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Phantom Thief Scharnhorst

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Crystal of Intellect
Rarity
Legendary
Element
Crystal of Intellect
Faction
Unaffiliated
Class
Assassin, Blue attribute
Voice Actor
Kim Hye-seong
Unique Passive
Avatar of Deceit / Incarnation of Deception
Exclusive Weapon
Wolrakgeomgeuk
Ultimate
Crescent Phantom Slash / Sinwol Hwanyeongcham
Original Korean Release Date
2025-03-04
Estimated Release Date
2026-08-05

Unique Passive

Avatar of Deceit - Passive

TierEffect
First AcquisitionWhen dealing damage to an enemy, leave a Mark of Deceit 1. Critical hit chance increases by 10% during combat against an enemy with Mark of Deceit 1. At the end of the character's turn, if there is no avatar, choose and activate one of Create Avatar or Leave Avatar. (Cooldown: 4) This choice and effect are not exposed to enemies and are not treated as a skill. • Mark of Deceit 1 (stacks 3): At turn start, take physical fixed damage equal to 10% of the caster's attack per stack, then this effect is removed. • Leave Avatar cannot be removed: Designate an empty tile within 2 cells around you to create an avatar with identical stats and skills. The avatar's turn ends immediately upon creation. • Avatar cannot be removed: Disappears when the main body dies. When it dies, the main body loses half of its current HP. When the avatar and main body perform a joint attack, a special joint attack activates dealing 50% additional damage.
Max AwakeningWhen dealing damage to an enemy, leave a Mark of Deceit 4. Critical hit chance increases by 25% during combat against an enemy with Mark of Deceit 4. At the end of the character's turn, if there is no avatar, choose and activate one of Create Avatar or Leave Avatar. (Cooldown: 4) This choice and effect are not exposed to enemies and are not treated as a skill. • Mark of Deceit 4 (stacks 3): At turn start, take physical fixed damage equal to 15% of the caster's attack per stack, then this effect is removed.
Max ManifestationWhen dealing damage to an enemy, leave a Mark of Deceit 7. Critical hit chance increases by 40% during combat against an enemy with Mark of Deceit 7 and you gain 1 TP. At the end of the character's turn, if there is no avatar, choose and activate one of Create Avatar or Leave Avatar. (Cooldown: 3) This choice and effect are not exposed to enemies and are not treated as a skill. When the avatar and main body gain a buff, if the other does not have the same buff, the buff is copied. • Mark of Deceit 7 (stacks 3): At turn start, take physical fixed damage equal to 20% of the caster's attack per stack, then this effect is removed.

Classes

Tier progression:

  • Tier 1: Rogue
  • Tier 2: Killer, Trickster
  • Tier 3: Shadowkiller, Shadowdescendant, Illusionweaver

Common Classes

Rogue - Tier 1 Basic job wielding dual daggers, closing in on enemies with various skills to deal physical damage.

  • Fatal 1: Can Leap when moving, and critical hit chance increases by 5% on combat attack.
  • Leap: Can move over some terrain/obstacles.
  • Fatal 2: Can Leap when moving, and critical hit chance increases by 10% on combat attack.

Killer - Tier 2 A cold-blooded technician wielding dual daggers to deal fatal damage to targeted enemies.

  • Annihilation 1: Critical hit chance increases by 10%. Can Leap when moving. When dealing damage to an enemy, gain Bloodlust; when it stacks, gain Annihilation 1 effect.
  • Leap: Can move over some terrain/obstacles.
  • Bloodlust cannot be removed (stacks 4): Critical hit chance/critical hit damage +5%. At 4 stacks, gain Annihilation 1 effect.
  • Annihilation 1 cannot be removed: Critical hit damage +25%. Guaranteed critical hit on combat attack. Removed on activation.
  • Annihilation 2: Critical hit chance increases by 15%. Can Leap when moving. When dealing damage to an enemy, gain Bloodlust; when it stacks, gain Annihilation 2 effect.
  • Bloodlust: Critical hit chance/critical hit damage +5%/+5%. At 4 stacks, gain Annihilation 2 effect. Cannot be removed.
  • Annihilation 2: Critical hit damage +30%. Guaranteed critical hit on combat attack. Removed on activation. Cannot be removed.

