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Xavier

Upcoming

자비에르

Crystal of Intellect
Rarity
Legendary
Element
Crystal of Intellect
Faction
Unaffiliated
Class
Mage
Unique Passive
Silver Breath
Exclusive Weapon
Snowblossom of the Frozen Sky
Ultimate
Glacial Breath
Original Korean Release Date
2026-09-08
Estimated Release Date
2027-10-05

Base Stats

Lv 1 · KR-server data · Magic
HP
445
ATK
84
M-ATK
177
DEF
23
RES
18

Unique Passive

Sourced from the official KR update notice for 2026-09-08 (September Week 2) and, from the 2026-09-11 gmap.gg crawl, the active skills and the awakening / manifestation tiers the notice never published. Star tiers 1 and 2 of the passive and ultimate are not published anywhere yet, so the tiers below jump from first acquisition to Max Awakening.

Silver Breath Passive

TierEffect NameEffect
First AcquisitionSpell Power and critical hit chance increase by 10%. Holds the Bloodline of the Deep Cold 1 and Guardian of the Veil effects.
Bloodline of the Deep Cold 1 Cannot be removedPhysical Penetration /
Frozen Preservation Cannot be removed Action ControlCannot act. Cannot
Frostbite (Duration 2) Cannot be removed Damage over timeAt the end of
Guardian of the Veil Cannot be removedWhen another allied player within
Frost Veil (Duration 2) Cannot be removed ShieldCritical hit chance
Ice ThornsOn entering, or on ending an action there, deals fixed damage
Max AwakeningSpell Power and critical hit chance increase by 20%. Holds the Bloodline of the Deep Cold 2, Guardian of the Veil and Ice Dragon's Blessing effects.
Bloodline of the Deep Cold 2 Cannot be removedPhysical Penetration / Magic Penetration +20%. Damage taken -5%. Once per game, when another allied player who has not received a death-prevention effect would take lethal damage, restore 80% of their HP and apply Frozen Preservation to prevent the death.
Ice Dragon's Blessing Cannot be removedAt the start of the game, grants every allied player Authority of Ice 1, 2 or 3 according to how many Ice-type skills they have equipped.
Max ManifestationSpell Power and critical hit chance increase by 30% and Max HP increases by 20%. The basic attack is replaced by Ice Bolt. Holds the Bloodline of the Deep Cold 3, Guardian of the Veil and Ice Dragon's Blessing effects.
Bloodline of the Deep Cold 3 Cannot be removedPhysical Penetration / Magic Penetration +30%. Damage taken -10%. Once per game, when another allied player who has not received a death-prevention effect would take lethal damage, restore 100% of their HP and apply Frozen Preservation to prevent the death.
Ice BoltDeals 80% of Spell Power as damage. On a critical hit an extra strike triggers, dealing 40% of Spell Power plus 20% per Ice-type debuff the target holds (maximum 60%).

Classes

TierClass
Tier 1Ice Mage
Tier 2Glacial Mage, Frost Weaver
Tier 3Glacial Oracle, Frost Sage, Frost Sovereign

Ice Mage Tier 1

Cold Condensation

LvEffect
1When casting an Ice-type skill, Spell Power increases by 5%.
2When casting an Ice-type skill, Spell Power increases by 10%.

Frost Weaver Tier 2

Frost Ward

LvEffect
1Spell Power / Magic Penetration increase by 10%. After casting an Ice-type skill, gain the Chill Armour effect. (Chill Armour Cannot be removed (Duration 2): Defense increases by 15% of Spell Power. Penetration damage taken -15%. After being attacked, applies Chill to the enemy. Removed on triggering.) (Chill Cannot be removedAction ControlMovement Control (Duration 1): Attack / Spell Power -30%. Movement -1.)
2Spell Power / Magic Penetration increase by 15%. After casting an Ice-type skill, gain the Chill Armour effect.

