- Rarity
- Legendary
- Element
- Flame of Freedom
- Faction
- Pandragon
- Class
- Mage
- Voice Actor
- Lee Da-eun
- Unique Passive
- Sparkling Talent
- Exclusive Weapon
- Elementia
- Ultimate
- Triple Elemental Blast EX
- Original Korean Release Date
- 2025-08-19
- Estimated Release Date
- Live now
Base Stats
Lv 1 · KR-server data · Magic- HP
- 409
- ATK
- 84
- M-ATK
- 163
- DEF
- 23
- RES
- 18
Unique Passive
Sparkling Talent Passive
| Tier | Effect Name | Effect |
|---|---|---|
| First Acquisition | After using a skill or basic attack, you gain a Gem depending on conditions. If there is an enemy within 3 tiles around you, you gain an Ember Gem; if remaining TP is 0, you gain a Sparkle Gem; if you did not move this turn, you gain an Icy Gem. Each time you gain a Gem, spell power increases by 2% (stacks up to 5 times). At turn end, if 3 different Gems have been gathered, there is a 40% chance to activate Triple Elemental Blast+3 more →. (Cooldown: 4) | |
| Ember Gem Fire Cannot be removed Max Stacks: 3 | At the end of action, if at max stacks, gain the Overheat effect and remove this effect. | |
| Overheat (Duration 2) Fire Cannot be removed | Attack range +2. Guaranteed critical hit when attacking enemies. | |
| Sparkle Gem Electric Cannot be removed Max Stacks: 3 | At the end of action, if at max stacks, gain the Discharge effect and remove this effect. | |
| Discharge (Duration 2) Electric Cannot be removed | Movement +2. At turn end, one additional action per turn. | |
| Icy Gem Ice Cannot be removed Max Stacks: 3 | At the end of action, if at max stacks, gain the Snap Freeze effect and remove this effect. | |
| Snap Freeze (Duration 2) Ice Cannot be removed | Immune to buff-removal effects. When attacked by an enemy, damage taken once per turn is 0. | |
| Triple Elemental Blast+3 more → Fire Ice Electric Cannot be removed | Simultaneously uses 3 magics (fire, ice, electric) on enemies within 3 tiles around you, dealing 130% of spell power as damage and applying Cold Slow, Electrocution, and Burn effects for 2 turns. | |
| Max Awakening | After using a skill or basic attack, you gain a Gem depending on conditions. If there is an enemy within 3 tiles around you, you gain an Ember Gem; if remaining TP is 0, you gain a Sparkle Gem; if you did not move this turn, you gain an Icy Gem. Each time you gain a Gem, spell power increases by 5% (stacks up to 5 times). At turn end, if 3 different Gems have been gathered, Triple Elemental Blast+3 more → activates. (Cooldown: 4) | |
| Max Manifestation |
After using a skill or basic attack, you gain a Gem depending on conditions. If there is an enemy within 3 tiles around you, you gain an Ember Gem; if remaining TP is 0, you gain a Sparkle Gem; if you did not move this turn, you gain an Icy Gem. Each time you gain a Gem, spell power increases by 10% (stacks up to 5 times). At turn end, if 3 different Gems have been gathered, Triple Elemental Blast activates and Silences enemies within range. (Cooldown: 4)
- Silence Skill ControlSilence (Duration 2): Cannot use skills.
Classes
| Tier | Class |
|---|---|
| Tier 1 | Mage |
| Tier 2 | Magician, Wunderkind |
| Tier 3 | Frost Mage, Elementrix, Ember Seer |
Common Classes
Mage [Tier 1]+13 more →
A basic class that casts elemental magic to deal damage to enemies.
Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 5%. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 10%. |
Magician [Tier 2]+6 more → A magic caster class that empowers spell power with elemental magic to deal powerful damage to enemies.
Mana Stack
| Lv | Effect |
|---|---|
| 1 | When you attack and deal damage to 2 or more enemies at once, you gain the Mana Stack 1 effect. (Mana Stack 1 (Stack 2): Spell power +10% increase. At 2 stacks, gain 1 TP and replace with the Mana Spiral 1 effect.) (Mana Spiral 1 (Duration 2): Spell power 25%.) |
| 2 | When you attack and deal damage to 2 or more enemies at once, you gain the Mana Stack 2 effect. (Mana Stack 2 (Stack 2): Spell power +10% increase. At 2 stacks, gain 1 TP and replace with the Mana Spiral 2 effect.) (Mana Spiral 2 (Duration 2): Spell power 30%.) |
Frost Mage [Tier 3]+4 more → An advanced magic caster who has professionally trained in various ice magics, controlling enemies and evading danger.
