- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Astania
- Class
- Pike
- Voice Actor
- Choi Nak-yun
- Unique Passive
- One-Eyed Mercenary
- Exclusive Weapon
- Gae Bolg
- Ultimate
- Kyoacham
- Original Korean Release Date
- 2024-01-09
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 353
- ATK
- 160
- M-ATK
- 102
- DEF
- 25
- RES
- 21
Unique Passive
One-Eyed Mercenary Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | At the end of the character's turn, if there is an adjacent enemy, apply Weakness Exposure. If you neither dealt nor took damage from enemies this turn, gain 1 extra action per turn. - Weakness Exposure Exposure (stack 3 / duration 2): Damage taken +10%. Chance to be hit by a critical +10%. Does not stack with other Exposure effects. | |
| Max Awakening | At the end of the character's turn, if there is an adjacent enemy, apply Weakness Exposure. If you neither dealt nor took damage from enemies this turn, gain 1 extra action per turn. When making a combat attack, recover HP equal to 5% of total HP per debuff on the enemy. | |
| Max Manifestation | Max HP increases by 30%. At the end of the action, if there is an adjacent enemy, apply Weakness Exposure. After a combat attack, recover 8% of max HP per debuff on the enemy (max 30%). Gains |
- Escort Guard Cannot Remove: Counter range +1. Damage taken -10%. Escort adjacent allies. At end of turn, gain 1 stack of Escort Defense 3 per other ally within a 2-tile range. When using the Position Hold skill, cooldown +1 and escort range +1.
- Escort Defense 3 Cannot Remove: Max 3 stacks. Lasts 1 turn. Damage taken -5% per stack.
- Assault Trooper Cannot Remove: Attack +20%. Attack +3% per distance moved this turn (max +30%). At end of turn, gain 3 stacks of Assault Defense 3 per distance moved this turn / per enemy within 1 surrounding ring.
- Assault Defense 3 Cannot Remove: Max 10 stacks. Lasts 1 turn. Damage taken -5% per stack.
Classes
| Tier | Class |
|---|---|
| Tier 1 | Pike |
| Tier 2 | Guard, General |
| Tier 3 | Earthquaker, Marshal, Royal Lancer |
Common Classes
Pike [Tier 1]+5 more → Basic class that performs melee combat with a spear, which has a range advantage over other melee weapons.
Vigilance
| Lv | Effect |
|---|---|
| 1 | When attacking and dealing damage to 2 or more enemies at once, gain Vigilance 1 until the start of the next turn. (Vigilance 1: Attack +5%. Recover 5% of total HP at the end of the character's turn.) |
| 2 | When attacking and dealing damage to 2 or more enemies at once, gain Vigilance 2 until the start of the next turn. (Vigilance 2: Attack +10%. Recover 10% of total HP at the end of the character's turn.) |
Guard [Tier 2]+2 more → The team's shield, using a spear and shield with high HP and Defense to solidly block enemy attacks.
Defense Mastery
| Lv | Effect |
|---|---|
| 1 | If there is an adjacent ally, Defense increases by 25% and the chance of being hit by a critical decreases by 25%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Cover: Not hit by criticals from enemy directional attacks, and glancing hits occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot move through a controlled tile in one turn.) |
| 2 | If there is an adjacent ally, Defense increases by 30% and the chance of being hit by a critical decreases by 30%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. |
General [Tier 2]+2 more →
A battlefield commander skilled in group combat, having trained long in advanced spearmanship and regular tactics.
Tactical Command
| Lv | Effect |
|---|---|
| 1 | When using a ranged/area skill, gain an aura for 1 turn that gives Tactical Command 1 to allies within 3 surrounding tiles. (Tactical Command 1: Area skill damage +10%. Recover 10% of total HP after using an area skill.) |
| 2 | When using a ranged/area skill, gain an aura for 1 turn that gives Tactical Command 2 to allies within 3 surrounding tiles. (Tactical Command 2: Area skill damage +15%. Recover 15% of total HP after using an area skill.) |
Earthquaker [Tier 3]+1 more → A high-ranking knight who ceaselessly harasses and confuses enemies from the center of the battlefield. Uses a spear as a weapon.
Tactical Check
| Lv | Effect |
|---|---|
| 1 | At the end of the character's turn, hold an aura until the start of the next turn that gives Tactical Check 1 to enemies within 2 surrounding tiles. Damage taken from attacks outside the aura range is reduced by 5%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Cover: Not hit by criticals from enemy directional attacks, and glancing hits occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot move through a controlled tile in one turn.) (Tactical Check 1 Cannot Remove: Attack/Magic/Defense/Resistance -20%.) |
| 2 | At the end of the character's turn, hold an aura until the start of the next turn that gives Tactical Check 2 to enemies within 2 surrounding tiles. Damage taken from attacks outside the aura range is reduced by 10%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Tactical Check 2 Cannot Remove: Attack/Magic/Defense/Resistance -25%.) |
Marshal [Tier 3]+2 more →
A high-ranking commander with advanced spearmanship and the command ability to lead battles to victory by encouraging allies.
