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Koon Greer

Released

쿤 그리어(Kuhn Grier)

Flame of Freedom
Rarity
Legendary
Element
Flame of Freedom
Faction
Geysir
Class
Mage (based on base class ; = enemy-attribute mag
Voice Actor
Lee Da-eun
Unique Passive
Three-Color Witch
Exclusive Weapon
Trinity Force
Ultimate
None
Original Korean Release Date
2024-01-09
Estimated Release Date
Live now

Unique Passive

Three-Color Witch Passive

TierEffect
First AcquisitionWhen using Flame, Frost, or Lightning type skills, after combat you gain an Enhancement effect for 3 turns. • Flame Enhancement 1 (duration 3): Spell Power +15%, Critical Rate +15%. On activation, removes Flame debuffs. • Frost Enhancement 1 Shield (duration 3): Gain a shield equal to 25% of Spell Power; while the shield is maintained, Spell Power +10%. On activation, removes Frost debuffs. • Lightning Enhancement 1 (duration 3): Spell Power +5%, Skill Range +1. On activation, removes Lightning debuffs.
Max AwakeningWhen using Flame, Frost, or Lightning type skills, after combat you gain an Enhancement effect for 4 turns. • Flame Enhancement 4 (duration 4): Spell Power +20%, Critical Rate +25%. On activation, removes Flame debuffs. • Frost Enhancement 4 Shield (duration 4): Gain a shield equal to 40% of Spell Power; while the shield is maintained, Spell Power +10%. On activation, removes Frost debuffs. • Lightning Enhancement 4 (duration 4): Spell Power +15%, Skill Range +2. On activation, removes Lightning debuffs.
Max ManifestationMagic Penetration and Max HP increase by 30%. When using Flame, Frost, or Lightning type skills, after combat you gain an Enhancement effect for 4 turns. At turn end, if you hold all 3 Enhancement effects, you gain one extra action per turn. • Flame Enhancement 7 (duration 4): Spell Power / Critical Rate +40%. On activation, removes Flame debuffs. When casting a skill, reduce the cooldown of one skill with the longest remaining cooldown by -1. • Frost Enhancement 7 Shield (duration 4): Gain a shield equal to 100% of Spell Power. While the shield is maintained, Spell Power +10% and damage taken -30%. On activation, removes Frost debuffs. When casting a Cold attribute skill, required TP consumption -1. • Lightning Enhancement 7 (duration 4): Spell Power +40%, Skill Range +2. On activation, removes Lightning debuffs. When casting an area skill, required TP consumption -1.

Classes

Tier chart:

  • Tier 1: Mage
  • Tier 2: Magician, Wizard
  • Tier 3: Frost Mage, Royal Wizard, Dark Wizard

Common Classes:

Mage Tier 1 A basic class that casts elemental magic to damage enemies. Composure

LvEffect
1When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%.
2When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 10%.

Magician Tier 2 A mage class that empowers Spell Power with elemental magic to deal strong damage to enemies. Mana Stack

LvEffect
1When attacking and damaging 2 or more enemies at once, gain the Mana Stack 1 effect. (Mana Stack 1 (stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and it is replaced by the Mana Spiral 1 effect.) (Mana Spiral 1 (duration 2): Spell Power 25%.)
2When attacking and damaging 2 or more enemies at once, gain the Mana Stack 2 effect. (Mana Stack 2 (stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and it is replaced by the Mana Spiral 2 effect.) (Mana Spiral 2 (duration 2): Spell Power 30%.)

Wizard Tier 2 A skilled mage class that damages enemies with elemental magic and controls the battlefield. Inspiration

LvEffect
1When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 20%, and when applying an action-control effect via a skill, gain a shield equal to 20% of Spell Power for 2 turns.
2When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 25%, and when applying an action-control effect via a skill, gain a shield equal to 25% of Spell Power for 2 turns.

Archmage Tier 3 A powerful and versatile great mage with deep understanding of the essence of magic. Erosion

LvEffect
1At turn end, if you dealt damage to an enemy this turn, gain the Erosion 1 effect. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 1 (duration 2): Spell Power +40%.)
2At turn end, if you dealt damage to an enemy this turn, gain the Erosion 2 effect. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 2 (duration 2): Spell Power +50%.)

Frost Mage Tier 3 An advanced mage who specializes in various frost magics such as controlling enemies and avoiding danger. Crystallization

LvEffect
1When using a Cold skill, Spell Power increases by 20% and you gain the Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect activates only once per game. (Crystallization (duration 1): Not affected by damage, skills, or effects, and unable to act.) (Frost Shield FrostCannot be removed (duration 2): Defense increases by 25% of Spell Power. After being attacked, applies the Cold Slow effect to the enemy, then is removed.) (Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze.) (Freeze FrostAction Control (duration 1): Unable to act.)
2When using a Cold skill, Spell Power increases by 30% and you gain the Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect activates only once per game.

