- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Unaffiliated
- Class
- Ranger
- Voice Actor
- Kim Yeon-woo
- Unique Passive
- Silver Faith
- Exclusive Weapon
- Pirate King's Treasure Sword
- Ultimate
- JJ!
- Original Korean Release Date
- 2025-02-04
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Physical- HP
- 406
- ATK
- 167
- M-ATK
- 84
- DEF
- 24
- RES
- 22
Unique Passive
Silver Faith Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | At the start of an ally turn, if you have no movement-control debuff, gain the | |
| Silver Faith (Duration 1) Cannot Be Removed | Attack Power +5% / Critical Rate +20% per 1 Movement. Removed after a combat attack. | |
| Free Wind (Duration 1) | Not affected by movement reduction values. | |
| Max Awakening | At the start of an ally turn, if you have no movement-control debuff, gain the | |
| Max Manifestation | At the start of an ally turn, if you have no movement-control debuff, gain the |
Classes
| Tier | Class |
|---|---|
| Tier 1 | Ranger |
| Tier 2 | Scout, Corsair |
| Tier 3 | High Master, Captain, Falconer |
Common Classes
Ranger+4 more → - Tier 1 A basic class that wields a one-handed sword and engages enemies up close with agile movement.
Swiftness
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving, and take 15% less counterattack damage when making a combat attack against an Isolated enemy. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) (Isolated:: State of having no other allies on adjacent tiles.) |
| 2 | Ignore the enemy's Control Zone when moving, and take 30% less counterattack damage when making a combat attack against an Isolated enemy. |
Scout+1 more → - Tier 2
A battlefield scout who identifies enemy weaknesses and engages up close with agile movement.
Swiftness
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict See-Through 1 on 1 random enemy for 2 turns. (See-Through 1: (Duration 2): Attack Power / Spell Power / Defense -10%.) |
| 2 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict See-Through 2 on 1 random enemy for 2 turns. (See-Through 2: (Duration 2): Attack Power / Spell Power / Defense -15%.) |
High Master+2 more → - Tier 3
An advanced class that uses a one-handed sword and reads the enemy with a wide field of view to lead the battlefield favorably.
Mind's Eye
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict Mind's Eye 1 on 2 random enemies for 2 turns. (Mind's Eye 1: WeakenDuel (Duration 2): Attack Power / Spell Power / Defense -20%. Chance to receive a critical hit from the caster +25%.) |
| 2 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict Mind's Eye 1 on 2 random enemies for 2 turns. (Mind's Eye 2: WeakenDuel (Duration 2): Attack Power / Spell Power / Defense -25%. Chance to receive a critical hit from the caster +30%.) |
Unique Classes
Corsair - Tier 2
A class that uses a one-handed sword and a rapier to strike enemy openings with nimble movement.
Lawless Wave
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. When attacking, if there are no allies within 1 ring around, Attack Power increases by 15%. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | Ignore the enemy's Control Zone when moving. When attacking, if there are no allies within 1 ring around, Attack Power increases by 20%. |
Captain - Tier 3
An advanced class that uses a one-handed sword and a rapier to dominate the battlefield with lethal attacks and control.
Naval Blockade
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. Tiles within 1 ring around you become a Control Zone that restricts enemy movement, and damage taken is reduced by (number of enemies in the zone * 20%) (max 60%). When attacking, if there are no allies within 1 ring around, Attack Power increases by 20%. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | Ignore the enemy's Control Zone when moving. Tiles within 1 ring around you become a Control Zone that restricts enemy movement, and damage taken is reduced by (number of enemies in the zone * 20%) (max 60%). When attacking, if there are no allies within 1 ring around, Attack Power increases by 25%. |
Falconer - Tier 3 An advanced class that uses a one-handed sword and a rapier and fights alongside a companion in the sky.
