- Rarity
- Legendary
- Element
- Shadow of Desire
- Faction
- Unaffiliated
- Class
- Rogue
- Voice Actor
- Lee Ju-eun
- Unique Passive
- Sensual Arabesque
- Exclusive Weapon
- La Sabah
- Ultimate
- Meteor Strike
- Original Korean Release Date
- 2026-05-06
- Estimated Release Date
- 2027-06-15
Base Stats
Lv 1 · KR-server data · Physical- HP
- 418
- ATK
- 167
- M-ATK
- 84
- DEF
- 28
- RES
- 34
Unique Passive
Sensual Arabesque Passive
- Attack power +10% ~ 25%.
- At 5 awakening: gains an aura raising critical hit chance received and critical hit damage received by enemies within 2 tiles by 5%.
- At 6 awakening: gains an aura raising critical hit chance received and critical hit damage received by enemies within 2 tiles by 10%.
- After using a skill or after attacking an enemy, if no damaged enemy died, gains 'Dizzying Evasion'.
- Dizzying Evasion: When hit by a battle attack, leaves a clone and evades to an adjacent empty tile. On activation, recovers 1 TP and reduces 1 stack. Lasts 2 turns. Max 3 stacks. Cannot be removed.
- At end of action, if an enemy is within 2 tiles, gains the 'Sensual Arabesque' effect (cooldown 3~2).
- Sensual Arabesque (effect): Lasts 2 turns. Cannot be removed. When an ally ends their turn on a tile adjacent to the holder, grants an extra turn and removes this effect.
- At 4 awakening or higher: Preemptive attack.
- At 5 awakening: Damage received -10%.
- At 6 awakening: Damage received -15%.
- Via manifestation enhancement: when granting an extra turn, applies 'Abrazo', an attack-power + cooldown-reduction + melee-only additional-attack-power buff to self and the ally. At max enhancement the values reach 50%, 2 turns, 50%. (Since Sensual Arabesque grants an 'extra turn', it counts as 1 turn elapsed, so cooldown reduction effectively becomes 3-turn reduction.)
Classes
Base job: Rogue. Tier 2 class: exclusive class 'Cadenza'. Tier 3 classes: Shadow Dancer / Yank / Prima. All classes have leap movement that crosses obstacles or terrain.
Shadow Dancer - learns 'Saryongchampa':
- If no adjacent ally: critical hit chance +20~30%.
- After attacking, if no adjacent ally: deals defense-ignoring damage equal to 60% of attack power to the 8 tiles around Zard.
Yank - learns 'Pluto':
- Attack power and critical hit chance +30%~40% unconditionally.
- On attacking an enemy: applies 'Shatter Resonance'. After attacking, if the enemy is alive, applies additional 'Shatter Resonance'.
- Shatter Resonance: Max 5 stacks. Duration 2 turns. When attacked by the caster, loses TP equal to stack count and takes additional damage equal to 15~20% of caster's attack power per stack. When attacked by someone other than the caster, stacks increase.
- After a battle attack, when performing a pincer with an ally: applies 'Combined Resonance' to the target ally and self.
- Combined Resonance: Pincer damage +30~40%. At ally turn start, gains 1 TP then removed. Duration 1 turn. Cannot be removed.
Prima - learns 'Pungsaryun'; follows the Cadenza-Prima exclusive tree. Class passive: at ally turn start, gains 'Elegant Rhythm'.
- Elegant Rhythm: Duration infinite. Cannot be removed. Critical hit chance received and critical hit damage received -30
40%. Holds an aura reducing damage received by allies within 2 tiles by 510%. On attacking an enemy, gains 'Deadly Beat' and 'Withdrawal', then removed. - Deadly Beat: Duration infinite. Cannot be removed. Physical penetration and damage dealt +40%. Holds an aura increasing critical hit chance and critical hit damage of allies within 2 tiles by 5~10%. Removed at ally turn start.
- Withdrawal: Additional movement before turn end.