Crystallization
| Lv | Effect |
|---|---|
| 1 | When using an ice skill, spell power increases by 20% and you gain the Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect activates only 1 time per game. (Crystallization (Duration 1): Not affected by damage, skills, or effects; cannot act.) (Frost Shield IceCannot be removed (Duration 2): Defense increases by 25% of spell power. After being attacked, apply Cold Slow to the enemy, then remove.) (Cold Slow IceAction ControlMovement Control (Stack 2 / Duration 2): Movement -1. When stacked, replaced with Freeze.) (Freeze IceAction Control (Duration 1): Cannot act.) |
| 2 | When using an ice skill, spell power increases by 30% and you gain the Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect activates only 1 time per game. |
Unique Classes
Wunderkind [Tier 2] A magic caster class that freely wields three elemental magics with genius talent.
Shining Bloom
| Lv | Effect |
|---|---|
| 1 | After using a fire, ice, or electric attribute skill, you gain the Sprout of Talent 1 effect. You cannot gain the Sprout of Talent 1 effect when using a skill of the same attribute as previously used. (Sprout of Talent 1 (Stack 3): When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +5%. When using a skill of a different attribute than previously used, this effect stacks. At max stacks, replaced with the Shining Bloom 1 effect.) (Shining Bloom 1 Cannot be removed: Damage taken -25%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +25%.) |
| 2 | After using a fire, ice, or electric attribute skill, you gain the Sprout of Talent 2 effect. You cannot gain the Sprout of Talent 2 effect when using a skill of the same attribute as previously used. (Sprout of Talent 2 (Stack 3): When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +10%. When using a skill of a different attribute than previously used, this effect stacks. At max stacks, replaced with the Shining Bloom 2 effect.) (Shining Bloom 2 Cannot be removed: Damage taken -30%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +30%.) |
Elementrix [Tier 3] An advanced magic caster who precisely weaves three elements to dominate the battlefield with powerful magic.
Magic Weave
| Lv | Effect |
|---|---|
| 1 | After using a fire, ice, or electric attribute skill, you gain the Mana Thread 1 effect. You cannot gain the Mana Thread 1 effect when using a skill of the same attribute as previously used. (Mana Thread 1 (Stack 3): Damage taken -10%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +10%. When using a skill of a different attribute than previously used, this effect stacks. At max stacks, replaced with the Magic Weave 1 effect.) (Magic Weave 1 Cannot be removed: Damage taken -40%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +40%.) |
| 2 | After using a fire, ice, or electric attribute skill, you gain the Mana Thread 2 effect. You cannot gain the Mana Thread 2 effect when using a skill of the same attribute as previously used. (Mana Thread 2 (Stack 3): Damage taken -15%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +15%. When using a skill of a different attribute than previously used, this effect stacks. At max stacks, replaced with the Magic Weave 2 effect.) (Magic Weave 2 Cannot be removed: Damage taken -50%. When attacking an enemy with a fire/electric/ice-type debuff, target's damage taken +50%.) |
Ember Seer [Tier 3] An advanced fire mage who becomes intoxicated by flames, raising inner heat and controlling the battlefield with burning veils.