Dark Wizard Tier 3 An advanced mage who built an independent magic system by grafting the power of darkness onto elemental magic. Confusion

LvEffect
1At the character's turn end, apply the Magic Vulnerability / Confusion effect to 1 random enemy within 3 tiles around. (Confusion Cannot be removedAction Control: Falls into confusion and flees randomly within movable range.) (Magic Vulnerability (duration 2): Resistance -50%.)
2At the character's turn end, apply the Magic Vulnerability / Confusion effect to 2 random enemies within 3 tiles around.

Skills

Common Skills:

SkillTPRangeCDEffect
Flame Ball Flame Ranged Directional21-33 turnsHurls a flame ball at an enemy dealing 100% of Spell Power as Flame damage, and dealing 60% of Spell Power as Flame damage to adjacent enemies. Applies the Burn effect for 2 turns to enemies hit. • Burn Damage Over Time (duration 2): At the character's turn end, take fixed Flame magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod
Ice Missile Frost Ranged Directional Combat11-32 turnsHurls an ice missile at an enemy dealing 130% of Spell Power as damage and applying the Cold Slow effect for 2 turns. • Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. • Freeze FrostAction Control (duration 1): Unable to act. • Allowed weapons: Staff, Rod
Mana Blade Ranged21-33 turnsDeals 80% of Spell Power as damage to enemies within 2 tiles around yourself, and gains a shield equal to 40% of Spell Power per enemy hit for 2 turns. • Allowed weapons: Staff, Rod
Magic Spear Ranged Directional Combat21-32 turnsHurls a magic spear at an enemy dealing 150% of Spell Power as damage and Silencing for 1 turn. On killing an enemy, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. • Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. • Allowed weapons: Staff, Rod
Electric Wave Lightning Ranged31-32 turnsDesignates an enemy and triggers a lightning explosion, dealing 60% of Spell Power as damage to the target and enemies within 3 tiles around, and with 50% chance Electrocutes for 1 turn. • Electrocute LightningAction Control (duration 1): Cannot counterattack. • Allowed weapons: Staff, Rod
Thunderbolt Lightning Ranged Directional31-12 turnsDesignates a direction and uses magic to deal 60% of Spell Power as Lightning damage to enemies within range and Electrocute for 1 turn. With 50% chance, deals an additional 50% of Spell Power as fixed Lightning damage to enemies adjacent to the hit enemy and Electrocutes them for 1 turn. • Electrocute LightningAction Control (duration 1): Cannot counterattack. • Allowed weapons: Staff, Rod
Moon Light Frost Ranged41-33 turnsHurls a moon light at an enemy dealing 100% of Spell Power as Frost damage and Freezing for 1 turn. Triggers an explosion on the target and within 3 tiles around, dealing an additional 50% of Spell Power as Frost damage and applying the Cold Slow effect for 2 turns. • Freeze FrostAction Control (duration 1): Unable to act. • Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. • Allowed weapons: Staff, Rod
Triple Elemental Blast Flame Frost Lightning Ranged5Self3 turnsUses all 3 magics (Flame, Frost, Lightning) simultaneously on enemies within 3 tiles around yourself, dealing 130% of Spell Power as damage and applying the Cold Slow, Electrocute, and Burn effects for 2 turns. • Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. • Freeze FrostAction Control (duration 1): Unable to act. • Electrocute LightningAction Control (duration 1): Cannot counterattack. • Burn Damage Over Time (duration 2): At the character's turn end, take fixed Flame magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod

Manifestation

Inner Cube stages:

StageUpgrades
1Ultimate Enhancement 1, Stat Enhancement 1
2Unique Passive Enhancement 1, Stat Enhancement 2
3Ultimate Enhancement 2, Artifact Acquisition
4Unique Passive Enhancement 2, Artifact Enhancement 1
5Ultimate Enhancement 3, Artifact Enhancement 2
6Unique Passive Enhancement 3, Artifact Enhancement 3

Artifacts:

Meticulous Preparation: "Victory comes to those who are prepared, but people call it luck."

LvEffect
1At game start, recover 1 TP, gain the Meticulous Preparation 1 effect. (Meticulous Preparation 1: Attack Power / Spell Power +15%. Removed after attacking an enemy.)
2At game start, recover 1 TP, gain the Meticulous Preparation 2 effect. (Meticulous Preparation 2: Attack Power / Spell Power +20%. Removed after attacking an enemy.)
3At game start, recover 1 TP, gain the Meticulous Preparation 3 effect. (Meticulous Preparation 3: Attack Power / Spell Power +25%. Removed after attacking an enemy.)
4At game start, recover 1 TP, gain the Meticulous Preparation 4 effect. (Meticulous Preparation 4: Attack Power / Spell Power +30%. Removed after attacking an enemy.)

