- 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
Base Stats
Lv 1 · KR-server data · Physical- HP
- 359
- ATK
- 144
- M-ATK
- 84
- DEF
- 26
- RES
- 26
Unique Passive
Victory Idol Passive
| Tier | Effect Name | 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 Max Stacks: 2 | Attack Power / Critical Rate +5%. Magic damage taken -5%. Max 2 stacks. Removed after attacking an enemy. Cannot be removed. | |
| Victory Idol Max 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 Max 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 Max 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 (Duration 2) Cannot be removed | 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+6 more → 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+4 more → 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+2 more → 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+2 more → 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 | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Ranged Directional Combat | 1 | 2-4 | 2 turns | Consumes 1 bullet. Fire the gun at an enemy to deal damage equal to 120% of attack power and apply Suppression for 1 turn. Suppression Skill Control (stacks 1): Cannot gain TP. | |
| - | 1 | Self | 3 turns | Immediately after using the skill, can attack or use a skill again. Empty all remaining ammo and reload Armor-Piercing Rounds to max. Armor-Piercing Rounds: If consumed to deal damage, deal additional physical fixed damage equal to 25% of Attack to that target and remove 1 TP. Can attack or use skills even with no ammo. | |
| Ranged Directional Combat | 2 | 2-4 | 3 turns | Consumes 2 bullets. Fire the gun at an enemy to deal damage equal to 80% of attack power. Fire one more shot to deal damage equal to 50% of attack power. | |
| Ranged Directional Combat | 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. | |
| Ranged Directional Combat | 3 | 1-1 | 3 turns | Consumes all ammo. Designate a direction and deal damage equal to 80% of Attack to enemies in range, pushing them back 1 tile each. The ammo effect activates once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count. | |
| - | 1 | Self | 3 turns | Immediately after using the skill, you can additionally attack or use a skill. Empty all remaining bullets and choose one of 3 types, Shock Round, Blaze Round, Chill Round, to load to maximum. Shock Round Cannot be removedElectric: If consumed to deal damage, deal additional magic damage equal to 35% of attack power to that target and apply Shock. Can attack or use skills even without bullets. Blaze Round Cannot be removedFire: If consumed to deal damage, deal additional magic damage equal to 30% of attack power to that target and apply Blaze. Can attack or use skills even without bullets. Chill Round Cannot be removedFire: If consumed to deal damage, deal additional magic damage equal to 20% of attack power to that target and apply Chill Slow. Can attack or use skills even without bullets. |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| 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. |
| Fire Ranged Directional Combat | 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 Name | 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. |
- ConsumesTP 5Range2-5AreaAoECooldown5 turns
Artifacts
Overload Loader+4 more →
"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+10 more →
"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+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 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

KR release · gmap.gg
A rare Gunner exclusive weapon that does not demand a high awakening level to shine.
- Stats
- Max HP +122, ATK +382
- Additional
- ATK +15%, Crit Rate +15%
Lucky Draw (Exclusive). At the end of the turn, 85% chance to load 1 Blazing Round and gain Lucky Draw 6. If you already have Lucky Draw 6, gain Lucky Kana for 2 turns.
- Lucky Kana: Chance of taking a crit attack -90%. 90% chance to resist debuffs. At the start of the ally turn, 90% chance for TP +1. Lasts 2 turns. Cannot be dispelled.
- Lucky Draw 6: Preemptive Strike. Crit Damage +30%. When killing an enemy by attacking, load 1 Blazing Round. When remaining ammo reaches 0, gain Lucky Kana for 2 turns and remove this effect. Cannot be dispelled.
- Blazing Round: If consumed to deal damage, deal additional Magic damage equal to 30% of ATK to that target and apply Blaze. You can attack or use skills even without ammo. Cannot be dispelled.
Bullet Delivery (General). At the end of the turn, 75% chance to load 1 Blazing Round and gain Bullet Delivery 6.
- Bullet Delivery 6: Preemptive Strike. Crit Damage +20%. When killing an enemy by attacking, load 1 Blazing Round. When remaining ammo reaches 0, remove this effect. Cannot be dispelled.
- Blazing Round: If consumed to deal damage, deal additional Magic damage equal to 30% of ATK to that target and apply Blaze. You can attack or use skills even without ammo. Cannot be dispelled.
Build Guide by Axiom

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.
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 Obtained. - 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 Kana Milanovich by 하막군의게임튜브 · 2026-08-04
Kana Milanovich is, in the reviewer's judgement, a raid character first. Her two signature debuffs both scale with a long fight, and her extra-action condition is awkward in PvP. He rates the artwork among the best in the game and notes people in his guild pulled on the illustration alone. (15:38)
In PvP her use is as a debuffer for a fire team — see Boiling Rage below.