Rite of Fire
| Lv | Effect |
|---|---|
| 1 | When using a fire-type skill, you gain the Rite of Fire 1 effect until the start of the next turn. When making a battle attack against an enemy with a fire attribute debuff, once per turn you gain the Focus effect and gain an additional attack or skill use. (Rite of Fire 1 Cannot be removed (Duration 1): Critical hit rate / fire resistance +40%. Fire resistance of enemies within 3 tiles around you -40%. Skill control immunity.) |
| 2 | When using a fire-type skill, you gain the Rite of Fire 2 effect until the start of the next turn. When making a battle attack against an enemy with a fire attribute debuff, once per turn you gain the Focus effect and gain an additional attack or skill use. (Rite of Fire 2 Cannot be removed (Duration 1): Critical hit rate / fire resistance +50%. Fire resistance of enemies within 3 tiles around you -50%. Skill control immunity.) |
Common Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Flame Ball+9 more → | Fire Ranged Directional | 2 | 1-3 | 3 turns | Hurls a flame ball at an enemy dealing Fire damage equal to 100% of spell power, and deals Fire damage equal to 60% of spell power to adjacent enemies. Applies Burn to damaged enemies for 2 turns. Burn Damage over Time (Duration 2): At the end of the character's turn, deals fixed Fire magic damage equal to 15% of spell power. Allowed weapons: Staff, Rod |
| Ice Missile+9 more → | Ice Ranged Directional Combat | 1 | 1-3 | 2 turns | Hurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. Freeze IceAction Control (Duration 1): Unable to act. Allowed weapons: Staff, Rod |
| Mana Blade+9 more → | Ranged | 2 | 1-3 | 3 turns | Deals damage equal to 80% of spell power to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. Allowed weapons: Staff, Rod |
| Magic Spear+7 more → | Ranged Directional Combat | 2 | 1-3 | 2 turns | Hurls a magic spear at an enemy dealing 150% of Spell Power as damage and Silencing for 1 turn. On killing an enemy, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. Silence Skill ControlSilence (duration 1): Cannot use skills. Lasts 1 turn. Allowed weapons: Staff, Rod |
| Moon Light+4 more → | Ice Ranged | 4 | 1-3 | 3 turns | Hurls a moon light at an enemy dealing 100% of Spell Power as Frost damage and Freezing for 1 turn. Triggers an explosion on the target and within 3 tiles around, dealing an additional 50% of Spell Power as Frost damage and applying the Cold Slow effect for 2 turns. Freeze FrostAction Control (duration 1): Unable to act. Cold Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. Allowed weapons: Staff, Rod |
Unique Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Trimode | - | 1 | Self | 2 turns | After using the skill, gain an additional attack or skill use. Choose one of 3 options (Ember Cast, Icy Cast, Sparkle Cast) to activate. Ember Cast Cannot be removed: Gain one Ember Gem and basic attack changes to Fire Arrow. Fire Arrow Cannot be removed: Launches a Fire Arrow at an enemy, dealing 100% of spell power as damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, additionally deals damage ignoring 50% of spell power worth of resistance. Icy Cast Cannot be removed: Gain one Icy Gem and basic attack changes to Crystal Fist. Crystal Fist Cannot be removed: Launches a Crystal Fist at an enemy, dealing 140% of spell power as damage and applying Cold Slow for 2 turns. If the enemy is not dead and you have remaining TP, an additional hit activates, consuming 1 TP and dealing damage ignoring an additional 50% of spell power worth of resistance. Sparkle Cast Cannot be removed: Gain one Sparkle Gem and basic attack changes to Ball Lightning. Ball Lightning Cannot be removed: Deals 130% of spell power as electric damage to an enemy, consumes all TP and deals additional fixed damage equal to 20% of spell power per TP within 2 tiles around the target. Additionally applies Shock/Slow effects to enemies hit. |
| Elemental Command | - | 3 | Self | 3 turns | Choose one of 3 options (Prominence, Frozen Wave, Thunder Storm) to activate. Prominence+1 more → Cannot be removed: Deals 70% of spell power as fire damage to enemies within 3 tiles around you and applies Burn. Frozen Wave Cannot be removed: Deals 60% of spell power as damage to enemies within 3 tiles around you and applies Cold Slow. After using the skill, at turn end, you enter the Frozen Shield state until the start of the next turn. Thunder Storm Cannot be removed: Removes all of your debuffs and gain the Thunder Storm effect. Deals 70% of spell power as electric damage to enemies within 3 tiles around you, and on hitting with a critical hit, additionally applies Shock/Slow effects. |