Glacial Mage Tier 2

Crystal Enlightenment

LvEffect
1Spell Power / critical hit chance increase by 10%. Immune to skill control.
2Spell Power / critical hit chance increase by 15%. Immune to skill control.

Glacial Oracle Tier 3

Crystal Foresight

LvEffect
1Spell Power increases by 25%, critical hit chance increases by 25%, and damage taken / critical hit chance received decrease by 20%. Holds the Foresight of the Deep Cold effect. Immune to skill-control effects. (Foresight of the Deep Cold Cannot be removed: After casting a skill, once per turn, on a critical hit chance roll, reduce that skill's cooldown by 1. After taking a critical hit, once per turn, gain Frost Veil. On gaining a cooldown-control debuff, gain Overflowing Foresight.) (Overflowing Foresight Cannot be removed (Duration 1): Spell Power +50%. On gaining this effect, the one skill with the longest remaining cooldown has its cooldown reduced by 5, and TP +1.)
2Spell Power increases by 40%, critical hit chance increases by 40%, and damage taken / critical hit chance received decrease by 30%. Holds the Foresight of the Deep Cold effect. Immune to skill-control effects.

Frost Sage Tier 3

Sage of Winter

LvEffect
1Spell Power increases by 30% and damage taken decreases by 20%. When using an Ice-type skill, gain the Chill Armour effect. When taking a lethal attack, restore 100% of HP and gain Frozen Preservation. This effect triggers only once per game. The class passive cannot be sealed.
2Spell Power increases by 50% and damage taken decreases by 30%. When using an Ice-type skill, gain the Chill Armour effect. When taking a lethal attack, restore 100% of HP and gain Frozen Preservation. This effect triggers only once per game. The class passive cannot be sealed.

Frost Sovereign Tier 3

Frozen Throne

LvEffect
1Spell Power increases by 10% and damage taken decreases by 25%. Healing received / shield effects received decrease by 15%. Holds the Ice Born effect. The class passive cannot be sealed. (Ice Born Cannot be removed: Gain stacks of Condensed Mana — 1 stack when this character or another casts an Ice-type skill, 1 stack at the start of the turn, and 3 stacks when an allied player dies.) (Condensed Mana Cannot be removed (Max 10 stacks): Spell Power / damage-over-time dealt / Max HP +10%. Damage taken -1%. This buff is not visible to enemies.)
2Spell Power increases by 20% and damage taken decreases by 40%. Healing received / shield effects received decrease by 30%. Holds the Ice Born effect. The class passive cannot be sealed.

