- Rarity
- Legendary
- Element
- Light of Faith
- Faction
- Pandragon
- Class
- Fighter
- Voice Actor
- Won Esther
- Unique Passive
- Goddess of Vengeance
- Exclusive Weapon
- Excalibur
- Ultimate
- Blizzard Storm
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 353
- ATK
- 147
- M-ATK
- 84
- DEF
- 24
- RES
- 23
Unique Passive
Goddess of Vengeance Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | When attacked by an enemy, applies Vengeance 1 to the target for 2 turns. When you attack and kill an enemy that has the Vengeance 1 or Hatred effect, gain a 60% chance to obtain an extra action. Burns with the Undying Hatred toward the Black Prince. | |
| Vengeance 1 (Duration 2) Cannot be removed Duel | Damage taken / critical hit chance taken from Iyolin +10%. Once per turn, taking lethal damage grants Iyolin TP +1. Lasts 2 turns. Cannot be removed. | |
| Undying Hatred Cannot be removed | At battle start, if the Black Prince is present as an enemy, applies Hatred instead of Vengeance. Cannot be removed. | |
| Hatred Cannot be removed Duel | Damage taken / critical hit chance taken from Iyolin +50%. Once per turn, taking lethal damage grants Iyolin TP +1. Cannot be removed. | |
| Max Awakening | At battle start, applies Vengeance 4 for 3 turns to the 2 highest attack-capability Geisir faction enemies. When attacked by an enemy, applies Vengeance 4 to the target for 3 turns. When you attack and kill an enemy with Vengeance 4 or Hatred, gain an extra action. Burns with the Undying Hatred toward the Black Prince. | |
| Vengeance 4 (Duration 3) Cannot be removed Duel | Damage taken / critical hit chance taken from Iyolin +30%. Once per turn, taking lethal damage grants Iyolin TP +1. Lasts 3 turns. Cannot be removed. | |
| Max Manifestation | At battle start, applies Vengeance 7 to the 3 highest attack-capability Geisir faction enemies. When attacked by an enemy, applies Vengeance 7 to the target. When attacked by an enemy with Vengeance 7 or Hatred, damage taken is reduced by 50%. When you attack and kill an enemy with Vengeance 7 or Hatred, gain an extra action. Burns with the Undying Hatred toward the Black Prince. | |
| Vengeance 7 Cannot be removed Duel | Damage taken / critical hit chance taken from Iyolin +45%. Once per turn, taking lethal damage grants Iyolin TP +1. Cannot be removed. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Fighter |
| Tier 2 | Swordman, Knight |
| Tier 3 | Sword Master, Royal Knight, Arc Knight |
Common Classes
Fighter+33 more → Tier 1 - Basic class that fights in melee using a sword.
Offensive
| Lv | Effect |
|---|---|
| 1 | Take 25% less counterattack damage when attacking in combat. |
| 2 | Take 25% less counterattack damage when attacking in combat, and 50% less counterattack damage when a critical hit triggers. |
Swordman+14 more → Tier 2 - Warrior class specialized in melee combat through professional sword training.
Superiority
| Lv | Effect |
|---|---|
| 1 | Attack power increases by 20% when attacking in combat, and take 25% less counterattack damage. Take 50% less counterattack damage when a critical hit triggers. |
| 2 | Attack power increases by 25% when attacking in combat, and take 25% less counterattack damage. Take 50% less counterattack damage when a critical hit triggers. |
Knight+14 more → Tier 2 - Knight class skilled in group combat through long-term training in advanced swordsmanship and formal tactics.
Elevation
| Lv | Effect |
|---|---|
| 1 | Damage taken by self and adjacent allies is reduced by 10%, and if there is an adjacent ally in combat, attack power increases by 20%. |
| 2 | Damage taken by self and adjacent allies is reduced by 10%, and if there is an adjacent ally in combat, attack power increases by 25%. |
Sword Master+9 more → Tier 3 - A master of fast, lethal swordsmanship after long professional sword training.