Sky Watcher
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. Attack Power increases by 20%. When an enemy ends its action within 2 tiles around, the Sky Watcher 1 effect triggers. (Sky Watcher 1: Cannot Be Removed: JJ, patrolling the air, rapidly descends to attack, dealing damage equal to 30% of Attack Power.) |
| 2 | Ignore the enemy's Control Zone when moving. Attack Power increases by 20%. When an enemy ends its action within 2 tiles around, the Sky Watcher 2 effect triggers. (Sky Watcher 2: Cannot Be Removed: JJ, patrolling the air, rapidly descends to attack, stealing 1 TP and dealing damage equal to 30% of Attack Power.) |
Skills
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Melee Healing Combat | 1 | 1-1 | 2 turns | Deal damage equal to 130% of Attack Power to an enemy and recover Health equal to 50% of Attack Power. Allowed weapons: Sword, Greatsword, Rapier | |
| Melee Directional Movement Attack | 2 | 1-1 | 2 turns | Designate a direction and deal damage equal to 80% of Attack Power to enemies within 4 tiles ahead while piercing through them to the farthest empty tile. Inflict Weakness Detection on the enemies hit for 2 turns. Weakness Detection Duel (Duration 2): Chance to take a critical hit when in combat with the caster +20%. Damage dealt when in combat with the caster -30%. Lasts 2 turns. | |
| Healing | 1 | Self | 2 turns | Recover 30% of your Health and gain the | |
| Melee Combat | 2 | 1-1 | 2 turns | Deal damage equal to 160% of Attack Power to an enemy, and on critical hit inflict Cannot Heal for 2 turns. Cannot Heal Cannot Be RemovedHeal Block (Duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier | |
| Melee Directional | 3 | 1-1 | 2 turns | Designate a direction and deal damage equal to 100% of Attack Power to enemies within 3 tiles ahead, and inflict Cannot Heal for 2 turns. Cannot Heal Cannot Be RemovedHeal Block (Duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Piercing Melee Directional | 1 | 1-1 | 1 turn | Designate a direction and deal damage equal to 50% of Attack Power to enemies within 3 tiles ahead while piercing through them to the farthest empty tile. Also, with a 70% chance, gain the Sharp Blade effect for 2 turns. Sharp Blade (Duration 2): Piercing damage dealt +20%. | |
| Piercing Melee Combat | 2 | 1-1 | 1 turn | Deal damage equal to 140% of Attack Power to an enemy, and on critical hit get TP returned. | |
| - | 1 | 3-7 | 3 turns | Move to a tile within 3-7 tiles around you (outside 3 tiles, within 7 tiles) and grant the Sharp Gaze effect to enemies within 2 tiles around for 2 turns. Sharp Gaze (Duration 2): Piercing damage received +30%. |
Ultimate
JJ!
Ultimate Slash Ranged Directional TP Removal Combat "There it comes. Go, JJ!!"
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | Steal all of the enemy's TP and deal damage equal to 160% of Attack Power. This skill cannot be counterattacked or guarded against. | |
| Max Awakening | Steal all of the enemy's TP and deal damage equal to 190% of Attack Power. This skill cannot be counterattacked or guarded against. | |
| Max Manifestation | Steal all of the enemy's TP and deal damage equal to 220% of Attack Power. This skill cannot be counterattacked or guarded against. |
- CostTP 5Range1-5AreaSingleCooldown5 turns
Artifacts
Wind Step+10 more →: Makes the wearer's steps light as wind, increasing move speed and making enemy critical attacks miss. Gains its buff at end of action.
| Lv | Effect |
|---|---|
| 1 | Move +1 (does not stack). Received crit chance -10%. Crit damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | Move +1 (does not stack). Received crit chance -15%. Crit damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | Move +1 (does not stack). Received crit chance -20%. Crit damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | Move +1 (does not stack). Received crit chance -25%. Crit damage +10%. Max 2 stacks. Removed after being attacked. |
Warrior's Essence+11 more →: "A true warrior fights looking the enemy in the eye!"
| Lv | Effect |
|---|---|
| 1 | When using melee skill, ATK +15%. |
| 2 | When using melee skill, ATK +20%. |
| 3 | When using melee skill, ATK +25%. Physical penetration +10%. |
| 4 | When using melee skill, ATK +30%. Physical penetration +15%. |
Pulse of Life+3 more →: Grants the wearer ceaseless regenerative power amid the heat of battle. At end of turn, if no other ally within 1 ring and holding no shield, gains a shield for 2 turns based on remaining TP.
| Lv | Effect |
|---|---|
| 1 | Shield trigger = remaining-TP x 4% of total HP. Shield = 10% of max HP + 2% of max HP per remaining TP. When enemy ends turn within 2 tiles, heal 2% of total HP per remaining TP. Cannot be removed. Shield. |
| 2 | Shield trigger = 6% per TP. Shield = 15% max HP + 3% per remaining TP. Heal 3% per remaining TP. Cannot be removed. Shield. |
| 3 | Shield trigger = 8% per TP. Shield = 20% max HP + 4% per remaining TP. Heal 4% per remaining TP. Cannot be removed. Shield. |
| 4 | Shield trigger = 10% per TP. Shield = 25% max HP + 5% per remaining TP. Heal 5% per remaining TP. Cannot be removed. Shield. |
Signature Gear

KR release · gmap.gg
- Stats
- Max HP +147, ATK +334
- Additional
- ATK +15%, Physical Penetration +15%
Unfair Deal (Exclusive). Physical Penetration and Crit Rate increase by 15%. At the start of the ally turn, gain Unfair Deal 6. (Cooldown 2 turns)
- Unfair Deal 6: In combat, give all of your dispellable debuffs to the target and steal all of the target's dispellable buffs. Consumed in combat. Cannot be dispelled.
