- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Unaffiliated
- Class
- Pike
- Voice Actor
- Park Si-yun
- Unique Passive
- Will of the Blue Sea
- Exclusive Weapon
- Mingming Penetra
- Ultimate
- Mingming Wave
- Original Korean Release Date
- 2025-05-27
- Estimated Release Date
- 2026-10-13
Base Stats
Lv 1 · KR-server data · Physical- HP
- 442
- ATK
- 153
- M-ATK
- 106
- DEF
- 28
- RES
- 27
Unique Passive
Will of the Blue Sea Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | - At game start, gain the Blessing of the Blue Sea 1 effect equal to 10% of max HP. - When the Condensed Will 1 effect ends, recover HP equal to 10% of max HP and gain the Blessing of the Blue Sea 1 effect. - Blessing of the Blue Sea 1 Shield: HP-proportional shield. When Blessing of the Blue Sea 1 is removed, gain the Condensed Will 1 effect. - Condensed Will 1 Cannot be removed (Duration 1): Attack +10%. When using a skill, if it did not target an enemy or installation, can attack or use a skill one additional time per turn. | |
| Max Awakening | - At game start, gain the Blessing of the Blue Sea 4 effect equal to 25% of max HP. - When the Condensed Will 4 effect ends, recover HP equal to 25% of max HP and gain the Blessing of the Blue Sea 4 effect. - Blessing of the Blue Sea 4 Shield: HP-proportional shield. When Blessing of the Blue Sea 4 is removed, gain the Condensed Will 4 effect. - Condensed Will 4 Cannot be removed (Duration 1): Movement +1, Attack +35%. When using a skill, if it did not target an enemy or installation, can attack or use a skill one additional time per turn. | |
| Max Manifestation | - At game start, gain the Blessing of the Blue Sea 7 effect equal to 40% of max HP. - When the Condensed Will 7 effect ends, recover HP equal to 40% of max HP and gain the Blessing of the Blue Sea 7 effect. - Blessing of the Blue Sea 7 Shield: HP-proportional shield. When Blessing of the Blue Sea 7 is removed, gain the Condensed Will 7 effect. - Condensed Will 7 Cannot be removed (Duration 1): Movement +2, Attack +60%. When using a skill, if it did not target an enemy or installation, can attack or use a skill one additional time per turn. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Pike |
| Tier 2 | Templar, Aqualance |
| Tier 3 | High Templar, Ocean Templar, Thalassak |
Common Classes
Pike [Tier 1]+5 more →
Basic class that performs melee combat with a spear that has a range advantage over other melee weapons.
Vigilance
| Lv | Effect |
|---|---|
| 1 | When you attack and deal damage to 2 or more enemies at once, gain Vigilance 1 until the start of the next turn. (Vigilance 1: Attack +5%. At the end of the character's turn, recover HP equal to 5% of total HP.) |
| 2 | When you attack and deal damage to 2 or more enemies at once, gain Vigilance 2 until the start of the next turn. (Vigilance 2: Attack +10%. At the end of the character's turn, recover HP equal to 10% of total HP.) |
Templar [Tier 2]+1 more →
A holy paladin who fights up close with a spear and supports allies with radiance magic.
Heavenly Aura
| Lv | Effect |
|---|---|
| 1 | If you have a shield, give allies within 2 tiles the Heavenly Aura 1 effect for 2 turns. Spell Power increases by an amount equal to Attack. (Heavenly Aura 1: Spell Power / Resistance +10%. Lasts 2 turns. When the effect disappears, recover HP equal to 20% of the caster's Spell Power.) |
| 2 | If you have a shield, give allies within 2 tiles the Heavenly Aura 1 effect for 2 turns. Spell Power increases by an amount equal to Attack. (Heavenly Aura 2: Spell Power / Resistance +10%. Lasts 2 turns. When the effect disappears, recover HP equal to 30% of the caster's Spell Power.) |
High Templar [Tier 3]+1 more → An advanced paladin who protects and heals allies with radiance magic. Uses a spear as a weapon.
Proof of Faith
| Lv | Effect |
|---|---|
| 1 | If you have a shield, give allies within 2 tiles the Proof of Faith 1 effect for 2 turns. Spell Power increases by an amount equal to Attack. (Proof of Faith 1: Spell Power / Resistance +20%. Lasts 2 turns. When the effect disappears, recover HP equal to 40% of the caster's Spell Power.) |
| 2 | If you have a shield, give allies within 2 tiles the Proof of Faith 2 effect for 2 turns. Spell Power increases by an amount equal to Attack. (Proof of Faith 1 (?): Spell Power / Resistance +20%. Lasts 2 turns. When the effect disappears, recover HP equal to 50% of the caster's Spell Power.) |
Unique Classes
Aqualance [Tier 2]
A hybrid class that fights with a spear and provides continuous healing and support to allies.
