together, which trips people up. Sanctuary of Thirteen Wings reads as: for allies inside — when they land a critical hit, the longest cooldown drops by 1, and at end of turn they heal 15% of Max HP and gain a shield, with +15% penetration resistance for non-Outer-Ones. Separately, for enemies inside — Crit Rate and Crit damage taken up, Radiance resistance down, and Outer Ones and collabs take +20% damage.

"When a critical hit occurs on allies" means allies dealing crits, not receiving them. (23:11)

Equipping it also grants Heal Block immunity, which he notes is aimed squarely at Gamma. The usual line is to jump forward with it and follow up with Time Hijacking. (24:41)

Skills to skip

Phantom Sword Illusion he expects never to cast outside raids. The ultimate deals big damage but drops him to 1 HP, and he doesn't build around it the way Cyrano Bernstein does. (21:41)

One numbers correction worth carrying elsewhere: Endless Afterglow's follow-up is only 30% of ATK, so a Portable Whetstone boosting follow-up damage by 40% adds about 12% to the hit — roughly 3% overall. Follow-up damage as a weapon specialisation exists because of Alfred Frederick, whose follow-up is 120%. Don't copy it onto Iron Mask. (18:02)

Gear

The Guide set is the pick. Without it, Envoy of the Storm or Scorpion of the Underworld. Accessory: the new feather at ★3 or better, ★5 if you can manage it; failing that Necronomicon, and failing that Black Banner. (25:13)

Lightblinger: ★3 minimum, ★5, then full

The weapon drops lightning on up to four enemies after an attack or counter, ignoring 60% RES and shredding area resistance as it repeats. At ★3 a critical hit makes it fire at 100% instead of 50% — and since his Crit is very high, that is effectively always. ★5 adds Counter Range +1, which is what makes the King build work. ★6 takes it from three targets to four. Full awakening is best, ★3 is the floor. (26:46)

Runes

A full Light set is the cleanest answer — the +3% ATK matters a lot on his stat line. If you don't have it, Sun in slots 2 and 5 with Chaos elsewhere gets you most of the way. (27:16)

Artifacts

Crimson Anemone, his exclusive, is the one to fear: +20% penetration resistance, -50% DoT, +10% Max HP, and +20% ATK and damage dealt for every allied player who dies. In a 3-player guild battle that is up to +60%. The reviewer's practical warning: kill the Iron Mask carrying it first, or you will meet a monstrous one later. (30:54)

Without it, Crystal Orb of Insight+1 more → — Crit Rate, Crit-taken reduction and a +30% damage-taken debuff before combat. Constellation of Fate+1 more → works the same way it does on Holy King Lacid, and Will to Slay / Killing Will is for ultimate-centric dealers, which he isn't. (29:22)

Investment

Not really a value character, but if you must: 2 manifestations, because Sanctuary of Thirteen Wings has to be there and wants a rank. 3 if you want Crystal Orb of Insight working properly. Weapon at ★3 minimum. (8:45)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Iron Mask’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.

Reworks

No Reworks

Trivia

KR Banner History

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

2026-07-07 → 2026-08-11 · 5 weeksDebut
Stats, skills, and art for Iron Mask 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.