Seven Deadly Sins: Origin Jericho — Hero Guide

Jericho — once a Liones Holy Knight, now sworn to Camelot — is, like every three-weapon hero, three units in one slot. Every weapon is Ice, but the role changes completely: a Frozen-Saber Burst Buster on Dual Swords, a barrier Warden that buffs the whole Ice team on Lance, or a Chill/Freeze crit Attacker on Rapier. This guide reads every line of her in-game data so you know exactly which Jericho to bring.

7DSO

Jericho — Hero Guide

Jericho
Hero Guide · SSR

Jericho SSR

The Camelot Holy Knight — one hero, three Ice kits.

Jericho — once a Liones Holy Knight, now sworn to Camelot — is, like every three-weapon hero, three units in one slot. Every weapon is Ice, but the role changes completely: a Frozen-Saber Burst Buster on Dual Swords, a barrier Warden that buffs the whole Ice team on Lance, or a Chill/Freeze crit Attacker on Rapier. This guide reads every line of her in-game data so you know exactly which Jericho to bring.

  • Camelot Holy Knight
  • 3 weapon paths
  • All Ice
  • Buster · Warden · Attacker
  • Cold specialist
The short version

Should you build Jericho?

Jericho is a single-element specialist whose three weapons cover three jobs for an Ice / Cold team. Dual Swords is a Burst-gauge Buster built on the Frozen Saber teleport mechanic. Lance is a genuine Warden — team barriers plus a stacking Frozen Breath defensive buff and a Freeze Ultimate. Rapier is the carry: a crit Attacker that ramps hard against Chilled or Frozen targets.

If you only invest in one path, Rapier is the standalone DPS pick — its Glacial Barrage passive stacks up to +75% Crit Damage on frozen targets and its skills self-refresh. Lance is the pick for dedicated Cold teams that want barriers plus a +20% team Cold-damage buff. Dual Swords is the Buster that feeds the team's Burst meter and shreds Cold Resistance. All three want the enemy Chilled or Frozen, so Jericho is at her best inside an Ice composition that applies those statuses.

Bottom line: Jericho is worth building as an Ice-team specialist. Pick the path that fixes a hole in your Cold roster — a Burst Buster, a barrier Warden, or a crit carry.

  • Rapier pathIce AttackerChill/Freeze crit carry.
  • Lance pathIce WardenBarriers + team Cold buff.
  • Dual Swords pathIce BusterFrozen-Saber Burst enabler.

Strengths

  • Three full Ice kits in one hero — Dual Swords (Buster), Lance (Warden), Rapier (Attacker).
  • Rapier passive Glacial Barrage: +3% Crit Damage per hit on a Chilled/Frozen enemy, up to +75%.
  • Rapier skills gain +50% Crit Chance vs Chilled/Frozen targets plus heavy cooldown reduction.
  • Lance Ice Rock grants the whole team a 20%-Max-HP barrier and +20% Cold damage while she is shielded.
  • Lance Ultimate Ice Field Freezes for 6 sec and scales with Frozen Breath stacks.
  • Dual Swords Frozen Edge shreds −25% enemy Cold Resistance on Cold Burst, and Frozen Saber feeds Burst Gauge.

Weaknesses

  • Building all three paths is expensive — most accounts realistically commit to one.
  • All three paths are mono-element Ice, so she wants Cold-favourable content.
  • Most of her damage is gated behind the enemy being Chilled or Frozen — she needs Cold support.
  • Lance is a pure support tank — almost no personal damage.
  • Her in-game data ships no Combined-Attack pairings — plan teams from real community comps, not a fixed combo list.
One hero, three kits

Weapon paths

Jericho swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.

Rapier

  • Rapier
  • Ice
  • Attacker

The carry path: a crit Attacker that ramps hard against Chilled or Frozen targets.

  • Passive Glacial Barrage: +3% Crit Damage per hit on a Chilled/Frozen enemy (max 25 → +75%).
  • Frostfang Stab / Ice Blade Dance / Ultimate all gain +50% Crit Chance vs Chilled/Frozen.
  • Frostfang Stab cuts the Normal Skill cooldown by 2 sec per hit on a frozen target.
  • Ultimate Glacial Blitz: 451%, with cooldown refunds against Chilled/Frozen enemies.

Lance

  • Lance
  • Ice
  • Warden

A barrier Warden that shields and buffs the entire Cold team.

  • Ice Rock: team Barriers worth 20% of Max HP; +20% allies' Cold damage while she is shielded.
  • Passive Frozen Protection: while she has a Barrier, allies stack Frozen Breath (+Defenses).
  • At max Frozen Breath, +20% Cold damage on top of the defensive stacking.
  • Ultimate Ice Field: 214%, Freezes for 6 sec, +10% damage per Frozen Breath stack.

Dual Swords

  • Dual Swords
  • Ice
  • Buster

A Burst-gauge Buster built on the Frozen Saber teleport mechanic.