Wave of Water
| Lv | Effect |
|---|---|
| 1 | Attack increases by 10%. If you have a shield, damage taken is reduced by 10% and damage taken by enemies within 3 tiles increases by 10%. Spell Power increases up to the Attack value. |
| 2 | Attack increases by 20%. If you have a shield, damage taken is reduced by 10% and damage taken by enemies within 3 tiles increases by 10%. Spell Power increases up to the Attack value. |
Ocean Templar [Tier 3] A devoted guardian who wields a spear, flexibly responds to the battle situation, and blesses and protects allies.
Blessing of the Tide
| Lv | Effect |
|---|---|
| 1 | If you have a shield, allies within 3 tiles are granted a shield equal to 30% of Spell Power at the end of their turn. When your own shield is removed, recover the HP of allies within 3 tiles by 30% of Spell Power and clear 1 debuff each. Spell Power increases up to the Attack value. |
| 2 | If you have a shield, allies within 3 tiles are granted a shield equal to 40% of Spell Power at the end of their turn. When your own shield is removed, recover the HP of allies within 3 tiles by 40% of Spell Power and clear 1 debuff each. Spell Power increases up to the Attack value. |
Thalassak [Tier 3]
An advanced commander who wields a spear and orchestrates the battlefield, with strong zone-control ability and support effects.
Tide of the Sea God
| Lv | Effect |
|---|---|
| 1 | Attack increases by 25%. If you have a shield, damage taken is reduced by 15% and damage taken by enemies within 3 tiles increases by 15%. Spell Power increases up to the Attack value. |
| 2 | Attack increases by 30%. If you have a shield, damage taken is reduced by 20% and damage taken by enemies within 3 tiles increases by 20%. Spell Power increases up to the Attack value. |
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Directional | 1 | 1-1 | 2 turns | Designate a direction and deal damage equal to 110% of Attack to enemies within 2 tiles ahead. • Allowed weapons: Spear, Spear/Shield | |
| Ranged Directional Position Control Combat | 3 | 1-2 | 3 turns | Fire a spear shot at an enemy, dealing damage equal to 170% of attack power and forcefully knocking it back up to 2 tiles. If the knocked-back enemy collides with a wall or another enemy, Stun it for 1 turn. Stun Action Control (Duration 1): Cannot act. Allowed weapons: Spear, Spear/Shield | |
| Melee Directional Position Control | 2 | 1-1 | 2 turns | Designate a direction and deal damage equal to 80% of attack power to enemies within 3 tiles ahead and knock them back 1 tile. Allowed weapons: Spear, Spear/Shield | |
| Magic Radiance Ranged | 3 | Self | 3 turns | Deal damage equal to 60% of Spell Power and Defense to enemies within 2 tiles around you, and gain a shield equal to 20% of total HP per enemy damaged for 2 turns. Allowed weapons: Spear, Spear/Shield | |
| Radiance | 2 | Self | 3 turns | Grant allies within 2 tiles around you the God Blessing effect for 2 turns. God Blessing (Duration 2): Immune to healing-obstruction effects. Chance to be hit by a critical attack -25%. At the end of action, recover HP equal to 25% of total HP. Allowed weapons: Spear, Spear/Shield |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Magic Ranged Directional Combat | 1 | 1-3 | 3 turns | Fire a surge sphere at an enemy, dealing 130% of Spell Power as damage and applying the Ionization effect. If you have a shield, deal additional damage equal to 50% of Spell Power within 1 ring around the target and apply the Ionization effect. On the tiles within the damaged area, with a 50% chance, create an Ionization Zone that lasts 2 turns, and lose one shield. Ionization Zone Cannot be removed: On entering or ending action, gain the Ionization effect for 2 (turns). Ionization Shock (Duration 2): Electric Resistance -80%. Allowed weapons: Spear, Spear/Shield | |
| - | 2 | 3 | 3 turns | Designate an ally and grant them Tide Barrier, which blocks damage equal to 100% of Spell Power and Resistance, for 2 turns. Tide Barrier Shield (Duration 2): Spell Power and Resistance-proportional shield. While the shield lasts, movement increases by 1 and magic damage taken by the target when attacked by enemies +30%. Allowed weapons: Spear, Spear/Shield | |
| - | 1 | 1-3 | 4 turns | Create a Mingming Sanctuary on tiles within 3 tiles around you for 2 turns, and on empty tiles within 2 tiles around you, with a 50% chance, create an Ionization Zone that lasts 2 turns. When an ally inside the zone is attacked by an enemy outside the zone, damage taken is reduced by 50%. Ionization Zone Cannot be removed: On entering or ending action, gain the Ionization effect for 2 (turns). Ionization Shock (Duration 2): Electric Resistance -80%. |
Ultimate
Mingming Wave
Ultimate Magic Ranged Directional "Mingming, please! O sea, give power to me and Mingming!" Choose one of two options, Mingming Burst or Mingming Rush, to activate.
