Kana Milanovich
Released카나 밀라노비치
- Rarity
- Legendary
- Element
- Light of Faith
- Faction
- Geysir
- Class
- Gunner
- Voice Actor
- Jeong Yu-jeong
- Unique Passive
- Victory Idol
- Exclusive Weapon
- Crimson Revolution
- Ultimate
- Crimson Inferno
- Original Korean Release Date
- 2025-02-18
- Estimated Release Date
- Live now
Unique Passive: Victory Idol
| Tier | Effect |
|---|---|
| First Acquisition | When an ally kills an enemy that you attacked and damaged this turn, you gain the Tension Up 1 effect. Each time you empty all your bullets, you gain the Victory Idol effect. • Tension Up 1 [Cannot be removed] (Stacks 2): Attack Power / Critical Rate +5%. Magic damage taken -5%. Max 2 stacks. Removed after attacking an enemy. Cannot be removed. • Victory Idol (Stacks 4): Per stack, the TP consumption required to cast Crimson Inferno is -1. Max 4 stacks. Cannot be removed. Removed when Crimson Inferno is used. |
| Max Awakening | When an ally kills an enemy that you attacked and damaged this turn, you gain the Tension Up 4 effect and can act one more time. (Additional action cooldown 3). Each time you empty all your bullets, you gain the Victory Idol effect. • Tension Up 4 [Cannot be removed] (Stacks 2): Movement +1. Attack Power / Critical Rate +15%. Magic damage taken -15%. Max 2 stacks. Removed after attacking an enemy. Cannot be removed. |
| Max Manifestation | When an ally kills an enemy that you attacked and damaged this turn, you gain the Tension Up 7 effect and can act one more time. (2 times per turn). Grants the Hot Cheer effect to the ally who made the kill for 2 turns. Each time you empty all your bullets, you gain the Victory Idol effect. • Tension Up 7 [Cannot be removed] (Stacks 2): Movement +1. Attack Power / Critical Rate +30%. Magic damage taken -30%. Max 2 stacks. After attacking an enemy, gain an additional move and remove this effect. Cannot be removed. • Hot Cheer [Cannot be removed] (Duration 2): Area skill damage +10%. Movement +1. TP consumption required for fire-type skills -1. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Gunner |
| Tier 2 | Gunslinger, Insurgent |
| Tier 3 | Specialist, Spitfire, Demolition |
Common Classes
Gunner - Tier 1 Basic class that uses a pistol to deal physical damage to enemies from range.
Reload
| Lv | Effect |
|---|---|
| 1 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at the start of the allied turn, reload Magic Bullet to maximum. Critical rate of attacks that consume a bullet is increased by 5%. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) |
| 2 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at the start of the allied turn, reload Magic Bullet to maximum. Critical rate of attacks that consume a bullet is increased by 10%. |
Gunslinger - Tier 2 A skilled shooter who swiftly and deftly kills enemies from range with a pistol.
Handling
| Lv | Effect |
|---|---|
| 1 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max; if bullets are 1, recover 1 TP. Critical rate of bullet-consuming attacks +15%. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) |
| 2 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max; if bullets are 1, recover 1 TP. Critical rate of bullet-consuming attacks +20%. |
Specialist - Tier 3 An advanced class that creates diverse variables using tactical rounds.
Engagement
| Lv | Effect |
|---|---|
| 1 | Max bullets: 4. Consumes 1 bullet per basic attack/counter. Gain the Cover Fire effect at game start. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Critical rate of bullet-consuming attacks +20%. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) (Cover Fire Cannot be removed:: Become Half-Covered, Attack Power +5%.) (Half Cover:: Not critically hit by enemy directional attacks and grazing occurs, reducing damage taken by 25%.) |
| 2 | Max bullets: 4. Consumes 1 bullet per basic attack/counter. Gain the Cover Fire effect at game start. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Critical rate of bullet-consuming attacks +25%. |
Spitfire - Tier 3 An advanced class that uses a pistol with more magazines and stronger firepower.
Increased Load
| Lv | Effect |
|---|---|
| 1 | Max bullets: 4. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max and, this turn, Attack Power and Critical Rate +15%. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) |
| 2 | Max bullets: 4. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max and, this turn, Attack Power and Critical Rate +20%. |
Unique Classes
Insurgent - Tier 2 A special shooter class that breaks the enemy's morale and exploits weaknesses based on a spirit of resistance.