Master of Swordsmanship
| Lv | Effect |
|---|---|
| 1 | Attack power increases by 40% when attacking in combat, critical hit chance increases by 10%, and damage taken decreases by 30%. After a critical hit triggers in combat, recover HP equal to 20% of attack power. (Cooldown 1) |
| 2 | Attack power increases by 50% when attacking in combat, critical hit chance increases by 15%, and damage taken decreases by 50%. After a critical hit triggers in combat, recover HP equal to 40% of attack power. (Cooldown 1) |
Royal Knight+3 more → Tier 3 - Superior knight with excellent tactical ability who wields a sword and leads allies from the front.
Encouragement
| Lv | Effect |
|---|---|
| 1 | Self and adjacent allies gain 15% attack power and take 15% less damage. If there is an adjacent ally in combat, attack power increases by 25%. |
| 2 | Self and adjacent allies gain 20% attack power and take 15% less damage. If there is an adjacent ally in combat, attack power increases by 30%. |
Arc Knight+5 more → Tier 3 - Superior knight who leads battles to victory at the vanguard with skilled swordsmanship and strong knightly spirit.
Suppression
| Lv | Effect |
|---|---|
| 1 | Before using a skill, attack power increases by 30%, and gains an aura until the start of the next turn that applies the Suppression effect to adjacent enemies. (Suppression: Cannot be removedSkill Control: Attack power / spell power / critical hit chance -25%. Class passives cannot trigger.) |
| 2 | Before using a skill, attack power increases by 40%, and gains an aura until the start of the next turn that applies the Suppression effect to adjacent enemies. |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Battle | 1 | 1-1 | 3 turns | Deals damage equal to 130% of attack power to an enemy, and if counterattacked, a follow-up strike triggers dealing damage equal to 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe | |
| Melee Healing Movement Attack Combat | 2 | 1-1 | 4 turns | Deal 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 | |
| - | 1 | 1-1 | 2 turns | Immediately after using the skill, gains an Additional Action and critical hit chance increases by 15% during this turn. | |
| Ranged Directional Battle | 1 | 1-2 | 2 turns | Launches a crescent moon flash at an enemy, dealing damage equal to 150% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield | |
| Shout | 4 | Self | 2 turns | Applies the Vigor effect to self and adjacent allies for 2 turns. Vigor Shout (Duration 2): After a melee attack, you can additionally use an attack or skill. Removed when triggered. | |
| Strike Melee Position Control | 3 | Self | 3 turns | Strikes adjacent enemies dealing 60% of attack power as damage and forcefully knocks them back up to 2 tiles. If a knocked-back enemy collides with a wall or another enemy, they are Stunned for 1 turn. Stun Action Control: Unable to act. Lasts 1 turn. Allowed weapons: Sword, Greatsword, Sword/Shield | |
| Melee Healing TP Removal | 2 | Self | 2 turns | Sweeps with the sword, dealing damage equal to 60% of attack power to enemies within 1 tile around and lowering their TP by 1 each. Recovers HP equal to 10% of attack power per enemy that took damage. Allowed weapons: Sword, Greatsword, Sword/Shield | |
| Melee Combat | 3 | 1-1 | 2 turns | Deals 170% of attack power as damage to an enemy. Critical hit chance increases by 30% when attacking. After combat, gains the Gale effect for 2 turns. Gale (Duration 2): On a basic attack, a 50% chance to trigger a follow-up attack dealing 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield --- |
Manifestation / Artifacts
Inner Cube progression: Stage 1 Ultimate Enhance 1 + Stat Enhance 1; Stage 2 Unique Passive Enhance 1 + Stat Enhance 2; Stage 3 Ultimate Enhance 2 + Artifact acquisition (Element Overload, Optimal Condition, Wind Step); Stage 4 Unique Passive Enhance 2 + Artifact Enhance 1; Stage 5 Ultimate Enhance 3 + Artifact Enhance 2; Stage 6 Unique Passive Enhance 3 + Artifact Enhance 3.
