Brought to you by Dev & Sparda of the guild Elysium· join our Discord →
← Game Units

Liddell Hart

UpcomingKR S

리델 하트

Crystal of Intellect
Rarity
Legendary
Element
Crystal of Intellect
Faction
Geysir
Class
Soldier
Voice Actor
Lee Kyung-tae
Unique Passive
Legacy of the Wild
Exclusive Weapon
Zabir
Ultimate
Howling Hellebarde
Original Korean Release Date
2026-03-10
Estimated Release Date
2027-05-18

Base Stats

Lv 1 · KR-server data · Physical
HP
519
ATK
144
M-ATK
84
DEF
33
RES
21

Unique Passive

Legacy of the Wild

  • Crit rate increases by up to 25%, and defense and resistance increase by up to 15% of attack power.
  • Also holds the 'Combat Instinct' and 'Call of the Wild' effects, and at the start of that game gains 'Return of the Pack' at maximum stacks.
  • From 5th awakening, holds the 'Will of the Wild' effect.

Combat Instinct: An unremovable effect that grants the 'Combat Sense' effect when the following conditions are met:

  • Gain stacks equal to the number of enemies hit after attacking
  • Gain a stack after being attacked
  • Gain 2 stacks after attacking a large monster if the target survives

Combat Sense:

  • Per stack: attack power up to +6%, defense and resistance up to +3%
  • At end of turn, if you did not attack an enemy this turn, stacks decrease
  • Max 10 stacks. Unremovable.

Call of the Wild:

  • Immune to mind control effects and stun effects
  • Gain 'Return of the Pack' at max stacks at game start
  • At end of turn, if there is no 'Wolf Kal', gain 1 stack of 'Return of the Pack'
  • Return of the Pack: At max stacks, if there is an adjacent empty tile, summons 'Wolf Kal' and is removed. This buff is not visible to enemies. Max 2 stacks. Unremovable.
  • If 'Wolf Kal' is outside a 4-tile range, you can use 'Return of the Wild' to un-summon it and re-summon it on an adjacent tile.

Will of the Wild: Gained from 5th awakening. Max HP +10%, fire/frost/lightning resistance +15%, cannot stack with other Authorities. Unremovable. Authority attribute.

Classes

All of Liddell Hart's classes generate a control zone that provides cover on adjacent tiles.

Juggernaut Lancer

Class that gains the main exclusive skill 'Crushing Charge'.

  • Unconditional stat boosts up to +50% attack power and +20% damage reduction
  • Physical/magic penetration resistance +10% each (base)
  • After using a movement-attack skill:
  • Gain 'Indomitable Endurance' at max stacks
  • 'Indomitable Endurance': damage reduction +10%, defense +10%, resistance +10%. Max 3 stacks. Duration 2 turns. Unremovable.
  • That skill's cooldown reduced by 1
  • Removes movement-control attribute debuffs

War Brute

Class that gains the exclusive skill 'Flesh Rending'.

  • Attack power and bleed damage increase unconditionally by up to 30%
  • Damage taken reduced by 15%
  • Gains 'Blood Iron Wall' under the following conditions:
  • Blood Iron Wall: Damage taken -10%. After being attacked, recover HP equal to 25% of attack power, then stacks decrease. Max 3 stacks. Lasts 2 turns.
  • Gain conditions:
  • At game start: 3 stacks
  • At turn start, or when another character within 4 tiles dies: 1 stack

Lanceworden

Class that gains 'Ground Smash'; has the Guard-Lanceworden exclusive tree.

  • Gains attack power unconditionally, and applies attack-down to enemies within a surrounding 3-tile range (passive).

Wolf 'Kal' - Summon

The wolf summon that appears alongside Liddell Hart via the passive. Acts after Liddell Hart finishes acting. Freely ignores control zones and traps when moving.

Summon stats: A summon with 70% of the summoner's base stats (excluding spell power), the summoner's physical penetration, and 100% of the summoner's crit rate.