Shadowkiller - Tier 3 An advanced job wielding dual daggers, gifting fatal death to targeted enemies.

  • Kill Extreme 1: Critical hit chance +20%. Can Leap when moving. When dealing damage to an enemy, gain Bloodlust; when it stacks, gain Kill Extreme 1 effect.
  • Leap: Can move over some terrain/obstacles.
  • Bloodlust cannot be removed (stacks 4): Critical hit chance/critical hit damage +5%. At 4 stacks, gain Kill Extreme 1 effect.
  • Kill Extreme 1 cannot be removed: Critical hit damage +40%. Guaranteed critical hit on combat attack. Removed on activation. Cannot be removed.
  • Kill Extreme 2: Critical hit chance +25%. Can Leap when moving. When dealing damage to an enemy, gain Bloodlust; when it stacks, gain Kill Extreme 2 effect.
  • Leap: Can move over some terrain/obstacles.
  • Bloodlust cannot be removed (stacks 4): Critical hit chance/critical hit damage +5%. At 4 stacks, gain Kill Extreme 2 effect.
  • Kill Extreme 2 cannot be removed: Critical hit damage +50%. Guaranteed critical hit on combat attack. Removed on activation. Cannot be removed.

Unique Classes

Trickster - Tier 2 An assassin wielding dual daggers, continuously confusing enemies to gain strategic advantage.

  • Subtle Trickery 1: Can Leap when moving. In combat, if the target is isolated, attack increases by 15% and damage taken decreases by 15%. After attacking an enemy, decrease the buff duration of damaged enemies by 1 and increase their debuff duration by 1.
  • Leap: Can move over some terrain/obstacles.
  • Subtle Trickery 2: Can Leap when moving. In combat, if the target is isolated, attack increases by 20% and damage taken decreases by 20%. After attacking an enemy, decrease the buff duration of damaged enemies by 1 and increase their debuff duration by 1.

Shadowdescendant - Tier 3 An advanced assassin wielding dual daggers, dominating the battlefield with superior mobility and the power of darkness.

  • Shadow Legacy 1: Can Leap when moving. Critical hit chance increases by 30% on combat attack. When attacking an enemy and triggering a critical hit, gain Veil of Darkness effect.
  • Leap: Can move over some terrain/obstacles.
  • Veil of Darkness cannot be removed (stacks 3): When taking area damage, reduce the damage to 0 and remove 1 effect.
  • Subtle Trickery 2: Can Leap when moving. Critical hit chance increases by 40% on combat attack. When attacking an enemy and triggering a critical hit, gain Veil of Darkness effect.

Illusionweaver - Tier 3 A master of cunning tactics and psychological warfare wielding dual daggers, manipulating the boundary between illusion and reality.

  • Stealthy Severance 1: Can Leap when moving. In combat, if the target is isolated, attack increases by 25% and damage taken decreases by 25%. After attacking an enemy, decrease the buff duration of damaged enemies by 1 and increase their debuff duration by 1.
  • Leap: Can move over some terrain/obstacles.
  • Stealthy Severance 2: Can Leap when moving. In combat, if the target is isolated, attack increases by 30% and damage taken decreases by 30%. After attacking an enemy, decrease the buff duration of damaged enemies by 1 and increase their debuff duration by 1.

Skills

Common Skills

SkillTPRangeCDEffect
Dark Shadow Flash Penetration Melee Combatcost: 21-32 turnsTeleport to a tile adjacent to the designated enemy, then attack dealing 130% of attack as damage. • Allowed weapon: Dual daggers
Stealth Penetrationcost: -Self3 turnsBecome Stealthed for 2 turns and gain additional movement. • Stealth: Cannot be targeted. Critical hit chance +20% when attacking enemies. State is removed if there is an adjacent enemy at the end of the character's action turn or if you deal/take damage. On defeating an enemy, re-enter Stealth and gain additional movement.
Chain Slash Penetration Melee Combatcost: 21-12 turnsAttack an enemy dealing 100% of attack as damage; if the enemy's HP is 50% or below, an additional hit activates dealing 80% of attack as damage. • Allowed weapon: Dual daggers
Divine Edge Flash Penetration Melee Combatcost: 31-12 turnsAttack an enemy dealing 150% of attack as damage; if not counterattacked, an additional hit activates dealing 30% of attack as physical fixed damage. • Allowed weapon: Dual daggers
Hook Throw Penetration Ranged Directional Position Controlcost: 21-42 turnsThrow a hook at an enemy in a straight line dealing 80% of attack as damage and pull them until blocked by an obstacle. If the enemy is pulled to an adjacent tile, an additional attack deals 30% of attack as physical damage. This skill cannot be guarded (protected).

