- Rarity
- Legendary
- Element
- Shadow of Desire
- Faction
- Geysir
- Class
- Fighter
- Voice Actor
- Lee Ho-san
- Unique Passive
- Rising Divinity
- Exclusive Weapon
- Black Steel Sword
- Ultimate
- Jinmu Earth Rupture
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 371
- ATK
- 160
- M-ATK
- 90
- DEF
- 26
- RES
- 21
Unique Passive
Rising Divinity Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | When attacking an enemy or using a skill, recover HP equal to 15% of attack power and gain Rising Divinity 1. - Rising Divinity 1 Cannot be removed (stacks 4): Attack power +5%. Max 5 stacks. At max stacks, replaced by Imperial Divinity 1 effect and gain an extra action. - Imperial Divinity Cannot be removed: At turn start, gain Rising Divinity 1. When casting Jinmu Earth Rupture, TP cost -1. | |
| Max Awakening | When attacking an enemy or using a skill, recover HP equal to 25% of attack power and gain Rising Divinity 4. At the start of the ally turn, debuff durations are reduced by 1. - Rising Divinity 4 Cannot be removed (stacks 4): Attack power +10%. Max 4 stacks. At max stacks, replaced by Imperial Divinity 4 effect and gain an extra action. - Imperial Divinity Cannot be removed: At turn start, gain Rising Divinity 4. When casting Jinmu Earth Rupture, TP cost -2. | |
| Max Manifestation | When attacking an enemy or using a skill, recover HP equal to 50% of attack power and gain Rising Divinity 7. At the start of the ally turn, debuff durations are reduced by 1. - Rising Divinity 7 Cannot be removed (stacks 3): If you do not have the Imperial Divinity effect, per stack attack power +20% and damage taken -10%. Max stacks. At max stacks, replaced by Imperial Divinity 7 effect and gain an extra action. - Imperial Divinity Cannot be removed: Attack power 60%. Damage taken -30%. At turn start, gain Rising Divinity 7. When casting an area skill, TP cost -2. After casting an area skill, cooldown of the used skill -1. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Fighter |
| Tier 2 | Knight, Gladiator |
| Tier 3 | Royal Knight, Arc Knight, Striker |
All classes are common classes. No unique class present.
Fighter+33 more → Tier 1 - Basic class that fights up close with a sword.
Offensive
| Lv | Effect |
|---|---|
| 1 | When making a combat attack, take 25% less counterattack damage. |
| 2 | When making a combat attack, take 25% less counterattack damage, and on critical hit take 50% less counterattack damage. |
Knight+14 more → Tier 2
Elevation
| Lv | Effect |
|---|---|
| 1 | Damage taken by self and adjacent allies reduced by 10%, and if there is an adjacent ally in combat, attack power +20%. |
| 2 | Damage taken by self and adjacent allies reduced by 10%, and if there is an adjacent ally in combat, attack power +25%. |
Valor
| Lv | Effect |
|---|---|
| 1 | On combat attack, attack power +20%, and if HP is 50% or below, critical rate +10%. |
| 2 | On combat attack, attack power +25%, and if HP is 50% or below, critical rate +15%. |
Royal Knight+3 more → Tier 3
Encouragement
| Lv | Effect |
|---|---|
| 1 | Self and adjacent allies gain attack power +15% and damage taken -15%. If there is an adjacent ally in combat, attack power +25%. |
| 2 | Self and adjacent allies gain attack power +20% and damage taken -15%. If there is an adjacent ally in combat, attack power +30%. |
Arc Knight+5 more → Tier 3
Suppression
| Lv | Effect |
|---|---|
| 1 | Before using a skill, attack power increases by 30%, and gain an aura until the next turn start that applies the Suppression effect to adjacent enemies. (Suppression Cannot be removedSkill control: Attack power / spell power / critical rate -25%. Class passive cannot activate.) |
| 2 | Before using a skill, attack power increases by 40%, and gain an aura until the next turn start that applies the Suppression effect to adjacent enemies. |
Fighting Spirit
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy, physical penetration / critical rate +25%. When using an area skill, attack power +25%. |
| 2 | When attacking an enemy, physical penetration / critical rate +30%. When using an area skill, attack power +30%. |
Skills
All are common skills. No unique skills present.