Master of Tactics
| Lv | Effect |
|---|---|
| 1 | When using an area skill, gain an aura for 1 turn that gives Master of Tactics 1 to allies within 3 surrounding tiles. (Master of Tactics 1: Area skill damage +20%. Recover 20% of total HP after using an area skill.) |
| 2 | When using an area skill, gain an aura for 1 turn that gives Master of Tactics 2 to allies within 3 surrounding tiles. (Master of Tactics 2: Area skill damage +25%. Recover 25% of total HP after using an area skill.) |
Royal Lancer [Tier 3]+2 more →
A high-ranking knight class that charges at enemies with a spear to deal destructive and powerful physical damage.
Crushing Advance
| Lv | Effect |
|---|---|
| 1 | If HP is 100%, Movement +2. When making a combat attack, if you moved this turn, Attack and critical chance increase by 25% and remove 1 buff from the target. |
| 2 | If HP is 100%, Movement +2. When making a combat attack, if you moved this turn, Attack and critical chance increase by 25% and remove 2 buffs from the target. |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Directional | 1 | 1-1 | 2 turns | Designate a direction and deal damage equal to 110% of attack power to enemies within 2 tiles ahead. Allowed weapons: Spear, Spear/Shield | |
| Ranged Directional Position Control Combat | 3 | 1-2 | 3 turns | Fire a spear shot at an enemy, dealing damage equal to 170% of attack power and forcefully knocking it back up to 2 tiles. If the knocked-back enemy collides with a wall or another enemy, Stun it for 1 turn. Stun Action Control (Duration 1): Cannot act. Allowed weapons: Spear, Spear/Shield | |
| Melee Directional Position Control | 2 | 1-1 | 2 turns | Designate a direction and deal damage equal to 80% of attack power to enemies within 3 tiles ahead and knock them back 1 tile. Allowed weapons: Spear, Spear/Shield | |
| Position Hold | Piercing | 2 | Self | 2 turns | Gain the Position Hold effect until the start of the next turn. Position Hold Cannot Remove: Damage taken -20%. Immune to movement obstruction and position control effects. When an enemy within 2 surrounding tiles ends the character's turn, attack for 100% of Attack as damage. The base attack damage increase amount is added to the damage. Allowed weapons: Spear, Spear/Shield |
| Shout | 2 | Self | 3 turns | Grant the Fighting Spirit effect to allies within 3 surrounding tiles for 2 turns. Fighting Spirit (duration 2): Attack/Magic +20%. Allowed weapons: Spear, Spear/Shield | |
| Shout | 3 | Self | 3 turns | Remove all buffs from enemies within 3 surrounding tiles and apply the Morale Drop effect for 2 turns. Morale Drop Weaken (duration 2): Attack/Magic/critical chance -25%. Allowed weapons: Spear/Shield | |
| Melee Directional | 3 | 1-1 | 3 turns | Designate a direction and deal 100% of Attack as damage to enemies within 4 tiles ahead. Apply the Armor Break effect to damaged enemies for 2 turns. Armor Break (duration 2): Defense -50%. Allowed weapons: Spear, Spear/Shield | |
| Melee Directional Combat | 2 | 1-1 | 2 turns | Deal 130% of Attack as damage to an enemy ignoring Defense, and deal 100% of Attack as damage to the enemy behind the target. Allowed weapons: Spear, Spear/Shield |
Ultimate
Kyoacham
Ultimate Piercing Melee Directional Position Control Combat
| Tier | Effect Name | Effect |
|---|---|---|
| Max Awakening | Deal 200% of Attack as damage to an enemy and knock them back forcefully up to 5 tiles, dealing 20% of Attack as additional damage per tile knocked back. If the knocked-back enemy collides with a wall or another enemy, Stun them for 1 turn and also stun the collided enemy. This skill cannot be countered and cannot be escorted against. - Stun Action Control (duration 1): Cannot act. | |
| Max Manifestation | Deal 230% of Attack as damage to an enemy and knock them back forcefully up to 5 tiles, dealing 20% of Attack as additional damage per tile knocked back. If the knocked-back enemy collides with a wall or another enemy, Stun them for 1 turn and also stun the collided enemy. This skill cannot be countered and cannot be escorted against. |
- CostTP 2Range1-1AreaSingleCooldown2 turns
- Allowed weapons: Spear, Spear/Shield
Artifacts
Thorn Lord's Ring
Flavor: "He who is clad in thorns retreats not a single step. He who has shed blood submits; he who has drunk blood rules."