Unique Skills

SkillTPRangeCDEffect
Single Shadow Slash Melee Combatcost: 21-12 turnsAttack an enemy dealing 130% of attack as damage and apply Phantom Pain for 1 turn. If the target already has Phantom Pain, deal 170% of attack as damage instead. • Phantom Pain Dark (duration 1): When attacked, take additional dark physical damage equal to 30% of the caster's attack. • Allowed weapon: Dual daggers
Black Shadow Shift Meleecost: 21-33 turnsSwap positions with an allied character within 3 cells around you and can additionally attack or use a skill. If the swapped character is a character you summoned or a character that summoned you, apply Black Shadow Kill Formation to enemies within 2 rings around and recover 1 TP. This skill cannot be used on large monsters. • Black Shadow Kill Formation Action Control (duration 2): Cannot make additional movement or additional action. Cannot counterattack. Allows the caster to make a preemptive strike in combat.
Chiral Phantasm Dark Rangedcost: 41-33 turnsDesignate an enemy, summon a Chiral Phantasm around the target, and apply Confusion to the target. The Chiral Phantasm's turn ends immediately upon creation and it disappears after use. This skill cannot be used on large monsters and cannot be guarded. • Confusion cannot be removed Action Control: Falls into confusion and randomly flees within movement range. • Chiral Phantasm cannot be removed: Mimics the target, copying identical base stats and its active skills except for TP and ultimate. Disappears after 1 turn of use. Cannot mimic large monsters. ---
Ultimate----
Crescent Phantom Slash Ultimate Penetration Melee Combatcost: 51-35 turns"Even a crescent moon casts a shadow. Sinwol Hwanyeongcham!" • Initial Acquisition: Teleport to a tile adjacent to the designated enemy, then attack dealing 190% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. • Max Awakening: Teleport to a tile adjacent to the designated enemy, then attack dealing 220% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. • Max Manifestation: Teleport to a tile adjacent to the designated enemy, then attack dealing 250% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. ---
Exclusive Weapon----
Wolrakgeomgeuk---- Max Awakening • Rarity: Legendary | Type: Dual daggers | Exclusive Character: Phantom Thief Scharnhorst Stats: • Max HP +122, Attack +399 Additional Stats: • Physical Penetration +15% • Critical Hit Chance +15%
Merciless Dagger---(Scharnhorst exclusive): When attacking an enemy and triggering a critical hit, apply Neurotoxin 6 to the target for 1 turn and you gain Merciless Dagger 6 effect. • Neurotoxin 6: After combat, fixed damage equal to 20% of the caster's attack. • Merciless Dagger 6: At turn end, throw a Merciless Dagger 6 at the enemy with the lowest HP within 3 cells around, dealing 40% of attack as damage and reducing this effect's stack. Max 2 stacks. Cannot be removed.
Neurotoxin---(normal skill): When attacking an enemy and triggering a critical hit, apply Neurotoxin 6 to the target for 1 turn. ---
Artifacts----
Wind Step---| Lv | Effect | | --- | --- | | 1 | On action end, gain Wind Step 1 effect. Wind Step 1: Movement +1 (does not stack). Received critical hit chance -10%. Max 2 stacks. Removed after being attacked. | | 2 | On action end, gain Wind Step 2 effect. Wind Step 2: Movement +1 (does not stack). Received critical hit chance -15%. Max 2 stacks. Removed after being attacked. | | 3 | On action end, gain Wind Step 3 effect. Wind Step 3: Movement +1 (does not stack). Received critical hit chance -20%. Max 2 stacks. Removed after being attacked. | | 4 | On action end, gain Wind Step 4 effect. Wind Step 4: Movement +1 (does not stack). Received critical hit chance -25%. Max 2 stacks. Removed after being attacked. |
Mark of Slaughter---| Lv | Effect | | --- | --- | | 1 | On defeating an enemy, gain Mark of Slaughter 1 (Attack +10%. Max 4 stacks). | | 2 | On defeating an enemy, gain Mark of Slaughter 2 (Attack +15%. Max 4 stacks). | | 3 | On defeating an enemy, gain Mark of Slaughter 3 (Attack +20%. Max 4 stacks). | | 4 | On defeating an enemy, gain Mark of Slaughter 4 (Attack +25%. Max 4 stacks). |
Crisis Response---| Lv | Effect | | --- | --- | | 1 | On ally death, recover HP equal to 40% of attack. | | 2 | On ally death, recover HP equal to 60% of attack. | | 3 | On ally death, recover HP equal to 80% of attack. | | 4 | On ally death, recover HP equal to 1000% of attack. | ---