Skills
Common skills:
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Saryongchampa | - | 2 | - | 3 | Consumes TP 2. Teleport to a designated tile within 3 tiles, then deal damage equal to 90% of attack power to enemies within 1 tile radius and apply 'Exhaustion' for 2 turns. Movement-attack property. Cooldown 3. • Exhaustion: Attack power and spell power -30%. Damage received +30%. Debilitate property. Duration 2 turns. |
| Amyeongseom | - | 2 | - | 2 | Consumes TP 2. Designate 1 enemy within 1~3 tiles, teleport to an adjacent tile, then deal damage at 130% of attack power. Cooldown 2. |
| Stealth+3 more → | Penetration | - | Self | 3 turns | Become Stealthed for 2 turns and gain additional movement. Stealth: Cannot be targeted. Critical hit chance +20% when attacking enemies. State is removed if there is an adjacent enemy at the end of the character's action turn or if you deal/take damage. On defeating an enemy, re-enter Stealth and gain additional movement. |
| Jadoseom | - | 1 | - | 2 | Consumes TP 1. Attack an enemy dealing 130% of attack power. Afterward, normally steals 1 TP; if a critical hit lands, steals 2 TP. Cooldown 2. Exclusive skills: |
| Pluto | - | 1 | - | 3 | Consumes TP 1. Gain a 'Bodyguard Aura' shield equal to 30% of max health and deal damage equal to 150% of attack power to an enemy. This skill cannot be counterattacked. Cooldown 3. • Bodyguard Aura: Health-proportional shield. Stun and debilitate immunity. On attacking an enemy, attack power and physical penetration +10% per remaining TP. Duration 2 turns. Cannot be removed. |
| Kiss of Mirage | - | 1 | - | 3 | Consumes TP 1. Cooldown 3. • Removes 2 debuffs from allies within 2 tiles. • Removes 1 buff from enemies within 2 tiles, steals 1 TP, then applies 'Kiss of Mirage' debuff. • Kiss of Mirage (effect): Attack power and spell power -20%. When attacked by the caster, damage received +20%. When gaining a buff, buff duration -1 turn. Duration 2 turns. |
| Pungsaryun | - | 3 | - | 2 | Consumes TP 3. Deal 200% attack-power damage to 1 enemy within melee 1~3 tiles; on successful kill, gain an additional action. Cooldown 2. |
Ultimate
Meteor Strike
Ultimate
Deal 5065% of attack power to 1 adjacent enemy, then deal an additional 110130% to enemies within 2 tiles, then apply 'Dazed'. (Note: damage peak is 195% even at 6 awakening.)
- Dazed: Movement -2. Cannot use additional movement or additional action. Cannot escort. Action-control and movement-control property.
Artifacts
Filled in from the gmap.gg character record (research/gmap/raw/characters/자드.json); the NamuWiki source only mentioned the Golden Anklet in passing.
Assassin's Seal+2 more → (Hero)
- 1★: ATK +10%. When attacking in combat, applies the Assassin's Mark effect to the enemy before combat. (Cooldown 3 turns)
- 2★: ATK +15%. When attacking in combat, applies the Assassin's Mark effect to the enemy before combat. (Cooldown 3 turns)
- 3★: ATK +20%. When attacking in combat, applies the Assassin's Mark effect to the enemy before combat. (Cooldown 3 turns)
- 4★: ATK +25%. When attacking in combat, applies the Assassin's Mark effect to the enemy before combat. (Cooldown 3 turns)
Assassin's Mark: Critical hit chance received +30%. On death, if the killer's turn is in progress, the killer gains a re-action.
Brawler's Knuckle (Hero)
- 1★: ATK/Strike damage +15%. Max HP +15%.
- 2★: ATK/Strike damage +20%. Max HP +20%.
- 3★: ATK/Strike damage +25%. Max HP +25%.
- 4★: ATK/Strike damage +30%. Max HP +30%.
Golden Anklet (Hero)
- 1★: Area damage taken -2% per point of Movement. At the start of the ally turn, gain the Golden Blessing 1 effect worth 40% of ATK for 2 turns. (Cooldown 4) Golden Blessing 1: ATK-scaling shield. Immune to movement-hindering effects.