| Cinder Veil | Fire | 2 | 1-3 | 2 turns | Designate tiles in a straight line to create a Cinder Veil in a horizontal row from the tile for 2 turns. Deals 50% of spell power as damage to enemies within range and applies Burn. Cinder Veil Cannot be removed: Upon entering or ending an action on it, take 50% of spell power as fire damage. That tile becomes a control zone for enemies. Burn FireDamage over time: At the character's turn end, fixed fire magic damage equal to 15% of spell power. |
Ultimate
Triple Elemental Blast EX
Ultimate Magic Fire Ice Electric "This is a true triple-chain magic! A perfect fireworks show~"
| Tier | Effect Name | Effect |
|---|---|---|
| Max Awakening | Designate a target and simultaneously use 3 magics (fire, ice, electric) on enemies within 3 tiles around the target, dealing 115% of spell power as damage and applying Freeze, Nerve Damage, and Combustion Collapse effects. - Freeze IceAction Control (Duration 1): Cannot act. - Nerve Damage ElectricAction Control (Duration 2): Cannot counterattack. Cannot guard/escort. - Combustion Collapse FireCannot be removedHeal BlockDamage over time (Duration 2): At the character's turn end, fixed fire damage equal to 25% of spell power. Cannot be healed. | |
| Max Manifestation | Designate a target and simultaneously use 3 magics (fire, ice, electric) on enemies within 3 tiles around the target, dealing 140% of spell power as damage and applying Freeze, Nerve Damage, and Combustion Collapse effects. |
- CostTP 5Range1-3AreaAreaCooldown55 turnsAllowed weaponsStaff, Rod
(Note: performance-section text states base ultimate deals 100%~115% damage scaling; skill table lists 115% Max Awakening and 140% Max Manifestation.)
Exclusive Weapon
| Weapon Skill | Effect |
|---|---|
| Elementia | Additional stat: Spell Power. When using a fire/ice/electric skill, magic penetration increases by 10%~30% and fire/ice/electric resistance increases by 10%~30% until the start of the next turn. When Witch Cameo equips it, the following effects are added: --- • When using a single-attribute fire/ice/electric skill: • If it is the same attribute as the previously used single-attribute skill: recover the TP consumed for the skill use with a 25%~100% chance. • If it is a different attribute than the previously used single-attribute skill: gain a shield equal to 25% |
Artifacts
Simple Protection Charm+4 more →
"Even a great mage borrows a charm's power on a dangerous battlefield. Keep it close in case of a death threat."
Level
| Lv | Effect |
|---|---|
| 1 | At game start, gain shield equal to +40% of Spell Power. |
| 2 | At game start, gain shield equal to +60% of Spell Power. |
| 3 | At game start, gain shield equal to +80% of Spell Power. |
| 4 | At game start, gain shield equal to +100% of Spell Power. |
Flickering Orb+3 more →
"Resonates with the wearer's magic energy to momentarily open a rift in time and space. This mysterious power is unpredictable and sometimes fails to activate."
Level
| Lv | Effect |
|---|---|
| 1 | After using a skill, 30% chance to activate; teleport to a chosen tile within 2 squares. |
| 2 | After using a skill, 50% chance to activate; teleport to a chosen tile within 2 squares. |
| 3 | After using a skill, 70% chance to activate; teleport to a chosen tile within 2 squares. |
| 4 | After using a skill, 90% chance to activate; teleport to a chosen tile within 2 squares. |
Wall of Imagination+3 more →
"An invisible wall. The stronger the user's mind, the thicker the wall. A shield built by imagination has no substance, yet it deflects even a real blade."
Level
| Lv | Effect |
|---|---|
| 1 | At game start, gain "Wall of Imagination 1" effect and defense equal to 15% of Spell Power. Effect: when attacked by an enemy, damage taken -15%; removed after being attacked. Cannot be dispelled. |
| 2 | At game start, gain "Wall of Imagination 2" and defense equal to 20% of Spell Power. Effect: damage taken -20%; removed after being attacked. Cannot be dispelled. |
| 3 | At game start, gain "Wall of Imagination 3" and defense equal to 25% of Spell Power. Effect: damage taken -25%; removed after being attacked. Cannot be dispelled. |
| 4 | At game start, gain "Wall of Imagination 4" and defense equal to 30% of Spell Power. Effect: damage taken -30%; removed after being attacked. Cannot be dispelled. |
Build Guide by Axiom

Guide
The following is NamuWiki community assessment (KR server), subjective community opinion.
