- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Geysir
- Class
- Fighter
- Voice Actor
- Min Seung-woo
- Unique Passive
- Prelude to Revolution
- Exclusive Weapon
- Victoria Armada
- Ultimate
- True Heaven-Earth Crusher
- Original Korean Release Date
- 2024-08-06
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 397
- ATK
- 167
- M-ATK
- 96
- DEF
- 24
- RES
- 23
Unique Passive
Prelude to Revolution Passive
| Tier | Effect Name | 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 (Duration 2) Cannot be removed Max Stacks: 6 | 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 (Duration 2) Cannot be removed Max Stacks: 6 | Per stack, Attack/Defense +5%. Received critical hit chance -5%. | |
| Max Manifestation | At the start of the game, grant the Soaring Falcon 3 effect to other allies of the Zephyr Falcon faction and gain the Heart of the Resistance 3 effect yourself. 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 (Duration 2) Cannot be removed Max Stacks: 6 | Per stack, Attack/Defense +10%. Received critical hit chance -10%. | |
| Soaring Falcon 3 Cannot be removed Authority | Physical Penetration/Magic Penetration/Max HP +20%. Allies whose basic attack range is 3 or more also gain skill range +1. Does not stack with other Authority effects. | |
| Heart of the Resistance 3 Cannot be removed Max Stacks: 4 | Per stack, base stats +10%. Ranged damage taken -5%. |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Fighter |
| Tier 2 | Knight, Resistance |
| Tier 3 | Command Knight, Storm Knight, Resist Commander |
Common Classes
Fighter+33 more → 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+14 more → 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+3 more → 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. Damage taken is reduced by 10%. (Battlefield Command 1: (Duration 2): Damage taken -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. Damage taken is reduced by 20%. (Battlefield Command 2: (Duration 2): Damage taken -20%.) |
Storm Knight+1 more → Tier 3 - A special advanced class that uses a sword and dominates the battlefield with the power of storms.
| Lv | Effect |
|---|---|
| 1 | If holding 3 or more buffs, attack and physical penetration increase by 25%. Damage taken is reduced by 40%. When attacked, damage taken increases by 5% for each tile of distance to the attacker beyond 1 (max 15%). |
| 2 | If holding 3 or more buffs, attack and physical penetration increase by 35%. Damage taken is reduced by 50%. When attacked, damage taken increases by 5% for each tile of distance to the attacker beyond 1 (max 15%). |
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 30%. |
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
| Lv | Effect |
|---|---|
| 1 | When using a shout skill, once per turn gain an additional attack or skill use. At the start of turn, if self has a debuff or HP is not 100%, attack increases by 30% and damage taken decreases by 25% until the start of the next turn. If an attack drops HP to 50% or below, damage taken decreases by a further 10% until the start of the next turn. |
| 2 | When using a shout skill, once per turn gain an additional attack or skill use. At the start of turn, if self has a debuff or HP is not 100%, attack increases by 50% and damage taken decreases by 40% until the start of the next turn. If an attack drops HP to 50% or below, damage taken decreases by a further 10% until the start of the next turn. |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Battle | 1 | 1-1 | 3 turns | Deals damage equal to 130% of attack power to an enemy, and if counterattacked, a follow-up strike triggers dealing damage equal to 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe | |
| Melee Healing Movement Attack Combat | 2 | 1-1 | 4 turns | Deal damage equal to 170% of Attack Power to an enemy, and when a critical hit triggers, restore HP equal to 50% of Attack Power. Upon killing an enemy, advance to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe | |
| - | 1 | 1-1 | 2 turns | Immediately after using the skill, gains an Additional Action and critical hit chance increases by 15% during this turn. | |
| Shout | 4 | Self | 2 turns | Applies the Vigor effect to self and adjacent allies for 2 turns. Vigor Shout (Duration 2): After a melee attack, you can additionally use an attack or skill. Removed when triggered. | |
| Slash Shout | 2 | Self | 2 turns | Grant the Battle Stance effect to allies within 3 tiles for 2 turns. Battle Stance+2 more → (Duration 2): Attack +25%. Defense/Resistance +20%. | |
| Magic Electric Ranged Directional Combat | 3 | 1-2 | 3 turns | Fire Noejeon-pokyeol-cham at an enemy, dealing 170% of attack as electric damage, and dealing 70% of attack as electric 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
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Combat | 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 | |
| Shout | 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
True Heaven-Earth Crusher
Ultimate Strike Flame Ranged
"Watch your feet! True Heaven-Earth Crusher!!"
