Epic Seven
  • Official Community
  • PC/MOBILE
  • Turn-Based RPG
  • Smilegate, Inc.,

커뮤니티 게시판 글상세

General Discussion

글상세

General Discussion

Epic Seven x Blackpink Collaboration (My Fan Project!) [15]


Hey everyone,

I'm super excited to share a fan project I've been working on - a concept for a potential Epic Seven x Blackpink collaboration! Like many of you, I absolutely loved the Aespa collaboration in 2022. The way Smilegate integrated Aespa into the game, from their design to the marketing and seamless fit into the game's world, was just fantastic. With Blackpink recently making their comeback and a new album on the horizon, it got me thinking about how amazing a collaboration with them would be in Epic Seven. My friend has been nudging me to post this, and I finally decided to go for it! I've put together some detailed character concepts for each member, imagining them as new heroes in Epic Seven. I focused on their potential roles, elements, weapons, and even some skill ideas, all while trying to capture their unique styles.

Here's a breakdown of what I've come up with:

 Jisoo - Moonlight Enchantress 


Role: Mage (Support/Debuffer)

Element: Ice

Weapon: Magical Mirror Staff

Design Philosophy

Jisoo is designed as a powerful Support/Debuffer Mage who, unlike traditional robust Soul-Weavers, lacks inherent durability. Her core design philosophy revolves around being an „Enabler“ for her team; she possesses immense potential to control the battlefield, disrupt enemies, and empower allies, but she requires her own team's support to survive long enough to unleash her full capabilities.

This intentional vulnerability creates a unique gameplay loop: A mage whose primary role is to support the team must be supported by the team to truly shine. This forces players into strategic team composition, where protecting Jisoo is paramount to unlocking her game-changing potential. She's not a self-sufficient powerhouse, but a fragile, high-impact asset that rewards thoughtful play and synergistic team building.

Skills:

S1 • Lunar Veil (Single Target Debuff):

Jisoo creates a shimmering veil of moonlight, subtly distorting the enemy's perception.

Effect: Decreases a single enemy's Hit Chance for 2 turns.

Design Note: A straightforward debuff that supports Jisoo's defensive utility by reducing incoming damage, contributing to her team's overall survivability.

S2 • Frost Illusion (AoE Debuff/Damage):

Jisoo projects a dazzling, icy mirage, disorienting all foes within its reach.

Effect: Deals moderate AoE damage to all enemies. Has a high chance to inflict Confusion for 1 turn. Confused enemies are forced to attack their own ally with the highest current HP using their S1 (basic attack) ability.

Design Note: This ability is a cornerstone of Jisoo's disruptive power. By forcing enemies to attack their own healthiest allies with their basic attacks, Jisoo not only causes direct damage to the enemy team but also wastes their turns and potentially sets up critical tactical advantages. This makes the „Confusion“ effect highly strategic and less reliant on pure randomness, demanding player foresight.

S3 • Full Moon Grace (Ultimate - Team Buff/Heal/AoE Debuff):  

Drawing on the power of the full moon reflected in her staff, Jisoo bathes her allies in a calming glow while encasing her enemies in frost.

Effect:

  • Buffs: Increases all allies' Speed for 1 turn.
  • Heals: Restores a moderate amount of HP to all allies.
  • Debuffs: Has a high chance to Freeze all enemies for 1 turn. Frozen enemies cannot act. 

Design Note: As Jisoo's ultimate, this ability offers significant crowd control and a crucial tempo boost. The decision to narrow the buff to Speed and potentially slightly reduce healing compared to a dedicated Soul-Weaver, is a deliberate balance choice. This ensures that while her S2 gained significant strategic impact, her ultimate remains powerful for enabling follow-up plays and providing burst control, without making her an overly self-sufficient, „everything-at-once“ character. The Speed buff directly complements her debuffs, allowing her team to capitalize on frozen or confused enemies.

Jisoo is a character designed to challenge players to think critically about team synergy. She embodies the strategic depth of a fragile, high-impact support unit, rewarding those who can keep her alive long enough to control the flow of battle.