Overall: Because she has two "one skill with three functions" abilities, she is not limited by skill-slot count and can handle single-target/AoE and multi-element alike. Backed by Sparkle Gem -> Discharge extra actions, she boasts excellent damage even in raids, but she is a slightly tricky magic DPS that needs build-up to reach her potential.
Passive (Shining Talent / Gems): The core is acquiring "Gem" buffs through actions. All Gems are unlimited-duration, undispellable buffs. Gain 1 stack per skill use and per basic attack; each gain increases Spell Power by 25% (max 5 stacks). If 3 different Gem types are gathered at turn end, 40100% chance to trigger Triple Elemental Blast (4-turn cooldown). Demanding to set up but high reward. Ember and Sparkle Gem conditions are easy; the Icy Gem condition (did not move this turn) is quite hard, which is why Trimode is considered a key skill: move so enemies are within 3 squares, then use Trimode - Icy Cast to immediately secure both Ember + Icy Gems. TEB (passive) is stronger than the ultimate TEB EX unless the ultimate is enhanced to 3rd Awakening, so it is a strong damage source. At 6 Awakening the TEB proc becomes 100%, so 6 Awakening is essentially mandatory to use her properly. But with a 4-turn cooldown it can be hard to use even twice per match, and it fires immediately at turn end, so you must pick your end-turn position carefully or you may die going into the enemy center. Note: Snap Freeze forces damage to 0 so she can survive almost any attack, but it does not block Amyeongyeonsalgeom (dark chain-kill sword). Also, Witch Cameo cannot learn the normal (non-EX) TEB skill; it is usable only via the passive.
Class (Tier 3):
- Prostmage: a shared class that learns Moonlight; has a guaranteed 1-time revive and Moonlight is quite strong, but it has no Spell Power buffs so firepower is poor, and it runs its own unique tree solo, so leveling priority is lowest. Might have a use in PVP.
- Elementrix: learns the exclusive skill Elemental Command; core is stacking Mana Skein x3 to gain Magic Weave. Mana Skein: damage taken -15% (max), +15% (max) damage to enemies holding fire/lightning/ice debuffs; gain extra stack when using a different element than the last; max 3 stacks; unlimited duration; undispellable. Magic Weave: converts at 3 Mana Skein stacks; damage taken -50%, +50% (max) damage to enemies with fire/lightning/ice debuffs; unlimited; undispellable. Recommended 1st priority to level, because using one each of fire/lightning/ice secures both survival and firepower, and Trimode (acquired while leveling this) is essential to the passive.
- Ember Seer: learns exclusive skill Cinder Veil; on fire-skill use gain "Fire Ritual" until next turn start, and when attacking (in combat) an enemy with a fire debuff, once per turn gain "Focus" and an extra attack/skill use. Focus: gain 1 TP at action end. Fire Ritual: crit chance +40
50%, fire resistance +4050%, enemies within 3 squares fire resistance -40~50%, skill-control immunity. Makes Cameo a fire-magic specialist; easy to run (just use fire), has crit support, and AoE fire-resist reduction pairs well with fire AoE skills. Supply the passive via Trimode.
Key Skills and Ultimate:
- Trimode (from Underkind): consumes 1 TP to cast one of three magics, converting the basic attack into a skill and granting an extra attack/skill use; 2-turn cooldown. Ultra-core skill for using the passive. Casting counts as "skill use," satisfying gem-gain conditions, and lets you get hard-to-obtain gems for 1 TP. Place enemies within 3 squares and use Trimode - Icy Cast to get Ember + Icy Gems at once. Also fully replaces the basic attack, so you can spam a TP-free magic normal attack (Skill 1 solution to the 3-slot limit).
- Ember Cast: gain 1 Ember Gem; basic attack becomes Fire Arrow (TP 0, 100% SP damage, 2-turn Burn; vs fire-debuffed enemy, +50% SP resistance-ignoring damage).
- Icy Cast: gain 1 Icy Gem; basic attack becomes Crystal Fist (TP 0, 140% SP damage + Cold Slow debuff; if enemy survives and caster has TP, spend 1 TP for +50% SP resistance-ignoring damage). Her main cast, since Icy Gem's condition is hard; also makes the normal attack 40% stronger with a Cold Slow debuff. Cold Slow: move -1, 2 turns, stacking applies 1-turn Freeze. Freeze: cannot act, 1 turn.