Fervent Defiance
| Lv | Effect |
|---|---|
| 1 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Applies Fervent Defiance 1 to damaged enemies for 2 turns. Physical penetration +20% when in combat with an enemy that has the Fervent Defiance 1 effect. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) (Fervent Defiance 1 (Duration 2):: Fire Resistance -30.) |
| 2 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Applies Fervent Defiance 2 to damaged enemies for 2 turns. Physical penetration +25% when in combat with an enemy that has the Fervent Defiance 1 effect. (Fervent Defiance 2 (Duration 2):: Fire Resistance -40.) |
Demolition - Tier 3 An advanced class that uses a pistol and explosives to throw enemy lines into chaos with powerful firepower and boost allies' morale.
Boiling Rage
| Lv | Effect |
|---|---|
| 1 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Applies Boiling Rage 1 to damaged enemies for 2 turns. Physical penetration +40% when in combat with an enemy that has the Boiling Rage 1 effect. (Magic Bullet:: If a consumed bullet dealt damage, deal additional magic damage equal to 25% of Attack Power to that target. Can attack or use skills even with no bullets.) (Boiling Rage 1 (Duration 2):: Fire Resistance -60. A target dealt lethal damage grants 1 TP and removes this effect.) |
| 2 | Max bullets: 3. Consumes 1 bullet per basic attack/counter. If bullets are 0 at start of allied turn, reload Magic Bullet to max. Applies Boiling Rage 2 to damaged enemies for 2 turns. Physical penetration +50% when in combat with an enemy that has the Boiling Rage 2 effect. (Boiling Rage 2 (Duration 2):: Fire Resistance -80. A target dealt lethal damage grants 1 TP and removes this effect.) |
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 2-4 | 2 turns | Consumes 1 bullet. Fires at an enemy to deal 120% of Attack Power as damage and applies Suppress for 1 turn. • Suppress [Skill Control] (Stacks 1): Cannot gain TP. | |
| 1 | Self | 3 turns | Immediately after using the skill, you can attack or use a skill again. Empties all remaining bullets and reloads Armor-Piercing Round to maximum. • Armor-Piercing Round: If a consumed bullet dealt damage, deal additional physical fixed damage equal to 25% of Attack Power to that target and remove 1 TP. Can attack or use skills even with no bullets. | |
| 2 | 2-4 | 3 turns | Consumes 2 bullets. Fires at an enemy to deal 80% of Attack Power as damage. Fires one more shot to deal 50% of Attack Power as damage. | |
| 1 | 2-4 | 3 turns | Consumes 1 bullet. When using the skill, if bullets are at maximum, Critical Rate +20%; if it is the last bullet, Critical Rate +35%. Fires at an enemy to deal 120% of Attack Power as damage. This skill cannot be countered and cannot be guarded/escorted. | |
| 3 | 1-1 | 3 turns | Consumes all bullets. Designate a direction to deal 80% of Attack Power as damage to enemies in range and push each back 1 tile. Bullet effects trigger once on each damaged enemy; if there are many enemies, the number affected is limited to the bullet count. | |
| 1 | Self | 3 turns | Immediately after using the skill, you can attack or use a skill again. Empties all remaining bullets and reloads one of 3 choices (Shock Round, Blazing Round, Chill Round) to maximum. • Shock Round [Cannot be removed][Electric]: If a consumed bullet dealt damage, deal additional magic damage equal to 35% of Attack Power and apply Shock. Can attack or use skills even with no bullets. • Blazing Round [Cannot be removed][Fire]: If a consumed bullet dealt damage, deal additional magic damage equal to 30% of Attack Power and apply Blaze. Can attack or use skills even with no bullets. • Chill Round [Cannot be removed][Fire]: If a consumed bullet dealt damage, deal additional magic damage equal to 20% of Attack Power and apply Chill Slow. Can attack or use skills even with no bullets. #### Unique Skills | |
| No Way! | 1 | 2-4 | 3 turns | Designate an enemy to apply the No Way! effect for 1 turn, then attack or use a skill again. • No Way! (Stacks 4 / Duration 1): Probability of being critically hit +10%. Damage taken +5%. When damaged, an additional stack builds and duration +1. |
| 1 | 2-4 | 3 turns | Consumes 1 bullet. Throws a bomb and fires the gun to deal 80% of Attack Power as damage to an enemy and cause an explosion dealing 30% of Attack Power as fire damage to enemies within 2 tiles around the target. This skill cannot be countered and cannot be guarded/escorted. After using the skill, empties all remaining bullets and reloads Blazing Round to maximum. • Blazing Round [Fire]: If a consumed bullet dealt damage, deal additional magic damage equal to 30% of Attack Power and apply Blaze. Can attack or use skills even with no bullets. --- |
Ultimate: Crimson Inferno
Ultimate Penetration Fire Ranged "This might get a little hot! Crimson Inferno!!"
