Roberto de Medici
Released로베르토 데 메디치
- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Geysir
- Class
- Slash / (Fighter base; added as a blue-element Legendary
- Voice Actor
- Min Seung-woo
- Unique Passive
- Prelude to Revolution
- Exclusive Weapon
- Victoria Armada
- Ultimate
- Jinmu Cheonji Pyeol
- Original Korean Release Date
- 2024-08-06
- Estimated Release Date
- Live now
Unique Passive
Prelude to Revolution Passive
| Tier | Effect |
|---|---|
| First Acquisition | For the number of buffs granted to allies via skills, gain the Prelude to Revolution 1 effect for 2 turns. For the number of debuffs applied to enemies via skills, gain the Prelude to Revolution 1 effect for 2 turns. If remaining TP after using a skill is 0, the TP used is recovered. (Cooldown: 3) • Prelude to Revolution 1 Cannot be removed (Stacks 6 / Duration 2): Per stack, Attack/Defense +2%. Received critical hit chance -2%. |
| Max Awakening | For the number of buffs granted to allies via skills, gain the Prelude to Revolution 4 effect for 2 turns. For the number of debuffs applied to enemies via skills, gain the Prelude to Revolution 4 effect for 2 turns. If remaining TP after using a skill is 0, the TP used is recovered. (Cooldown: 2) • Prelude to Revolution 4 Cannot be removed (Stacks 6 / Duration 2): Per stack, Attack/Defense +5%. Received critical hit chance -5%. |
| Max Manifestation | Max HP increases by 30%, and for the number of buffs granted to allies via skills, gain the Prelude to Revolution 7 effect for 2 turns. For the number of debuffs applied to enemies via skills, gain the Prelude to Revolution 7 effect for 2 turns. If remaining TP after using a skill is 0, the TP used is recovered. (Cooldown: 2) • Prelude to Revolution 7 Cannot be removed (Stacks 6 / Duration 2): Per stack, Attack/Defense +8%. Received critical hit chance -8%. |
Classes
Class tiers: Tier 1 = Fighter; Tier 2 = Knight, Resistance; Tier 3 = Command Knight, Storm Knight, Resist Commander.
Common Classes
Fighter Tier 1 - A basic class that uses a sword to fight enemies in melee.
Offensive
| Lv | Effect |
|---|---|
| 1 | Take 25% less counterattack damage when performing combat attacks. |
| 2 | Take 25% less counterattack damage when performing combat attacks, and take 50% less counterattack damage when a critical hit triggers. |
Knight Tier 2 - A knight class trained for a long time in advanced swordsmanship and regular tactics, skilled in group combat.
Exaltation
| Lv | Effect |
|---|---|
| 1 | Damage taken by self and adjacent allies is reduced by 10%, and if there are adjacent allies during combat, attack increases by 20%. |
| 2 | Damage taken by self and adjacent allies is reduced by 10%, and if there are adjacent allies during combat, attack increases by 25%. |
Command Knight Tier 3 - A knight who commands the battlefield with balanced stats, acting on the front lines and strengthening allies with shouts.
Battlefield Command
| Lv | Effect |
|---|---|
| 1 | When using a shout skill, once per turn gain the Battlefield Command 1 effect and gain an additional attack or skill use. After using a shout skill, remove 1 debuff from allies who received the effect. (Battlefield Command 1: (Duration 2): Damage taken -10%. Attack +10%.) |
| 2 | When using a shout skill, once per turn gain the Battlefield Command 2 effect and gain an additional attack or skill use. After using a shout skill, remove 1 debuff from allies who received the effect. (Battlefield Command 2: (Duration 2): Damage taken -10%. Attack +20%.) |
Storm Knight Tier 3 - A special advanced class that uses a sword and dominates the battlefield with the power of storms.
Eye of the Storm
| Lv | Effect |
|---|---|
| 1 | If holding 3 or more buffs, attack increases by 40%. When attacked by enemies within 2 tiles, damage taken and critical hit chance are reduced by 20%. |
| 2 | If holding 3 or more buffs, attack increases by 50%. When attacked by enemies within 2 tiles, damage taken and critical hit chance are reduced by 25%. |
Unique Classes
Resistance Tier 2 - A member of a secret organization that uses a sword and rises to fight under the banner of freedom and justice.
Uprising
| Lv | Effect |
|---|---|
| 1 | In combat, if self has a debuff or HP is not 100%, attack increases by 20% and damage taken decreases by 20%. |
| 2 | In combat, if self has a debuff or HP is not 100%, attack increases by 30% and damage taken decreases by 20%. |
Resist Commander Tier 3 - An organization leader who uses a sword and leads the rebel army with strategic leadership and powerful melee combat ability.