- Sparkle Cast: gain 1 Sparkle Gem; basic attack becomes Ball Lightning. Ball Lightning: consumes all TP; 130% SP lightning damage; +20% SP fixed damage per TP consumed within 2 squares; applies Shock and Slow. Shock: lightning resistance -10%, cannot stack with other Shock debuffs. Slow: move -1. Consumes all TP so use with care, but works even at 0 TP (and at higher TP becomes AoE with much higher power), and emptying TP lets you regain Sparkle Gem for fast re-action. Description is worded oddly but both Shock and Slow apply.
- Elemental Control (from Elementrix): TP 3, choose one of Prominence / Frozen Wave / Thunder Storm; 3-turn cooldown. Skill 2 solution to the 3-slot limit; unlike single-line Trimode, this is AoE.
- Prominence: 70% SP fire damage within 3 squares + Burn (turn end, 15% SP fire fixed damage).
- Frozen Wave: 60% SP ice damage within 3 squares + Cold Slow; at turn end after use, enter "Frozen Shield" (immune to damage/skills, cannot act, cleared at turn start). AoE damage+debuff then 1 turn invulnerable.
- Thunder Storm: dispel all own debuffs, gain "Thunder Storm" buff; 70% SP lightning damage within 3 squares; on crit apply Shock and Slow. Thunder Storm buff: enemies within 3 squares take 70% SP lightning damage at turn end; action/skill-control immunity; 2 turns, lightning attribute. Becomes a turret hitting approaching enemies for 2 turns; like Ball Lightning, both Shock and Slow apply on crit.
- Cinder Veil (from Ember Seer): TP 2; designate a straight tile 1~3 squares away and hit that tile plus its two side tiles (3 tiles) for 50% SP damage + Burn, and create "Cinder Veil" on those 3 tiles for 2 turns. Cinder Veil: creates a control zone; on entering/ending action there, take 50% SP fire damage. Fire version of Frozen Pillar; makes a damaging fire zone instead of a pillar.
- Moonlight (from Prostmage): TP 4; 100% SP ice damage + Freeze on target, plus 50% SP ice damage to target and within 3 squares with Cold Slow; 3-turn cooldown. Top-tier ice magic and her highest SP-multiplier AoE among normal skills; strong stun + AoE Cold Slow. Costs 4 TP but does 150% SP damage to the single target, making it stronger as a single-target skill than TEB and TEB EX. Choose TEB EX for more AoE damage/debuff, or Moonlight for strong single-target damage plus surrounding damage and Cold Slow.
- Ultimate TEB EX: designate a target 1~3 squares away; hit enemies within 3 squares of the target with ice, lightning, fire for 100%~115% SP damage; applies Freeze (cannot act, 1 turn), Nerve Damage (cannot counter, cannot guard, 2 turns), Combustion Collapse (25% SP fire fixed damage at turn end, cannot heal, 2 turns; undispellable/heal-block/DoT). Guaranteed AoE stun plus no-counter/no-guard reduces tanks to scarecrows, and heal-block neutralizes healers; instantly enables Magic Weave (3 elements at once). Downside: even at 6 Awakening its damage is weaker than the normal TEB; it needs 3rd Awakening to reach the 130% multiplier of normal TEB. High-end firepower is weaker than normal TEB or Moonlight, but status effects are greatly boosted. Note: contrary to the text, it attacks in ice-lightning-fire order.
Weapon and gear:
- Exclusive weapon Elementia (extra stat: Spell Power). On fire/ice/lightning skill use, until next turn start magic penetration +10
30% and fire/ice/lightning resistance +1030%. When equipped by Witch Cameo: using a single-element skill of the same element as the last single-element skill recovers 25100% of the TP spent; if a different element, gain shield equal to 25100% SP for 2 turns and reduce that skill's cooldown by 1~3. Cooldown reduction plus guaranteed shield and magic penetration make it usable by any elemental mage. TP recovery helps since she burns TP, but hitting 100% requires 6 Awakening, a high hurdle. - Armor: for firepower, Prime Minister 4-set; its "Cheolsu/Withdraw" effect helps with move, survival, and AoE positioning since all her AoE except TEB EX is self-centered within 3 squares. Cardinal 4-set also viable due to heavy TP use. Sage 4-set possible for AoE-focused builds, but hard to recommend since the core Trimode is closer to single-target.