| Tier | Effect |
|---|---|
| First Acquisition | Cause an explosion on the target dealing 130% of Attack Power as damage. Damage decreases by 20% the farther from the target, dealing 70% of Attack Power as damage to enemies within a 3-ring radius centered on the target. Has a 20% chance to create a Hellfire Zone within the area that lasts 2 turns. • Hellfire Zone [Cannot be removed]: On entering or ending an action there, take damage equal to 10% of total HP. Does not exceed the caster's Attack Power. |
| Max Awakening | Cause an explosion on the target dealing 145% of Attack Power as damage. Damage decreases by 20% the farther from the target, dealing 85% of Attack Power as damage to enemies within a 3-ring radius centered on the target. Has a 25% chance to create a Hellfire Zone within the area that lasts 2 turns. |
| Max Manifestation | Cause an explosion on the target dealing 160% of Attack Power as damage and stun for 1 turn. When an enemy is killed, this skill's cooldown is reduced by 2. Damage decreases by 20% the farther from the target, dealing 100% of Attack Power as damage to enemies within a 3-ring radius centered on the target. Has a 35% chance to create a Hellfire Zone within the area that lasts 2 turns. • Consumes: TP 5 | Range: 2-5 | Area: AoE | Cooldown: 5 turns |
Awakening
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1; Stat Enhancement 1. |
| 2 | Unique Passive Enhancement 1; Stat Enhancement 2. |
| 3 | Ultimate Enhancement 2; Artifact Obtained. |
| 4 | Unique Passive Enhancement 2; Artifact Enhancement 1. |
| 5 | Ultimate Enhancement 3; Artifact Enhancement 2. |
| 6 | Unique Passive Enhancement 3; Artifact Enhancement 3. |
Artifacts
Overload Loader
"More! Stronger! Enhances the wearer's firearm to neutralize enemy defenses and load more bullets."
| Lv | Effect |
|---|---|
| 1 | Physical Penetration +15%. Max bullets +1. |
| 2 | Physical Penetration +30%. Max bullets +1. |
| 3 | Physical Penetration +45%. Max bullets +1. |
| 4 | Physical Penetration +60%. Max bullets +1. |
Meticulous Preparation
"Victory comes to those who are prepared, but people call it luck."
| Lv | Effect |
|---|---|
| 1 | At game start, recover TP 1 and gain the "Meticulous Preparation 1" effect. Effect: Attack/Spell Power +15%. Removed after attacking an enemy. |
| 2 | At game start, recover TP 1 and gain the "Meticulous Preparation 2" effect. Effect: Attack/Spell Power +20%. Removed after attacking an enemy. |
| 3 | At game start, recover TP 1 and gain the "Meticulous Preparation 3" effect. Effect: Attack/Spell Power +25%. Removed after attacking an enemy. |
| 4 | At game start, recover TP 1 and gain the "Meticulous Preparation 4" effect. Effect: Attack/Spell Power +30%. Removed after attacking an enemy. |
Wind Step
"Makes the wearer's steps as light as the wind, improving movement speed and causing enemy critical attacks to miss."
| Lv | Effect |
|---|---|
| 1 | On action end, gain "Wind Step 1". Effect: Movement +1 (does not stack). Received crit chance -10%. Crit damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | On action end, gain "Wind Step 2". Effect: Movement +1 (does not stack). Received crit chance -15%. Crit damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | On action end, gain "Wind Step 3". Effect: Movement +1 (does not stack). Received crit chance -20%. Crit damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | On action end, gain "Wind Step 4". Effect: Movement +1 (does not stack). Received crit chance -25%. Crit damage +10%. Max 2 stacks. Removed after being attacked. |
Signature Gear

A rare Gunner exclusive weapon that does not demand a high awakening level to shine.
