Koon Greer
Released쿤 그리어(Kuhn Grier)
- 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
| Tier | Effect |
|---|---|
| First Acquisition | When 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 Awakening | When 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 Manifestation | Magic 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
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%. |
| 2 | When 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
| Lv | Effect |
|---|---|
| 1 | When 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%.) |
| 2 | When 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
| Lv | Effect |
|---|---|
| 1 | When 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. |
| 2 | When 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
| Lv | Effect |
|---|---|
| 1 | At 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%.) |
| 2 | At 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
| Lv | Effect |
|---|---|
| 1 | When 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.) |
| 2 | When 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
| Lv | Effect |
|---|---|
| 1 | At 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%.) |
| 2 | At the character's turn end, apply the Magic Vulnerability / Confusion effect to 2 random enemies within 3 tiles around. |
Skills
Common Skills:
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 2 | 1-3 | 3 turns | Hurls 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 | |
| 1 | 1-3 | 2 turns | Hurls 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 | |
| 2 | 1-3 | 3 turns | Deals 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 | |
| 2 | 1-3 | 2 turns | Hurls 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 | |
| 3 | 1-3 | 2 turns | Designates 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 | |
| 3 | 1-1 | 2 turns | Designates 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 | |
| 4 | 1-3 | 3 turns | Hurls 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 Ranged | 5 | Self | 3 turns | Uses 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:
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1, Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1, Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2, Artifact Acquisition |
| 4 | Unique Passive Enhancement 2, Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3, Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3, Artifact Enhancement 3 |
Artifacts:
Meticulous Preparation: "Victory comes to those who are prepared, but people call it luck."
| Lv | Effect |
|---|---|
| 1 | At game start, recover 1 TP, gain the Meticulous Preparation 1 effect. (Meticulous Preparation 1: Attack Power / Spell Power +15%. Removed after attacking an enemy.) |
| 2 | At game start, recover 1 TP, gain the Meticulous Preparation 2 effect. (Meticulous Preparation 2: Attack Power / Spell Power +20%. Removed after attacking an enemy.) |
| 3 | At game start, recover 1 TP, gain the Meticulous Preparation 3 effect. (Meticulous Preparation 3: Attack Power / Spell Power +25%. Removed after attacking an enemy.) |
| 4 | At 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!"
| Lv | Effect |
|---|---|
| 1 | At game start, gain a shield equal to +40% of Spell Power. |
| 2 | At game start, gain a shield equal to +60% of Spell Power. |
| 3 | At game start, gain a shield equal to +80% of Spell Power. |
| 4 | At 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."
| Lv | Effect |
|---|---|
| 1 | After 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.) |
| 2 | After 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.) |
| 3 | After 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.) |
| 4 | After 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:
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhance 1 / Stat Enhance 1 |
| 2 | Unique Passive Enhance 1 / Stat Enhance 2 |
| 3 | Ultimate Enhance 2 / Artifact obtained |
| 4 | Unique Passive Enhance 2 / Artifact Enhance 1 |
| 5 | Ultimate Enhance 3 / Artifact Enhance 2 |
| 6 | Unique Passive Enhance 3 / Artifact Enhance 3 |
Artifacts
Meticulous Preparation
Flavor: "Victory comes to those who are prepared, but people call it luck."
| Lv | Effect |
|---|---|
| 1 | On game start, recover 1 TP and gain "Meticulous Preparation 1" effect. Effect: Attack Power/Spell Power +15%. Removed after attacking an enemy. |
| 2 | On game start, recover 1 TP, gain effect. Effect: Attack Power/Spell Power +20%. Removed after attacking an enemy. |
| 3 | On game start, recover 1 TP, gain effect. Effect: Attack Power/Spell Power +25%. Removed after attacking an enemy. |
| 4 | On 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!"
| Lv | Effect |
|---|---|
| 1 | On game start, gain shield equal to +40% of Spell Power. |
| 2 | On game start, gain shield equal to +60% of Spell Power. |
| 3 | On game start, gain shield equal to +80% of Spell Power. |
| 4 | On 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."
| Lv | Effect |
|---|---|
| 1 | After 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. |
| 2 | After 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. |
| 3 | After 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. |
| 4 | After 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

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.