- Accessories: Legendary - Chronometer for Spell Power + cooldown reduction (main skills have long cooldowns), though since Trimode gives a TP-free single-target normal attack, use Chronometer mainly when AoE is needed. Hero grade - Golden Dice for crit, or Black Dice for survival.
Synergy / recommendations: Current lightning-specialist supporter is Iskenderun; fire-specialist supporter is Kana. Set Trimode as the base and configure the rest to fit either. Lightning: Sparkle Cast (Ball Lightning) grants Sparkle Gem for fast re-action damage. Fire: Ember Seer's crit boost and fire-resist reduction. Pick Elementrix + Iskenderun, or Ember Seer + Kana. PVP: extra actions, AoE, and the guaranteed-stun TEB EX are usable; Snap Freeze lets her tank Heydelun's strong attack with no damage, so she is sometimes used as a body-blocker.
Caveat (Evaluation): the conditions the AI uses for Icy/Sparkle Cast are still unknown, making the AI hard to control. She may waste turns (e.g. only Sparkle Cast with Kana, or only Icy Cast in world-boss raid with Iskenderun, becoming pointlessly tanky) and miss damage windows. Because Trimode and Elemental Control are each one skill with three functions, you cannot control her by removing skills. Elementrix needs multiple elements used for the passive, but AI often locks onto one cast, so passive potential is poorly realized. Still a character needing more research.
Awakening/Manifestation progression: Each awakening stage grants two enhancements (Inner Cube tracks): - Stage 1: Ultimate Enhancement 1 + Stat Enhancement 1 - Stage 2: Unique Passive Enhancement 1 + Stat Enhancement 2 - Stage 3: Ultimate Enhancement 2 + Acquire Artifact - 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 Notes from Performance text: at 3rd Awakening the ultimate is enhanced. At 6 Awakening, the Triple Elemental Blast passive proc becomes 100% (from 40%). Ultimate reaches 130% multiplier only at 3rd Awakening.
KR Creator Guide
Character review of Witch Cameo Beaufort by 하막군의게임튜브 · 2026-08-04
The reviewer opens with a complaint that runs through the whole video: Witch Cameo Beaufort is complicated. Three gems, three class paths, three sub-modes per skill — he thinks the designers have gone too far, and says the complexity alone will put people off.
Once you get past that, though, he rates her highly. Her M-ATK is excellent even at 1 manifestation, the damage is real, and the ultimate hits harder than expected. His one structural limitation: she is a poor defence-team pick, because the AI won't choose her sub-modes sensibly. Play her manually. (20:49)
The three gems
After using a skill or a basic attack — not at end of turn — she gains gems according to three conditions checked simultaneously:
- Ember Gem if an enemy is within 3 tiles
- Spark Gem if her TP hit 0
- Ice Gem if she didn't move
All three can land from a single action. Each gem adds M-ATK, capped at 5 stacks even at full manifestation, and at 3 of a kind the gem converts:
- Ember: attack range +2 and guaranteed critical hits
- Spark: Movement +2 and an extra action
- Ice: buff-removal immunity and one hit taken at zero damage
Those converted buffs last 2 turns; the gems themselves are consumed and start rebuilding immediately. And if all three gem types are present at end of turn, she casts Trimode for free. (1:36)
One trap he demonstrates: the weapon's TP refund can stop Spark Gem, because regaining TP means the game no longer counts her as having spent to zero. (4:43)
Class: Elementrix for survival, Ember Seer for damage
Elementrix stacks Magic Weave when she casts Fire, Ice and Lightning skills in alternation — repeating the same element does nothing. At 3 stacks it becomes permanent and unremovable for the rest of the match: -50% damage taken and +50% damage dealt into enemies carrying a matching elemental debuff.
He compares that damage figure to Clausewitz's adjacent-enemy bonus and says it is just as strong. Get to 3 stacks and she plays the whole game at half damage taken. (5:48)
Ember Seer is the Fire specialist. Casting a Fire skill grants Blazing Consciousness until the start of the next turn — meaning it only helps if you act again this turn — and fighting an enemy with a Fire debuff returns TP and grants an extra attack or skill. Chained together that gives Fire RES shred, Skill Control immunity and +50% Crit Rate.