- Stats
- Additional stats: Attack and Crit Rate increase.
Weapon Skill (base). At the end of the turn, has a 60-85% chance to load 1 Blazing Round and gain the 'Bullet Delivery' buff.
- Bullet Delivery: Gain first strike; Crit Damage increased by 10-20%; attacking and killing an enemy loads 1 Blazing Round. A buff that cannot be dispelled. This buff is removed when remaining ammo reaches 0.
Weapon Skill (Kana exclusive). When Kana is equipped, the Blazing Round load chance increases by 10% and 'Bullet Delivery' becomes the 'Lucky Draw' buff. If she already has 'Lucky Draw', she instead gains the 'Lucky Kana' buff for 2 turns.
- Lucky Draw: Gain first strike; Crit Damage increased by 15-30%; attacking and killing an enemy loads 1 Blazing Round. A buff that cannot be dispelled. When remaining ammo reaches 0, gain 'Lucky Kana' for 2 turns and this buff is removed. Duration is infinite.
- Lucky Kana: Chance to be hit by a critical attack reduced by 90%; 90% chance to resist debuffs; 90% chance to gain 1 TP at the start of the ally turn. A buff that cannot be dispelled. Lasts 2 turns.
Release Date
Original Korean release: 2025-02-18.
Global status: Live now.
Guide
Note: The following is NamuWiki community assessment (KR server), subjective community opinion.
Performance overview: Base job is Gunner. Tier 2 has the exclusive class "Insurgent"; Tier 3 classes are Spitfire / Specialist / Demolition. Ultimate is "Crimson Inferno".
Unique passive "Victory Idol": Each time all bullets are emptied, gain the "Victory Idol" buff (ult TP cost -1, up to 4 stacks, removed on use), and when an ally kills an enemy she damaged this turn she gains "Tension Up". From Awakening 4 onward, gaining Tension Up grants an extra action. The extra-action cooldown is 4 turns by default, drops to 3 from Awakening 5, and with Awakening opened it disappears at Stage 4 (1/turn) and becomes 2/turn at Stage 6, a big upgrade.
- Tension Up: Attack/crit chance +5
15%; magic damage taken -515%; max 2 stacks, removed after attacking an enemy; at Stage 6: Movement +1. - A passive that grants an extra action and makes the ultimate easier to use when an ally kills an enemy she damaged. Best to hit as many enemies as possible, though the extra action's long cooldown is a shame.
Classes:
- Spitfire learns exclusive skill "Spray Fire", max 4 bullets, passive gives Attack/crit +20% when bullets are 0 at turn start. Damage boost is excellent but has the strictest conditions. Spray Fire is a decent skill; Kana has Heat Finale though, so it's not essential.
- Specialist learns "Tactical Round Load", max 4 bullets, gains "Cover Fire" buff at stage start plus up to +25% crit on bullet-consuming attacks. Cover Fire: Attack +5% and treated as "Half Cover" (no crit from enemy directional attacks, damage -25%). Class Jane Shore brought out first; Kana can do Cold Round double-tap stun via Double Down, but importance is low since she supplies Blaze Rounds via her exclusive weapon and Heat Finale.
- Demolition is the exclusive Insurgent-Demolition tree class, learns "Heat Finale", max 3 bullets. Reduces enemy fire resistance up to 80% for 2 turns and applies "Boiling Rage" debuff; if the enemy takes lethal damage the ally who dealt it gains TP 1. Kana also gains +50% physical penetration fighting debuffed enemies. Fire-support specialist class; recommended as 1st priority to raise since Insurgent and Demolition teach Kana's main exclusive skills. Note: for Blaze Round only the post-hit 30% magic damage counts as fire.
Core skills and ultimate:
- No Thanks!: TP 1. Applies "No Thanks!" debuff to 1 target within 2-4 tiles for 1 turn. Up to 4 stacks: per stack received crit chance +10%, damage taken +5%; taking damage adds stacks and duration. Cooldown 3. Effectively a 4-turn debuff of +40% crit-taken / +20% damage-taken. (Needs verification, but) a Gunner attack counts as 2 hits, so applying No Thanks then a basic attack instantly reaches 3 stacks, and Double Down reaches 4.