Simple Protection Charm: "Even a great mage borrows the power of a charm on a dangerous battlefield. Always keep one in your pocket to prepare for a possible threat of death!"

LvEffect
1At game start, gain a shield equal to +40% of Spell Power.
2At game start, gain a shield equal to +60% of Spell Power.
3At game start, gain a shield equal to +80% of Spell Power.
4At game start, gain a shield equal to +100% of Spell Power.

Spell Acceleration: "In the midst of fierce combat, ceaselessly surging spells twist the flow of time."

LvEffect
1After using a skill, gain the Spell Acceleration 1 effect. (Spell Acceleration 1: Spell Power +3%. Damage taken -3%. At the character's turn end, if Spell Acceleration 1 is at max stacks, reduce the cooldown of all normal skills by 1. Max 3 stacks. Cannot be removed.)
2After using a skill, gain the Spell Acceleration 2 effect. (Spell Acceleration 2: Spell Power +7%. Damage taken -7%. At the character's turn end, if Spell Acceleration 2 is at max stacks, reduce the cooldown of all normal skills by 1. Max 3 stacks. Cannot be removed.)
3After using a skill, gain the Spell Acceleration 3 effect. (Spell Acceleration 3: Spell Power +11%. Damage taken -11%. At the character's turn end, if Spell Acceleration 1 is at max stacks (?), reduce the cooldown of all normal skills by 1. Max 3 stacks. Cannot be removed.)
4After using a skill, gain the Spell Acceleration 4 effect. (Spell Acceleration 4: Spell Power +15%. Damage taken -15%. At the character's turn end, if Spell Acceleration 4 is at max stacks, reduce the cooldown of all normal skills by 1. Max 3 stacks. Cannot be removed.)

Ultimate

None. The source lists an Ultimate heading in the stat block but provides no ultimate; the performance section confirms there is no ultimate.

Awakening

Each stage lists Inner Break enhancement / Inner Cube enhancement:

StageUpgrades
1Ultimate Enhance 1 / Stat Enhance 1
2Unique Passive Enhance 1 / Stat Enhance 2
3Ultimate Enhance 2 / Artifact obtained
4Unique Passive Enhance 2 / Artifact Enhance 1
5Ultimate Enhance 3 / Artifact Enhance 2
6Unique Passive Enhance 3 / Artifact Enhance 3

Artifacts

Meticulous Preparation Flavor: "Victory comes to those who are prepared, but people call it luck."

LvEffect
1On game start, recover 1 TP and gain "Meticulous Preparation 1" effect. Effect: Attack Power/Spell Power +15%. Removed after attacking an enemy.
2On game start, recover 1 TP, gain effect. Effect: Attack Power/Spell Power +20%. Removed after attacking an enemy.
3On game start, recover 1 TP, gain effect. Effect: Attack Power/Spell Power +25%. Removed after attacking an enemy.
4On game start, recover 1 TP, gain effect. Effect: Attack Power/Spell Power +30%. Removed after attacking an enemy.

Simple Protection Charm Flavor: "Even a great mage borrows the power of a charm on a dangerous battlefield. Always keep it in your bosom in case of an unexpected threat of death!"

LvEffect
1On game start, gain shield equal to +40% of Spell Power.
2On game start, gain shield equal to +60% of Spell Power.
3On game start, gain shield equal to +80% of Spell Power.
4On game start, gain shield equal to +100% of Spell Power.

Spell Acceleration Flavor: "In the midst of fierce combat, the ceaseless barrage of spells warps the flow of time."

LvEffect
1After using a skill, gain "Spell Acceleration 1". Effect: Spell Power +3%, damage taken -3%. At character turn end, if Spell Acceleration 1 is at max stacks, reduce cooldown of all normal skills by 1. Max 3 stacks. Cannot be removed.
2After using a skill, gain "Spell Acceleration 2". Effect: Spell Power +7%, damage taken -7%. At character turn end, if Spell Acceleration 2 is at max stacks, all normal skill cooldowns -1. Max 3 stacks. Cannot be removed.
3After using a skill, gain "Spell Acceleration 3". Effect: Spell Power +11%, damage taken -11%. At character turn end, if Spell Acceleration 1 (?) is at max stacks, all normal skill cooldowns -1. Max 3 stacks. Cannot be removed.
4After using a skill, gain "Spell Acceleration 4". Effect: Spell Power +15%, damage taken -15%. At character turn end, if Spell Acceleration 4 is at max stacks, all normal skill cooldowns -1. Max 3 stacks. Cannot be removed.