Skills

SkillTagsTPRangeCDEffect
Ice BoltRanged Directional Combat11-32 turnsDeals 80% of Spell Power as damage. On a critical hit an extra strike triggers, dealing 40% of Spell Power plus 20% per Ice-type debuff the target holds (maximum 60%).
Crystal HammerRanged Combat21-33 turnsSummons a block of ice on the target for 90% of Spell Power as physical damage, and deals 50% of Spell Power as fixed physical damage in the adjacent area. Applies Frost Fissure to the target. If the target is under an action-control effect, damage rises to 150%, one action-control effect is removed after the attack, and Chill Shackles is applied. Frost Fissure: Critical hit chance received / damage taken +5%. Chill Shackles: Movement -1. Gained at maximum stacks; stacks decrease at end of turn.
Ice NovaRanged21-33 turnsDeals 100% of Spell Power within 2 tiles of the target, applying Chill Shackles and Chill Binding to enemies hit in range. Chill Shackles: Movement -1. Gained at maximum stacks; stacks decrease at end of turn. Chill Binding: Cannot move.
Frost VeilShield134 turnsDesignates an ally and applies Frost Veil to them, and Xavier gains it too. Additionally, at end of turn it extends the duration of removable buffs by 1 turn and grants an extra turn. While this skill is equipped, shields given increase by 40%. Frost Veil Cannot be removedShield (Duration 2): Critical hit chance received -25%. Immune to TP removal. Shield worth 50% of Spell Power. On a critical hit chance roll, this buff's shield is increased 1.5x. On removal, clears 1 debuff.
Ice BreathRanged Directional21-13 turnsDesignates a direction and deals 90% of Spell Power as resistance-ignoring damage to enemies in a 3x4 area ahead, applying Chill and Frostbite. Xavier gains Frost Veil after casting. Additionally, with a 40% chance it creates Ice Thorns tiles lasting 2 turns within the attack area, removing single-tile effects there. Frostbite: At the end of the character's turn, take resistance-ignoring magic damage equal to 30% of the higher of the caster's Attack or Spell Power. Can trigger a critical hit. Ignores damage-taken reduction. Chill: Attack / Spell Power -30%. Movement -1. Ice Thorns: On entering, or on ending an action there, deals fixed damage equal to 20% of Spell Power and applies Frostbite.
Glacial Circle-233 turnsApplies Glacial Circle to allies within 2 tiles of the target point and clears 2 debuffs from each. Glacial Circle: Max HP +30%. Penetration Resistance +30%. After being attacked, applies Cold Erosion and Chill to the attacker; if Cold Erosion does not apply, deals 60% of Spell Power as ice magic damage instead (can crit, ignores damage-taken reduction, scales with damage-over-time bonuses; when several apply at once, damage beyond the second is reduced to 25% and capped at 3 instances). Removed on triggering. Does not stack with the Black Mirror effect. Cold Erosion: At end of action, take 60% of the caster's Spell Power as ice magic damage (can crit, ignores damage-taken reduction). Stacks decrease on triggering. Chill: Attack / Spell Power -30%. Movement -1.
Ice MeteorRanged31-33 turnsDeals damage within 3 tiles of the target. Tiles adjacent to the target take 180% of Spell Power as physical damage, falling by 20% per tile further out. Applies Frost Fissure to characters damaged. On hitting a large monster or a summon, the target's damage taken increases by 100%, this skill's cooldown is reduced by 1, and Xavier gains 1 TP. Deals 3 damage to installations. Frost Fissure: Critical hit chance received / damage taken +5%.
BlizzardRanged21-23 turnsDeals 20% of Spell Power five times across the target point and the surrounding 2 rings, applying Chill and Frostbite. Additionally, targets damaged have a 30% chance to be given Ice Prison, and summons are given Glacier Prison at 100%. Ice Prison: Cannot act. Glacier Prison: Cannot act. Frostbite: At the end of the character's turn, take resistance-ignoring magic damage equal to 30% of the higher of the caster's Attack or Spell Power. Can trigger a critical hit. Ignores damage-taken reduction. Chill: Attack / Spell Power -30%. Movement -1. ---

Ultimate

Glacial Breath

Ultimate Magic

TierEffect NameEffect
First AcquisitionDeal damage equal to 140% of Spell Power within 4 tiles around the target, and with a 25% chance create Ice Thorns tiles that last 2 turns. - Ice Thorns: On entering, or on ending an action there, deals fixed damage equal to 20% of Spell Power and applies Frostbite. - Frostbite Cannot be removedDamage over time (Duration 2): At the end of the character's turn, take resistance-ignoring magic damage equal to 30% of the higher of the caster's Attack or Spell Power. Can trigger a critical hit. Ignores damage-taken reduction.
Max AwakeningDeals 160% of Spell Power within 4 tiles of the target and creates Ice Thorns tiles lasting 2 turns with a 25% chance. The cast target is given Ice Prison at 100% and other targets in range at 15%. Summons in range are given Glacier Prison at 100%.
Max ManifestationDeals 180% of Spell Power within 4 tiles of the target and creates Ice Thorns tiles lasting 2 turns with a 35% chance. The cast target is given Ice Prison at 100% and other targets in range at 30%. Summons in range are given Glacier Prison at 100%. - Ice Prison / Glacier Prison: Cannot act. - Cost: TP 5 | Range: 1-3 | Area: Wide (AoE)

