- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Unaffiliated
- Class
- Rogue
- Voice Actor
- Kim Hye-seong
- Unique Passive
- Avatar of Deceit / Incarnation of Deception
- Exclusive Weapon
- Moon Drop Sword
- Ultimate
- Crescent Phantom Slash / Sinwol Hwanyeongcham
- Original Korean Release Date
- 2025-03-04
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 374
- ATK
- 137
- M-ATK
- 96
- DEF
- 23
- RES
- 24
Unique Passive
Avatar of Deceit Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | When 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 Awakening | When 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 Manifestation | When 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 | Class |
|---|---|
| Tier 1 | Rogue |
| Tier 2 | Killer, Trickster |
| Tier 3 | Shadowkiller, Shadowdescendant, Illusionweaver |
Common Classes
Rogue+8 more → Tier 1 - Basic job wielding dual daggers, closing in on enemies with various skills to deal physical damage.
Fatal
| Lv | Effect |
|---|---|
| 1 | Can Leap when moving, and critical hit chance increases by 5% on combat attack. (Leap: Can move over some terrain/obstacles.) |
| 2 | Can Leap when moving, and critical hit chance increases by 10% on combat attack. |
Killer+1 more → Tier 2 - A cold-blooded technician wielding dual daggers to deal fatal damage to targeted enemies.
Annihilation
| Lv | Effect |
|---|---|
| 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.) |
| 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.) |
| 2 | Critical hit damage +30%. Guaranteed critical hit on combat attack. Removed on activation. Cannot be removed. |
Shadowkiller+1 more → Tier 3 - An advanced job wielding dual daggers, gifting fatal death to targeted enemies.
Kill Extreme
| Lv | Effect |
|---|---|
| 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.) |
| 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
| Lv | Effect |
|---|---|
| 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.) |
| 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
| Lv | Effect |
|---|---|
| 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.) |
| 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
| Lv | Effect |
|---|---|
| 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.) |
| 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. |
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Penetration Melee Combat | 2 | 1-3 | 2 turns | Teleport to a tile adjacent to the designated enemy, then attack dealing 130% of attack as damage. Allowed weapon: Dual daggers | |
| Penetration | - | Self | 3 turns | Become 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. | |
| Melee Combat | 2 | 1-1 | 2 turns | Attack an enemy dealing damage equal to 100% of attack power, and if the enemy's HP is 50% or below, an extra hit triggers dealing damage equal to 80% of attack power. Allowed weapon: Dual daggers | |
| Penetration Melee Combat | 3 | 1-1 | 2 turns | Attack 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 | |
| Piercing Ranged Directional Position Control | 2 | 1-4 | 2 turns | Throw a hook at enemies in a straight line dealing damage equal to 80% of attack power, and pull them until blocked by an obstacle. If an enemy is pulled to an adjacent tile, make an additional attack dealing physical damage equal to 30% of attack power. This skill cannot be guarded (escorted). |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Combat | 2 | 1-1 | 2 turns | Attack 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 | |
| Melee | 2 | 1-3 | 3 turns | Swap 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. | |
| Dark Ranged | 4 | 1-3 | 3 turns | Designate 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 Combat "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.
- TP cost5Range1-3AreaSingleCooldown5 turns
Artifacts
Wind Step+10 more →: Makes the wearer's steps light as wind, raising movement speed and making enemy critical attacks miss.
| Lv | Effect |
|---|---|
| 1 | On action end, gain Wind Step 1. Effect: Movement +1 (does not stack), received crit chance -10%. Max 2 stacks. Removed after being attacked. |
| 2 | Movement +1 (does not stack), received crit chance -15%. Max 2 stacks. Removed after being attacked. |
| 3 | Movement +1 (does not stack), received crit chance -20%. Max 2 stacks. Removed after being attacked. |
| 4 | Movement +1 (does not stack), received crit chance -25%. Max 2 stacks. Removed after being attacked. |
Mark of Slaughter+3 more →: 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.
| Lv | Effect |
|---|---|
| 1 | On kill, gain Attack +10%, max 4 stacks. |
| 2 | On kill, gain Attack +15%, max 4 stacks. |
| 3 | On kill, gain Attack +20%, max 4 stacks. |
| 4 | On 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.
| Lv | Effect |
|---|---|
| 1 | On ally death, heal HP equal to 40% of attack. |
| 2 | On ally death, heal HP equal to 60% of attack. |
| 3 | On ally death, heal HP equal to 80% of attack. |
| 4 | On ally death, heal HP equal to 100% of attack. |
Signature Gear

KR release · gmap.gg
- Stats
- Max HP +122, ATK +399
- Additional
- Physical Penetration +15%, Crit Rate +15%
Ruthless Dagger (Exclusive). When attacking an enemy and triggering a critical hit, applies the Neurotoxin 6 effect to the target for 1 turn and gains the Ruthless Dagger 6 effect. The wearer's ATK increases by 15%.