Keen Senses (General). Crit Rate increases by 10%.
Guide
(NamuWiki community assessment, KR server. Subjective community opinion.)
Performance/Overview: Base class Ranger; Tier 2 has the exclusive class Corsair; Tier 3 classes are Highmaster/Captain/Falconier. Ultimate is JJ! (throwing pet hawk J.J.). Unique passive Silver Faith: at ally turn start with no move-control debuff, 50%~80% chance to gain a 1-turn unremovable buff granting ATK +5% and crit chance +20% per 1 move range. If held at end of action, grants one extra action per turn (removed after a combat attack). Silver's base move is 4, so conditionally once per turn she can gain ATK +20% and crit +80%; since removal is only on combat attacks, using an area skill keeps the buff and yields crit + extra action, making it a very strong passive. Free Wind nullifying move-reduction debuffs for the whole team also has future potential. However Silver Faith is very RNG-heavy: unlike the old norm where 5-star gave a guarantee, even 6-star tops out at 80%, and only Awakening stage 4's unique skill makes it guaranteed.
Classes: Three Tier 3 classes: Highmaster (weakens 2 random nearby enemies each turn), Captain (focused on solo action), Falconier (focused on ATK and TP steal). All classes have control-zone-ignoring movement. Highmaster learns Single-Point Breaker and can only use "sword"-type weapons, so it cannot use the exclusive weapon (like Ranger Mary who also has a rapier exclusive weapon); it runs a separate Scout-Highmaster tree and its Single-Point Breaker is low priority, so it gets pushed back. Captain learns Whirlwind Blade, has the Naval Blockade passive (ATK up to +25% when no ally within 8 tiles, generates control zone, damage taken reduced by enemy count x20%, max 60%); a tanking-oriented class, differentiated from Valkyries by generating a control zone while also having control-zone-ignore movement; Captain is recommended for priority leveling due to its strong single-target skill. Falconier learns Sky Path, gains up to +25% ATK unconditionally, and its Sky Watcher triggers when an enemy ends action within 2 tiles (steal 1 TP, deal up to 30% ATK damage); good turret-like use with auto-attack + TP steal + ATK up, but has no DEF buff so use carefully, pairing with a guard-capable tank. Green attribute lacked a guard tank, solved by adding Isabelle Lippine; light-attribute tanks like Durant/Joan can also guard.
Exclusive skills and Ultimate: TP 1: charge skill, low damage but low TP cost; being an area skill it does not remove Silver Faith, so guaranteed extra action after use; 1-turn cooldown plus control-zone-ignore lets her roam enemy lines; low damage is a balance choice for the passive; blade buff being RNG is a downside. TP 2: 140% single-target melee, TP payback on crit; low multiplier but TP payback; crit is easy since Silver Faith gives +80% crit; 1-turn cooldown; note it is a "combat attack" so it consumes the extra action. TP 1: strong mobility + penetration-support skill; because she rides J.J., ignores obstacles/terrain, one of the best movement skills in the game (can trivialize position-hold clear conditions like Brave's Grave floor 53 or Ice Dragon Castle); applies a debuff (+30% penetration damage taken), can gain extra action with Silver Faith; absurdly good for a TP 1 skill, but 3-turn cooldown is fairly long. Ultimate JJ! steals all of one enemy's TP within 5 tiles and deals 160%~190% (up to 220% with awakening) uncounterable/unguardable single-target damage; long range and Silver's many TP sources make it usable; refills her own TP, good utility and post-use tempo.
Exclusive weapon and recommended gear: Exclusive weapon Pirate King's Treasure Sword; extra stat ATK up; weapon skill is unconditional crit chance up; exclusive effect grants unremovable buff Unfair Trade at ally turn start, scaling greatly with weapon awakening level:
- Base: give 1 removable debuff on self to enemy in combat, remove Unfair Trade. Cooldown 3 turns.
- 2 Awaken: give 2 removable debuffs. Cooldown 3 turns.
- 3 Awaken: give all removable debuffs on self to enemy. Cooldown 3 turns.
- 4 Awaken: give all removable debuffs, steal 1 removable buff from target. Cooldown 2 turns.
- 5 Awaken: give all removable debuffs, steal 2 removable buffs. Cooldown 2 turns.
- 6 Awaken: give all removable debuffs, steal all removable buffs. Cooldown 2 turns.