- Overcoming Adversity 1: When using a shout skill, once per turn gain an additional attack or skill use. In combat, if self has a debuff or HP is not 100%, attack increases by 40% and damage taken decreases by 35%.
- Overcoming Adversity 2 [listed as second tier]: When using a shout skill, once per turn gain an additional attack or skill use. In combat, if self has a debuff or HP is not 100%, attack increases by 50% and damage taken decreases by 35%.
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 1-1 | 3 turns | Deal 130% of attack as damage to an enemy, and if counterattacked, a follow-up strike triggers dealing 30% of attack as damage. • Allowed weapons: Sword, Greatsword, Sword/Shield, Gunslicer, Axe | |
| 2 | 1-1 | 4 turns | Deal 170% of attack as damage to an enemy, and on critical hit, recover HP equal to 50% of attack. On enemy kill, advance to the tile the enemy occupied. • Allowed weapons: Sword, Greatsword, Sword/Shield, Gunslicer, Axe | |
| 1 | 1-1 | 2 turns | Immediately after using a skill, gain an additional action and critical hit chance increases by 15% for this turn. | |
| 4 | Self | 2 turns | Grant the Vigor effect to self and adjacent allies for 2 turns. • Vigor Shout (Duration 2): After a melee attack, can additionally use an attack or skill. Removed on activation. | |
| Shout of Battle Slash Shout | 2 | Self | 2 turns | Grant the Battle Stance effect to allies within 3 tiles for 2 turns. • Battle Stance (Duration 2): Attack +25%. Defense/Resistance +20%. |
| 3 | 1-2 | 3 turns | Fire Noejeon Pokyeolcham at an enemy for 170% of attack as lightning damage, and deal 70% of attack as lightning damage to adjacent enemies. Apply the Electrocute effect to damaged enemies for 1 turn. • Electrocute Action Control (Duration 1): Cannot counterattack. • Allowed weapons: Sword, Greatsword #### Unique Skills | |
| 2 | 1-1 | 3 turns | Gain the Fighting Spirit effect for 2 turns and deal 210% of attack as damage to an enemy. This attack always has a fixed 1% critical hit chance. On enemy kill, grant the Fighting Spirit effect to other allies within 1 tile for 2 turns. • Fighting Spirit (Duration 2): Attack/Spellpower +20%. • Allowed weapons: Sword, Greatsword | |
| 3 | Self | 3 turns | Remove all action-control effects from allies within 3 tiles and grant the Resistance Advance effect for 2 turns. • Resistance Advance (Duration 2): Immune to action-control effects. Movement +1. When attacking an enemy, attack increases by 4% proportional to distance moved, then this effect is removed. |
Ultimate
Jinmu Cheonji Pyeol Ultimate Strike Flame Ranged
"Watch your feet! Jinmu Cheonji Pyeol!!"
- Initial Acquisition: Deal 95% of attack as damage to enemies within range. To enemies in a straight line, additionally deal 50% of attack as damage ignoring defense.
- Max Awakening: Deal 110% of attack as damage to enemies within range. To enemies in a straight line, additionally deal 50% of attack as damage ignoring defense.
- Max Manifestation: Deal 130% of attack as damage to enemies within range. To enemies in a straight line, additionally deal 50% of attack as damage ignoring defense.
- CostTP 5RangeSelfAreaAoECooldown5 turns
- Allowed weapons: Sword, Greatsword
Release Date
Original Korean release: 2024-08-06 (added as a blue-attribute Legendary-grade slash character).
Global status: Live now.
Awakening
The awakening/dupe progression (Inner Cube):
Stage
| Lv | Effect |
|---|---|
| 1 | Ultimate enhancement 1, Stat enhancement 1 |
| 2 | Unique Passive enhancement 1, Stat enhancement 2 |
| 3 | Ultimate enhancement 2, Artifact acquired |
| 4 | Unique Passive enhancement 2, Artifact enhancement 1 |
| 5 | Ultimate enhancement 3, Artifact enhancement 2 |
| 6 | Unique Passive enhancement 3, Artifact enhancement 3 |
Reference points for the scaled values:
- Unique Passive "Prelude of Revolution": base 3-star = +2%/stack ATK/DEF, -2% received crit chance (max 6 stacks); at 6-star (Max Awakening) = +5%/stack, -5%; at Max Manifestation = +8%/stack, -8% and max HP +30%.
- Ultimate "Jinmu Heaven-and-Earth Rupture": First acquire = 95% ATK; Max Awakening = 110% ATK; Max Manifestation = 130% ATK (in-line targets always take an extra 50% ATK defense-ignoring damage).