Exclusive Weapon

Weapon SkillEffect
Snowblossom of the Frozen Skybeneath a frozen sky gives off an extreme chill. When Xavier equips it, the weapon's potential can be drawn out. • Grade: Legendary | Type: Staff | Exclusive character: Xavier • A staff wreathed in ice crystals that never melt. The snow blossom that bloomed

Additional stats:

  • Spell Power +10%
  • Max HP +10%
Weapon SkillEffect
Chill Magic (general skill)Magic Penetration / critical hit damage +10%. Holds the Sage of Ice 1 effect. • Sage of Ice 1 Cannot be removed: Shields given are increased by 20% of the critical hit damage increase. After using a skill, if TP is 1 or lower, gain the Focus effect once per turn (cooldown 3). • Focus Cannot be removed: Gain 1 TP at the end of the action.
Deep Cold Magic (Xavier exclusive)Physical Penetration / Magic Penetration / critical hit damage +20%. Holds the Sage of Crystal 1 effect. When dealing damage that is not damage-over-time, applies Frost Fissure. --- • Sage of Crystal 1 Cannot be removed: Shields given are increased by 40% of the critical hit damage increase. After using a skill, if TP is 1 or lower, gain the Focus effect once per turn. • Frost Fissure Cannot be removed (Stack 10 / Duration 2): Critical hit chance received / damage taken +5%.

Artifacts

Resonance Stone of Magic+2 more →

  • Resonance Stone of Magic 1: Spell Power +8%. Critical hit chance received -8%. After attacking, apply Magic Resonance 1 to the enemy.
  • Magic Resonance 1: Magic damage taken / critical hit chance received +8%. Lasts 2 turns.

Xavier's Blessing+2 more →

Craving for Warmth+1 more →


KR Creator Guide

Character review of Xavier by 하막군의게임튜브 · 2026-09-11

The second dragon character, and the reviewer flags the scale of him up front: all six of Xavier's classes are new, which means every skill on him is new too. He skips his usual preamble and goes straight to the fully manifested passive to keep the video under control. (0:00, 0:33)

Everything below is read off a fully built copy, so the figures are the Max Manifestation and rank-2 class values rather than the first-acquisition ones listed higher up this page.

Silver Breath at full manifestation

Spell Power and Crit Rate +30%, Max HP +20%, and his basic attack becomes Ice Bolt. He holds three effects: Bloodline of the Deep Cold, Guardian of the Veil and an Ice Dragon's Blessing.

Bloodline of the Deep Cold carries penetration and -10% damage taken, and once per match it saves another allied player from lethal damage — restoring 100% of their HP at this tier and applying Frozen Preservation.

He tested the wording, and the answer matters. The clause reads "an allied player who has not received a death-prevention effect", which could mean "whose revive hasn't fired yet". It doesn't. He took Heidelun below 50% HP, where Heidelun's own survival mechanic no longer applies, and let him take lethal damage: he just died. So it means a character who doesn't have a death-prevention mechanic at all. Xavier saves the units with no revive of their own — and naturally nothing at all if Xavier died first. (1:04, 1:35, 2:06, 2:36)

Frozen Preservation is not Banish, and he's precise about the difference: the target can't be targeted but can still be caught by area attacks — they're simply damage-immune, so nothing lands. Banish blocks even that. (2:36, 3:06)

Guardian of the Veil hands Frost Veil to one damaged ally within 3 tiles. The catch he found is the threshold: it reads HP above 1, not "1 or above" — so a character left sitting at exactly 1 HP, like Iron Mask after Backup Protocol, doesn't qualify. And it explicitly doesn't fire twice at once, so only one ally is covered at a time. (4:10, 4:40, 5:10)

Ice Bolt is 80% of Spell Power, and on a critical hit adds a second strike worth 40% plus 20% per ice debuff on the target, to 60%. (5:10, 5:42)