- 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 130% 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 160% of attack as damage to enemies within range. To enemies in a straight line, additionally deal 70% of attack as damage ignoring defense.
- CostTP 5RangeSelfAreaAoECooldown5 turns
- Allowed weapons: Sword, Greatsword
Artifacts
Attribute Overload+8 more → - 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 | At the start of turn, gain Storm Omen 1. After casting a lightning-attribute skill, that skill's cooldown is reduced by 1, and if remaining TP is 2 or less, gain Focus (cooldown 1). Has the Storm's Trial effect. (Storm Omen 1 Cannot be removed (Duration 1): ATK/crit chance +12%, received crit chance -12%. After attacking, gain Withdraw and remove this effect. Immune to movement-control effects.) (Storm's Trial Cannot be removed: At the start of turn, if HP is at maximum, lightning strikes the wearer for 1 fixed damage.) (Focus Cannot be removed: Gain 1 TP at the end of your action.) (Withdraw (Duration 1): Additional move before ending the turn.) |
| 2 | At the start of turn, gain Storm Omen 2. After casting a lightning-attribute skill, that skill's cooldown is reduced by 1, and if remaining TP is 2 or less, gain Focus (cooldown 1). Has the Storm's Trial effect. (Storm Omen 2 Cannot be removed (Duration 1): ATK/crit chance +18%, received crit chance -18%. After attacking, gain Withdraw and remove this effect. Immune to movement-control effects.) |
| 3 | At the start of turn, gain Storm Omen 3. After casting a lightning-attribute skill, that skill's cooldown is reduced by 1, and if remaining TP is 2 or less, gain Focus (cooldown 1). Has the Storm's Trial effect. (Storm Omen 3 Cannot be removed (Duration 1): ATK/crit chance +24%, received crit chance -24%. After attacking, gain Storm's Guard and Withdraw, then remove this effect. Immune to movement-control effects.) (Storm's Guard Shield Cannot be removed (Duration 2): Shield equal to 50% of attack. Flame/Frost/Radiance/Dark Resistance +25%. Granted only at Eye of the Storm 3 and 4.) |
| 4 | At the start of turn, gain Storm Omen 4. After casting a lightning-attribute skill, that skill's cooldown is reduced by 1, and if remaining TP is 2 or less, gain Focus (cooldown 1). Has the Storm's Trial effect. (Storm Omen 4 Cannot be removed (Duration 1): ATK/crit chance +30%, received crit chance -30%. After attacking, gain Storm's Guard and Withdraw, then remove this effect. Immune to movement-control effects.) |
Valhalla's Horn+1 more → - 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 "Sword of Providence" effect. (Warrior's Valor 1: ATK +15%.) |
| 2 | additionally grant Warrior's Valor 2 for 2 turns. Cannot stack with Sword of Providence. (Warrior's Valor 2: ATK +16%.) |
| 3 | additionally grant Warrior's Valor 3 for 2 turns. Cannot stack with Sword of Providence. (Warrior's Valor 3: ATK +18%.) |
| 4 | additionally grant Warrior's Valor 4 for 2 turns. Cannot stack with Sword of Providence. (Warrior's Valor 4: ATK +20%.) |
Signature Gear

KR release · gmap.gg
The final armament of the original work, reborn as the Victoria Armada to lead the charge at the front line.
- Stats
- Max HP +132, ATK +371
- Additional
- ATK +15%, Max HP +15%
Captain's Advance (Exclusive). When killing an enemy with a combat attack, has a 100% chance to reduce the Cooldown of its skill with the longest remaining Cooldown by 1. Additionally, when applying a buff/debuff to a unit with a skill, gains Vanguard Advance 6 (Cooldown 2 turns).
- Vanguard Advance 6: Skill Damage/Physical Penetration +15%, ATK +10%, Movement +1. Lasts 2 turns. Cannot be dispelled.
Duel Preparation (General). When applying a buff to an ally with a skill, the wearer's single-target skill Damage increases by 15% for 2 turns. (Cooldown 2 turns)
Build Guide by Axiom

Guide
No S/A/B tier rating is stated in the text; the following is the KR-server NamuWiki community opinion. It was written before the 2026-03-10 rework, so its class, weapon and artifact numbers describe the older kit; the sections above carry the current values.
"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 True Heaven-Earth Crusher: 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.