Artifacts
Attribute Overload - Puts the wearer's attribute affinity into an overloaded state; the advantageous element matchup effect is maximized for a battle advantage.
| Lv | Effect |
|---|---|
| 1 | When at an advantageous element, elemental damage dealt +10%. |
| 2 | +15%. |
| 3 | +20%. |
| 4 | +25%. |
Eye of the Storm - Thunder rolls, lightning falls without hesitation; grants power to the one who inherits the will of lightning.
| Lv | Effect |
|---|---|
| 1 | After using a lightning-attribute skill, gain Lightning Move 1 for 2 turns. Cooldown 3 turns. (Lightning Move 1: ATK/crit chance +8%, received crit chance -8%, movement +1 (cannot stack), gain "Withdraw" effect after attacking, immune to movement-control effects. Withdraw: extra movement before turn end.) |
| 2 | After using a lightning-attribute skill, gain Lightning Move 2 for 2 turns. Cooldown 3 turns. (Lightning Move 2: ATK/crit chance +12%, received crit chance -12%, movement +1 (cannot stack), gain Withdraw after attacking, immune to movement-control effects.) |
| 3 | gain Lightning Move 3 for 2 turns. Cooldown 3 turns. (Lightning Move 3: ATK/crit chance +16%, received crit chance -16%, movement +1 (cannot stack), Withdraw, immune to movement-control effects.) |
| 4 | gain Lightning Move 4 for 2 turns. Cooldown 3 turns. (Lightning Move 4: ATK/crit chance +20%, received crit chance -20%, movement +1 (cannot stack), Withdraw, immune to movement-control effects.) |
Horn of Valhalla - When its sound splits the sky and rings out, the song of the dead fills the battlefield.
| Lv | Effect |
|---|---|
| 1 | When using a shout skill, additionally grant "Warrior's Valor 1" for 2 turns to targets receiving the effect. Cannot stack with the "Guided Sword" effect. (Warrior's Valor 1: ATK +15%.) |
| 2 | additionally grant Warrior's Valor 2 for 2 turns. Cannot stack with Guided Sword. (Warrior's Valor 2: ATK +16%.) |
| 3 | additionally grant Warrior's Valor 3 for 2 turns. Cannot stack with Guided Sword. (Warrior's Valor 3: ATK +18%.) |
| 4 | additionally grant Warrior's Valor 4 for 2 turns. Cannot stack with Guided Sword. (Warrior's Valor 4: ATK +20%.) |
Signature Gear

The final armament of the original work, reborn as the Victoria Armada to lead the charge at the front line.
- Stats
- Attack %
Weapon Skill (base). When granting a buff to an ally with a skill, grant yourself the 'Vanguard Advance' buff, increasing single-target skill damage and Attack. When you kill an enemy with 'Combat Attack', there is a chance to reduce by 1 the cooldown of the skill with the longest remaining cooldown at that moment.
- From 5th awakening: Vanguard Advance also grants Movement +1.
Guide
No S/A/B tier rating is stated in the text; the following is the KR-server NamuWiki community opinion.
"Genesis War Mobile's greatest cheerleader/rally captain." His biggest strength is that he learns as many as 3 shout-type skills, and by combining his unique passive with class traits he can double-stack shouts in a single turn to build buffs quickly. On top of that, shout skills fully apply to himself too, and he has excellent damage skills like Sky-Fall Blade and Thunderburst Slash, so he has plenty of aptitude as a burst dealer. At launch, even Sara, then a first-tier tanker, would get wiped out by a single Sky-Fall Blade from a Storm Knight Medici who leaped 8 tiles after receiving buffs, so after Medici's release he became rare in the arena.
However, in January 2025 the Black Prince arrived with the insane buff-counter AoE "Atomic Blast," which deals 30% ATK AoE damage per buff and applies a buff-acquisition-block debuff, so buffs could now backfire. So while he was previously treated as a must-pick, since the Black Prince his deployment must be approached quite carefully.
Class notes (KR-server community opinion):
- Command Knight: strong shout-skill synergy; the tree grants 2 shout-type buff skills; using a shout gives (once per turn) a 2-turn damage-reduction + ATK buff, an extra attack/skill use, and removes 1 debuff from the targeted ally. Great synergy with the mostly-buffer Medici, and strong in PVP due to debuff removal. But since Resist Commander has both damage and buffs and is so good, and the Command Knight training tree ends with only 2 buff skills, it is not ideal to pick in the early training phase; worth using in PVP once you have core skills.
- Storm Knight: the class that learns the exclusive skill Thunderburst Slash; when attacked by enemies within 2 tiles, damage taken and enemy crit chance drop 25%, and with 3+ buffs held, ATK rises by 50%. Medici easily reaches 3 buffs (1 from passive by default plus many self-buff skills), but it is the only class that does NOT gain an extra attack/skill after a shout. Pick this if you want to run Medici as a dealer.