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | - Mingming Burst Cannot be removed: Designate a direction and deal 90% of Attack as damage to enemies within the area, strongly knocking them back up to 2 tiles. If a knocked-back enemy collides with a wall or another enemy, Stun them for 1 turn. On tiles within the area, with a 50% chance, create an Ionization Zone that lasts 2 turns. - Mingming Rush Cannot be removed: Designate a direction and heal allies within the area by 90% of Attack and advance them 2 tiles each. On tiles within the area, with a 50% chance, create an Ionization Zone that lasts 2 turns. | |
| Max Awakening | - Mingming Burst Cannot be removed: Deal 105% of Attack as damage (other effects as above; knockback 2 tiles, Stun 1 turn, 50% chance Ionization Zone for 2 turns). - Mingming Rush Cannot be removed: Heal allies within the area by 105% of Attack, advance 2 tiles each, 50% chance Ionization Zone for 2 turns. | |
| Max Manifestation | - Mingming Burst Cannot be removed: Deal 130% of Attack as damage (knockback 2 tiles, Stun 1 turn, 50% chance Ionization Zone for 2 turns). - Mingming Rush Cannot be removed: Heal allies within the area by 130% of Attack, advance 2 tiles each, 50% chance Ionization Zone for 2 turns. Shared status effects: - Stun Action Control (Duration 1): Cannot act. - Ionization Zone Cannot be removed: On entering or ending action, gain the Ionization effect for 2 (turns). - Ionization Shock (Duration 2): Electric Resistance -80%. |
- Cost: TP 5 / Range: Self / Area: AoE / Cooldown: 5 turns
- (Performance section notes area is 3x5.)
Release Date
Original Korean release: 2025-05-27.
Estimated global release: 2026-10-13.
Artifacts
Attribute Overload+8 more →
Puts the wearer's attribute affinity into an overloaded state. The favorable-matchup effect is maximized, giving an edge in battle.
| Lv | Effect |
|---|---|
| 1 | When at a favorable attribute, attribute damage dealt +10%. |
| 2 | When at a favorable attribute, attribute damage dealt +15%. |
| 3 | When at a favorable attribute, attribute damage dealt +20%. |
| 4 | When at a favorable attribute, attribute damage dealt +25%. |
Peak Condition+12 more →
When body and mind are at their peak, no threat can strike the wearer down 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%. |
The Unfinished Crest Even if swept away by fierce waves and all seems over, as long as a mission remains, the sentence cannot yet be ended.
- Lv1: Shield effect received +15%. After taking critical damage, once per turn, gain a shield equal to 30% of attack for 1 turn. -: Shield scaling with attack. While the shield lasts, immune to buff-removal effects. | Lv | Effect | | --- | --- | | 2 | Shield effect received +20%. After taking critical damage, once per turn, gain a shield equal to 40% of attack for 1 turn. | | 3 | Shield effect received +25%. After taking critical damage, once per turn, gain a shield equal to 50% of attack for 1 turn. | | 4 | Shield effect received +30%. After taking critical damage, once per turn, gain a shield equal to 60% of attack for 1 turn. |
Signature Gear

KR release · gmap.gg
A spear wielded by the god of the sea. The unknown summon "Mingming" dwells within it, fighting alongside its master while keeping a will of its own. When Iskenderun of the Sea equips it, the weapon's potential is drawn out.
- Stats
- Max HP +133, ATK +365
- Additional
- ATK +10%, Max HP +10%
Mingming Aqua Film (Exclusive). When attacked by an enemy at 70% or more HP, the chance of being Crit and the Crit Damage taken are reduced by 30%. If holding a shield, Healing and shield effects increase by 60%; if not holding a shield, ATK increases by 30%.
Mingming Fizzle (General). When attacked by an enemy at 70% or more HP, the chance of being Crit and the Crit Damage taken are reduced by 30%.