 Jennie - Crimson Valkyrie 


Role: Warrior (Bruiser/Off-Tank)

Element: Fire

Weapon: Greatsword with a Flame Aura

Design Philosophy

Jennie is envisioned as a Fire Warrior with a focus on Bruiser/Off-Tank capabilities, excelling at sustained combat through a unique self-healing mechanic. Her kit revolves around the strategic application and management of Burn debuffs, making her a threat that scales significantly over time.

Skills:

S1 • Flame Slash

Jennie's basic attack, Flame Slash, is designed to be more than just a simple damage ability. Instead of applying new Burn debuffs, its core function is to extend the duration of existing Burn debuffs on the target by 1 turn. This design choice is crucial to her overall kit balance. By extending existing debuffs, players are encouraged to manage their debuff uptime effectively, synergizing with her ultimate ability and ensuring that her self-healing mechanic (S2) has a consistent trigger. It also prevents her from stacking an overwhelming number of new Burns with every attack, which could make her overly powerful.

S2 • Phoenix Guard

This is the cornerstone of Jennie's unique sustain. Phoenix Guard is a self-buff that lasts for 2 turns. While active, Jennie heals herself whenever a Burn debuff on an enemy expires or is dispelled. The healing amount is based on a percentage of her maximum HP (e.g., 5-8% per Burn).

My philosophy behind this mechanic is to create a dynamic healing system that is both potent and interactive. Unlike typical lifesteal, which often offers flat healing based on damage, Phoenix Guard's healing is directly tied to the enemies' debuff status. This means that:

  • Strategic Play: Players are rewarded for applying multiple Burns and managing their duration.
  • Counterplay: Opponents have clear avenues for counterplay. They can either dispel Jennie's Phoenix Guard buff to stop her healing or cleanse their own Burn debuffs to prevent the healing trigger. This creates a compelling give-and-take in battle, making Jennie strong but not invincible. 

S3 • Rising Ember (Ultimate)

Jennie's ultimate ability, Rising Ember, is a powerful area-of-effect (AoE) attack that serves multiple purposes. It strikes all enemies, applying 2-3 Burn debuffs for 2 turns. Additionally, to enhance her utility as a team-oriented bruiser, it also grants a Combat Readiness (CR) push to all allies (e.g., 10-15%).

The design intent here is to:

  • Massive Burn Application: This ability is her primary tool for applying a large number of Burns simultaneously, immediately activating the healing potential of her S2. The 2-3 Burn application ensures a significant impact, making her a threat that can quickly snowball.
  • Team Utility: The CR push adds a layer of team support, making her valuable beyond just her damage and self-sustain. It fits the "rising" theme of her ultimate, metaphorically pushing her allies forward with the power of her flames. 

Overall Design Philosophy

Jennie is designed to be a scaling threat who thrives in longer battles. Her kit encourages players to manage debuffs actively and punishes opponents who ignore her Burn applications. Her unique self-healing, tied to a dispellable buff and cleanse-able debuffs, ensures that while she can be incredibly durable, there are clear strategies for opponents to mitigate her power. She's meant to be a high-impact Bruiser who rewards thoughtful play and proper team composition.


 Lisa – Cyber Shadow 
Role: Thief (Assassin/High-Speed DPS)

Element: Dark

Weapon: Dual Blades

Design Philosophy

Lisa is designed as a swift, cunning, and highly self-sufficient assassin, embodying the thrill of high-risk, high-reward gameplay. Her core design philosophy revolves around her exceptional speed, the strategic use of Stealth, and delivering devastating bursts of damage. I aimed to create a character that is both familiar in her archetype and unique in her execution, offering a fresh take on the classic „speed DPS“ role.

Lisa excels at striking quickly and decisively. Her kit encourages aggressive play, rewarding players for understanding when and how to leverage her unique abilities. She thrives on precision and offers a rewarding experience for those who master her unique blend of speed, evasion, and raw damage potential.

Skills:

S1 • Shadow Cut (Active Skill)

  • Effect: Attacks a single enemy. Has a 50% increased critical hit chance. When a critical hit occurs, performs an additional attack (multi-hit). The second hit has a 35% chance to inflict a random debuff on the enemy (e.g., Bleed, Defense Break, Silence).
  • Soulburn (10 Souls): Increases critical hit chance for this skill to 100%.