At 6 Awaken it becomes insane, dumping all debuffs on the enemy and stealing all their buffs (including shields/defensive buffs) before attacking, so a 4 Awaken+ Silver's attack effectively hits the enemy bare. Unconditional crit up is also good, buff-ignoring attacks possible, buff-lottery possible; but low awakening is somewhat mediocre. Non-exclusive recommended weapon: Moonlight Sword, since +0.1% ATK per 1% crit means Silver's +80% crit yields +8% ATK, so the damage ceiling is Moonlight Sword (rapiers have low ATK). Armor depends on build: base crit is so high that crit can exceed 100% needlessly, so rather than crit/crit-dmg sets, prefer ATK/crit-dmg Assassin set (Hanzo motif), Nangcheon motif, phys penetration + flat ATK, or Windstorm set (G.S motif) for tanking. Accessory also varies: Arrowhead for damage ceiling, or balanced Solitary Shadow Plate for both tanking and damage.
Evaluation: A nimble, sturdy pirate lady who steals things even better than a thief. Extra actions from her passive plus her skills give excellent mobility, good at hit-and-run yet usable as a tank; TP steal/payback on skills and ultimate enable tricky play. With a vigor buff, combos like TP1 enter -> extra action -> TP2 refund -> vigor -> TP1 retreat or the reverse are possible. Multipliers look low but with the exclusive weapon, the basic Silver Thunder Flash -> extra-action Whirlwind Blade combo lands Whirlwind Blade as a guaranteed crit on a de-buffed target; using Sky Path -> Silver Thunder Flash -> Whirlwind Blade, if RNG hits you can also apply +50% penetration damage taken. Even better with an Arc Knight-type ally nullifying the class passive. However, since the enter-the-enemy Captain class learns the damage skill while the offense-heavy Falconier learns the movement skill, you must level both classes to use her properly; guaranteed passive activation is at Awakening stage 4 and the exclusive weapon favors high awakening, so she needs significant investment. Also the AI rarely uses the Silver Thunder Flash-Whirlwind Blade combo, so manual control is needed for full potential. Surprisingly capable of sniping Black Prince: the 2 TP skill Latent Heat Flash applies a 2-turn heal-block on crit, and Silver with the Crow 4-set can crit almost guaranteed after Silver Faith activates, suppressing Black Prince's extreme recovery.
(No explicit S/A/B tier rating is stated in the text.)
Awakening/Manifestation progression: The awakening progression has two tracks: Awakening and 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 Ultimate scaling: Initial 160% -> Max Awakening 190% -> Max Manifestation 220% ATK. Unique passive scaling: Initial 50% chance / move 1 range; Max Awakening 80% chance; Max Manifestation 100% (implied, no % shown), grants Free Wind to allies with move 2 or less, and no counterattack on extra-action combat attacks.
KR Creator Guide
Character review of Silver by 하막군의게임튜브 · 2026-08-04
Silver was a long-awaited release and the reviewer's take is measured: better than he expected, but not a PvP powerhouse. Her real home is the Hero's Grave, where her mobility and combo lines shine and where hitting two or three targets in a chain is easy. In PvP he doesn't see her damage keeping up, despite an excellent base stat line. (17:43)
Silver Conviction is huge, and it's a dice roll
At the start of an ally turn, if she has no movement-control debuff on her, she has a 70% chance to gain Silver Conviction — and it grants +5% ATK and +20% Crit Rate per point of Movement. At 4 Movement that is +20% ATK and +80% Crit Rate, on top of the weapon's contribution. He shows her sitting at 85-89% Crit from this alone. (1:32)
Two problems follow from that. First, the 70% is a real coin flip in a single-attempt format like guild battle — he had to re-record several times because it wouldn't proc. Second, and more important, Silver Conviction is removed after a combat attack, which also cancels the extra action it grants. (3:04)
So the way to actually use it is to act with things that are not combat attacks: the movement skills, the summon, the heal, and the Heal Block skill all qualify, and she keeps the extra action afterwards. He suggests applying Heal Block and then following with Gale Blade to kill something like Crow. (3:36)
Class: Falconer over Captain
Captain ignores Control Zones when moving, creates a 1-ring Control Zone
(smaller than a tank's), reduces damage taken per enemy inside it, and adds +25%
ATK with no adjacent allies. The concept is an Emilio-style zone-and-withdraw
role — but the reviewer doubts she is durable enough to stand where that
requires. (4:40)
Falconer is his pick: +25% ATK flat, Control Zone ignore, and Sky Watcher, which fires on any enemy ending its action within 2 tiles — stealing 1 TP and dealing 30% of ATK. The TP theft is the point: it feeds her, and once she is at full TP the skill chain below does the work. (5:42)
The combo: Sky Path into Gale Blade
Silver Thunder Flash on its own is weak — 50% damage and only a 70% chance
at the penetration buff. It becomes worthwhile as part of a chain.