Signature Gear

Trinity Force
Trinity Forceweapon · Staff · Legendary · Koon Greer exclusive

A staff that amplifies the power of elemental magic. Imbued with the Imperial Academy's potent magic, it unleashes tremendous force even when different elements are mixed together.

Stats
Max HP +122, Spell Power +399. Additional stat: Spell Power +15%.

Tricolor Spiral (base). At the start of the first ally turn, grant the wearer one of Flame Spiral, Frost Spiral, or Lightning Spiral.

  • Flame Spiral: When casting a Flame skill, Spell Penetration +15%. Removed at end of action and changes to Frost Spiral.
  • Frost Spiral: When casting a Frost skill, Spell Penetration +15%. Removed at end of action and changes to Lightning Spiral.
  • Lightning Spiral: When casting a Lightning skill, Spell Penetration +15%. Removed at end of action and changes to Flame Spiral.

Tricolor Dominion (Koon exclusive). At the start of the first ally turn, grant the wearer one of Flame Dominion, Frost Dominion, or Lightning Dominion.

  • Flame Dominion: When casting a Flame skill, Spell Penetration +20% and grant the wearer Focus. Removed at end of action and changes to Frost Dominion.
  • Focus: Gain 1 TP at end of action.
  • Frost Dominion: When casting a Frost skill, Spell Penetration +20% and grant the wearer Focus. Removed at end of action and changes to Lightning Dominion.
  • Lightning Dominion: When casting a Lightning skill, Spell Penetration +20% and grant the wearer Focus. Removed at end of action and changes to Flame Dominion.

Release Date

Original Korean release: Not explicitly dated in the overview; the overview only states she is a Legendary-grade fire-attribute mage "released at launch." Per the version table, launch = 2024/1/9, so 2024-01-09.

Global status: Live now.

Guide

Note: NamuWiki community assessment (KR server), subjective community opinion. No explicit S/A/B tier rating is given in the source.

Base class is Mage. Tier 3 classes are Archmage / Frost Mage / Dark Wizard. She has no ultimate; her dedicated weapon is "Trinity Force," apparently conceived around Triple Elemental Blast.

Her unique passive is "Three-Color Witch": after using fire/ice/lightning skills, she gains a different enhancement per element for 3 turns:

  • Fire: Spell Power + Crit Rate up 15~20%. On activation, removes fire debuffs.
  • Ice: gain a Spell-Power-scaled shield; while the shield lasts, Spell Power +10%. On activation, removes ice debuffs.
  • Lightning: Spell Power +5~10%, skill range +1. On activation, removes lightning debuffs.

She has no ultimate, but has the traditional strongest spell Triple Elemental Blast, plus staple spells like Moon Light, Electric Wave, Thunderbolt, and Magic Spear.

However, the enhancement granted by her dedicated weapon is random, making it hard to use; her only fire skills are Flame Ball and Triple Elemental Blast, so fire-related buffs are hard to leverage. Her damage ceiling is high, but reaching that ceiling demands time and luck, so she is not much recommended. Notably, her dedicated weapon is the only one where awakening raises only the bonus stats and not the weapon skill's multiplier, so it is judged a weapon with no value in high awakening.

The post-awakening mechanic is similar but also different. Performance depends on how much enhancement you accumulate, but one Triple Elemental Blast can accumulate all enhancements. At high awakening, if all three elemental enhancements apply, a re-attack or extra action becomes possible, so how quickly you can use Triple Elemental Blast is key.

You will generally use Archwizard (Archmage) / Frost Mage. Archwizard can steal 1 TP after a combat attack; Frost Mage has high survivability and starts with boosted ice-magic attack power. Cautions: the weapon has only a 1-in-3 chance to land the element you want, and for Archwizard, stealing 1 TP requires a "combat" attack. Kun's only combat-attack skills are Ice Missile, Magic Spear, or a basic attack, so to steal 1 TP while also getting elemental enhancement, Ice Missile use is forced.

If you must use Triple Elemental Blast on turn 2, use Archwizard: Ice Missile steals 1 TP + the ice attribute's "required TP -1" effect lets you use Triple Elemental Blast on turn 2. If you only need an AoE on turn 2, Frost Mage also works: if ice mastery appears on the weapon from the start you can use Triple Elemental Blast on turn 2, and even if not, Moon Light can be cast for 3 TP. Frost Mage's high survivability makes it worth considering. Of course, stealing 1 TP mid-combat can matter, so running Archwizard is one option, and ignoring it and picking one Triple Elemental Blast plus two elemental spells is another.

Stats, skills, and art for Koon Greer are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR. Genesis War Mobile: Asura Project and its characters are property of their respective rights holders.