Passive 'Wild Instinct':

  • Damage taken reduced 20%
  • Cannot be manually controlled
  • Damage taken reduced 10%
  • When it takes lethal damage, it is not killed but un-summoned instead
  • Shares 15% of damage with the summoner within 4 tiles
  • On attack, applies 'Weakness Exposure' to the target

Weakness Exposure:

  • Damage taken +10%. Chance of being crit +10%
  • Does not stack with other 'Exposure' attribute effects
  • Max 3 stacks. Duration 2 turns
  • Exposure attribute
  • Removed when the summoner dies

Wolf Kal's skills:

  • Bite: TP cost 1. 130% of attack power as damage. Applies 'Bond Seal' effect. Cooldown 2 turns.
  • Bond Seal: When hit by a physical-damage attack from a playable character or 'Wolf Kal', gain stacks. At max stacks, grants 'Bond Vigor' to Liddell Hart and resets stacks. Cannot stack with 'Resonance Seal' effect.
  • Bond Vigor: Grants an extra action before end of turn and reduces stacks. Duration infinite. Unremovable.
  • Wolf Howl: TP cost 2. Removes 2 debuffs from allies within a surrounding 3-tile range and grants the 'Fighting Spirit' effect. Cooldown 3 turns.
  • Fighting Spirit: Attack power and spell power +20%. Duration 2 turns.
  • Wild Dash: TP cost 1. Immediately after using the skill, gain an extra action. During that turn, crit rate +15%. Cooldown 2 turns.

Common / Exclusive Skills

SkillTagsTPRangeCDEffect
Roar of the Wild-2-3TP cost 2. Learned in Wild Spear. Applies the 'Savagery' buff to all player-controlled allies and removes 1 debuff. Also removes mind control effects from all units. Gain an extra action after use. Range: self. Cooldown 3 turns. • Savagery: • Attack power, crit rate, defense, resistance +20% • If base movement is 3 or lower, movement +1 • After attacking, if TP is 1 or lower, gain 'Focus' effect once per turn • Focus: Gain 1 TP at end of action. Unremovable. • Immune to mind control • Duration 2 turns
Crushing Charge-2-3TP cost 2. Cooldown 3 turns. Learned in Juggernaut Lancer. • Charge 3 tiles in a designated direction • If it collides with an enemy or object, deals 50% of attack power as damage • Then deals additional damage of 100% of attack power to enemies within a 3x2 range in the designated direction from that point • Then applies the following to targets that took the additional damage: • Push back 1 tile • If movement is 3 or lower, apply 'Ankle Injury 1'; if 4 or higher, apply 'Ankle Injury 2' • Ankle Injury n: Movement reduced by n. Cannot stack with the slow effect. Lasts 1 turn. Action-control, movement-control attributes. • Melee, movement-attack, position-control attributes.
Flesh Rending-2-1TP cost 2, Cooldown 1. • 120% attack-power-based damage attack with 30% physical penetration to the adjacent 8 tiles • Applies 'Bleed' effect to targets hit • If this skill is used one more time before the next turn, the range widens to 'within a surrounding 2 tiles' and damage increases to 150%, but cooldown increases by 1
Ground Smash-2-3TP cost 2, Cooldown 3. • Deals 150% attack-power-based damage in a 3x4 range in a designated direction and applies the Neutralize debuff and the Slow debuff • Neutralize: Attack power/spell power reduced by 20%. Movement reduced by 1. Cannot gain extra movement/action. Weaken attribute. Lasts 2 turns. • Slow: Movement reduced by 1. Duration 2 turns. • Ignores cover effects; deals 3 damage to installations.

Ultimate

Howling Hellebarde

Ultimate

A single-target skill that designates 1 enemy, deals 170%~200% of attack power as damage, applies the 'Bleed' and 'Brand of Slaughter' effects, and re-summons Wolf Kal.

