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Vincent Bernstein

ReleasedGlobal BKR D

빈센트 번스타인

Shadow of Desire
Rarity
Legendary
Element
Shadow of Desire
Faction
Geysir
Class
Soldier
Voice Actor
Kwak Yoon-sang
Unique Passive
Iron-Blooded Commander
Exclusive Weapon
Veteran's Poise
Ultimate
None listed (absent - no name given, entry blank)
Original Korean Release Date
2024-01-09
Estimated Release Date
Live now

Base Stats

Lv 1 · KR-server data · Physical
HP
466
ATK
130
M-ATK
84
DEF
33
RES
27

Unique Passive

Iron-Blooded Commander Passive

TierEffect NameEffect
First AcquisitionIn battle, attack power increases by 15% of defense, and when an ally defeats an enemy adjacent to Vincent, gain 1 TP. Allies adjacent to himself, if their health is 50% or below, gain 15% increased defense and resistance and cannot be flanked.
Max AwakeningIn battle, attack power increases by 15% of defense, and when an ally defeats an enemy adjacent to Vincent, gain 1 TP. Allies adjacent to himself, if their health is 50% or below, gain 15% increased defense and resistance and cannot be flanked.
Max ManifestationGuards allies within 2 tiles and counterattack range increases by 1. Defense/resistance increases by 30%, and attack power increases by 30% of defense. At end of action, applies Focused Lockdown effect to one arbitrary adjacent enemy. Holds Master's Salvation / Master's Command effects.
Master's Salvation Cannot be removedApplies Crisis Response+1 more → effect to other adjacent allies.
Crisis Response+1 more → Cannot be removedIf health is 50% or below, defense/resistance +30%, cannot be flanked.
Master's Command Cannot be removedWhen casting a Shout, gains an extra attack or skill use. Applies Engagement Order effect to other allies who start their turn or end their action on an adjacent tile.
Engagement Order (duration 2) Cannot be removedAttack power/spell power +30%.
Guard+2 more → Cannot be removedIf a guarded ally is attacked, fights in their place instead.
Focused Lockdown (duration 2) Max Stacks: 5Damage taken +10%. When attacked, applies Focus effect to attacker. Triggers once per attacker's turn. Cannot gain re-action.
Focus Cannot be removedAt end of action, gain 1 TP.

Classes

TierClass
Tier 1Soldier
Tier 2Guard, General
Tier 3Royal Guard, Earthquaker, Marshal

Common Classes

Soldier+4 more → Tier 1 - Basic class wielding spear and shield, holding a range advantage over other melee weapons and defending against enemies.

Allied Defense

LvEffect
1If an adjacent ally exists, defense increases by 10%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.)
2If an adjacent ally exists, defense increases by 15%. Adjacent tiles give allies Cover and become a Control Zone.

Guard+2 more → Tier 2 - The team's shield, wielding spear and shield, solidly blocking enemy attacks with high health and defense.

Defense Mastery

LvEffect
1If an adjacent ally exists, defense increases by 25% and chance of being critically hit decreases by 25%. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.)
2If an adjacent ally exists, defense increases by 30% and chance of being critically hit decreases by 30%. Adjacent tiles give allies Cover and become a Control Zone.

General+2 more → Tier 2 - A battlefield commander skilled in group combat, long trained in advanced spearmanship and formal tactics.

Tactical Command

LvEffect
1When using an area skill, gains an aura for 1 turn, granting the Tactical Command 1 effect to allies within 3 tiles.
1Area skill damage +10%. After using an area skill, restore health equal to 10% of total health.
2When using an area skill, gains an aura for 1 turn, granting the Tactical Command 2 effect to allies within 3 tiles.
2Area skill damage +15%. After using an area skill, restore health equal to 15% of total health.

Royal Guard Tier 3 - An advanced knight who firmly blocks and suppresses enemy attacks on the front line. Uses spear and shield as weapons.