- 2★: Area damage taken -3% per point of Movement. At the start of the ally turn, gain the Golden Blessing 2 effect worth 60% of ATK for 2 turns. (Cooldown 4) Golden Blessing 2: ATK-scaling shield. Immune to movement-hindering effects. Movement +1.
- 3★: Area damage taken -4% per point of Movement. At the start of the ally turn, gain the Golden Blessing 3 effect worth 80% of ATK for 2 turns. (Cooldown 3) Golden Blessing 3: ATK-scaling shield. Immune to movement-hindering effects. Movement +1.
- 4★: Area damage taken -5% per point of Movement. At the start of the ally turn, gain the Golden Blessing 4 effect worth 100% of ATK for 2 turns. (Cooldown 3) Golden Blessing 4: ATK-scaling shield. Immune to movement-hindering effects. Movement +2.
Signature Gear

KR release · gmap.gg
A pair of twin daggers. Both its shared and exclusive skills only activate when someone nearby dies, making it awkward to use.
- Stats
- Max HP +122, ATK +399
- Additional
- Crit Rate +15%, Physical Penetration +15%
Noble Etoile (Exclusive). ATK cannot be reduced below 100%. When another unit within 3 tiles dies, gains Dawnlight 6. When Dawnlight 6 reaches max stacks or its stacks decrease, dispels all debuffs from self and gains Noble Etoile 6.
- Dawnlight 6: ATK/Physical Penetration +20% per stack. Damage taken -20% per stack. This effect loses a stack after being attacked by an enemy. Lasts 3 turns. Up to 2 stacks. Cannot be dispelled.
- Noble Etoile 6: Crit Rate against you -30%. Physical Penetration RES/Magic Penetration RES +30%. Immune to skill control. After attacking an enemy, gains an extra action once per turn. Lasts 2 turns. Cannot be dispelled.
Dawnlight (General). When another unit within 3 tiles dies, gains Dawnlight 6.
- Dawnlight 6: ATK/Physical Penetration +20% per stack. Damage taken -20% per stack. This effect loses a stack after being attacked by an enemy. Lasts 3 turns. Up to 2 stacks. Cannot be dispelled.
Guide
- A "counter-less" support: passives and strong skills grant allies crit-power boosts, extra actions, and cooldown reduction, while varied TP-supply lets her also deal strong damage. She trades her own survivability to guarantee one ally extra-turn per turn; when enhanced via awakening she also buffs herself, so she shines combined with Outer Ones. In PVP with Black Prince she enables using Dark Name Chain-Slash every turn; in PVE she maximizes damage by granting Cirano an extra turn.
- The prior Agassi + Isabel + Heidelrune raid meta shifted to a Karim + Jebi + Altair + Veramod of Conspiracy comp, but Zard + Cirano also pulls quite excellent damage.
- Combined with Altair, she can copy and spread the movement-distance artifact buff; with re-action grants, from release until the 2.5-anniversary Iron Mask update she swept the PVP meta. The so-called "Al-Gam-Ja-Pong-Se" comp was everywhere; Al-Gam-Ja-Pong-Se was the main defense deck in the combat tournament and Al-Ja-Pong-Se in the Knights war.
- Beyond support, her solo performance is good: as a dagger unit she has high mobility, high-performance skills, and self clone-evasion, covering the dagger class's weak defense. High-awakening artifacts let her resist AoE that clone-evasion can't, so survivability is strong. Her original Tempest martial-artist concept survives as "strike-type" skills, letting her ignore type-matchups and shred tankers despite being a dagger unit, so her damage credentials are solid too. With delicate play she can act as an AoE dealer thrown into enemy lines or a full totem-type supporter, but this needs skill.
- Caveat: like the other Tempest heroines, she has a built-in drawback: granting an ally an extra action removes her damage-reduction, and switching to Prima for damage-buff support removes the defense buff. Everything gained must be paid for, so care is needed.
- No explicit S/A/B tier letter rating is stated in the text.