  • Bleed: At end of turn, deals defense-ignoring damage equal to 30% of the caster's attack power. If hit by a slash- or pierce-attribute critical attack, an excessive-bleed effect triggers dealing defense-ignoring damage equal to 30% of attack power. Damage-over-time, bleed attribute. Duration 2 turns.
  • Brand of Slaughter: Damage-over-time taken increased by 50%. Unremovable. Duration 3 turns.

Signature Gear

Jabir
Jabirweapon · Halberd · Legendary · Liddell Hart exclusive

KR release · gmap.gg

A halberd specialized for counterattacks and shout skills. Liddell Hart's only shout skill is Wild Roar, so this is effectively a weapon for empowering Wild Roar.

6★
Stats
Max HP +133, ATK +365
Additional
ATK +15%, Max HP +15%

Reaper's Fang (Exclusive). ATK/Physical Penetration +25%. After using a skill, gain Reaper's Blade 2. Counter Range +1. Shout skill cast cost -1. When casting a Shout skill, Cooldown -1.

  • Reaper's Blade 2: Basic Attack damage +30%. Counter damage increase is boosted by 100% of the Basic Attack damage increase. After a Basic Attack, recover HP equal to 30% of ATK, then remove. Cannot be dispelled.

Steel Fang (General). Before using a skill, gain Steel Fang 6. Shout skill cast cost -1.

  • Steel Fang 6: ATK +10%. Physical Penetration +10%. Lasts 2 turns. Max 2 stacks. Cannot be dispelled.

Guide

Note: NamuWiki community assessment (KR server), subjective community opinion. No explicit S/A/B tier rating present.

  • A "deal-porter" (dealer + supporter) able to both deal and support, through strong bleed damage plus DoT combined with the "Roar of the Wild" support, and commanding a deal-porter summon that outclasses most low-rarity characters.
  • The wolf "Kal" is a powerful summon doing more than one hero's worth of work, and since it auto-resummons 2 turns after death, it can be used as a body/tank without burden.
  • In raids, combine DoT/tick-damage dealers such as Omega, Sharkbari, and Dycus, plus Medici (reborn as a Zephyr Falcon supporter), and push through the damage ceiling with DoT.
  • Caveat: it takes time to build up, since it needs to stack to perform its role.

KR Creator Guide

Character review of Liddell Hart by 하막군의게임튜브 · 2026-08-04

Liddell Hart is an attack-scaling tank, and that phrasing carries the whole problem: he wants ATK, but he wears heavy armour, where ATK is hard to find. The reviewer describes him as awkward for that reason and says players who own him don't rate him as overpowered.

Two things carry him anyway: the shout, which is enormous, and the wolf, which is genuinely useful. (22:35)

His other complaint is blunt — the AI won't cast the shout, so he is unusable on defence teams until that's fixed. (23:38)

Wild Roar is the reason to own him

The reviewer says he called Liddell Hart broken on the strength of this one skill alone, before seeing anything else.

It applies Savagery to every allied player on the map — no range limit at all — granting +20% ATK, Crit Rate, DEF and RES, Movement +1 for anyone at 3 Movement or less, and 1 TP back after attacking below 1 TP. It clears a debuff from all of them, removes mind control, and grants him an extra action afterwards.

At 2 TP on a 3-turn cooldown that's already good; the weapon cuts it to 1 TP on a 2-turn cooldown, so it goes out every other turn. (11:16)

Pair it with the Crown of the Fallen accessory and the shout clears two debuffs from the entire team. (18:30)

The wolf

The wolf inherits 70% of his base stats and 100% of his Physical Penetration, shares 15% of his incoming damage while within 4 tiles, and applies Weak Point Exposure on its attacks. You cannot control it — it wanders and acts on its own, attacking, buffing and clearing debuffs.

The detail that matters defensively: when the wolf takes lethal damage it is unsummoned rather than killed. So Cyrano Bernstein does not get his kill-triggered extra action from removing it. (4:05)

Re-summoning has a rhythm worth knowing. Pack Return needs 2 stacks; it starts at 2, so a wolf is out from turn one. When the wolf dies you gain 1 stack at end of turn, meaning a full turn passes before a replacement appears. If the wolf is more than 4 tiles away you can dismiss and re-summon it next to you at end of turn. (1:32)

Class: Juggernaut Lancer is the default

The reviewer expects most players on Juggernaut Lancer: +50% ATK — which matters most on an ATK-scaling tank — and -20% damage taken, plus Indomitable Endurance at max stacks after a move-attack for another 30%.

