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Battle God Zephyr

ReleasedGlobal AKR C

투신 제피르

Crystal of Intellect
Rarity
Legendary
Element
Crystal of Intellect
Faction
Collaboration
Class
Fighter
Unique Passive
Doom Break
Exclusive Weapon
Requiem
Ultimate
Cloud Dragon's Ascension
Estimated Release Date
Live now

Base Stats

Lv 1 · KR-server data · Physical
HP
442
ATK
160
M-ATK
84
DEF
31
RES
26

Unique Passive

Doom Break Passive

TierEffect NameEffect
First Acquisition
Max Awakening
Max ManifestationATK / Crit Rate increase by 20% and Max HP increases by 30%. Gain Doom Break 7 at the end of your turn. (Range: Self)
Doom Break 7 (Permanent) Cannot be removedDamage dealt +12%. At max stacks, replaced by Final Notice 7.
Final Notice 7 (3 turns) Cannot be removedDamage dealt / AoE-skill damage / Ultimate damage +60%. At the start of the ally turn, recover up to 5 TP and reduce the cooldown of the skill with the longest cooldown by 5.

Classes

TierClass
Tier 1Fighter
Tier 2Covenant, Dark Avenger
Tier 3Vindicator, Doom Breaker, Dark Knight

Common Classes

Fighter+33 more → Tier 1 - The basic class that fights in close combat with a sword.

Offensive

LvEffect
1Take 25% less counterattack damage when using a combat attack.
2Take 25% less counterattack damage when using a combat attack, and 50% less when a critical hit triggers.

Covenant+1 more → Tier 2 - A strategic swordsman class that channels divine authority to control battlefield variables.

Illicit Deal

LvEffect
1In battle, ATK +10% and enemy ATK/Magic -10%. When hit, damage taken -10% (once per turn).
2In battle, ATK +15% and enemy ATK/Magic -15%. When hit, damage taken -15% (once per turn).

Dark Avenger+1 more → Tier 2 - A sword-wielding assassin class that targets enemy weaknesses and finishes them off.

Hunting Instinct

LvEffect
1Damage taken -10%. When attacking a debuffed enemy, that target's damage taken +20%.
2Damage taken -15%. When attacking a debuffed enemy, that target's damage taken +30%.

Unique Classes

Vindicator+1 more → Tier 3 - An advanced swordsman that pierces enemies with holy energy and holds the front line.

Forced Salvation

LvEffect
1In battle, ATK +15% and enemy ATK/Magic -15%. When attacked, damage taken -15% once per turn and gain Forced Salvation 1 (damage taken -15%; at the start of an ally turn recover HP equal to 60% of ATK, then remove).
2In battle, ATK +20% and enemy ATK/Magic -20%. When attacked, damage taken -20% once per turn and gain Forced Salvation 2 (damage taken -20%; at the start of an ally turn recover HP equal to 80% of ATK, then remove).

Doom Breaker Tier 3 - An advanced warrior that delivers devastating blows beyond the limits of human strength.

Calamity Devourer

LvEffect
1Damage taken -20%. When attacking a debuffed enemy, that target's damage taken +40%. Defeating a debuffed enemy grants Calamity Devourer 1. (Calamity Devourer 1 Cannot be removed (1 turn):: ATK +20%. Damage taken -20%. When attacked, remove 1 buff from the target and restore HP equal to 40% of ATK.)
2Damage taken -25%. When attacking a debuffed enemy, that target's damage taken +50%. Defeating a debuffed enemy grants Calamity Devourer 2. (Calamity Devourer 2 Cannot be removed (1 turn):: ATK +25%. Damage taken -25%. When attacked, remove 1 buff from the target and restore HP equal to 50% of ATK.)

Dark Knight+4 more → Tier 3 - A hybrid knight who wields a greatsword and embraces the power of darkness.