Solid Defense

LvEffect
1If an adjacent ally exists, defense/resistance increases by 20% and chance of being critically hit decreases by 20%. At end of the character's turn, restore health equal to 30% of defense. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.)
2If an adjacent ally exists, defense/resistance increases by 30% and chance of being critically hit decreases by 30%. At end of the character's turn, restore health equal to 50% of defense. Adjacent tiles give allies Cover and become a Control Zone.

Earthquaker+1 more → Tier 3 - An advanced knight who ceaselessly harasses and confuses enemies from the center of the battlefield. Uses a spear as a weapon.

Tactical Check

LvEffect
1At end of the character's turn, holds an aura until the start of the next turn, granting the Tactical Check 1 effect to enemies within 2 tiles. Damage taken from attacks outside the aura range is reduced by 5%. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.) (Tactical Check 1 Cannot be removed: Attack power/spell power/defense/resistance -20%.)
2At end of the character's turn, holds an aura until the start of the next turn, granting the Tactical Check 2 effect to enemies within 2 tiles. Damage taken from attacks outside the aura range is reduced by 10%. Adjacent tiles give allies Cover and become a Control Zone. (Tactical Check 2 Cannot be removed: Attack power/spell power/defense/resistance -25%.)

Marshal+2 more → Tier 3 - An advanced commander with the leadership to encourage allies and lead the battle to victory, equipped with advanced spearmanship.

Tactics Master

LvEffect
1When using an area skill, gains an aura for 1 turn, granting the Tactics Master 1 effect to allies within 3 tiles.
1Area skill damage +20%. After using an area skill, restore health equal to 20% of total health.
2When using an area skill, gains an aura for 1 turn, granting the Tactics Master 2 effect to allies within 3 tiles.
2Area skill damage +25%. After using an area skill, restore health equal to 25% of total health.

Note: No separate unique class section present; only common classes listed.


Skills

SkillTagsTPRangeCDEffect
Defense Posture+1 more →Penetration1Self3 turnsGrants the Comrade Protection effect to allies within 2 tiles around until the start of the next turn, and takes a Defensive Stance itself. Allowed weapons: Spear, Spear/Shield • Defensive Stance Cannot be removed: Defense increases by +20% and chance of being hit by critical attacks -50%. • Comrade Protection Cannot be removed: Shares 50% of the damage taken. Does not trigger if 3 or more tiles away.
Spiral Spear+1 more →Penetration Close-range Directional Combat21-12 turnsAttacks an enemy for 130% of Attack as damage. Deals an additional 50% of Attack as damage to the enemy behind the target. Applies the Armor Break effect to damaged enemies for 2 turns. Allowed weapons: Spear, Spear/Shield • Armor Break (Duration 2): Defense -50%.
Charging Taunt+1 more →Strike Close-range Position Control21-12 turnsDesignates a direction and charges, knocking back the character at that spot. If the target was an enemy, deals physical fixed damage for 60% of Defense. After charging, Taunts enemies within 1 ring around and damage received from those enemies is reduced by 20%. Allowed weapons: Spear/Shield • Taunt Action Control (Duration 1): Forces the taunted target to attack on its own turn. Caster's dealt damage -20% when attacking.
Hold Position+1 more →-2Self2 turnsGains the Hold Position effect until the start of the next turn. Allowed weapons: Spear, Spear/Shield • Hold Position Cannot be removed: Damage taken -20%. Immune to movement-hindering and position-control effects. When an enemy within 2 tiles around ends the character's turn, attacks for 100% of Attack as damage. Basic-attack damage increase is added to the damage.
Command Roar+1 more →Shout2Self3 turnsGrant the Fighting Spirit effect to allies within 3 tiles around yourself for 2 turns. Fighting Spirit (Duration 2): Attack power / spell power +20%. Allowed weapons: Spear, Spear/Shield
Crash ImpactStrike Melee Combat21-12 turnsStrikes an enemy with the shield dealing fixed physical damage equal to 100% of defense and Stuns them. • Stun Action Control (duration 1): Cannot act.
Rebuke+1 more →Shout3Self3 turnsRemove all buffs from enemies within 3 surrounding tiles and apply the Morale Drop effect for 2 turns. Morale Drop Weaken (duration 2): Attack/Magic/critical chance -25%. Allowed weapons: Spear/Shield
Spiral Spear SlashMelee Directional31-13 turnsDeals 100% of attack power as damage to enemies within 4 tiles in a designated forward direction. Applies Armor Break to damaged enemies for 2 turns. --- • Armor Break (duration 2): Defense -50%.