Design Note:This skill serves as Lisa's consistent damage output, providing reliable critical hits that lead to additional strikes. The random debuff adds an element of unpredictable utility, preventing her from being a purely single-minded damage dealer. The Soulburn provides a crucial moment of guaranteed maximum damage when needed. 

S2 • Hacker's Instinct (Passive Skill) 

  • Effect: At the start of the turn, if Lisa has less than 50% health, she gains Stealth for 1 turn and cleanses 1 debuff from herself.
  • Additional Effect: When Lisa attacks an enemy while in Stealth, this attack ignores 20% of the target's defense.

Design Note:This passive skill is central to Lisa's survivability and burst potential. It activates strategically when she is vulnerable, providing a crucial defensive layer with Stealth and a debuff cleanse. More importantly, it directly links her defensive state to her offensive power, rewarding players for utilizing her Stealth to unleash attacks that pierce enemy defenses, making her a „shadow shield“ that enhances her blade.

S3 • No Mercy (Ultimate Skill)

  • Effect: Dashes between all enemies, dealing massive damage and having a 75% chance to inflict the „Target“ debuff for 2 turns on each enemy hit. If Lisa is in Stealth before activating this skill, the skill's damage scaling is increased by 15% and she gains an additional 15 Souls.

Design Note: This ultimate skill is Lisa's signature burst ability, capable of dealing widespread damage. The „Target“ debuff enhances team synergy by increasing the damage subsequent attacks deal to affected enemies. The crucial element of this skill is its enhanced effect when cast from Stealth. This mechanic encourages players to meticulously set up her ultimate, transforming her into a true assassin capable of delivering a devastating, amplified strike that also fuels her next power surge. 


 Rosé – Siren of Dusk 
Role: Ranger (Debuff/High-Crit DPS)

Element: Light

Weapon: Enchanted Twin Crossbows

Design Philosophy

Rosé is designed as a captivating Light Ranger who masterfully weaves debuffs and high critical damage into a synergistic and impactful playstyle. She embodies the elegance of a siren and the sharp precision of a marksman, offering a kit that rewards strategic targeting and turn management. At her heart, Rosé is a hybrid damage dealer and disabler. She isn't just about raw numbers; her strength lies in her ability to control the battlefield by stripping away enemy effectiveness, then capitalizing on those weaknesses with devastating critical strikes. Her Light element makes her a versatile asset, unhindered by elemental disadvantages, ready to shine in various team compositions.

Skills:

S1 • Luminous Shot:

Her basic attack, Luminous Shot, is more than just filler; it's a vital tool for sustained pressure. By applying a Defense Break and granting her a Combat Readiness (CR) push upon successful application, it ensures Rosé not only contributes to team damage but also cycles through her turns faster. This constant threat of Defense Break keeps targets vulnerable, preparing them for her more potent attacks while accelerating her own offensive output.

S2 • Veil of Allure:

Veil of Allure is Rosé's signature control ability. It's a precise, single-target strike designed to neutralize key threats by inflicting decreased Hit Chance and, crucially, Silence. This skill is about calculated disruption: disabling enemy healers, debuffers, or high-damage units at critical moments.

S3 • Radiant Eclipse:

Her ultimate, Radiant Eclipse, is the grand finale of her setup. It's a dazzling AoE attack that showcases her „high-crit DPS“ role, hitting all enemies with significant critical damage. The key here is its increased damage based on the number of debuffs on the target - directly rewarding her S1 and S2 applications.

Crucially, the Soulburn effect on Radiant Eclipse guarantees an S1 follow-up attack. This isn't just about more damage; it's about consistency and sustained pressure. A guaranteed Defense Break application (or re-application) after her ultimate ensures that the enemy remains vulnerable and allowing Rosé to immediately begin cycling her own turns again with the CR push from her S1. This makes her not just a burst damage dealer, but a reliable enabler for her entire team.

Overall Playstyle: Rosé is for players who appreciate strategic engagement over brute force. Her optimal play involves identifying key threats, debilitating them and then unleashing her S3 to maximize damage. She's a high-priority target for opponents, but her ability to control the flow of battle while dishing out impressive critical damage makes her a formidable addition to any team, always lurking and ready to deliver the decisive blow.


This is my first time posting something like this, so I'm a bit nervous but also really hopeful that this might spark some ideas. Maybe from fan fiction to reality, who knows?