- Neurotoxin 6: ATK/M-ATK -10%. After combat, fixed damage equal to 20% of the caster's ATK. Lasts 1 turn. Damage over time.
- Ruthless Dagger 6: At the end of the turn, throws a dagger at the enemy with the lowest HP within 3 tiles, dealing damage equal to 40% of ATK and reducing this effect's stacks. Max 2 stacks. Cannot be dispelled.
Neurotoxin (General). When attacking an enemy and triggering a critical hit, applies the Neurotoxin 6 effect to the target for 1 turn.
- Neurotoxin 6: ATK/M-ATK -10%. After combat, fixed damage equal to 20% of the caster's ATK. Lasts 1 turn. Damage over time.
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 Moon Drop Sword: extra stats physical penetration and crit chance. On crit, applies Neurotoxin debuff dealing 10
20% 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/Landam 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.
Awakening/Manifestation progression: - Stage 1: Ult+ (Ult enhancement 1), Stat+ (Stat enhancement 1) - Stage 2: Passive+ (Unique Passive enhancement 1), Stat+ (Stat enhancement 2) - Stage 3: Ult+ (Ult enhancement 2), Artifact obtained - Stage 4: Passive+ (Unique Passive enhancement 2), Artifact+ (Artifact enhancement 1) - Stage 5: Ult+ (Ult enhancement 3), Artifact+ (Artifact enhancement 2) - Stage 6: Passive+ (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%.
KR Creator Guide
Character review of Phantom Thief Sharn Hoiste by 하막군의게임튜브 · 2026-08-04
The first assassin of this release wave, and the reviewer opens with the artwork, which the community has been unkind about — comparisons to a Gaksital mask and to feathers, none of them complimentary — and he agrees he isn't fond of it either. (0:02, 0:32)
Note: this review was recorded before the March 19 patch, so one of the bugs he demonstrates has since been fixed. It's flagged below.
Avatar of Deceit
Damaging an enemy leaves a Mark of Deceit, worth fixed physical damage per stack at the start of the enemy's turn, three stacks maximum — and he gains up to +25% Crit Rate against anything carrying it.
At the end of his turn, if no avatar exists, he picks one of two options: Create Avatar puts a clone on a tile within 2, or Leave Avatar drops the clone where he is standing and moves him within 2 instead. The choice is hidden from the enemy and doesn't count as a skill.
The clone is a full copy — same stats, same appearance, and the reviewer stresses that you cannot tell them apart, including from your own side. What connects them is the risk: if the avatar dies, the real one loses half its current health; if the real one dies, the avatar goes with it. And when the two of them pincer the same target, a special assist adds 50% damage. (0:32, 1:02, 1:34, 2:05, 2:38)
The bug he demonstrates on camera: the avatar didn't inherit the passive's cooldown, so a glance at the cooldown indicator told you instantly which was which — defeating the whole design. He calls it a real problem. Our kit records that this was fixed in the March 19 patch, after this video. (3:08, 3:40)
Class: Shadowdescendant normally, Illusionweaver for raids
Shadowdescendant gives Leap movement, +40% Crit Rate on combat attacks, and
Veil of Darkness on a critical hit — the same effect Sharn Hoiste's Dark Prince
class carries, which fully absorbs area damage.
Illusionweaver (with
Trickster as its lower version) gives Leap, and
against an isolated target +30% attack and -30% damage taken, then after
attacking shortens the target's buffs by a turn and lengthens its debuffs by a
turn.
Raid bosses are isolated by definition, and debuff extension is a raid tool, so his split is simple: Shadowdescendant for general play, Illusionweaver for raids. (4:41, 5:13, 5:45)
A correction about the ultimate's range
Crescent Phantom Slash shows range 1-4 at his star level; it's 1-3 below that, 1-4 from 6★, and he believes it reaches 1-5 at some manifestation stage he hasn't got to — he asks viewers to tell him which.