Manifestation

Inner Cube progression:

StageUpgrades
1Ultimate Enhancement 1, Stat Enhancement 1
2Unique Passive Enhancement 1, Stat Enhancement 2
3Ultimate Enhancement 2, Artifact Acquisition
4Unique Passive Enhancement 2, Artifact Enhancement 1
5Ultimate Enhancement 3, Artifact Enhancement 2
6Unique Passive Enhancement 3, Artifact Enhancement 3

Ultimate

None. No ultimate is listed for this unit.


Artifacts

Chalice of Blood+1 more → Flavor: "He who drinks the blood gains the cursed power to make wounded enemies moan in eternal agony."

LvEffect
1Bleed damage +20%. Bleed damage additionally increases by half of the crit damage increase amount. On hit, if the target is not in Bleed state, applies Bleed. Bleed: at turn end, defense-ignoring damage equal to 30% of caster's ATK. If hit by a slash or pierce attribute critical attack, Excess Bleed triggers for defense-ignoring damage equal to 30% of ATK. Lasts 3 turns. Damage over time. Bleed.
2Bleed damage +30%. On hit, if target not in Bleed state, applies Bleed.
3Bleed damage +40%. On hit, if target not in Bleed state, applies Bleed.
4Bleed damage +50%. On hit, if target not in Bleed state, applies Bleed.

Phalanx Tactics Manual+1 more → Flavor: "Thrust forward, trust your flank. No spear alone can form a rampart."

LvEffect
1Counterattack damage +30%. Physical penetration +20%. Gains Allied Counter. At turn end, if there is an adjacent ally, heals HP equal to 30% of the higher of ATK or DEF. Allied Counter: when hit by a combat attack, per adjacent ally (max 2) counterattack damage +10%, damage taken -5%. Cannot be dispelled.
2Counterattack damage +35%. Physical penetration +25%. Gains Allied Counter. At turn end, if adjacent ally exists, heals 40% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +15%, damage taken -6.5%. Cannot be dispelled.
3Counterattack damage +40%. Physical penetration +30%. Gains Allied Counter. Holds an aura granting Allied Defense Formation to adjacent allies. At turn end, if adjacent ally exists, heals 50% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +20%, damage taken -8%. Cannot be dispelled. Allied Defense Formation: area damage taken -5%. Cannot be dispelled.
4Counterattack damage +50%. Physical penetration +40%. Gains Allied Counter. Holds aura granting Allied Defense Formation to adjacent allies. At turn end, if adjacent ally exists, heals 60% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +25%, damage taken -10%. Cannot be dispelled. Allied Defense Formation: area damage taken -10%. Cannot be dispelled.

Flash Combo Secret Manual+4 more → Flavor: "One thrust pierced three ranks, and wherever the spear tip grazed, the war cries fell silent."

LvEffect
1ATK / physical penetration / crit chance +10%. After using a melee area skill, gains Focus effect (cooldown 1).
2ATK / physical penetration / crit chance +13%. After using a melee area skill, gains Focus effect (cooldown 1).
3ATK / physical penetration / crit chance +16%. After using a melee area skill, gains Focus effect (cooldown 1).
4ATK / physical penetration / crit chance +20%. After using a melee area skill, gains Focus effect (cooldown 1).