(7:16)
Sky Path is the enabler. It moves her up to 7 tiles and applies Keen Gaze to
enemies within 2 tiles of the landing spot, raising penetration damage they
take. Because it isn't a combat attack, she keeps her extra action.
Then Gale Blade — 140%, refunds TP on a critical hit, and only a 1-turn cooldown, so with her Crit sitting near 95% she can cast it nearly every turn. Fly in with Sky Path, tag a group with Keen Gaze, and cut them down; next turn Silver Thunder Flash punches through and stacks its own penetration buff on top for a much bigger Gale Blade. (7:47)
Gear
Black Crow is the one set he says not to run — her Crit is already high enough that it's wasted. Two pieces of it is fine if you want some. One Against a Thousand or Envoy of the Storm are better, or a 2+2 split.
Accessory: Serrated Arrowhead for Crit damage, since she crits constantly. Ancient Hero's Ring is, as ever, also good. (12:30)
The weapon is optional
Unfair Deal hands the enemy one of your debuffs, scaling with awakening: 2 at ★2, all of them at ★3, all plus stealing one buff at ★4, two at ★5, everything at ★6, with +5-10% Crit Rate alongside.
His verdict is that it is not mandatory. If you want the Crit it's fine, but other swords work, and the character was given away at 5★ — play her first and decide later. (12:00)
Runes
Crit runes are pointless on her. Chaos, Chaos, Ultimate, Ultimate, Conspiracy, Conspiracy is his default for maximising health and ATK, with slots 5 and 6 open to taste. (13:33)
Manifestation: 4 is the line
2 raises Silver Conviction's chance to 90%, 4 makes it 100%, and 6 adds a clause preventing it being cancelled. If you intend to play her seriously, 4 is the number — the whole kit hinges on that buff actually landing. (14:35)
Artifacts
Wind Step+10 more → adds Movement, and since she has no dash skill and the Movement
directly scales Silver Conviction, it is strong — 2 stacks puts her at 6
Movement, and it only drops when she is hit.
Warrior's Essence+11 more → raises ATK on melee skills, and her main attack is melee,
so it fits.
Pulse of Life+3 more → is the survivability pick and the one he explains most warmly:
Falconer's TP theft triggers it, healing 5% of Max HP per TP she holds — 15% at
3 TP — every time an enemy stops within 2 tiles, plus a shield at end of turn
when no allies are adjacent. (15:39)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Silver’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).
Across-the-board buffs to unique passive, ultimate, class, exclusive weapon, and active skills
- Unique passive Silver Conviction buffed: now grants Crit Rate +20/25/25/30/35/40/40% and Max HP +0/0/0/0/10/10/20%; awards Silver Conviction and Free Wind (allies with Movement 1/1/1/1/2/2/2 or less) at ally turn start when no move-control debuff.
- Silver Conviction stat rewritten to ATK +5% / Crit Rate +10% per Movement (was Crit Rate +20%); grants one extra action at turn end, cannot be dispelled, removed after combat attack.
- Ultimate JJ! damage raised to 160/170/180/190/210/230/250% ATK (was up to 220%); at levels 9/11 applies Sharp Gaze (2 turns, max 2 stacks): Crit Rate taken / Crit Damage taken +20%. Steals all enemy TP; cannot be countered or escorted.
- Class passive Insight reworked: ATK/M-ATK/DEF -20/-25%, +25/+30% chance of being crit by caster, damage taken -15/-20%, applies Insight to 2 nearest enemies at turn start, and reduces damage taken 15/20% from enemies without Insight.
- Class passive Naval Blockade reworked to ATK +20/30% and damage taken -15%; surrounding control-zone damage reduction now enemies*15% (max 45%).
- Class passive Sky Watcher reworked: ATK +20/30%, AoE damage taken -15/25%; diving attack now deals 30% DEF-ignoring damage with lifesteal (can crit) and applies Weakness Exposure (Sky Watcher 2 also grants Power Steal), up to 1/2 times per turn.
- Exclusive weapon Pirate King's Treasure Sword: added Physical Penetration +10/11/12/13/14/15% on top of ATK +10/11/12/13/14/15%.
Trivia
Release Date
Original Korean release: 2025-02-04 (announced/joined via the February 4, 2025 update as a green-attribute penetration-type Legendary Ranger). The overview also notes the login-reward event ran until 2025-02-18.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