The reviewer stresses how much resistance shred is worth: cutting resistance multiplies damage outright, and with another 80% shred available in the kit the numbers get frightening. (7:22)
The skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Trimode | - | 1 | Self | 2 turns | After using the skill, gain an additional attack or skill use. Choose one of 3 options (Ember Cast, Icy Cast, Sparkle Cast) to activate. Ember Cast Cannot be removed: Gain one Ember Gem and basic attack changes to Fire Arrow. Fire Arrow Cannot be removed: Launches a Fire Arrow at an enemy, dealing 100% of spell power as damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, additionally deals damage ignoring 50% of spell power worth of resistance. Icy Cast Cannot be removed: Gain one Icy Gem and basic attack changes to Crystal Fist. Crystal Fist Cannot be removed: Launches a Crystal Fist at an enemy, dealing 140% of spell power as damage and applying Cold Slow for 2 turns. If the enemy is not dead and you have remaining TP, an additional hit activates, consuming 1 TP and dealing damage ignoring an additional 50% of spell power worth of resistance. Sparkle Cast Cannot be removed: Gain one Sparkle Gem and basic attack changes to Ball Lightning. Ball Lightning Cannot be removed: Deals 130% of spell power as electric damage to an enemy, consumes all TP and deals additional fixed damage equal to 20% of spell power per TP within 2 tiles around the target. Additionally applies Shock/Slow effects to enemies hit. |
| Elemental Command | - | 3 | Self | 3 turns | Choose one of 3 options (Prominence, Frozen Wave, Thunder Storm) to activate. Prominence+1 more → Cannot be removed: Deals 70% of spell power as fire damage to enemies within 3 tiles around you and applies Burn. Frozen Wave Cannot be removed: Deals 60% of spell power as damage to enemies within 3 tiles around you and applies Cold Slow. After using the skill, at turn end, you enter the Frozen Shield state until the start of the next turn. Thunder Storm Cannot be removed: Removes all of your debuffs and gain the Thunder Storm effect. Deals 70% of spell power as electric damage to enemies within 3 tiles around you, and on hitting with a critical hit, additionally applies Shock/Slow effects. |
| Cinder Veil | Fire | 2 | 1-3 | 2 turns | Designate tiles in a straight line to create a Cinder Veil in a horizontal row from the tile for 2 turns. Deals 50% of spell power as damage to enemies within range and applies Burn. Cinder Veil Cannot be removed: Upon entering or ending an action on it, take 50% of spell power as fire damage. That tile becomes a control zone for enemies. Burn FireDamage over time: At the character's turn end, fixed fire magic damage equal to 15% of spell power. |
Gear
Chancellor of Darkness with Necronomicon — standard mage kit. (15:02)
Weapon: good, but wants full awakening
It adds elemental resistance and magic penetration, and on casting a single-element skill it returns TP if the element matches the previous cast or grants a shield if it differs, with cooldown reduction either way.
The catch is the trigger chance: 40% at ★2, 100% at full awakening. He is honest that at ★2 it's unreliable enough to be awkward, and that the ultimate — being three elements — doesn't qualify at all. Excellent at ★6, take something else otherwise. (15:34)
Runes
Moon runes from slot 1, with Lightning; Ultimate or Wisdom if you want health. Absolute runes in slots 1 and 2 are worth it specifically on an Ember Seer build, where her Crit is high enough to use them. (17:08)
Manifestation
2 is the meaningful one: the automatically-cast Trimode gains Silence, and its cooldown drops to 3. 4 only adds M-ATK. Full manifestation adds M-ATK and brings the cooldown to 2, at which point she is firing it constantly. (18:12)
Artifacts
Wall of Imagination+3 more → is the pick: DEF worth 30% of M-ATK and -30% damage
taken, applied at game start and consumed by the first hit. He explains why that
one-shot matters — Heidelun's Astral Blade+1 more → is the scariest opener in the
game right now, it is magic damage, and between a robe's resistances and this
artifact Cameo survives it. (19:14)
Simple Protection Charm+4 more → and
Flickering Orb+3 more → are Clausewitz's, and he
passes over both.
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Witch Cameo Beaufort’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: 2025-08-19.
Global status: Live now.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