| 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. | |
| Shout | 4 | Self | 2 turns | Grant the Vigor effect to self and adjacent allies for 2 turns. Vigor Shout (duration 2): After a melee attack, you may make an additional attack or use a skill. Removed on activation. | |
| Melee | 2 | Self | 3 turns | Sweeps with the sword, dealing damage equal to 110% of Attack Power to enemies within 1 tile radius and applying the Rupture effect for 2 turns. Rupture Damage over timeBleed (Duration 2 turns): At the end of the character's turn, deals physical fixed damage equal to 5% of Attack Power per 1 tile of distance moved. Allowed weapons: Sword, Greatsword | |
| 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 | |
| Pungpayeolseom+2 more → | Melee Directional Movement Attack | 3 | 1-1 | 3 turns | Designate a direction and deal damage equal to 80% of Attack to enemies within 4 tiles ahead while moving through them to the farthest empty tile. After moving, swing the weapon again, dealing damage equal to 80% of Attack to enemies within a surrounding 1-tile radius. Allowed weapons: Sword, Greatsword |
Ultimate
Jinmu Earth Rupture Ultimate Strike Flame Ranged
"Try and stop it! Jinmu! Earth Rupture!!"
- Max Awakening: Deal damage equal to 110% of attack power to enemies within the area. Enemies in a straight line take an additional 50% of attack power as damage that ignores defense.
- Max Manifestation: Deal damage equal to 130% of attack power to enemies within the area. Enemies in a straight line take an additional 50% of attack power as damage that ignores defense.
- CostTP 5RangeSelfAreaWideCooldown5 turns
- Allowed weapons: sword, greatsword
Artifacts
Mark of Slaughter+3 more →
Flavor: Continuous slaughter progressively strengthens, making the wearer a ruler of the battlefield. The wearer must ceaselessly fight against himself so as not to fall into violence and the abyss.
| Lv | Effect |
|---|---|
| 1 | On enemy kill, gain Attack Power +10%, max 4 stacks. |
| 2 | On enemy kill, gain Attack Power +15%, max 4 stacks. |
| 3 | On enemy kill, gain Attack Power +20%, max 4 stacks. |
| 4 | On enemy kill, gain Attack Power +25%, max 4 stacks. |
Will of the Fatal Strike+4 more → Flavor: The wearer's flame-like will burns. The moment the ultimate activates, it flips the board.
| Lv | Effect |
|---|---|
| 1 | On ultimate use, Crit Rate/Crit Damage +15%. AoE skill damage +10%. |
| 2 | On ultimate use, Crit Rate/Crit Damage +20%. AoE skill damage +15%. |
| 3 | On ultimate use, Crit Rate/Crit Damage +25%. AoE skill damage +20%. |
| 4 | On ultimate use, Crit Rate/Crit Damage +30%. AoE skill damage +25%. |
Wind Step+10 more →
Flavor: Makes the wearer's steps light like the wind, increasing movement speed and causing enemies' critical attacks to miss.
| Lv | Effect |
|---|---|
| 1 | On action end, gain Wind Step 1 effect: Movement +1 (does not stack). Received Crit Rate -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 Rate -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 Rate -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 Rate -25%. Crit Damage +10%. Max 2 stacks. Removed after being attacked. |
Signature Gear

KR release · gmap.gg
A black greatsword whose smith is unknown. Heavier than it looks, it delivers powerful strikes with both slashing and thrusting, making it easy to land finishing blows at any moment in battle.
- Stats
- Stats: Max HP +128, Attack +382. Additional stat: Attack +20%.
Radiant Divinity (Kashtar exclusive). When HP is 50% or above, area damage is increased by 15%. Additionally, at the start of the turn, if there are no adjacent enemies, there is a 40% chance to reduce the cooldown of the skill with the longest remaining cooldown by 2. (Cooldown: 2 turns)
Fierce Advance (base). When HP is 100% or above, area damage is increased by 10%. Additionally, at the start of the turn, if there are no adjacent enemies, there is a 15% chance to reduce the cooldown of the skill with the longest remaining cooldown by 1. (Cooldown: 2 turns)
Guide
No explicit S/A/B tier rating present.
Core skills and ultimate: At full Manifestation, Rising Divinity gives AoE skills TP -2 and cuts cooldown by 1 turn, so you can spam AoE almost freely. Main skills: you pick 2 of the 3TP-reduced Pungpayeolseom, the 110%-damage Pungyeolseom, the stun-capable Wonseompa, and Cry of Vigor, and the remaining slot is always Sprint. Since re-action triggers at 3 accumulated actions, which adds 1 stack is essential. Once Rising Divinity activates, Cry of Vigor quickly fills the re-action count, and since Kashtar can self-heal, it is a worthwhile choice. Pungpayeolseom and Pungyeolseom are very strong DPS options; Pungpayeolseom in particular fills movement distance and deals 160% damage so it is always included, but Kashtar is squishy so use with care. Wonseompa is good for creating variables in PVP.