Element Overload: Puts the wearer's elemental affinity into an overloaded state. Favorable matchup effects are maximized, gaining an advantage in battle.
| Lv | Effect |
|---|---|
| 1 | Elemental damage dealt when at a favorable element +10%. |
| 2 | Elemental damage dealt when at a favorable element +15%. |
| 3 | Elemental damage dealt when at a favorable element +20%. |
| 4 | Elemental damage dealt when at a favorable element +25%. |
Optimal Condition: When body and mind are at their peak, no threat can strike down the wearer in a single blow.
| Lv | Effect |
|---|---|
| 1 | Max HP +4%. If HP is 100% before being attacked, critical damage taken -10%. At turn start, if not at max HP, recover 9% of max HP. |
| 2 | Max HP +6%. If HP is 100% before being attacked, critical damage taken -15%. At turn start, if not at max HP, recover 11% of max HP. |
| 3 | Max HP +8%. If HP is 100% before being attacked, critical damage taken -20%. At turn start, if not at max HP, recover 13% of max HP. Recovery doubled when HP is 35% or below. |
| 4 | Max HP +10%. If HP is 100% before being attacked, critical damage taken -25%. At turn start, if not at max HP, recover 15% of max HP. Recovery doubled when HP is 35% or below. |
Wind Step:+10 more → Makes the wearer's steps as light as the wind, improving movement speed and causing enemy critical attacks to miss.
| Lv | Effect |
|---|---|
| 1 | On ending action, gain the Wind Step 1 effect. (Wind Step 1: Movement +1 (does not stack). Critical hit chance taken -10%. Critical damage +5%. Max 2 stacks. Removed after being attacked.) |
| 2 | On ending action, gain the Wind Step 2 effect. (Wind Step 2: Movement +1 (does not stack). Critical hit chance taken -15%. Critical damage +6.5%. Max 2 stacks. Removed after being attacked.) |
| 3 | On ending action, gain the Wind Step 3 effect. (Wind Step 3: Movement +1 (does not stack). Critical hit chance taken -20%. Critical damage +8%. Max 2 stacks. Removed after being attacked.) |
| 4 | On ending action, gain the Wind Step 4 effect. (Wind Step 4: Movement +1 (does not stack). Critical hit chance taken -25%. Critical damage +10%. Max 2 stacks. Removed after being attacked.) |
Ultimate
Blizzard Storm Ultimate Magic Ice/Frost Ranged
"I won't let a single one escape. Prepare yourself! Blizzard Storm!!"
- Max Awakening: Deals 130% of attack power as damage to enemies within range and applies the Chill Slow effect for 2 turns.
- Chill Slow Ice/FrostAction ControlMovement Control (Stack 2 / Duration 2): Movement -1. When stacked, replaced by Freeze.
- Freeze Ice/FrostAction Control (Duration 1): Unable to act.
- Max Manifestation: Deals 145% of attack power as damage to enemies within range and applies the Chill Slow effect for 2 turns.
- CostTP 5RangeSelfAreaArea-of-effectCooldown5 turns
Artifacts
Attribute Overload+8 more → - Sets the wearer's attribute affinity to an overloaded state. The advantageous type-matchup effect is maximized, giving the edge in battle.
| Lv | Effect |
|---|---|
| 1 | When at an advantageous attribute, attribute damage dealt +10%. |
| 2 | When at an advantageous attribute, attribute damage dealt +15%. |
| 3 | When at an advantageous attribute, attribute damage dealt +20%. |
| 4 | When at an advantageous attribute, attribute damage dealt +25%. |
Optimal Condition - When body and mind are at their peak, no threat can strike down the wearer in a single blow.
| Lv | Effect |
|---|---|
| 1 | Max HP +4%. If HP is 100% before being attacked, crit damage taken -10%. At turn start, if not at max HP, recover 9% of max HP. |
| 2 | Max HP +6%. If HP is 100% before being attacked, crit damage taken -15%. At turn start, if not at max HP, recover 11% of max HP. |
| 3 | Max HP +8%. If HP is 100% before being attacked, crit damage taken -20%. At turn start, if not at max HP, recover 13% of max HP. When HP is 35% or below, recovery is doubled. |
| 4 | Max HP +10%. If HP is 100% before being attacked, crit damage taken -25%. At turn start, if not at max HP, recover 15% of max HP. When HP is 35% or below, recovery is doubled. |
Wind Step+10 more → - Makes the wearer's steps light as wind, increasing move speed and causing enemy critical attacks to miss.