Awakening/Manifestation progression: No dedicated stage-by-stage awakening section is present. Awakening is only referenced in prose: - Opening artifacts via manifestation grants the "Golden Anklet" artifact, giving area/range damage reduction, closing the survivability gap that clone-evasion cannot cover. - Enhancing via manifestation: when granting an extra turn, applies the "Abrazo" buff (attack-power up + cooldown reduction + melee-combat-only additional attack-power) to self and that ally. At max enhancement the multipliers reach 50%, 2 turns, 50%. Because the extra turn counts as 1 turn elapsed, the cooldown reduction effectively becomes a 3-turn reduction.
KR Creator Guide
Character review of Zard by 하막군의게임튜브 · 2026-08-04
The last of the Tempest characters, and the reviewer is visibly relieved by it. He'd been sour on the collaboration season — the two preceding designs he calls poor — and thinks the portrait and modelling here show the original was actually respected this time.
His recommendation is unusually direct: if you've been sitting on cubes wondering whether to pull, do it. He rates her alongside Moon-gyu, and personally above. (0:00, 0:32, 1:04)
Sensual Arabesque
Attack up, plus an aura raising critical hit chance and critical damage taken by enemies within 2 tiles — up to 40% at full manifestation, and because it's an aura it applies to everyone on your team hitting into it, not just her.
Using a skill, or attacking without killing anything, grants Dizzying Evasion: taking a combat attack leaves a clone and evades to an adjacent tile, returning 1 TP. He compares it to Hanzo's phantom clone, with the TP refund as the improvement. Three stacks means she can absorb a whole single-target rotation by herself, and from the second manifestation stage she starts the match holding one.
That last point is the reason he pulled: starting with a clone evasion means she can survive a Heidelun opening turn. (1:35, 2:07, 3:09, 3:41)
The other half is the extra turn. Ending her action with an enemy within 2 tiles grants Sensual Arabesque, and then any ally who ends their turn on a tile adjacent to her gets an extra turn — a genuinely new turn, not a re-action. He spells out why that distinction matters: cooldowns tick, and a unit like Cyrano Bernstein that earns a re-action on a kill can earn one again in the new turn.
Manifestation adds Abrazo to the recipient and to her: attack up, cooldown reduction, and another attack bonus on melee combat attacks — 50% and 50% at full, so 100% attack on a melee attacker. The cooldown reduction is effectively three turns, since the extra turn itself counts as one elapsed. He works out the consequence for Black Prince: walk over as Grima, end the turn beside her, take the extra turn — and the ultimate chain comes back around without needing any other enabler.
The partners he names are Cyrano Bernstein and Black Prince. The one it doesn't suit is Heidelun. (2:39, 3:09, 4:13, 4:43, 5:15, 5:46)
The cooldown on the Arabesque effect is 3, dropping to 2, and vanishing entirely at full manifestation — so below that you will sometimes not get it even with an enemy standing next to you. (5:15, 5:46)
Class: Prima, unless you're raiding
He clears up a common mistake first: Shadow Dancer is not a new class — Xuan Nore has it. (6:17, 6:48)
Yank is +40% attack and Crit Rate and applies Shatter Strike, which only stacks when other people hit the marked target — up to five stacks, then her attack strips TP equal to the stacks and adds up to 100% defence-ignoring damage. Enormous, and unreachable in PvP, where you don't get a whole team hitting one target first. He calls it a raid class outright, and says the same of the pincer-damage class beside it. (6:48, 7:18, 7:48)
Prima is the PvP class and the one he builds on. At the start of the ally turn she gains Elegant Rhythm: -40% critical hit chance and critical damage taken, and an aura giving allies within 2 tiles -10% damage taken. The moment she attacks, that converts into Deadly Beat: +40% physical penetration, +40% damage dealt, and an aura giving allies +10% Crit Rate and critical damage.