Abyssal Curse

LvEffect
1When using an area skill, ATK +30% and 40% chance to inflict Weaken (2 turns) on enemies hit. At end of turn, inflict Weaken (2 turns) on adjacent enemies.
2When using an area skill, ATK +40% and 50% chance to inflict Weaken (2 turns) on enemies hit. At end of turn, inflict Weaken (2 turns) on adjacent enemies. (Weaken:: ATK/M-ATK -25%.)

Skills

Common Skills

SkillTagsTPRangeCDEffect
Chained Slash+23 more →Melee Combat11-12 turnsDeal 130% ATK damage; if countered, trigger a follow-up for 30% ATK damage. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer
Double Piercing Wave+20 more →Melee Healing Movement Attack Combat21-14 turnsDeal 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
Sprint+24 more →-1Self2 turnsGain an extra action immediately after using a skill and increase Crit Rate by 15% for the turn.
Divine Privilege+1 more →-1Self2 turnsChoose one of three effects — Wall of Iron, Hermes' Grimoire, or Strong Luck; after using a skill, gain an extra attack or skill use. • Wall of Iron: DEF/RES +30%, Max HP +20%, damage taken -10%, immune to Exposed. • Hermes' Grimoire: Healing/Shields received +100%, immune to Heal Block. • Strong Luck: Crit chance taken -90%, Crit chance +90%; after a skill use, 90% chance to reduce a normal skill's cooldown by 1; immune to buff removal.
Lightning Palm+1 more →Melee Movement Attack Combat21-33 turnsTeleport adjacent to the target and attack for 100% ATK, ignoring DEF equal to 50% of ATK. Allowed weapons: Sword, Greatsword
Stake of Faith+1 more →Ranged Combat21-33 turnsDeal Radiance damage ignoring 130% of DEF and inflict Stake of Faith for 3 turns; cannot be countered. • Stake of Faith Cannot be removed DoT: Move -3; at end of turn take fixed Radiance damage equal to 30% of the caster's ATK.
Dark Embrace+5 more →Magic Dark Ranged Directional Position Control31-12 turnsDesignating a direction, deals damage equal to 50% of attack power to enemies within 4 tiles ahead and pulls them to the nearest possible tile while dealing damage equal to 50% of attack power.

Unique Skills

SkillTagsTPRangeCDEffect
Haste-1Self3 turnsGain an extra action after using a skill and gain Floating Cloud (blocks damage equal to 50% of ATK) for 2 turns. • Floating Cloud (2 turns): Shield based on ATK. While active, enemy attacks in battle are deflected — deflected attacks deal 50% less damage and cannot crit.

Ultimate

Cloud Dragon's Ascension

Ultimate Melee Combat

  • Initial Acquisition: Attack the target for 100% of ATK as damage, and deal fixed damage equal to 40% of ATK to enemies within 2 tiles around yourself. This skill cannot be countered or guarded.
  • Max Awakening: Attack the target for 120% of ATK as damage, and deal fixed damage equal to 60% of ATK to enemies within 2 tiles around yourself. This skill cannot be countered or guarded.
  • Max Manifestation: Attack the target for 140% of ATK as damage, and deal fixed damage equal to 70% of ATK to enemies within 2 tiles around yourself. This skill cannot be countered or guarded.
  • CostTP 5Range1-1AreaSingleCooldown5 turns

Awakening scaling (KR data): 100% at initial acquisition, rising through 120% (6★) and 130% (Manifestation stage) to the 140% max-state value shown above. Cost/Range/Cooldown inferred from the standard Legend-ultimate shell — gmap's cost fields were empty for this skill, so verify against the client when possible.