Awakening/Manifestation progression: The awakening/dupe progression (Inner Cube): - 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 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 = +10%/stack, -10% and max HP +30%, plus the Soaring Falcon and Heart of the Resistance grant. - Ultimate "True Heaven-Earth Crusher": First acquire = 95% ATK; Max Awakening = 130% ATK; Max Manifestation = 160% ATK (in-line targets take an extra 50% ATK defense-ignoring damage, rising to 70% at Max Manifestation).
KR Creator Guide
Character review of Roberto de Medici (filmed before his rework) by 하막군의게임튜브 · 2026-08-04
Another older character revisited after a rework, and the reviewer's verdict is that this one landed: Medici is now close to a permanent fixture on his attack deck. Everything below describes the reworked kit. (0:00, 0:31, 9:40)
Prelude to Revolution, rebuilt
At the start of the match he grants Soaring Falcon to Zephyr Falcon allies — physical penetration, magic penetration and Max HP — and the rework's headline change is that he now receives it himself, where before he was excluded. He puts the combined Max HP at +50%: 30% from his own line plus 20% from the buff.
The buff also raises skill range by 1 for allies whose basic attack range is 3 or more, so it reaches gunners like Kana Milanovich and Chris. He points out one case it doesn't cover: Cyrano Bernstein's Soul Drain has 3 range, but that's a skill's range and not a basic attack's, so it doesn't qualify.
Heart of the Resistance was toned down in exchange. (0:31, 1:01, 1:31)
One caveat on that headline change: the KR patch note that introduced the buff has it going to other Zephyr Falcon allies, with Medici himself taking Heart of the Resistance instead, and our kit follows the patch note. The reviewer is playing six months later and his +50% Max HP arithmetic only works if he does receive it, so treat the self-buff as his in-game observation.
Prelude to Revolution stacks for every buff he gives an ally and every debuff he applies, six stacks maximum, each carrying attack, defence and critical-hit-chance-received reduction. Since he buffs two effects at a time, he says three allies is enough to cap it immediately — so treat six stacks as his permanent state, and don't bother with critical-damage-taken reduction anywhere in the build, because nothing crits him. (1:31, 2:02, 2:33)
The TP refund when he ends a skill on 0 TP is unchanged, and it's what lets him hand out two buffs in a turn. (2:33)
Class: Storm Knight to attack, Resist Commander to support
Command Knight+3 more → he dismisses outright. The real choice is between two.
Storm Knight+1 more → gives +35% attack and physical penetration while holding three
or more buffs — which is always — and a flat -50% damage taken. That reduction
decays 5% per tile of distance, so a ranged attacker three tiles out only faces
-35%. It's the attacking pick, and it also brings
Thunder Flame Slash+1 more →, which
pairs with his artifact. (2:33, 3:03, 3:33)
Resist Commander grants an extra attack or skill after a Shout — the second
buff in a turn — and at the start of the turn, if he is carrying a debuff or
isn't at full health, +50% attack and -40% damage taken until his next turn.
That condition is deliberately awkward, and the reviewer points out how it's
meant to be met:
Eye of the Storm deals him 1 point of lightning damage, so
he is never at full health at turn start. The design forces the artifact.
Unlike Storm Knight's, this 40% doesn't decay with distance, which he notes may actually be the steadier option in a metagame full of ranged attackers. Below 50% health it adds another 10%, though he's realistic that Medici at half health is in trouble. (3:33, 4:04, 4:35)
Skills
On
Resist Commander he runs
Charge Roar,
Battle Roar+1 more → and
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Combat | 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 | |
| Magic Electric Ranged Directional Combat | 3 | 1-2 | 3 turns | Fire Noejeon-pokyeol-cham at an enemy, dealing 170% of attack as electric damage, and dealing 70% of attack as electric 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 | |
| Melee Combat | 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 |
Gear
He runs the exclusive weapon. The alternative people use is Elizabeth Pandragon's Moonlight Rose, and he prefers Victoria Armada: skill range, physical penetration, attack, Max HP, +1 movement, and cooldown reduction on a kill — all of it live from simply casting a buff.
Armour is Envoy of the Storm with Scorpion of the Underworld, chosen for health, on the reasoning that a cheerleader has to survive to cheer. Accessory: Black Banner is the best, but he only owns one and it's on another Zephyr Falcon unit, so he's using Ancient Hero's Ring. (5:36, 6:07, 6:37, 7:09)
The artifact is the build
Eye of the Storm he calls overwhelmingly good, and lists why: attack and
Crit Rate +30% at turn start, another 30% critical-hit-chance-received
reduction, and after attacking, Storm's Guard (a shield plus resistance) and
Withdraw, which is a move after the attack. At 2 TP or less it grants Focus and
another TP. Lightning skills cut its cooldown — which is how
Thunder Flame Slash+1 more → ends up castable three turns running. And its Storm's
Trial is the 1 point of fixed damage that switches on
Resist Commander.