Let me know what you all think! I'd love to hear your feedback and thoughts on this concept.

Thanks for taking the time to check it out!


Quick Q&A to pre-empt some questions you might have:

Q: Why are the faces on the title illustration only roughly sketched and not fully detailed?

A: For copyright reasons. Since the figures in the title image appear alongside logos that are closely based on existing brands (such as Blackpink), they must not clearly resemble the real artists represented by those logos. To avoid potential legal issues, their faces were intentionally left as raw sketches. The separate concept artworks, however, do not feature any logos and therefore allowed for full facial detailing.

Q: Why do the character concept illustrations have different art styles?

A: This is just a hobby project for me, not professional work. These weren't all created on the same day; I worked on them spontaneously whenever I felt inspired. On different days, I came across various art styles while Browse the internet and wanted to try them out myself. Also, I'm a human, not an AI that can perfectly reproduce the exact same basic structure identically every time with just different outfits!

Q: Is this official?

A: No, this is purely fan fiction from a big fan who perhaps hopes his wish will become reality! 



#EpicSevenxblackpink #E7xblackpink

Reply 15
Notification has been disabled.

ㅊㅊ

66


Good concept, keep doing that. Sg might be noticing this and we'll get better heroes even collab. 

Rose: S1:

  • Basic attack.,
  • Applies Defense Break.,
  • Grants Combat Readiness push on successful debuff.,

S2:

  • Single-target attack.,
  • Inflicts Decreased Hit Chance and Silence.,

S3:

  • AoE attack.,
  • Damage increases based on number of debuffs on each enemy.,
  • Soulburn: Guarantees an S1 follow-up after the attack.


This looks like a good PvE unit. Ranger meaning maybe you could put Rosa Hargana and apply more defense breaks while pushing, maybe triple unity set? Song of Stars if we're just playing with S1? Why does all your characters have AoE S3s?


Thanks for the detailed feedback on Rosé! I'm glad you see her as a strong PvE unit, and your suggestions regarding her gear (like Rosa Hargana and a triple Unity Set) are spot on with her intended synergies and playstyle - great minds think alike! Song of Stars also makes sense if focusing on her S1.

Regarding the AoE S3s across all characters: That's an interesting observation! Honestly, when designing the kits, the thought of the ultimate needing to deal area damage was somehow always in the back of my mind, even though it's not a strict requirement. This subconscious preference definitely influenced the development of the S3 skills. It's something I've realized now, and I'll certainly keep it in mind for future concepts to ensure more variety in ultimate abilities!

Thanks again for all your valuable insights ♡

Lisa: S1:

  • Single-target attack.,
  • 50% increased critical hit chance.,
  • On crit, performs an additional attack with a 35% chance to inflict a random debuff (e.g., Bleed, Defense Break, Silence).,
  • Soulburn (10 Souls): Increases critical hit chance to 100%.,


S2 Passive:

  • At the start of her turn, if HP < 50%, gains Stealth for 1 turn and cleanses 1 debuff.,

While in Stealth, attacks ignore 20% of the target’s defense.

S3:

  • AoE dash attack.,
  • 75% chance to inflict Target debuff for 2 turns on each enemy.,
  • If used while in Stealth: +15% damage scaling and gain 15 Souls.


I'm honestly not sure with this one. RNG debuff on S1 but only gains stealth when under half health but it's a thief so it will have abysmal defensive stat lines but she wants stealth so she has to get it from somewhere to benefit from the pen and extra damage and soul... ?


Thanks for your honest thoughts on Lisa, I understand the confusion! 

Her design aims for a „high-risk, high-reward“ playstyle, where her S2 Stealth at <50% HP is a survival and turnaround mechanism. I acknowledge the challenge of reliably achieving this in RTA.

I've also considered a Focus for Lisa that fills by landing critical hits. When she drops below 50% HP, this Focus could be consumed to grant her a protective bonus (like a barrier or significant damage reduction) before applying Stealth, ensuring her survival and enabling her S3. This would create a more active and less risky path to her full potential.

The random debuff on S1 adds utility. Thanks again for the valuable feedback, it helps me refine these concepts!