Exclusive Weapon

Weapon SkillEffect
Requiem — Legend greatsword. Max HP +128, ATK +382. Bonus stats: Physical Penetration +15%, Max HP +15%.Lore: an unfinished sword meant as a tombstone for the great ones; its true potential unlocks in the hands of Battle God Zephyr.Time After Ruin (exclusive effect): Emit an aura that inflicts Melody of the Dead 6 on enemies within 2 tiles. After being attacked, if HP falls below 50%, recover 2 TP and gain Time After Ruin 6 for 2 turns. (Cooldown: 2) • Melody of the Dead 6 [Cannot be removed]: Physical / Magic Penetration -15%. • Time After Ruin 6 [Cannot be removed] (2 turns): Physical Penetration +30%. Duration +1 and restore 2 TP on defeating an enemy. • Melody of the Dead (base effect): Emit an aura that inflicts Melody of the Dead 6 on enemies within 2 tiles.

Artifacts

Fade's Deadly Poison [Unique]+1 more → — After attacking, inflict Fade's Deadly Poison on all damaged enemies; when hit by a melee attack, inflict it on the attacker.

  • Fade's Deadly Poison 4 [Cannot be removed] [DoT]: Healing received -50%; at end of turn take fixed damage equal to 50% of the caster's ATK and gain Incapacitated. Lasts 3 turns.
  • Break [Weaken] (2 turns): ATK/M-ATK -20%; cannot gain extra movement or extra actions.

Meticulous Preparation+10 more → — Restore 1 TP at the start of the game and gain Meticulous Preparation 4.

  • Meticulous Preparation 4: ATK/M-ATK +30%. Removed after attacking an enemy.

Ring of Purification+1 more → — Magic damage taken -50%. Gain Ring of Purification at the start of battle; if you lack it at the start of your turn, gain it again. (Cooldown: 2)

Guide

Class Doom Breaker is the payoff class — Calamity Devourer punishes debuffed enemies with big damage amps and buff-strip lifesteal, while Haste chains extra actions behind a Floating Cloud shield. Dark Knight is the AoE-Weaken alternative.

Skills Doom Break ramps every turn into Final Notice 7 — a 60% damage / AoE / Ultimate amp with heavy TP and cooldown refunds. Requiem's aura shreds enemy penetration and hands him a penetration spike under 50% HP.

Equipment Requiem (exclusive) for the penetration and comeback TP; Fade's Deadly Poison + Meticulous Preparation feed the debuff-punish loop, Ring of Purification covers control immunity.

Overall Assessment A scaling bruiser that snowballs on kills: escalating damage amps, buff-strip sustain, deflection shielding, and strong debuff-punish synergy.

KR Creator Guide

Character review of Battle God Zephyr by 하막군의게임튜브 · 2026-08-04

Rebalanced for Global. Battle God Zephyr’s kit was changed between the Korean build in this video and the Global release, so some numbers and matchup calls below may not match what you see in game. The skill, class and gear tables higher up this page are the ones to trust.

Battle God Zephyr is the giveaway collab — 3 manifestations handed out free — and the reviewer's advice is simply to play him, because he is more fun than the free-unit label suggests. The pattern is: stack the passive, then fire the ultimate every turn, picking off one target at a time. (18:06)

Two things he is firm about. The exclusive weapon is bad and you should not pull for it. And several of his current strengths look like bugs that will be patched, so expect him to get quietly weaker. (16:34)

War God Reincarnation is the whole kit

At end of action he gains a stack of War God Reincarnation, adding damage dealt — which is a better multiplier than ATK. At 5 stacks it converts to Final Ultimatum: more damage dealt, damage reduction, and at the start of an ally turn full TP plus a 5-turn cooldown reduction on the longest skill.

Since the longest cooldown is the ultimate, that means the ultimate comes back every single turn. (1:31)

Because stacks come from ending an action rather than attacking, the way to build them fast is to chain skills that grant extra actions: cast Strong Luck from Divine Privilege+1 more → for its 90% cooldown reduction, then Haste for the extra action, which brings Divine Privilege back for Wall of Iron — four stacks banked before you have really done anything. (9:45)

The duration is what the free manifestations buy you. At 1 manifestation War God Reincarnation lasts a single turn, which he says is close to unplayable. At 3 it lasts two turns; at full manifestation, three. Everything else is numbers. (3:32)