The Ice Dragon's Blessing scales off how many ice-type skills the whole team is carrying — the same shape as Hellkite's, in ice. Base stats +30% and damage-over-time taken -20%. (6:14, 6:44)

His framing of the character: mechanically very close to Hellkite, noticeably less durable, and much better at keeping other people alive. (4:10)

Class: Frost Sage, almost by default

Frost Sovereign is +20% Spell Power and -40% damage taken — 50% with the passive's base — at the cost of 30% less healing and shielding received. It holds Ice Born, which stacks Condensed Mana: one stack whenever anyone casts an ice skill, one at turn start, three when an allied player dies, each worth +10% Spell Power, damage-over-time and Max HP.

Ten stacks is +100% to all three and around 60% total damage reduction, and he's blunt about the problem: you die before you get there. Attack decks are still experimenting with it. (7:16, 7:46, 8:17, 8:49)

Frost Sage is +50% Spell Power, -30% damage taken, Chill Armour on every ice skill — and, decisively, Frozen Preservation on himself when he takes lethal damage. That's a second revive on a character whose whole job is keeping people standing, and it can't be sealed. His verdict is that the other classes are good but the revive is too good to pass up: defence decks always take Frost Sage. (8:49, 9:21, 9:53)

Glacial Oracle is +40% Spell Power plus the kit's only real source of Crit Rate outside a base 30%. Its Foresight cuts a cooldown on a crit-chance roll and grants Frost Veil after taking a critical hit — which he notes sits awkwardly against the same class reducing how often you get crit. The cooldown-control clause pairs with Anemone, whose re-action applies exactly that debuff, for -5 cooldown and +1 TP; he doesn't expect it to come up often. (10:26, 10:56, 11:27, 11:59)

Blizzard is the reason people call him broken

Blizzard targets a ground point rather than a unit, covers two rings, and deals 20% of Spell Power five times, applying Chill and Frostbite. 30% of everything hit is locked into Ice Prison, and summons are locked into Glacier Prison at 100%.

Ground-targeting plus that radius plus five instances is the whole package: the five hits also stack Frost Fissure to five by themselves. He says Heidelun simply dies to it. (16:41, 17:13, 17:44, 26:25)

His standard line is Frost Veil into Blizzard: Frost Veil costs 1 TP, shields a chosen ally and himself, extends his removable buffs by a turn, and grants an extra turn — and he's careful about why that word matters. Equipping it also raises every shield he gives by 40%. Anemone's re-action applies a shackle debuff; an extra turn doesn't. So he runs in, casts Frost Veil for the shield and the turn, advances again and drops Blizzard. (15:06, 15:38, 16:10, 29:30)

The rest of the actives

  • Crystal Hammer — 90% of Spell Power as physical damage on the target plus 50% fixed physical around it. Against a target under action control it rises to 150%, but it also removes one action-control effect, which he finds self-defeating. Normally skipped. It does explain why a mage's weapon carries physical penetration. (11:59, 12:31, 13:02)
  • Ice Nova — 100% on the target and two adjacent tiles, applying a removable movement cut and an unremovable 2-turn root. Targets a unit, so rarely worth a slot. (13:02, 13:34)
  • Ice Breath — a 3×4 line for 90% resistance-ignoring damage with Chill and Frostbite; he calls it the ice version of Anne Millennium's Fire Jet. It also grants him Frost Veil on cast and scatters Ice Thorns across the area at 40%. Fine, but crowded out. (14:05, 14:36, 15:06)
  • Ice Meteor — 180% physical to adjacent tiles, falling 20% per tile to 120% at the edge. He calls it a Strike skill, which would be unusual on a mage, though gmap tags it simply as ranged, so treat that as his read. The large-monster and summon rider (+100% damage taken, a cooldown back and 1 TP) marks it as raid kit. (18:15, 18:45, 19:15)
  • Glacial Circle — a buff placed on allies within 2 tiles of a target point, clearing 2 debuffs from each: Max HP +30%, penetration resistance +30%, and after one of them is attacked it applies Cold Erosion to the attacker: 60% of Spell Power as ice magic at action end, critable, ignoring damage reduction. He compares it directly to Black Mirror, which is 80% and doesn't stack with it, and notes the 3-trigger cap. It also clears debuffs. He rates it highly. (19:15, 19:46, 20:47, 21:17)