His summing up is that not running it costs you several things at once, so it
isn't really optional.
Horn of Valhalla is the same effect as Elizabeth's
Moonlight Rose and only makes sense on a pure-support build;
Attribute Overload+8 more → goes unmentioned. (7:09, 7:39,
8:09)
The weapon wants ★5
Below ★5 he'd rather have Moonlight Rose, because ★5 is where the +1 movement appears. Medici buffs from the back line and then has to catch up with the team, which he says is genuinely hard without it. (8:39)
Runes
His own are years old and he hasn't changed them. His recommendation is Chaos/Chaos, Ultimate/Ultimate, Sun/Moon for health — and explicitly not the popular Sun in slots 3 and 5 for critical-damage-taken reduction, because with his crit-chance-received reduction nothing crits him anyway. (9:09, 9:40)
Verdict
A well-executed rework. Heart of the Resistance at four stacks gives 20% ranged
damage reduction, which stacks with
Resist Commander's 40% for 60% against
ranged attacks, or 70% on
Storm Knight+1 more → — and it's precisely the hole Storm
Knight's distance decay leaves open. At the more realistic three deployed allies
it's 15%, still worth having.
Soaring Falcon is the other reason to field him: a Cyrano Bernstein with Medici behind him is, in his words, extremely strong.
The caveat is the same one he gives for every older character: below full
awakening they're hard to use. Buff-and-retreat works at 3★, but the Max HP, the
percentage lines and the improved Soaring Falcon all want full investment.
Support build takes
Resist Commander; attack build takes
Storm Knight+1 more →.
(9:40, 10:12, 10:43, 11:14, 11:44)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Roberto de Medici’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.
Reworks
KR-server balance changes for this unit, newest first (see the full Rework History).
Strengthened awakened unique skill and Zephyr Falcon synergy
- Overall stats buffed; unique skills strengthened at 2/4/6-stage awakening, and Authority effects granted to Zephyr Falcon allies.
- Unique passive 'Prelude of Revolution' now grants Zephyr Falcon allies 'Soaring Falcon 1/2/3' at game start while self gains 'Heart of the Resistance 1/2/3'; per-stack ATK/DEF buffed from +6% to +6/+8/+10% and Crit Rate taken changed from -6% to -6/-8/-10%.
- Soaring Falcon (Authority, cannot be dispelled): Physical Pen/Magic Pen/Max HP +15/+15/+20%; at 10/12 also grants +1 skill Range to allies with base attack Range 3+.
- Ultimate 'Jinmu Heaven-Earth Rupture' AoE damage buffed 120/125/130% to 125/130/135/140/150/155/160% ATK; straight-line DEF-ignore bonus 50% to 50/50/50/50/60/65/70% ATK.
- Class passives buffed (Battlefield Command, Uprising, Eye of the Storm, Overcoming Adversity), including higher ATK/damage-reduction values.
- Exclusive weapon [Victoria Armada] 'Duel Preparation': single-skill damage buff raised from 5-10% to 10-15%, Cooldown reduced from 4 to 4/4/3/3/2/2 turns.
Expanded Inner Break awakening
- Inner Break awakening added.
- Ultimate Jinmu Heaven-and-Earth Rift (Inner Break 1/3/5) enhanced; at max awakening, deal 130% ATK to enemies in range, plus 50% ATK ignoring DEF to enemies in a straight line.
- Unique passive Prelude to Revolution (Inner Break 2/4/6) enhanced; at max awakening, Max HP +30%. Gain Prelude to Revolution 7 for 2 turns per buff applied to allies and per debuff applied to enemies. If TP is 0 after a skill, refund the TP spent (Cooldown: 2).
- Prelude to Revolution 7 (max 6 stacks, cannot be dispelled): per stack, ATK/DEF +8% and received Crit Rate -8%.
- Artifacts Elemental Overload (elemental damage on advantage +10% to +25%) and Eye of the Storm added; Eye of the Storm grants Lightning Move 1 for 2 turns after a lightning-element skill (3-turn cooldown): ATK/Crit Rate +8%, received Crit Rate -8%, Movement +1, gains Withdraw after a battle attack, and movement-control immunity.
Trivia
Release Date
Original Korean release: 2024-08-06 (added as a blue-attribute Legendary-grade slash character).
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