Awakening

StageUpgrades
1Ult+ (Ult enhancement 1), Stat+ (Stat enhancement 1)
2Passive+ (Unique Passive enhancement 1), Stat+ (Stat enhancement 2)
3Ult+ (Ult enhancement 2), Artifact obtained
4Passive+ (Unique Passive enhancement 2), Artifact+ (Artifact enhancement 1)
5Ult+ (Ult enhancement 3), Artifact+ (Artifact enhancement 2)
6Passive+ (Unique Passive enhancement 3), Artifact+ (Artifact enhancement 3)

Note: Passive scaling across stages (from passive text): Mark of Deception 1 -> 4 -> 7; crit chance vs marked enemy 10% -> 25% -> 40% (+1 TP at max); mark fixed-damage per stack 10% -> 15% -> 20%. Ult Crescent Phantom Slash damage 190% -> 220% -> 250%.

Artifacts

Wind Step: Makes the wearer's steps light as wind, raising movement speed and making enemy critical attacks miss.

LvEffect
1On action end, gain Wind Step 1. Effect: Movement +1 (does not stack), received crit chance -10%. Max 2 stacks. Removed after being attacked.
2Movement +1 (does not stack), received crit chance -15%. Max 2 stacks. Removed after being attacked.
3Movement +1 (does not stack), received crit chance -20%. Max 2 stacks. Removed after being attacked.
4Movement +1 (does not stack), received crit chance -25%. Max 2 stacks. Removed after being attacked.

Mark of Slaughter: Consecutive slaughter progressively strengthens, making the wearer the ruler of the battlefield. The wearer must ceaselessly fight themselves to avoid falling into violence and the abyss.

LvEffect
1On kill, gain Attack +10%, max 4 stacks.
2On kill, gain Attack +15%, max 4 stacks.
3On kill, gain Attack +20%, max 4 stacks.
4On kill, gain Attack +25%, max 4 stacks.

Crisis Response: Remembering the sacrifice of comrades and carrying on the will of those who fought together, fighting to the end is our mission.

LvEffect
1On ally death, heal HP equal to 40% of attack.
2On ally death, heal HP equal to 60% of attack.
3On ally death, heal HP equal to 80% of attack.
4On ally death, heal HP equal to 1000% of attack.

Release Date

Original Korean release: 2025-03-04.

Estimated global release: 2026-08-05.

Guide

(NamuWiki community assessment, KR server. Subjective community opinion.)

Overview of performance: Base class is Rogue. Tier 3 classes are Shadowkiller / Shadowdescendant / Illusionweaver. Ult is "Sinwol Hwanyeongcham". Unique passive "Avatar of Deception": dealing damage applies the debuff Mark of Deception, which at each enemy turn start deals fixed physical damage equal to 1015% of caster attack per stack and is then removed (max 3 stacks); Sharn also gains 1025% crit chance vs marked enemies. At his turn end, if no avatar exists, he picks either "Create Avatar" or "Leave Avatar" to spawn a clone; this is hidden from the enemy and not treated as a skill.