- Resist Commander: rides the Resistance-Resist Commander exclusive tree, learning Medici's core exclusive skills Sky-Fall Blade and March Shout. Its passive uniquely gives +50% ATK and up to 35% damage reduction when debuffed or below 100% HP, plus (like Command Knight) an extra attack/skill after a shout. Recommended to prioritize because of Sky-Fall Blade and March Shout, and good enough as a finisher class.
- Combo: Command Knight and Resist Commander gain an extra attack/skill after a shout; using Dash there creates an extra movement, effectively upgrading it to a full extra action. So you can solo the combo: open with March Shout (TP3), use Dash (TP1) to move extra and approach, then finish one enemy with a distance-scaled Sky-Fall Blade (TP2). Possible thanks to the full-payback unique passive.
Core skills and ultimate (KR-server community opinion):
- Sky-Fall Blade: single-target attack from Resistance. Consumes 2 TP, grants "Fighting Spirit" (ATK/spell power +20% for 2 turns), strikes for 210% (!) ATK; crit chance is fixed at 1%. On kill, grants Fighting Spirit to other allies within 8 surrounding tiles. Compared to typical single-target multipliers of ~150-170, this is huge and only 2 TP, balanced by the fixed 1% crit (so crits effectively never trigger). Low ceiling, but conversely no need to raise crit chance; a hard counter to Valkyrie, who has a passive preventing crits.
- March Shout: buff skill from Resist Commander. Removes all action-control debuffs from allies within 3 tiles and applies "Resistance Army's March" for 2 turns (movement +1, immune to action-control), with ATK +4% per tile moved. Very useful because Fighter-line movement is only 3.
- Thunderburst Slash: AoE from Storm Knight. 170% ATK electric damage to a single target, 70% ATK to adjacent enemies, and applies the no-counter debuff "Electrocution." Excellent multiplier plus debuff and AoE. (Trivia: in the original it was Thunderburst "Sword," slightly changed.)
- Vigor Shout: from Knight; grants "Vigor" (once, after melee attack gain extra attack/skill) for 2 turns to self and adjacent allies.
- Battle Shout: from Command Knight; grants "Battle Stance" for 2 turns (ATK +25%, DEF/RES +25%) to allies within 3 tiles.
- Ultimate Jinmu Heaven-and-Earth Rupture: cross-shaped AoE (8 surrounding tiles plus 6 tiles in front/back/left/right); deals 100% ATK then an extra 50% ATK defense-ignoring damage. No side effects, but high multiplier, wide range, defense-piercing, so quite powerful. Vs Karls's Heaven-Earth Rupture Dance: same range, normal-hit multiplier +30%, defense-ignore multiplier -20%, net +10% total, so stronger vs low-defense enemies but weaker vs tanks.
Recommended gear (KR-server community opinion):
- Exclusive weapon Victoria Armada (Armada in original): sub-stat is ATK%. Grants self "Vanguard March" buff (single-target skill damage up + ATK up) when buffing allies with a skill, and a weapon skill that on a killing "battle attack" reduces (by chance) the cooldown of the longest-remaining-cooldown skill by 1. At 5-awaken, Vanguard March adds movement +1. Good for dealer or buffer Medici; but contributes nothing to team buffs and is self-only, so if running purely as buffer it is less necessary.
- Other recommended Legendary weapon: Elizabeth's exclusive Moonlight Rose, which adds an ATK buff to buffed targets. Medici's March/Battle shouts are wide-range, so the ATK buff spreads with them; using Battle Shout, the ATK buff reaches 35% (broken performance). Also when Sky-Fall Blade kills and spreads Fighting Spirit, another ATK buff attaches, so ATK buffs never stop. So this is the finisher for buffer use; its blue blade also matches Medici's blue coloring.
- Armor: crit is not very important, so use flat-ATK or HP sets, e.g. Nangcheon's motif Ilgidangcheon set or G.S's motif Pungun set (proper build). At Hero grade, Hyeobgaek 2 with Seonim 2 or Salsu 2 recommended.
- Accessories: any is fine, but Wolf Fang (ATK up + penetration buff) is best for damage; Amulet of Wound Worsening (ATK up, received crit chance reduction, healing-reduction on melee-attacked targets) is also common, as is its Legendary version Thorn of Agony. At Legendary grade it varies by class:
- Dealer Storm Knight: Balance Blade (ATK buff) is sometimes recommended at Legendary grade, since Sky-Fall Blade's crit won't trigger anyway.
- Buffer Resist Commander: Ancient Hero's Ring is recommended; but because the class passive reduces received crit chance, its heal-on-crit-hit rarely triggers. Stopwatch is sometimes used for a faster skill cycle.