Stack that with the wolf's 15% share and he reports roughly 65% total damage reduction. (8:22)

War Brute raises ATK and bleed damage and opens with 3 stacks of Damage Bulwark (45% reduction), decaying as he is hit. Because bleed is a raid staple, he calls this the raid class. One quirk: the wolf being unsummoned doesn't count as a unit dying, so it doesn't restore a stack. (9:44)

Lance Warden+1 more → was quietly improved — it now grants Positional Guard at end of turn for a flat 20% damage reduction that wasn't there before. (10:45)

The skills

SkillTagsTPRangeCDEffect
Shatter Charge-1--rushes 3 tiles for 50%, then hits a 3x2 in front for another 100% with Ankle Injury (Movement down), granting Inertia beforehand (Crit Rate, Crit damage and Movement). It's a move-attack, so it triggers the class damage reduction and — with Crown of the Fallen at ★3 — returns 1 TP. Between Ankle Injury and his Control Zone, it's how he blocks a lane. (13:18)
Flesh Rend----hits a ring for 120% and applies Bleed. Cast it again the following turn and the area widens to 2 tiles with more damage. Bleed itself is 30% of ATK as DEF-ignoring damage, retriggering on a critical hit, and it ignores damage reduction — effectively fixed damage. (14:51)
Ground Crush+1 more →Strike Close-range21-13 turnsDesignates a direction, removes 2 buffs from enemies within a 3X4 area, deals physical fixed damage for 110% of Defense, and applies the Incapacitate / Slow effects for 2 turns. Not affected by Cover effects. Deals 3 damage to installations. Removes single-tile effects created by characters. Allowed weapons: Spear, Spear/Shield • Incapacitate Weaken (Duration 2): Attack/Spell Power reduced by 20%. Cannot take extra movement or extra actions. • Slow Action ControlMovement Control (Duration 2): Movement -1.

Manifestation: stop at 4

2 adds Prey on the Weak (+30% damage into low-HP or debuffed targets, and stacking ultimate buffs on kills — a raid mechanic). 4 improves Combat Sense to 8%/4% per stack and Will of the Wild to 15%. 6 adds only +5% Crit Rate. Take 4. (7:32, 17:28)

Gear

Heavy sets — he recommends the Vigor set, and passes on a report from a player with a full Immortal Conqueror set including its Juggernaut buff that Vigor still came out ahead.

Accessory: Crown of the Fallen, and it's close to mandatory. ATK, DEF and RES, the second debuff clear on the shout, and from ★3 a TP refund on move-attacks. (18:00)

The weapon is required at ★4

Not for its damage — for the shout. ★3 cuts the shout's TP cost; ★4 adds the cooldown reduction as well, which is what turns it into an every-other-turn effect. ★6 adds healing.

It also grants Reaper's Blade after casting a skill: since the shout grants an extra action, you cast it and then basic-attack with boosted damage and a heal. (19:30)

Runes

All Chaos is the standard; all Sun is a reasonable alternative given he wants ATK. (21:02)

Artifacts

Wind of Recovery+3 more → is the all-round pick — ATK, Physical Penetration, DEF and RES, plus damage reduction when Action-Controlled.

Horn of Valhalla is the buffer option: the shout grants +20% ATK to the entire team, since the shout itself has no range limit. Chalice of Blood+2 more → raises bleed damage and belongs in raids. (21:32)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Liddell Hart’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.

Reworks

No Reworks

Trivia

Release Date

Original Korean release: 2026-03-10.

Estimated global release: 2027-05-18.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2026-03-10 → 2026-03-24 · 2 weeksDebut
Stats, skills, and art for Liddell Hart are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.