Jennie: S1:
  • Basic attack.,
  • Extends the duration of existing burn debuffs on the target by 1 turn.,
  • Does not apply new Burns.,
S2:
  • Self-buff (2 turns).,
  • While active, Jennie heals for a percentage of her max HP (e.g., 5–8%) whenever a burn on an enemy expires or is dispelled.,
S3:
  • AoE attack.,
  • Applies 2–3 Burn debuffs to all enemies for 2 turns.,
  • Grants all allies a Combat Readiness push


This unit might be okay for PvE/Rift but for PvP this is useless in the current meta

Thanks for your thoughts on Jennie! I appreciate the distinction between PvE/Rift and PvP viability.

Could you elaborate on why you see her as „useless in the current meta“ for PvP? What specific aspects of her kit or the current PvP environment make her ineffective in your opinion? Understanding this will help me refine future designs for PvP relevance.

Thanks again for the valuable feedback!

profile image

epic7#y4xb6aRight now with ML Luna, ML Peira, ML Tene, ML Arunka, ML Politis and other top tier meta units this unit will either never get a turn or get easily chipped down by injury units like Adin/Choux/DDR


It does not have a self-cleanse and it's a warrior so it's going to have lower base speed.

I know you took a lot of time formatting the post, but the fluff is not necessary and so is the AI art. Don't tell us how you think while explaining the kit, tell us the kit, give us your reasoning at the end and then let us think about it.


TL:DR

Jisoo: S1:
  • Single-target debuff.,
  • Decreases Hit Chance for 2 turns.,
S2:
  • AoE attack.,
  • High chance to inflict Confusion for 1 turn.,
  • Confused enemies attack their own ally with the highest HP using their S1.,
S3:
  • Team-wide support + AoE debuff.,
  • Increases all allies’ Speed for 1 turn.,
  • Heals all allies.,
  • High chance to Freeze all enemies for 1 turn.


S1: Fire Eda

S2: Broken

S3: Broken


It's a mage so add a crown and a strip opener like Light Tene and it's gg

Thanks for the detailed feedback on my project! I really appreciate it Your comments on the post are helpful. I understand what you mean about the „fluff“ and that a more concise skill presentation, followed by the design philosophy, would be better. I'll definitely keep that in mind for future posts. This was my first time posting something like this, so I'm still learning the best approach.

Regarding Jisoo's skills:

 • S1: The comparison to Fire Eda's S1 for Hit Chance reduction is noted. I understand the similarity in core mechanics. My aim was a simple, effective defensive support debuff. I'll consider unique mechanics more closely for future designs.

 • S2 and S3: You mentioned these are „broken.“ Could you elaborate on what aspects make them too strong and what changes you'd suggest for balancing? My goal was impact, not an overpowered character.

Thanks again for your honest feedback! It truly helps me improve my project.

profile image

epic7#y4xb6aImagine this, you're playing against Barunka, + 2 opener and a dps + flex, 2 openers being ML tene and maybe ML Luna for example


1) you're not going to be able to get through the back unless you ban Barunka so you could ban Barunka maybe

2) you're not gonna be able to move because of tene and your passives/buffs will be stripped and removed by ML luna

3) you have a hard carry you have to deal with unless you ban it

4) you then add this monster of a unit which doesn't allow move you to move, heals their team AND increases the speed of the already fast two openers that normally hover close to 300 speed meaning they will run laps on you


not only that, while being blocked and being ran over and chipped at the same time, you might get crowned on until it gets its second turn which would then force your team to kill themselves making you skip yet another turn all while at the same time dying by rupture and other chip damaging abilities


that doesn't sound really fun does it?

General Discussion's post

List
작성 시간 31/07/2025

This game community is crumble because Dev obsessed over one character [2]

31/07/2025
31/07/2025 01:34 AM
작성 시간 30/07/2025

Login

30/07/2025
30/07/2025 11:40 PM
작성 시간 30/07/2025
image
+4

Epic Seven x Blackpink Collaboration (My Fan Project!) [15]

30/07/2025
30/07/2025 02:18 PM
작성 시간 30/07/2025

remove spoli speed down [6]

30/07/2025
30/07/2025 03:48 AM
작성 시간 30/07/2025

SPECIALITY CHANGE ? WHEN ? [4]

30/07/2025
30/07/2025 01:30 AM