The extra action needs an ally to land the kill
Victory Idol grants Tension Up and an extra action when an enemy she damaged this turn is killed — but he tests it and the condition is strict: she cannot be the one who kills it. An ally has to finish the target.
Worse for raids, the wording is "defeats", not "deals lethal damage" — so killing something that revives doesn't count either. (1:32, 15:38)
At 2 manifestations the extra action loses its cooldown entirely; at full manifestation she can take two per turn. (12:00, 13:02)
Boiling Rage is an 80% Fire resistance shred
Demolition applies Boiling Rage to anything she damages: -80% Fire
resistance, +50% Physical Penetration for her against it, and 1 TP on a kill.
The reviewer tested how resistance shred actually applies and it is not a modest adjustment — it multiplies final damage. He demonstrates it: Elizabeth Pandragon's fire skill hits a Boiling Rage target for 6,464 and an untouched one for 3,591. Roughly 1.8×. (3:07, 4:43)
It is trivially easy to apply — anything she damages gets it, so
Suppressing Fire+5 more → tags a whole group at once. That makes her a buffer in
disguise for Clausewitz's Flame Ball, Elizabeth Pandragon's fire skills,
Beradin's Triple Elemental Blast and any fire ultimate. (4:12)
No Way! never expires
No Way! applies a stacking -10% Crit-taken and -5% damage dealt, to 4 stacks — and here is the part that matters: every subsequent hit extends its duration, from anyone.
He demonstrates it climbing from 4 turns to 5 to 6 as different units attack the same target. In a raid it simply never falls off. He calls it close to the strongest raid skill in the game. (5:45, 6:47)
Heat Finale needs the debuff first
Heat Finale deals 80% to the target and 30% around it, which is weak on its
own. It's a fire skill, so Boiling Rage nearly doubles it — apply the debuff
first, always.
One limitation: it's tagged a combat attack, not an area attack, so it does nothing against Joan Kartright, Emilio and others who blunt combat attacks specifically. (7:48)
The weapon: one copy is enough
Crimson Revolution loads a round at end of turn with a 60% chance and grants Lucky Draw; Lucky Kana follows, giving -90% Crit-taken, a 90% debuff resist and a 90% chance of 1 TP at turn start.
He found the loop easier to sustain than expected: extra actions re-roll Lucky Draw, the loaded round gets spent on a basic attack, hitting 0 ammo re-grants Lucky Kana, and round it goes.
Awakening isn't needed — a single copy is fine. Jane Shore's weapon is a good alternative, or a Hero-grade gun. (8:50, 10:22)
Gear
Black Crow with Ancient Hero's Ring or Serrated Arrowhead. (10:56)
Runes
All Chaos. Conspiracy in slots 1 and 6 if you're short on Crit. Nothing else to tune. (10:56)
Manifestation
The ultimate gains Stun at the first step, then cooldown reduction on a kill — which he rates as near-pointless, since TP is the limiting factor and you can't chain it anyway.
The passive is where the value is: 2 removes the extra action's cooldown and adds Fiery Cheer (area-skill damage, Movement, cheaper fire skills) — though Fiery Cheer needs the same ally-kill condition, so it rarely appears in PvP. Full manifestation allows two extra actions a turn, which is a PvE clearing tool. (11:29, 12:32)
Artifacts
Meticulous Preparation+10 more → is his pick: 4 TP at game start with +30% ATK, so she
opens harder and is more likely to set up a kill for an ally.
Overload Loader+4 more →'s 60% Physical Penetration is genuinely large but still
loses to opening strong.
Wind Step+10 more → he expects nobody to use.
(13:32)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Kana Milanovich’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.
Reworks
KR-server balance changes for this unit, newest first (see the full Rework History).
Buffed awakened stats, Idol of Victory, and class passive
- 8/10/12-star awakening: Crit Damage and Max HP increased.
- Unique passive 'Idol of Victory' buffed: each stack now grants +10% Physical Penetration when casting Crimson Inferno (in addition to the existing -1 TP cost per stack), and the stacks are no longer consumed on cast.
- Class passive 'Fervent Resistance' (Insurgent class) buffed: while fighting an enemy with the effect, in addition to +20% Physical Penetration you now take 20% less damage.
- Class passive 'Seething Rage' (Demolition class) buffed: while fighting an enemy with the effect, in addition to +40% Physical Penetration you now take 40% less damage.
Trivia
Release Date
Original Korean release: 2025-02-18.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