So she is defensive while waiting and offensive once committed, flipping back at the start of each turn. He notes in passing that the -40% crit-taken means you don't need Sun runes on her. (8:19, 8:51, 9:21)
Skills
| Skill | Tags | TP | Range | CD | Effect |
|---|---|---|---|---|---|
| Kiss of Mirage | - | 1 | - | - | clears two debuffs from allies within 2 tiles, strips a buff from enemies in the same radius, steals 1 TP from each, and leaves a debuff that weakens them, raises the damage she deals to them by 20%, and shortens any buff they gain by a turn. Area TP theft is the part he rates — with the caveat that Altair makes TP theft difficult to rely on. (9:52, 10:25, 11:27) |
| Pluto | - | 5 | - | - | is the anti-tank tool, and he's emphatic about it. It's a Strike skill, which is unusual on a dagger unit and is exactly what assassins normally lack. It grants a shield worth 30% of Max HP with stun and weaken immunity, and gives +10% attack and physical penetration per remaining TP — so at 5 TP, +50% each. It deals 150% and cannot be counterattacked. His point: penetration resistance is what tanks use to survive assassins, and between the class's 40%, the weapon and this, she overshoots it entirely. A tank takes the full 150% as strike damage and dies. (11:27, 11:57, 12:28, 12:59) |
| Pungsaryun | - | - | - | - | is 200% single-target with an extra action on a kill. Plain, with nothing ignoring defence — but he puts her total physical penetration at 140–150% in a built account, so the 200% simply lands. (12:59, 13:29) |
| Meteor Strike | - | - | - | - | is 70% to the target then 140% to everything within 2 tiles with Dazed, rising to 90% and 160% at full manifestation — 250% combined. It's also a Strike skill, so it's another answer to a tank. His summary of the whole kit: an assassin who can kill tanks is a rare thing. (13:29, 14:01) |
Gear
One Against a Thousand with Envoy of the Storm, for 30% physical penetration plus health — he says nothing else really competes. Accessory: Black Banner, for another 15% penetration. (14:32)
The weapon is mandatory
La Sabah gives Crit Rate and physical penetration, +15% each at full awakening, and a floor on attack: it cannot be reduced below 100%, so attack-reduction effects simply don't work on her.
Its main effect keys on any unit within 3 tiles dying — enemy, ally, even an NPC — granting Dawn's Light: +20% attack and physical penetration per stack and damage reduction, two stacks. When Dawn's Light is at maximum or loses a stack, she clears all her debuffs and gains a further effect carrying critical-chance-taken reduction, +30% physical and magic penetration resistance, skill-control immunity, and an extra action once per turn after attacking.
He's honest that the penetration resistance doesn't do much on a character with low defence, but 30% is 30%. His investment line: ★3 adds an extra attack after attacking; ★5 upgrades that to an extra action. So ★3 or ★5, and ★6 if you can. (15:02, 15:34, 16:05, 16:36, 17:08, 17:40)
Runes
Chaos and Ultimate — he runs Ultimate for the shield bonus, since the turn-one shield matters, and notes Sun instead is equally popular for health. Chaos, Chaos, Ultimate, Ultimate, Sun, Moon is his budget recommendation. (17:40, 18:10, 18:41)
Artifacts: the Golden Anklet is a team buff
Assassin's Seal+2 more → is the obvious one and Brawler's Knuckle adds strike damage, which her kit leans on.
Golden Anklet is the one he spends time on. Area damage taken drops per point of Movement, and it grants +2 Movement at turn start — so at Movement 6 that's -30% area damage — plus a shield and immunity to movement-hindering effects.
The detail that makes it a team card: it is a removable buff, and Altair copies every removable buff to the team. Start the match with Altair beside her and the whole team opens with +2 Movement, movement-hinder immunity and a shield. He notes that immunity blanks a Dragon Slayer breath, and since Altair also extends durations against a 3-turn cooldown, the loop never breaks.
His team sketch follows from that: Zard and Altair adjacent, one of Cyrano Bernstein or Black Prince alongside, fourth slot free. (18:41, 19:11, 19:42, 20:13)
Verdict
Worth spending saved cubes on. His minimum is the second manifestation stage, purely so she starts holding a clone evasion and can absorb a Heidelun opening; the third is better, because that's where the copyable movement buff comes in.
His one regret is structural rather than about her: the character who most completes her is a collaboration unit, and he's been openly unhappy about how far the collaborations have gone. But he's clear that the character herself is very good, and being a Tempest release rather than a collaboration seems to have cheered him up. (20:43, 21:15, 21:45, 22:17)
Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Zard’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: 2026-05-06.
Estimated global release: 2027-06-15.
KR Banner History
Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).