Recommended gear: Using Striker basically forces a full Ilgi set for physical penetration. Striker + Ilgi set reaches 60% physical penetration, and the Underworld Sword fully awakened adds 20% more. Add a Wind rune and 100% is not hard to reach; this is the most recommended direction. If not getting phys-pen from the weapon, you must get it from accessories. The Lord's exclusive accessory Black Flag or the Gray Knights' Token can cover the remaining phys-pen, but the difficulty and cost are so high that people usually use Wolf Fang. However, Wolf Fang presumes battle attacks, so it does not suit Kashtar, who has no AoE with battle attached. For weapon, if not using the Underworld Sword, the exclusive Black Steel Sword or Demon-Slaying Blade are options.
Evaluation: A character with strong AoE built on high attack values and good sustain from the unique passive. However, perhaps because he is an early character (and given he is a founding figure of Imperial swordsmanship), all his skills are shared/common skills and the overall impression is many AoE moves; in this game plain common AoE skills are considered mediocre, so Kashtar, who relies on those, is not well regarded. His use is limited to about the Dark-attribute Kerberos raid. After Inner Break arrived, a trait appeared: the Rising Divinity stacks needed for re-action dropped to 3, the TP-drain skill condition shifted from ultimate to AoE, and cooldowns were reduced. Re-action became very easy and AoE became very comfortable to use. But there is no HP increase and re-action is only possible from turn 2 onward, so performance leans more toward PVE than PVP. In 2025-12, when Irus received Inner Break, the Striker class was buffed and Kashtar was buffed alongside. Striker gained phys-pen/Crit Rate +30% on top of existing performance, making 100% phys-pen easier, and Pungpayeolseom changed from 4TP to 3TP, easing operation. Assuming Vigor, on turn 1 you can do Sprint, attack, attack to immediately trigger the Divinity passive, and if you also get Gishne's Fatal Legacy shield, you can use Jinmu Earth Rupture for 1 TP. With high attack, relatively easy phys-pen and Crit Rate, spammable AoE, very easy re-action, self-heal, and buffed-up strong active skills, his performance has risen to a fairly decent level for an early character with no unique class. His biggest weaknesses are being squishy and his artifacts: squishiness can be covered with shields, but the artifacts are barely usable. For example, the Mark of Slaughter is not undispellable, so it evaporates easily relative to how hard the stacks are to build; Fatal Will is only marginally better than nothing; and Wind Step is likewise better off absent, given Kashtar's easy-re-action nature. Had there been a Warrior's Essence granting melee attack +30% and phys-pen +15%, he could have shown quite decent performance despite being an old character.
Awakening/Manifestation progression: Progression track shown as Manifestation with Inner Cube columns. - Stage 1: Ultimate Enhancement 1; Stat Enhancement 1. - Stage 2: Unique Passive Enhancement 1; Stat Enhancement 2. - Stage 3: Ultimate Enhancement 2; Artifact Acquired. - 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
- Inner Break tiers 1/3/5 strengthen ultimate [True Martial Earth Rupture]: at max, deals 130% ATK to enemies in range; enemies in a straight line take an extra 50% ATK ignoring DEF.
- Inner Break tiers 2/4/6 strengthen unique passive [Rising Divinity]: at max, on attacking or using a skill, heal 50% ATK and gain Rising Divinity 7; at ally turn start, debuff durations -1.
- Rising Divinity 7 (max 3 stacks, permanent, cannot be dispelled): while not holding Imperial Divinity 7, ATK +20% per stack and damage taken -10%; at max stacks it is replaced by Imperial Divinity 7 and grants an extra action.
- Imperial Divinity 7 (permanent, cannot be dispelled): ATK +60%, damage taken -30%, gain Rising Divinity 7 at turn start, AoE skill TP cost -2, and Cooldown of the used skill -1 after an AoE skill.
- Inner Break tier 3 equips artifact [Mark of Slaughter] immediately; tiers 4/5/6 strengthen it: on kill gain Mark of Slaughter (ATK +10%, max 4 stacks), and at max, gain 4 stacks on a kill.
Trivia
Release Date
Original Korean release: Not stated in the overview.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