Guide
Note: NamuWiki community assessment (KR server), subjective opinion. No explicit S/A/B tier rating present.
A supporter-style lancer providing attack-based shields and healing plus strong Lightning (electric) damage support. Excellent synergy with the tanking meta that is trending in 1H 2025, and good for countering the ranged burst dealers being released continuously since Chris.
Recommended Lightning (electric) spell-power dealers to pair with:
- Blue: Veradin (Electric Wave, Triple Elemental Blast, Hex Elemental Blast ultimate); Gishne (Thunderbolt); Morgaine (Electric Wave, Triple Elemental Blast)
- Black: Ophelia (Thunderbolt, Jupiter Meteor)
- White: Este Dode (Electric Wave, Triple Elemental Blast)
- Green: Clausewitz (Thunderbolt, Thundermare's Lightning Strike ultimate); Karim (Thunderbolt, Thunderer, Energy Storm)
- Red: Kuhn (Electric Wave, Thunderbolt, Triple Elemental Blast); Witch Cameo Beaufort (Ball Lightning note: swaps basic attack via Trimode-Sparkle Gem, Elemental Control-Thunder Storm, Triple Elemental Blast, Triple Elemental Blast EX ultimate)
- Otherwise, though attack-based, also consider Medici or Albertini for Thunder Blast Slash.
Best-fit character is Veradin: has 3 electric spells, same attribute, and designed as a melee spell-power dealer so can fight in the front line alongside the lancer Iskenderun. Veradin also needs a shield to trigger his dedicated-weapon option, needs adjacent allies to trigger the Royal Wizard passive, and has weak survivability alone; pairing with Iskenderun resolves all of these.
Karim is also a good pairing: an electric-specialized AoE spell-power dealer with 3 electric spells who provides shields via ultimate. Karim is (as of 2025) the only electric-specialized spell-power dealer; previously avoided due to very RNG-heavy passive/classes, but the June 2025 Inner Break update strengthened Karim's electric specialization and removed the instability, bringing it to a fully practical level. Karim's Energy Storm can grant various immunities to the front-line Iskenderun. Worth pairing to see the ceiling of electric magic; different attribute, but stacking shields can compensate.
Awakening/Manifestation progression: - Stage 1: Ultimate Enhancement 1 + Stat Enhancement 1 - Stage 2: Unique Passive Enhancement 1 + Stat Enhancement 2 - Stage 3: Ultimate Enhancement 2 + Artifact Acquisition - 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
KR Creator Guide
Character review of Iskenderun of the Sea by 하막군의게임튜브 · 2026-08-04
Another new release, and one the reviewer clearly rates. He notes the lore sideways first: players who got through Part 2 will remember Nerissa, the one who went around with Mingming, and this is that character reimagined as a sea god — Iskenderun dies early enough in the story that she never appears in Genesis War 2 herself. (0:01, 0:32, 1:02)
Will of the Blue Sea is a two-state loop
She starts with Blessing of the Blue Sea, a shield worth up to 40% of Max HP. When that shield is removed she gains Condensed Will instead: movement and up to +60% attack, and — the important clause — using a skill that doesn't target an enemy or an installation lets her attack or cast again.
Condensed Will lasts one turn; when it expires she heals and the shield comes back. So the loop is: break your own shield, spend the extra action, take the shield back next turn.
"Doesn't target" is looser than it sounds. A directional skill like Chain Spear
picks a direction, not a target, so it qualifies — as do
Armor of Punishment+1 more →
and
Gale Strike+3 more →. (1:02, 1:32, 2:03, 2:34,
3:05)
He also found a hard counter, and demonstrates it: the shield is removable and Condensed Will is not. Take an Atomic Blast and the shield is stripped, which correctly grants Condensed Will — but Atomic Blast also blocks buff acquisition, so when the Will expires the shield never returns, and without a shield to break there's no way back into the loop. For the rest of that match the passive is simply gone. (3:05, 3:35, 4:05)
Class: Thalassak by default, Ocean Templar as a healer slot
Aqualance is the lower version of
Thalassak, so the choice is between
two.
Ocean Templar shields allies within 3 tiles at the end of their turn while she holds a shield — which means she has to move first — and when her own shield breaks it heals everyone within 3 tiles and clears a debuff each. He reads it as the healer-flavoured option, worth taking if she's filling a healer slot.