The ultimate is Blizzard, slightly worse

Glacial Breath covers 4 tiles for 180% of Spell Power, scatters Ice Thorns at 35%, and locks the primary target into Ice Prison at 100% with 30% on everything else and summons into Glacier Prison. He points out it's the same effect as Blizzard on a wider radius but aimed at a unit rather than the ground — and concludes you'd usually rather just cast Blizzard. (21:17, 21:50)

Gear

Chancellor of Darkness two-piece as part of a split set. For the accessory he rates Goddess's Blessing for its Crit Rate, while flagging that its Focus overlaps with the weapon's and that there's currently a bug where the TP doesn't actually arrive. Hyper Bomber is his own pick for the area damage, and he relays that Dancing Queen is well regarded here — an area attack applying healing reduction to everything it touches. (21:50, 22:20, 22:50)

The weapon: ★3 minimum, ★5 if you can

Spell Power and Max HP as base stats, with physical penetration, magic penetration, critical damage and damage-over-time on top.

  • ★2 adds skill range +1.
  • ★3 is the real step: Guardian of the Veil reaches 4 tiles instead of 3, and the Focus effect loses its once-per-turn cap, so with re-actions the TP keeps coming.
  • ★5 adds the damage-over-time bonus and relaxes the Focus condition to TP 2 or lower.

Since he's a damage-over-time character, that ★5 line is worth real money. One trap he flags: the weapon's skill range +1 does not extend his basic attack, because the transformed basic attack isn't counted as a skill — Deimos of Chaos's weapon is the only one in the game that does raise basic-attack range. (23:20, 23:50, 24:20, 24:51, 25:22, 25:53)

Runes

His budget setup is Moon / Lightning / Sun / Lightning / Sun / Moon, picking up Crit Rate, area damage, health and critical-damage-taken reduction at once. He calls it the most unremarkable setting possible and suggests premium-rune owners build around what they have. (26:25, 26:55)

Artifacts

Craving for Warmth+1 more → is the pick and he doesn't hedge: Spell Power and Max HP, an aura within 2 tiles, healing an ally for 60% of Spell Power whenever he casts a skill on them, plus turn-start debuff shortening and a 15% Max HP heal. Essentially mandatory.

Resonance Stone of Magic+2 more → applies its debuff after attacking, so it never boosts the attack that applied it — he reads it as raid-oriented. Xavier's Blessing+2 more → hands penetration, defence, resistance and ice resistance to nearby allies, which he finds unremarkable given they have to stand next to him. (27:27, 27:57, 28:27, 28:58)

Verdict

Frost Veil, run in, Blizzard — that's the character, on attack and defence alike. What makes Blizzard frightening isn't the damage but the lock: Ice Prison is not Stun, not Banish and not Fear, so nothing's immunity applies to it. Drop it on a cluster and two units can simply stop playing.

He's uneasy about the power level, and says so plainly — this is the second release in a row where he's felt new characters are arriving too strong. He pulled anyway, for the ally revive, and is at 5★.

On investment: 3★ already grants the revive, and he reckons 6★ with the weapon at ★3 is a perfectly good middle setting. (29:30, 30:01, 30:31, 31:02)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Xavier’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: KR: 2026-09-08.

Estimated global release: 2027-10-05.

KR Banner History

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

2026-09-08 → 2026-09-22 · 2 weeksDebut
Stats, skills, and art for Xavier 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.