- All ranks: When a spear is equipped (excluding spear+shield), applies Thorn Lord's Ferocity. When using a shout or Hold Position skill, gain Focus. When using a Hold Position skill, gain Thorn Lord's Might.
- Focus Cannot be removed: Gain 1 TP after action ends.
Rank
| Lv | Effect |
|---|---|
| 1 | Ferocity: Max HP +5%, damage taken -5%, crit rate +15%, cannot be removed. Might: ATK +10%, physical penetration +20%, lasts 2 turns, cannot be removed. |
| 2 | Ferocity: Max HP +6.5%, damage taken -6.5%, crit rate +20%, cannot be removed. Might: ATK +13%, physical penetration +26%, lasts 2 turns, cannot be removed. |
| 3 | Ferocity: Max HP +8%, damage taken -8%, crit rate +25%, cannot be removed. Might: ATK +16%, physical penetration +32%, lasts 2 turns, cannot be removed. |
| 4 | Ferocity: Max HP +10%, damage taken -10%, crit rate +30%, cannot be removed. Might: ATK +20%, physical penetration +40%, lasts 2 turns, cannot be removed. |
Phalanx Tactics Manual+1 more →
Flavor: "Pierce ahead, trust the flank. No spear alone can form a fortress wall."
Rank
| Lv | Effect |
|---|---|
| 1 | Counter damage +30%. Physical penetration +20%. Holds Combined Counter. At turn end, if an adjacent ally exists, heal HP equal to 30% of the higher of ATK or DEF. (Combined Counter: When taking a combat attack, per adjacent ally (max 2) counter damage +10%, damage taken -5%. Cannot be removed.) |
| 2 | Counter damage +35%. Physical penetration +25%. Holds Combined Counter. At turn end, if an adjacent ally exists, heal 40% of the higher of ATK or DEF. (Combined Counter: per adjacent ally (max 2) counter damage +15%, damage taken -6.5%. Cannot be removed.) |
| 3 | Counter damage +40%. Physical penetration +30%. Holds Combined Counter. Holds an aura granting adjacent allies Combined Defense Line. At turn end, if an adjacent ally exists, heal 50% of the higher of ATK or DEF. (Combined Counter: per adjacent ally (max 2) counter damage +20%, damage taken -8%. Cannot be removed.) (Combined Defense Line: AoE damage taken -5%. Cannot be removed.) |
| 4 | Counter damage +50%. Physical penetration +40%. Holds Combined Counter. Holds an aura granting adjacent allies Combined Defense Line. At turn end, if an adjacent ally exists, heal 60% of the higher of ATK or DEF. (Combined Counter: per adjacent ally (max 2) counter damage +25%, damage taken -10%. Cannot be removed.) (Combined Defense Line: AoE damage taken -10%. Cannot be removed.) |
Flash Combo Secret Manual+4 more →
Flavor: "One thrust pierced three lines, and wherever the spear tip grazed, the war cries fell silent."
Rank
| Lv | Effect |
|---|---|
| 1 | ATK/physical penetration/crit rate +10%. After using a melee AoE skill, gain Focus (cooldown 1). |
| 2 | ATK/physical penetration/crit rate +13%. After using a melee AoE skill, gain Focus (cooldown 1). |
| 3 | ATK/physical penetration/crit rate +16%. After using a melee AoE skill, gain Focus (cooldown 1). |
| 4 | ATK/physical penetration/crit rate +20%. After using a melee AoE skill, gain Focus (cooldown 1). |
Signature Gear

KR release · gmap.gg
A holy spear, the national treasure of the Astania Theocracy, said to have been forged by the chief deity. It is also the key that activates the magic armor Garius.
- Stats
- Stats: Max HP +133, Attack +365. Additional stat: Attack +20%.
Fire Wave (base). After combat, if the wielder triggers a critical hit, deal fire area damage equal to 30% of the wielder's Attack to the 3 tiles in front.
Blaze (Landam exclusive). After combat, if the wielder triggers a critical hit, deal fire area damage equal to 40% of the wielder's Attack to the 3 tiles in front.
Guide
(NamuWiki community assessment, KR server; subjective opinion. No S/A/B tier rating present.)