The confusion is the patch notes' fault: they originally read "3 to 5", which players took to mean five tiles. It meant the maximum range grows from 3 to 5 across investment. The notes were corrected a few hours later. (6:17, 6:48, 7:19)
The Phantom Pain loop
Single Shadow Slash is 130% and applies Phantom Pain for a turn — or 170% if
the target already has it.
Phantom Pain is the reason this kit works: while it's on a target, anyone attacking that target adds fixed dark damage worth 30% of Sharn's attack. In a raid that is a permanent 30% rider on the whole party's damage. (7:19, 7:49, 8:19)
Black Shadow Shift swaps places with an ally within 3 tiles and grants
another attack or skill. If the swap partner is his own avatar, it also applies
Black Shadow Slaughter around him and returns TP. It can't target large
monsters.
Put together, the raid rotation he describes: hit with one body to apply Phantom
Pain,
Black Shadow Shift to trade places with the other, then
Single Shadow Slash again for the 170% version — and repeat, keeping Phantom
Pain live the whole time. (8:19, 8:49, 9:21,
9:52)
Chiral Phantasm summons a copy of an enemy next to it and Confuses the
target, ending his turn immediately. He tested what it copies: skills yes, buffs
no — you get a blank version. And since the avatar can cast it too, both of them
can copy the same enemy: point them at an opposing Black Prince and you have
two of him. He describes it as Diablo's Exo Spirit and Mind Control+1 more → blended
together. (9:52, 10:23, 10:55)
The weapon
Moon Drop Sword applies Neurotoxin to a target on a critical hit and gives him Merciless Dagger. Neurotoxin deals fixed damage worth 10% of his attack after each combat — the same shape as Phantom Pain, and the two stack, which he calls enormous synergy.
Merciless Dagger throws a dagger at the lowest-health enemy within 3 tiles at turn end for 20% of attack, spending a stack. He initially expected the stacks to build up; in practice the crit fires, the turn ends, and the dagger goes out immediately, so it rarely stacks at all — unless nothing is within 3 tiles. He leaves it open whether that's better or worse. (10:55, 11:26, 11:58, 12:28)
Gear and runes
Black Crow, and for the accessory Serrated Arrowhead or Ancient Hero's Ring. Runes: all Chaos, on the grounds that his stats aren't good enough to build anything clever around, with Moon in slot 6 if you're short on Crit Rate. (13:01, 13:34)
Manifestation
The first stage shares buffs between the two bodies — buff the avatar and the real one gets it, and vice versa, copied instantly.
The next adds Crit Rate and 1 TP, but only when hitting an enemy that carries Mark of Deceit, which he reads as a raid clause.
His investment advice comes with a concrete payoff: with a barrier up front, both bodies spawn holding 4 TP, so by turn two both can cast the ultimate. Two ultimates in a turn is worth having, and the difference between range 4 and range 5 is large, so he'd go to the second stage as the value stop and further if the range does improve. (14:05, 14:35, 16:10, 16:42)
Artifacts
Wind Step+10 more → he expects almost nobody to use, while allowing that Sharn's
mobility is poor — no Sprint, short range — so it isn't absurd.
Mark of Slaughter+3 more → stacks attack per kill and he rates it highly.
Crisis Response heals 100% of attack when an ally dies, which he notes
should mean it also fires when the avatar dies and refunds part of that 50%
health hit — reading the text as written, though he hasn't confirmed it.
(14:35, 15:07, 15:39, 16:10)
Verdict
A raid character, and part of a pattern he's noticed: the recent releases, Kana Milanovich included, keep being built for raid content.
His main criticism is the stat line. Compared like-for-like against Hanzo at the same star level and the same Shadowkiller class, Sharn has both less attack and less health — a gap large enough that he wonders aloud whether it's a bug. His charitable reading is that it's the price of fielding two bodies.
Because both bodies act before the turn passes to the opponent, PvP use is real but situational, and the assist pincer is the play to build around. His summary: raids yes, PvP it depends. (17:12, 17:42, 18:14, 18:44, 19:14)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Phantom Thief Sharn Hoiste’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: 2025-03-04.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