Thalassak is +30% attack, -20% damage taken while shielded, and +20% damage
taken for enemies within 3 tiles. Combined with the exclusive weapon's
critical-damage reduction, he reports fully built copies surviving
Silver despite the attribute matchup, and surviving after the
shield is stripped. He expects most players here. (4:05, 4:35,
5:05, 5:36, 6:08)
Surge Sphere and the electric partner
Surge Sphere deals 130% and applies Ionization, and if she has a shield it
also hits one ring around the target for 50% more with Ionization, leaves an
Ionization Zone on a 50% chance — and consumes a shield, which is exactly how
you start the passive loop deliberately.
Ionization cuts Electric Resistance by 80%, and the oddity he points out is that Iskenderun has no electric skills at all. So the artifact is a partner: he lists Roberto de Medici's lightning skills, Clausewitz's Thunder Mare, Veramode of Conspiracy's ultimate, and Ophelia Buckingham's Lightning Meteor. Smear Ionization with Surge Sphere, then drop an electric area attack on top. (6:08, 6:38, 7:09, 7:39, 8:09)
Tide Barrier shields an ally for 100% of spell power and resistance, gives
them movement, and raises the magic damage they deal — so it goes on the mage
who is about to fire that electric skill. (8:09, 8:41)
Mingming Sanctuary is the reason to field her
A zone for two turns with Ionization Zones scattered inside it, and the clause that matters: an ally inside the zone attacked by an enemy outside it takes 50% less damage.
He goes straight to the current metagame — the Empress Christina defence deck that opens with a turn-one ultimate. Against that, the Sanctuary roughly halves the opening, and he expects it to make those decks much harder to run.
He is precise about how it resolves, having tested it: the reduction applies only when the attack comes from outside into the zone. An enemy that walks inside and attacks takes no penalty, and it isn't a ranged-only effect — a melee attack from outside the boundary is reduced too. (9:11, 9:41, 10:12)
The ultimate
Mingming Wave offers Burst or Rush. Burst is the knockback version — a 3×6
area, everything pushed 2 tiles, Stunned if it hits a wall. Rush heals allies
and shoves them 2 tiles in the direction cast, which can be forward or backward
depending on where you stand. He has nothing much to say about it.
(10:44, 11:14)
Gear
He runs Envoy of the Storm with Scorpion of the Underworld, but treats it as taste — attack matters here, so a full Envoy set is reasonable too. Health matters as well, so he expects at least one of those two sets in any build, and notes that Black Crow, the usual default, doesn't get used on her. Accessory: Ancient Hero's Ring. (11:14, 11:44, 12:14)
The weapon
Mingming Penetra gives attack and Max HP, cuts critical hit chance and critical damage taken by 30% against attackers above 70% HP, and then switches modes in real time: holding a shield raises healing and shields given by 60%; without a shield it gives +30% attack instead. He stresses that the switch is live — it flips the moment the shield appears or breaks.
His verdict: yes, take it, at minimum one copy, and 6★ if you can. The critical-damage reduction is the reason. (12:14, 12:44)
Runes
Chaos with Ultimate, and specifically Ultimate in slot 5, which raises healing and shields given — she generates a lot of shields. Something like Chaos/Chaos/Ultimate/Chaos/Ultimate/Chaos. (13:16, 13:46)
Manifestation
The first stage adds 1 TP whenever Condensed Will lapses back into the shield. Stage 4 takes movement to +2. Stages 6 and 8 take that TP refund to 2.
Since
Surge Sphere breaks her own shield on demand, that's a deliberate,
repeatable TP engine: break the shield, wait a turn, take the shield and the TP
back. (13:46, 14:18, 14:49)
Artifacts
Attribute Overload+8 more → is unremarkable, and
Peak Condition+12 more → is largely
redundant because the weapon already carries critical-damage-taken reduction —
which is his general complaint here, that the artifacts don't line up with the
weapon.
The Unfinished Crest is her own: shields received +30%, and after taking critical damage she gains a shield worth up to 60% of attack, once per turn, with buff-removal immunity attached. He notes it sits awkwardly against a weapon whose job is to stop her being crit in the first place — but also that it's an unremovable buff, so it still fires under Atomic Blast, which is the one thing that otherwise shuts her down. He expects nearly everyone to run it. (14:49, 15:20, 15:52, 16:22)
Verdict
On attack: Ionization with
Surge Sphere, then an electric area attack from
Ophelia Buckingham or Roberto de Medici. On defence: she fills a healer slot
while still hitting hard enough not to be ignored.
But the thing he keeps returning to is
Mingming Sanctuary shutting down a
turn-one ultimate deck, which he thinks justifies her on its own. He closes
half-joking that he doesn't look forward to meeting a fully manifested one in a
guild battle. (16:22, 16:52, 17:24)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Iskenderun of the Sea’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).