  • Weapon Enchantment grants Frozen Saber: Normal Attacks teleport behind the enemy and feed Burst Gauge.
  • Ice Twin Dance: +300 Burst Gauge on the final strike while Frozen Saber is active.
  • Ultimate Ice Needle: 246%, +40% of damage dealt per hit while Frozen Saber is active.
  • Passive Frozen Edge: Cold Burst → −25% enemy Cold Resistance for 30 sec and +1 Tag Point.
Path 1 · Ice · Attacker

Rapier — the Chill/Freeze crit carry

The standalone DPS path: a crit Attacker that snowballs against frozen targets.

The Rapier identity is punishing Chilled and Frozen enemies. The passive Glacial Barrage grants +3% Crit Damage every time she hits a Chilled or Frozen target, stacking up to 25 times for a massive +75% Crit Damage. On top of that, Frostfang Stab, Ice Blade Dance and the Ultimate all gain +50% Crit Chance against those targets, so once the enemy is frozen Jericho crits constantly with rapidly inflating Crit Damage.

The kit also self-accelerates: hits on frozen targets shave the Normal Skill cooldown (2 sec per hit on Frostfang Stab, plus the Ultimate refunds Special and Normal Skill cooldowns). Glacial Blitz is a high 451% Ultimate. The path is fully self-sufficient damage-wise but depends entirely on the enemy being Chilled/Frozen — run it with Cold support that applies those statuses.

Rapier skill breakdown (from in-game data)

  1. NormalFrost Slash4-hit · 136% total

    Standard Ice combo between skill casts.

  2. FirstFrostfang StabCD 17.2s · 58 MP

    160%; vs Chilled/Frozen: +50% Crit Chance and −2 sec Normal Skill cooldown per hit.

  3. SecondIce Blade DanceCD 22.1s · 180 MP

    +20% her Cold damage for 10 sec, then 201%; +50% Crit Chance vs Chilled/Frozen.

  4. TagCold Strike132%

    Tag-in hit when you swap Jericho into the fight.

  5. UltimateGlacial BlitzCD 10s · 3 MF

    451%; vs Chilled/Frozen: +50% Crit Chance and refunds Special/Normal Skill cooldowns per hit.

  6. PassiveGlacial Barrage

    +3% Crit Damage for 5 sec per hit on a Chilled/Frozen enemy (max 25 → +75%).

Path 2 · Ice · Warden

Lance — the Cold-team barrier Warden

Not a solo carry. A barrier tank that shields the team and amplifies its Cold damage.

Lance turns Jericho into a Cold-team anchor. Ice Rock grants the whole team a barrier worth 20% of Max HP and, while she already holds a barrier, adds +20% Cold damage for all allies — so she protects and amplifies at once. The passive Frozen Protection rewards keeping a barrier up: while she is shielded, every hit grants allies Frozen Breath (Defense + Fire/Earth Defense), stacking up to ten times, and at max it layers an extra +20% Cold damage.

Her Ultimate, Ice Field, deals 214%, Freezes the target for 6 seconds and scales up by 10% per Frozen Breath stack, while the Tag skill tops the team up with more barriers and Frozen Breath. Personal damage is low — this is a defensive support that turns an Ice composition into a durable, hard-hitting unit.

Lance skill breakdown (from in-game data)

  1. NormalIce Stab4-hit · 89% total

    Filler combo between defensive skills.

  2. FirstIce WaveCD 12.1s · 129 MP

    86% damage — the low-cooldown filler skill.

  3. SecondIce RockCD 35.4s · 666 MP

    148%; team Barriers (20% Max HP, 20 sec); +20% allies' Cold damage if she already has a Barrier.

  4. TagFrozen Slicer72%

    Tag-in hit; grants team Barriers (12% Max HP) and 2 Frozen Breath stacks.

  5. UltimateIce FieldCD 10s · 3 MF

    214%; Freezes for 6 sec; +10% damage per Frozen Breath stack on her.

  6. PassiveFrozen Protection

    While she has a Barrier: allies gain Frozen Breath per hit (max 10); +20% Cold damage at max.

Path 3 · Ice · Buster

Dual Swords — the Frozen-Saber Buster

A Burst-gauge enabler built on the Frozen Saber teleport mechanic.

Dual Swords is built around Frozen Saber. Weapon Enchantment grants it for 10 seconds: while active, every Normal Attack teleports Jericho behind the enemy for bonus damage and +20 Burst Gauge, and Ice Twin Dance's final strike adds a further +300 Burst Gauge. The Ultimate, Ice Needle, gains +40% of damage dealt per hit while Frozen Saber is up, so the window is both a Burst-feeding and a damage spike.

The passive Frozen Edge ties it to Cold-Burst play: activating her Cold Burst strips 25% Cold Resistance off the enemy for 30 seconds and refunds a Tag Point. It is a Buster that accelerates the team's Burst economy and softens targets for Cold damage — strong inside a Cold-Burst composition, weaker outside one.

Dual Swords skill breakdown (from in-game data)

  1. NormalDual Ice Cut4-hit · 87% total

    Under Frozen Saber, teleports behind the enemy for bonus damage + Burst Gauge.