| Lv | Effect |
|---|---|
| 1 | On action end, gain Wind Step 1 effect. (Wind Step 1: Movement +1 (does not stack). Crit chance taken -10%. Crit damage +5%. Max 2 stacks. Removed after being attacked.) |
| 2 | On action end, gain Wind Step 2 effect. (Wind Step 2: Movement +1 (does not stack). Crit chance taken -15%. Crit damage +6.5%. Max 2 stacks. Removed after being attacked.) |
| 3 | On action end, gain Wind Step 3 effect. (Wind Step 3: Movement +1 (does not stack). Crit chance taken -20%. Crit damage +8%. Max 2 stacks. Removed after being attacked.) |
| 4 | On action end, gain Wind Step 4 effect. (Wind Step 4: Movement +1 (does not stack). Crit chance taken -25%. Crit damage +10%. Max 2 stacks. Removed after being attacked.) |
Signature Gear

KR release · gmap.gg
The traditional Excalibur, the sacred sword suited to a warrior who must survive the enemy's onslaught.
- Stats
- Max HP +136, ATK +360
- Additional
- ATK +20%
Brilliant Holy Sword Burst (Exclusive). After a combat attack, 50% chance to cast Holy Sword Burst 6. If the target has a Vengeance effect, it always triggers.
- Holy Sword Burst 6: Deal damage equal to 30% of the wearer's ATK to enemies within 2 tiles of the target, then the wearer restores HP equal to 15% of Max HP. If HP is 100%, gain that amount as a shield for 2 turns. Cannot be dispelled.
Holy Sword Burst (General). After a combat attack, 30% chance to cast Holy Sword Burst 6.
- Holy Sword Burst 6: Deal damage equal to 30% of the wearer's ATK to enemies within 2 tiles of the target, then the wearer restores HP equal to 15% of Max HP. If HP is 100%, gain that amount as a shield for 2 turns. Cannot be dispelled.
Guide
Note: The following is NamuWiki community assessment (KR server), subjective community opinion.
Performance:
- Base class is Fighter. Tier 3 classes are Sword Master / Arc Knight / Royal Knight. Ultimate is Blizzard Storm.
- Unique passive is "Goddess of Revenge." Applies an unremovable "Revenge" debuff for 2 turns to any enemy that attacks her. This debuff raises damage that enemy takes from Iyolin and raises their chance to be crit. Also, if that enemy dies Iyolin's TP +1, and if Iyolin kills it she has a chance for extra action. The condition is precisely "damage that leads to death," so even against revival skills the extra action is granted. As awakening level rises, damage, crit chance taken, and extra-action chance all rise; from awakening level 4 she applies it at the start (regardless of attacking) to the 1 enemy with the highest attack ability among Gaishir-affiliated foes; from awakening level 5 extra-action gain becomes guaranteed, and at awakening level 6 the number of enemies who get Revenge at start increases to 2.
- Note: she does NOT apply "Revenge" merely from taking counterattack damage after she attacks.
- Via the rework a further passive reflecting her character was added: "Undying Hatred." If Black Prince appears as an enemy, regardless of awakening level she applies the "Hatred" debuff. This is a super-strengthened version of Revenge: Black Prince's damage taken from Iyolin and crit chance taken both rise by 40%, and its duration is infinite. Since Black Prince is so strong, even with this debuff and type advantage he is not easy, but with good investment she is viable as a Black Prince sniper pick.
- If passive is strengthened via Inner Break awakening skills, the number of Gaishir-affiliated targets who get Revenge at start increases up to 3, Revenge's increase value goes up to 45%, and Hatred up to 50%.
- Tier 3 class: Sword Master is usually recommended first (Sword Master's Master Swordsman passive has great attack boost plus HP recovery for good balance, and the Gonga-seom skill from Sword Master is quite strong). But Sword Master has no defense buff and is vulnerable; after the rework, class performance was buffed and survival (to apply Revenge) became more important, so Arc Knight (cuts adjacent enemy attack by 25%) is recommended as final class. Approach: learn Gonga-seom as Sword Master, then use Opal to secure the Arc Knight passive. Royal Knight buffs adjacent allies and raises Iyolin's own stats when allies are adjacent, but as a melee fighter who must be hit to apply Revenge she struggles to use it, so it's used almost only in Cerberus tough-battles.
- Ultimate Blizzard Storm is decent, but its radius-3 range is quite narrow versus other ultimates like Cheonjipayeolmu. Its debuff Chill Slow is just movement -1, but at 2 stacks it freezes the enemy, so use with ice-type-skill characters. Combos with brother Crow (Ice) or Lacid's ultimate/AoE, and amusingly Beradin's main is ice skills in this game so synergy there is very good.