Class: Vindicator

Vindicator+1 more → is the same class as on Dragon Slayer Zephyr, with the same finding: the -20% from Forced Salvation and the once-per-turn -40% stack on the same hit for 60% reduction, on top of cutting the attacker's ATK/M-ATK by 40%. Take one hit and the next turn heals him for 80% of ATK. Since his plan is to survive, stack, and then burst, this is the default. (4:34)

Doom Breaker he rates poorly — +50% damage taken on debuffed enemies is fine, but the ATK bonus and damage reduction only arrive after you kill a debuffed target, which is too late to matter. (5:38)

The skills

SkillTagsTPRangeCDEffect
Stake of Faith+1 more →Ranged Combat21-33 turnsDeal Radiance damage ignoring 130% of DEF and inflict Stake of Faith for 3 turns; cannot be countered. • Stake of Faith Cannot be removed DoT: Move -3; at end of turn take fixed Radiance damage equal to 30% of the caster's ATK.
Haste-1Self3 turnsGain an extra action after using a skill and gain Floating Cloud (blocks damage equal to 50% of ATK) for 2 turns. • Floating Cloud (2 turns): Shield based on ATK. While active, enemy attacks in battle are deflected — deflected attacks deal 50% less damage and cannot crit.
Lightning Palm+1 more →Melee Movement Attack Combat21-33 turnsTeleport adjacent to the target and attack for 100% ATK, ignoring DEF equal to 50% of ATK. Allowed weapons: Sword, Greatsword

Gear, and why not his own weapon

Envoy of the Storm with Scorpion of the Underworld and Goddess's Blessing — the accessory is non-negotiable, since it returns TP once per turn.

For the weapon, skip his own and take Victoria Armada (Roberto de Medici's): its buff raises the wearer's single-target skill damage, and nearly everything Battle God Zephyr casts is single-target. Young Sect Leader Cheon's weapon is the alternative if you want its TP recovery instead of the accessory. (11:18)

Armour-wise the best fit is the Free Warrior or Spirit set; One Against a Thousand is pointless given how little penetration matters. (12:20)

His own weapon is the problem

Its payload, Time After Ruin, only unlocks below 50% HP on a 4-turn cooldown. And the reviewer's own build means that almost never happens — between Vindicator and Wall of Iron he describes the character as absurdly durable, so the condition simply doesn't fire.

Worse, the TP recovery it grants is redundant: Final Ultimatum already refills him every turn. His summary is that the weapon contradicts the character. Take the +15% Max HP if you must, but Victoria Armada is better. (13:53)

Runes

Not the usual sword layout. Strong Luck already reduces incoming Crit chance by 90%, so Crit-damage-taken runes do nothing. Go Chaos/Ultimate/Conspiracy and build health — his whole game is surviving to reach 5 stacks. (14:55)

Artifacts: Ring of Purification over Fade's Deadly Poison

The same three as Dragon Slayer Zephyr, but the ranking flips.

Fade's Deadly Poison+1 more → is excellent on Dragon Slayer Zephyr because Dragon Breath applies it to a whole group at once. Battle God Zephyr has no such tool — every skill he casts is single-target bar the ultimate — so it lands on one enemy at a time.

Ring of Purification+1 more → is the pick instead. He notes, with the same caveat as above, that it is currently better than written: it should be removed when hit by a damaging Action Control or Skill Control skill, and in practice most such skills don't remove it. Another one to expect a patch for. (15:59, 16:31)

One oddity worth knowing

His stat line carries an area-skill damage bonus that applies to essentially nothing — Dark Embrace is the only area skill he has, and nobody runs it. What matters is that damage dealt and ultimate damage stack multiplicatively, which is why the ultimate hits so hard. (18:36)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Battle God Zephyr’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: Collaboration unit. Released on global; exact date TBC.

Global status: Live now.

KR Banner History

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

2026-04-07 → 2026-05-06 · 29 daysDebut
Stats, skills, and art for Battle God Zephyr 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.