  2. FirstIce Twin DanceCD 13.6s · 38 MP

    101%; final strike +300 Burst Gauge while Frozen Saber is active.

  3. SecondWeapon EnchantmentCD 30s · 179 MP

    161%; grants Frozen Saber for 10 sec (teleport Normal Attacks + Burst Gauge).

  4. TagFrozen Slash87%

    Tag-in hit.

  5. UltimateIce NeedleCD 10s · 3 MF

    246%; +40% of damage dealt per hit while Frozen Saber is active.

  6. PassiveFrozen Edge

    Cold Burst → −25% enemy Cold Resistance for 30 sec and +1 Tag Point.

Investment

Potential priority

Each path has its own Potential track unlocked with Jericho's Potential Points (Exchange Shop, server-capped).

Across all three paths the pattern is the same: odd levels (1, 3, 8) are flat Attack / Defense / Max HP, while even levels are the meaningful skill amplifiers. You feel the jumps at the amp levels, so prioritise reaching them.

What the amp levels actually do (per data)

  • RapierLv2 Normal Skill +15%, Lv4 Special Attack +35%, Lv5 Ultimate gains a second use for 10 sec, Lv6 Normal Skill +25%, Lv7 Special Attack gains a second use, Lv9 Ultimate +30%, Lv10 Normal Skill gains a second use.
  • LanceLv2 Normal +20%, Lv4 Special Attack +35%, Lv5 Special Attack auto-crits, Lv6 Normal Skill +30%, Lv7 Normal Skill first strike makes a 10-sec zone, Lv9 Ultimate +30%, Lv10 +7 ice projectiles on the Ultimate (50% Attack each).
  • Dual SwordsLv2 Normal +20%, Lv4 Ultimate +15%, Lv5 +50% Frozen-Saber bonus damage and Burst Gauge, Lv6 +5 sec Frozen Saber and Normal Skill +30%, Lv7 Ultimate +5 afterimages, Lv9 Normal +80%, Lv10 +2 Ultimate projectiles (160% Attack each).
Weapons & skins

Weapon and gear direction

Jericho's compatible grade-5 weapons and what their passives reward.

The universal pick is Black Flame Wings (activating a Burst → +28% Attack and +6% Crit Chance for 10 sec), available on the Rapier, Lance and Dual Swords weapon types — strong on the Rapier carry, which already crits hard against frozen targets. The Gluttonous Soul Rapier adds +40% Crit Damage on the Special Attack (useful for the crit-stacking Rapier), but its Wind Burst Efficiency half is off-element for an Ice hero. On the support/Warden paths, raw-damage weapons matter less than her barriers and team buffs.

Notable compatible weapons (data-listed)

  • Black Flame Wings (g5)Activating a Burst → +28% Attack and +6% Crit Chance for 10 sec. Available on Rapier, Lance and Dual Swords.
  • Gluttonous Soul Rapier (g5)Special Attack → +10% Wind Burst Efficiency (off-element) and +40% Crit Damage for 10 sec — the Crit Damage half helps the Rapier carry.
  • Crimson Flame (g4)Activating a Burst → +28% Attack for 10 sec — a strong budget option on every path.
  • Jet-black (g4)Using the Ultimate Move → 20% chance of +50% Crit Chance for 7 sec; pairs well with the Rapier crit core.

Costumes

Jericho ships with the default Runaway Holy Knight costume, a grade-4 skin Leisurely Moment, and two grade-5 skins in the data: Holy Knight With the Star-Shaped Visor and Secretive Traveler.

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Quick answers

FAQ

Which Jericho weapon should I build first?
Rapier if you want a standalone carry — it crits hard and ramps +75% Crit Damage against Chilled/Frozen targets. Lance if your account needs a Cold-team barrier Warden, and Dual Swords for a Burst-gauge Buster that shreds Cold Resistance. All three want the enemy frozen, so build whichever role your Cold team lacks.
Why does Jericho need Chill or Freeze on the enemy?
Her Rapier path's crit core (Glacial Barrage +75% Crit Damage, +50% Crit Chance on skills, cooldown refunds) only triggers against Chilled or Frozen targets. Her own Lance Ultimate Freezes, and Cold teammates can apply Chill, so she is built to be played inside an Ice composition.
Is the Lance path good?
Inside a Cold team it is strong: Ice Rock grants the team a 20%-Max-HP barrier and +20% Cold damage while she is shielded, the passive stacks Frozen Breath defenses, and the Ultimate Freezes for 6 seconds. Outside a Cold composition the buffs fall off — it is a build-around support.
Does Jericho have Combined-Attack partners?
Her in-game data ships no Combined-Attack pairings at the time of writing, so this guide does not list a fixed combo set. Use the live community teams below to see which compositions players actually run her in.
What does her world passive do?
Ice Field freezes water in a radius while spending Stamina, letting her cross water on foot. It is a pure traversal/exploration utility with no combat effect — it does not change her damage.

Sources & method

Every number, skill name and mechanic on this page is read directly from the game's own data tables — nothing is invented. The analysis and recommendations are our own editorial reading of that kit.

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