Iskenderun of the Sea
Upcoming바다의 이스킨데룬
- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Unaffiliated
- Class
- Spear / Lance
- 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
- 2026-10-28
Unique Passive
Will of the Blue Sea [Passive]
| Tier | 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 layout: • Tier 1: Pike • Tier 2: Aqualance, Templar • Tier 3: Thalassak, Ocean Templar, High Templar |
Common Classes
Pike [Tier 1]
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]
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] 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 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.
- Wave of Water 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.
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 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 | |
| 3 | 1-2 | 3 turns | Fire a spear shot at an enemy, dealing 170% of Attack as damage and strongly knocking them back up to 2 tiles. If the knocked-back enemy collides with a wall or another enemy, Stun them for 1 turn. • Stun Action Control (Duration 1): Cannot act. • Allowed weapons: Spear, Spear/Shield | |
| 2 | 1-1 | 2 turns | Designate a direction and deal 80% of Attack as damage to enemies within 3 tiles ahead, knocking them back 1 tile. • Allowed weapons: Spear, Spear/Shield | |
| 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 | |
| 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 | TP | Range | CD | Effect |
|---|---|---|---|---|
| 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 |
|---|---|
| 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.) Exclusive Weapon |
Mingming Penetra
- Grade: Legendary / Type: Spear / Exclusive Character: Iskenderun of the Sea
- Shown at Max Awakening.
- A spear directly used by the god of the sea. The unknown summon "Mingming" dwells within it, fighting alongside its master while retaining a will of its own. When Iskenderun of the Sea equips it, the weapon's potential can be drawn out.
Stats:
- Max HP +133, Attack +365
Additional Stats:
- Attack +10%
- Max HP +10%
Mingming Aqua Film (Iskenderun-exclusive): When attacked by an enemy with 70% or more HP, the chance of being hit by a critical attack and the critical damage taken are reduced by 30%. If you have a shield, healing amount and shield effect increase by 60%; if you do not have a shield, Attack increases by 30%.
Mingming Fizzle (general skill): When attacked by an enemy with 70% or more HP, the chance of being hit by a critical attack and the critical damage taken are reduced by 30%.
Release Date
Original Korean release: 2025-05-27.
Estimated global release: 2026-10-28.
Awakening
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1 + Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1 + Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2 + Artifact Acquisition |
| 4 | Unique Passive Enhancement 2 + Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3 + Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3 + Artifact Enhancement 3 |
Artifacts
Attribute Overload
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
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 Sentence
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. |
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.