Signature Gear

Veteran's Prestige
Veteran's Prestigeweapon · Spear/Shield · Legendary · Vincent Bernstein exclusive

KR release · gmap.gg

Arms granted to the finest champion of the Imperial army, boasting destructive power and hardy durability enough to tear through enemy ranks in a single sweep. Bernstein alone can unlock the weapon's full potential.

6★
Stats
Max HP +143, ATK +339, DEF +30
Additional
DEF +15%, Damage Taken Reduction +5%

Battlefield Command (Exclusive). The wearer and allies within 2 tiles gain 15% ATK/M-ATK, and if those allies' HP exceeds 50%, they gain 15% DEF/RES.

Battlefield Fury (General). The wearer's ATK increases by 15%. If HP exceeds 50%, DEF and RES increase by 15%.

Guide

The following is subjective NamuWiki community opinion (KR server):

His damage is not much to expect, but if set up well he is extremely tanky, so using Defensive Stance learned from Soldier he can be used as a tank protecting allies, or, like Landam who also overlaps two classes, as a kind of buffer. In that case the exclusive weapon, which grants an attack buff to adjacent allies, is useful.

Compared to that rival Landam, the biggest difference is Royal Guard vs Royal Lancer: Royal Lancer learns God-Slaying Spear, whereas Royal Guard at most has only Crushing Strike, a melee stun skill. Even though the stun skill is good, Landam can also act twice while Bernstein has nothing like that and no ultimate either, so calling him a Dark-attribute inferior version of Landam is not entirely wrong. On top of that, since he is not an escort tank but a tank that shares half the damage, mistakenly taking Shakhbari's Mugeuk Jingwangseom can cause a disaster where both ascend (die). Since high awakening only raises the numbers, there is not much merit, so overall he is not a recommended character. With even Landam falling out of the first team, the need to field Bernstein (who is worse than Landam) is really low. Like Irus, he was left neglected without an ultimate or promo video, and was in the same boat awaiting only a rework.

With the Inner Break awakening, Bernstein at 2+ Break has come to boast performance rivaling Isabel, at least in PvE. In the case of Engagement Order, which is exclusive to Inner Break, at full Break he can grant ATK / Spell power +30% held undispellable for 2 turns, so at full Break it also became possible to use him as a "cheer squad leader" in PvP.

The exclusive weapon Master's Dignity is a spear/shield weapon that provides DEF and damage-taken-reduction as additional stats, and has a weapon skill that raises DEF and RES when HP is above 50% while also raising the wearer's ATK. When Bernstein equips it, the exclusive effect provides the ATK increase not only to the wearer but also to adjacent allies, so it is considered an essential weapon if you intend to use Bernstein.

Note: No S/A/B tier letter rating is stated in the source.

Awakening/Manifestation progression: Each awakening stage grants one effect from the Break track and one from the Inner Cube track. - 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 Note: The exact numeric values for each stage's ult/passive/stat enhancement are not listed in this source (only the enhancement type per stage is given). The Passive's "Maximum Break" state is described in the base kit: escorts allies within 2 tiles, counterattack range +1, DEF/RES +30%, ATK increased by 30% of DEF, and on turn end applies Focus Lock to one adjacent enemy.

Reworks

KR-server balance changes for this unit, newest first (see the full Rework History).

Awakening2025-12-09

Expanded Inner Break awakening

  • Exclusive weapon Veteran's Poise (Battlefield Command): aura range increased from within 1 tile to within 2 tiles.
  • Now buffs both ATK and M-ATK +10% (was ATK only); allies above 50% HP still gain DEF/RES +10%.
December Week 2 Update Notice ↗

Trivia

Release Date

Original Korean release: 2024-01-09. The Overview states he "joined at launch as a Legendary-grade Dark-attribute spear unit" but does not restate the date itself.

Global status: Live now.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2025-12-09 → 2025-12-23 · 2 weeksSolo
2024-06-18 → 2024-07-16 · 4 weeksSelection
2024-03-12 → 2024-03-26 · 2 weeksSolo
Stats, skills, and art for Vincent Bernstein are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.