Performance: Base class is Pike. Tier 3 classes are Earthquaker / Marshal / Royal Lancer. The ultimate is Kyoacham as in the original, but the unique weapon is Gaebolg; Gungnir can be equipped but has no particular unique effect. Unique passive is "One-Eyed Mercenary." On combat attack, heals 3% HP per enemy debuff. Also at turn end, if an adjacent enemy exists, applies Weakness Exposure (damage taken +10%, chance to be crit +10%); and if you neither dealt nor took damage from enemies this turn, gain 1 extra action per turn. The passive seems designed for approaching fast early, tanking while applying Weakness Exposure, and healing off debuffs. The key is "damage to enemy": co-op attacks count as "damage to enemy" so extra action is lost, but buffs or breaking obstacles are not judged as "damage to enemy," so extra action can be granted. Earthquaker takes the Guard-Earthquaker dedicated tree; notably its armor type switches to Heavy. Its passive applies ATK/DEF reduction to nearby enemies, and this tree learns the excellent defensive skill Hold Position, plus Ilgal, a powerful debuff that cuts ATK/spell power/crit rate of enemies within 3 tiles by 25%. In Earthquaker class, firing Ilgal roughly halves the ATK of enemies within 2 tiles. If running as debuffer + tank, this is the endgame class. Marshal provides damage-up and healing to nearby allies after using an AoE skill. Landam has various AoE skills (mostly linear) and this tree learns "Shout of Command" granting ATK/spell power +20% buff, so there may be niche uses as a buffer, but since Landam's main use is raids and PVP, its position feels awkward and it is not much recommended. Royal Lancer learns Landam's main damage skill Sinsalchang, grants +2 movement while HP is 100%, and has a passive that raises ATK and crit rate by up to 25% and removes 2 buffs from the target on combat attack if you moved that turn. It is a DPS class. Because Sinsalchang's firepower is outstanding, prioritizing it is recommended. Unlike the two classes above, it completely ignores survivability and becomes squishy, but if running Landam as a DPS, this is the endgame class. The ultimate Kyoacham deals 180% ATK damage then knocks back up to 5 tiles, dealing 20% ATK extra damage per tile knocked, and if it hits a wall or another enemy, stuns both target and the enemy hit. Since Sinsalchang's defense-ignoring damage is so strong there is rarely a chance to use it, but it is a powerful skill that can deal up to 280% ATK single-target damage.
Recommended Gear: The unique weapon is bland but there is no real alternative, so it just gets used. However, when running Earthquaker as a tank, a spear+shield weapon (e.g. hero-grade Knight Spear Guard) is sometimes given for defense. Armor differs by class since the two main classes have different armor types. For Earthquaker, mixing Bloodshed 2 with Endurance 2 for both DEF and HP, or a full Bloodshed set for counter-damage boost and post-counter next-attack damage boost. In raids, Lord of Assault is sometimes used for ATK. For Royal Lancer, an Assassin 2 base combined with other armor, usually Chivalry 2, or just a full Assassin set. Accessories: Golden Dice for crit rate, or Rift Generator / Assassin Medal for more debuff. Rift gives DEF, Assassin Medal gives ATK, so pick as desired. The Assassin Medal's upgrade, Wanted Poster, also provides crit rate, making it ideal. (The only problem is it is far too hard to obtain.)
Evaluation: A green-attribute "death spear" that can be used as a support inserting buffs/debuffs via easy extra actions, or use its mobility to land the powerful defense-ignoring Sinsalchang. Earthquaker is a PVE-oriented class: since buffs/debuffs are not "dealing damage to enemy," it reliably gets 100% extra action; use this to buff allies with Shout of Command while halving nearby enemies' ATK via the class passive and Ilgal, or protecting allies with Control Zone and Hold Position. It shines in intense raids and Machina raids, and especially in Cerberus raids where debuff usage is key, its free (no-cost) Weakness Exposure on the unique passive makes it near-essential. Royal Lancer is comparatively PVP-oriented: thanks to the movement-boosting class passive, movement reaches 5, and with extra action up to 5+5, giving tremendous mobility. Approach fast and "ascend" (kill) two light-armor healers, mages, archers, or gunners at once and it earns its keep. Firing Sinsalchang after moving with Medici's March Shout buff shows startlingly high damage. But in exchange survivability is abandoned, making it a glass cannon. Later, once Isabel Ripine was implemented as a legendary green-attribute spear+shield class, the main setup became running Isabel as tank and Landam as DPS in combination with Medici.
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 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 1/3/5 empowers ultimate Fang Cleave: at max, deals 230% ATK and knocks the enemy back up to 5 tiles (+20% ATK per tile pushed); if it collides with a wall or enemy, both are stunned 1 turn. Cannot be countered or escorted.
- Inner Break 2/4/6 empowers unique passive One-Eyed Mercenary: Max HP +30%, applies Weakness Exposure to an adjacent enemy at end of action, heals 8% Max HP per enemy debuff after combat (max 30%).
- One-Eyed Mercenary grants Vanguard Warrior and Howl Lancer; gains Guard if the character has a Heavy Armor class, otherwise gains Charger.
Trivia
Release Date
Original Korean release: 2024-01-09. Note: the version table lists the launch as 2024/1/9.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