On the avatar: The spawned avatar is a kind of summon that copies ALL of Sharn's buffs, his current TP and skill cooldowns; passive applies, actives work, and crucially it can even use the ult, effectively a second Sharn. When avatar and main body co-attack, a special assist triggers dealing +50% extra damage. But being a summon it vanishes if the main body dies, and if the avatar dies the main body takes 50%-of-current-HP damage. It cannot act on its spawn turn; spawning it while stealthed is worth considering. Right after the update, passive cooldown was not copied to the avatar (so you could tell them apart by cooldown state); since being indistinguishable is the design intent, this was fixed in the March 19 patch.

Classes:

  • Shadowkiller: has a very high crit ceiling but needs build-up time. Learns Grappling Hook Throw. Crit chance up to +25% unconditionally; on damage gain the un-removable buff Bloodlust, +5% crit chance/crit damage per stack, max 4; at 4 stacks gain Kill Extreme giving up to +50% crit damage and guaranteed crit on combat attack. Highest ceiling but slow build-up.
  • Shadowdescendant: learns exclusive skill Black Shadow Shift. Big crit-chance boost on combat attacks only; on crit gain Dark Veil which nullifies AoE damage to 0 (max 3 stacks). Considered the best of his classes on defense, and since most of his skills are combat attacks the crit buff is near-guaranteed.
  • Illusionweaver: learns exclusive skill Chiral Phantasm; uses the Trickster-Illusionweaver tree. Vs isolated enemies, attack +30% and damage taken -30%; after attacking, reduces hit enemies' buff duration by 1 and increases debuff duration by 1. The "isolated enemy" condition is fussy but the mark + attack-up combo is strong, especially shining in single-target-heavy fights like Fierce Battle / World Boss Raid. Learns two strong exclusive actives, one being the core damage skill Single Shadow Slash, so leveling this first is recommended; can act as a pseudo buff-stripper.

Key skills / Ult:

  • Black Shadow Shift: TP 2. Swap places with an ally within 3 tiles, gain an extra attack/skill; if swapping with a summoned/summoner unit, applies like Hanjo's to enemies within 2 rings and restores 1 TP. Cd 3. Great utility, easily spreads AoE Black Shadow Kill Formation, and as a physical assassin not being countered is a big merit. Worst synergy with auto-play: the AI loves this skill too much and wastes turns/TP swapping.
  • Single Shadow Slash: TP 2. Deal 130% damage and apply Phantom Pain for 1 turn (when attacked, takes +30% dark physical damage of caster attack); if target already has Phantom Pain, deal 170%. Cd 2. Sharn's main damage skill, presupposes avatar use. With Trickster-Illusionweaver, class passive kicks in so duration starts at 2 turns. A theoretical 4-hit combo can deal 590% attack in one turn solo.
  • Chiral Phantasm: TP 4. Summon a copy of a target enemy within 3 tiles (copies stats and 1-turn active skills, not ult) and inflict Confusion on that enemy; the summon vanishes after 1 turn. Cannot be used on large monsters. Cd 3. An "improved Exort Spirit"; can inflate character count (main/clone/two phantasms) to pressure by numbers. Cannot act on spawn turn and vanishes once it acts next turn; feels more useful in PvP. Can copy an enemy Black Prince twice, usable as a Black Prince sniper pick.
  • Dark Shadow Flash: TP 2. Teleport to a tile adjacent to an enemy within 1~3 and deal 130%. Cd 2. The bread-and-butter teleport attack of this game's assassins.
  • Stealth: No TP. Gain Stealth for 2 turns and gain extra movement. Cd 3. Stealth: untargetable, +20% crit chance on attack. Nearly his only survival tool; if passive triggers after stealth, the avatar also spawns stealthed, good for approaching.
  • Divine Edge Flash: TP 3. Deal 150%; if not countered, extra hit for 30% fixed physical. Cd 2. Basically for hunting ranged dealers, but lower priority than Single Shadow Slash.
  • Hook Throw: TP 2. Throw hook at a lined-up enemy within 1~4, deal 80% and pull until blocked; if pulled adjacent, extra 30% physical. Cannot be guarded/escorted. His only non-guardable skill besides the ult, so worth considering.
  • Ult Crescent Phantom Slash: teleport adjacent to an enemy within range 3 and deal 190~220% (250% at max awakening). Cannot be guarded or countered; Sharn can return to his original spot after. At 6-star, range becomes 4; with the stage-3 awakening ult enhancement, range extends to 5. Hit-and-run single-target; damage is modest since Sharn's base stats are low, but enough to hunt Light Armor units. The avatar can also use it, doubling damage, and guard-ignore lets it reach backline ranged dealers.