- Spray Fire: TP 3, all bullets. 80% AoE damage in a direction, pushes 1 tile; hits limited by bullet count. Gunner's main AoE; with a magic-bullet-filled magazine the ratio rises to 105%. Less important since Kana has Heat Finale.
- Tactical Round Load: TP 1, cooldown 3. Empties bullets then loads Shock/Blaze/Cold round to max. Shock Round: +35% extra magic damage and "Shock" debuff. Blaze Round: +30% extra magic damage and "Blaze" debuff. Cold Round: +20% extra magic damage and "Cold Slow" debuff. Jane Shore brought this out first; comboing with Double Down lands 2 debuffs at once (e.g. Cold Round then Double Down for instant freeze). Blaze counts as fire so pairs well with Demolition, but low priority since Kana supplies Blaze via exclusive weapon and Heat Finale.
- Heat Finale: TP 1, 1 bullet, cooldown 3. Throws a bomb and fires: 80% damage to target, 30% fire damage to enemies within 2 tiles around it, then dumps remaining bullets and loads Blaze Rounds to max. Cannot be countered or guarded. Kana's main AoE; wide range and impact-type AoE make it easy to use, and it fills the magazine with Demolition-synergy Blaze Rounds for a good post-action state.
- Crimson Inferno (ultimate): Targets 1 enemy within 2-5 tiles for 130~145% damage plus 75% to enemies within 3 rings around the target; a 7x7 AoE. Creates a Hellfire Zone lasting 2 turns at 20% chance. Hellfire Zone: entering or ending an action on that tile takes 10% of total HP as damage (not exceeding caster's attack). Fire damage with a huge 7x7 range makes synergy with the passive/Demolition excellent. Kana can cut its TP cost to 1 via passive and gets TP support from Boiling Rage, so it's easy to use, even easier with the exclusive weapon. Note Boiling Rage lands after Inferno detonates, so hard to boost Inferno with it; reduce TP cost and fire Crimson Inferno after Heat Finale.
Exclusive weapon and recommended gear:
- Crimson Revolution: added stats Attack and crit chance. At turn end, 60
85% chance to load 1 Blaze Round and gain "Bullet Delivery" buff. Kana raises load chance +10% and Bullet Delivery becomes "Lucky Draw"; if already holding Lucky Draw, gains "Lucky Kana" for 2 turns. Bullet Delivery: preemptive attack, crit damage +1020%, load 1 Blaze Round on kill (removed when bullets reach 0). Lucky Draw: preemptive attack, crit damage +15~30%, load 1 Blaze Round on kill; when bullets reach 0 gain Lucky Kana for 2 turns (unlimited duration). Lucky Kana: received crit chance -90%, 90% chance to resist debuffs, 90% chance for TP +1 at ally turn start; 2 turns. A rare Gunner exclusive weapon not requiring high awakening; luck-dependent but usually procs about once per 2 turns, milder than Christian's M.C Valentine or Jane Shore's Specter's Nightmare. Note Lucky Kana is a survival/sustain buff and lacks Lucky Draw's crit-damage boost. - Armor: like fellow Gunners Christian/Jane her defense is paper-thin, so ignore survival and stack offense. Passive gives crit 5
15%, No Thanks! 40%, exclusive weapon 510%, so crit-focused suits her. Legendary: Assassin set or Crow; Hero grade: Assassin or Xiake. Note crit gives no special return for Kana and Hellfire Zone damage has an attack cap, so leaning into attack power is also viable. - Accessory: Wolf Fang for attack; Fire Crest for debuff-focus (also gives crit and enhances ally support). If no Fire Crest use the Hero-grade minor version Flame Crystal. Both require a crit to land the debuff, so secure some crit.
Evaluation:
- A Light-attribute support Gunner who backs up allies with strong damage-taken debuffs, fire-specialized buffs, and TP generation. "No Thanks!" boosts single-target damage; the -80% fire resistance from Demolition massively boosts Gunners' Blaze Rounds, Mages' Flame Ball, Elizabeth's Yeonhongseom, Ophelia's Prominence and Flare Meteor, Cordelia's special explosive arrows / cute traps / Napalm Blossom, and Cals's Cheonjipayeolmu. Being weakness-free Light, she's good in any composition. The first Light-attribute ranged position since Erica Myers, differentiated by debuff-based ally support as her main role.
No explicit S/A/B tier rating present in the text.