Weapon & Recommended Gear:
- Dedicated weapon is the traditional Excalibur. Weapon skill "Holy Sword Burst" has a chance to trigger an explosion on the attacked target, dealing attack-scaled damage to it and nearby enemies, then healing if the user's HP is depleted or granting a shield if HP is not depleted. Since Iyolin must survive being hit, the HP recovery fits her very well. Base chance is 30%, 50% when Iyolin holds it, so it was RNG, but after the rework a 100% trigger vs "Revenge"-debuffed targets was added, making it very useful. It triggers even on ranged attacks, so triggering via Danwol-seom feels like a pseudo Flame Ball. Holy Sword Burst triggers even if the enemy dies, and killing an enemy with it counts as Iyolin's kill for extra action.
- PVE: since surviving many hits is good, defense/recovery gear is good. At hero grade the Senior Scout set is basically recommended; at legendary, combos like Jeokpung 2 (Arcion-motif) + Myeonggye 2 (Kasim-motif), or Salsu 2 + Myeonggye 2 (Hanjo-motif) are possible. But defense-only means the Revenge-buffed hit may not deal enough damage, so attack is also needed; the Pungun-ui Milsa set (G.S-motif) giving both attack and survival is ideal. If survival is secured, the penetrating Ilgidangcheon set (Nangcheon-motif) can go aggressive.
- PVP: only 5 enemies to face and Black Prince often appears, so full-offense trees are common. With passive fully upgraded via awakening skills, 3 Gaishir targets get Revenge at start; the must-pick Black Prince (as of 2025) gets Hatred separately, and 2025 arena top picks like Esmeralda, Joan, Medici are all Gaishir-affiliated, so PVP often starts with damage reduction against most enemy attacks, reducing the need to focus on defense. In this case go Ilgidangcheon like PVE's aggressive setup.
- Accessories: anything with an attack buff works; at hero grade the Golden Dice or Wolf Fang, at legendary the Ancient Hero's Ring (gives both attack and defense) is safe, and the Archer's Magic Bullet (gives physical penetration) is also fine.
Evaluation:
- Since launch she was rated as having solid performance for a base-issue character; quite a few players raised her as a main. But for a while her usefulness dropped and she fell behind power inflation, so she was even treated as a trap character you shouldn't invest in.
- However, via the rework she was buffed and became the first beneficiary of the Inner Break update, so as of January 2025 she has risen to "quite usable." A counter playstyle is scary: apply Revenge to multiple enemies that attacked her, then on her turn sweep them with extra actions, recover lost HP with Holy Sword Burst, and fire Blizzard Storm with the accumulated TP.
- Still, since she must take hits and survive, reinforcing survival matters. Against enemies without Revenge she gets no buffs, and no matter how much Revenge is applied, if she dies it's all for nothing. Inner Break Stage 2 awakening skill also adds damage reduction from Revenge-debuffed targets, but Revenge is applied only after being attacked, so it doesn't help much against the first attack. Also, if under-invested, hitting a Revenge-buffed enemy may not deal expected damage, so attack must also be secured. Extra action on kill means no kill = no extra action. She's a character that needs thorough investment to use properly.
- Still, in the current PVP where Black Prince is almost always used and top picks are dominated by Gaishir characters, Iyolin, though a base-issue character, is worth investing in as a Black Prince + Gaishir sniper pick. When the Seopung (West Wind) story is officially released, PVE's main enemy faction will clearly be Gaishir-dominated, so her future in PVE is bright too.
- Aside: after the rework, from awakening level 5 she applies Revenge to Gaishir-affiliated enemies at the very start, so in PVP, depending on the situation, her own descendant Clausewitz (Gaishir-affiliated in the Seopung story) can amusingly become a Revenge target right at the start. (Sharn is not even Pandragon and is unaffiliated, so this does not apply.)
No explicit S/A/B tier rating is present in this section.
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: Attribute Overload, Optimal Condition, Wind Step. - 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.
Reworks
KR-server balance changes for this unit, newest first (see the full Rework History).
Expanded Inner Break awakening: ultimate, unique passive, and exclusive artifact buffed
Genesis War Mobile 1st Anniversary Update Notice ↗Trivia
Release Date
Original Korean release: Not stated.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