Weapon and gear recommendations:

  • Exclusive weapon Wolrakgeomgeuk: extra stats physical penetration and crit chance. On crit, applies Neurotoxin debuff dealing 1020% fixed damage after combat, plus a Sharn-only effect granting Merciless Dagger buff up to 2 stacks. Merciless Dagger: on turn end, throw a dagger at the lowest-HP enemy within 3 tiles for 2040% and lose 1 stack. Supports passive triggering; awakening raises the DoT multipliers but is not essential.
  • Besides the exclusive weapon, the Hero-grade twin dagger Black Shadow Blade is recommended: +35% single-skill damage and +7% attack. Since all his skills and ult are single-target, it is said to be far better than the exclusive weapon, especially for the 2-turn Crescent Phantom Slash double-fire dealer build.
  • Armor: could go crit-dealer via Shadowkiller/Descendant + crit-damage armor, but base stats are poor and PvP enemies stack crit-damage-reduction, so crit ceiling is low. Recommend stacking attack instead (DoT debuffs scale off attack too). based on the great-aunt's lover's outfit is fitting; the master's outfit if you also want crit damage.
  • Accessories: Wolf Fang and Wound Aggravation Charm for attack; Legendary-grade Solitary Shadow Plate to shore up low survivability. Arrowhead for crit damage on Shadowkiller/Descendant, but note the low damage ceiling.

Evaluation: Looks like a dealer using a near-perfect clone, but is really an effect-damage supporter whose main weapon is attack-based debuff damage that chips enemy HP. The clone can even use the ult (feels like +1 party member), but because it effectively runs 2 units, stats are set somewhat low and the exclusive weapon's damage contribution is low, so despite being an assassin its damage is widely felt to be below expectations. Since the avatar spawns at turn end, he only works properly from turn 2 (warm-up time); having non-guardable skills only in Hook Throw and the ult is also a downside. Defense is likewise low, survival tools are only Stealth and Shadowdescendant's Dark Veil, and if the avatar dies the main body's HP is halved, giving near mola-mola-tier survivability.

  • So rather than landing direct crit damage with the clone, focus on increasing attack count and spread attack-based effect damage via Mark of Deceit, Phantom Pain, and the weapon's Merciless Dagger + Neurotoxin, then run. Summary:
  • Mark of Deceit: at turn start, 10~15% x stacks of Sharn's attack as damage. Max 3 stacks.
  • Phantom Pain: when attacked, +30% of Sharn's attack as extra damage.
  • Merciless Dagger: weapon skill. At Sharn's turn end, 20~40% of attack to lowest-HP enemy within 3 tiles.
  • Neurotoxin: weapon skill. After combat, 10~20% of Sharn's attack as fixed damage.
  • Also good as a dealer via the 2-turn Crescent Phantom Slash double-fire combo: grant 1 TP with Warrant, then fire the ult with the stealthed main body plus the cloned avatar. Here you drop the exclusive weapon (near-zero ult contribution) and use Black Shadow Blade. Notably strong for killing units escorted by Black Prince or tankers; drawing attention as a Black Prince counter. With Medici/Randam buffs or Silver's penetration-damage-up, even a high-awakening Black Prince can be killed.
  • With both Chiral Phantasm and Black Shadow Shift, clone/avatar/summons swap places for flashy "here and there" play (minor downside: even the player cannot tell main from clone). Reviving the potential, whether via clones or effect damage, requires delicate control, so the auto-vs-manual play gap can be larger than even Nangcheon's.
  • No explicit S/A/B tier letter rating is stated in the article.

Trivia

Stats, skills, and art for Phantom Thief Scharnhorst 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.