‹ All heroes

Azalea is a 3-star Fire Warrior built as a durable single-target disruptor. Her basic attack stabs one enemy and heals herself for an amount that grows with her own max Health, letting her stay alive while sitting on the front line. Her other two skills each hit one target: one can provoke the enemy for 2 turns to force it to attack her, and the other can lower the enemy's Speed and Defense for 2 turns while also choking off the target's ability to be healed. She has no passive, a slow base Speed, and both of her control skills run on cooldowns.

Counters

  • Sustain-reliant bruisers and lifesteal carries — Her Sweep can leave a target unable to recover Health, so enemies that lean on healing, lifesteal, or being revived back into the fight get cut off from their main way of staying alive.
  • A single dangerous attacker she can bait — Her 2-turn provoke forces one chosen enemy to keep attacking her instead of your team, and since she self-heals off her own max Health on every basic stab, she can soak that pressure and survive the duration.
  • Slow, high-Defense targets — Her Sweep lowers the enemy's Defense and Speed for 2 turns, softening a tanky target's armor so the rest of your team punches through it harder and acts before it does.
  • Dodge or evasion-dependent enemies — Her kit reduces a target's hit chance and strips evasion, so heroes that rely on dodging or whiffing your attacks are forced to connect and stop slipping out of damage.

Countered by

  • Cleanse and debuff removal — Her whole value is the provoke, Defense/Speed down, and unhealable she stacks on one target; a teammate that scrubs debuffs off allies wipes those effects and her turn does almost nothing.
  • Effect immunity and resistance — Provoke, the slows, and unhealable can all be resisted or blocked outright by immunity buffs or high Effect Resistance, leaving her with only weak single-target damage and no control landing.
  • Enemies who don't need healing — Her unhealable shutdown is wasted against shield-based, one-shot burst, or non-sustain teams that win before her cooldowns come back around, so her main answer accomplishes nothing.
  • Burst and crowd-control before she acts — She has no passive, a slow base Speed, and her provoke and Sweep sit on 5- and 4-turn cooldowns, so a faster team can stun, freeze, or simply kill her before she sets up, and once silenced she only has her weak basic attack.

Skills

S1Persistent Attack

Stabs the enemy with a spear and recovers Health of the caster. Amount recovered increases proportional to the caster's max Health.

S2Challenging BlowCD 5

Attacks the enemy, with a X chance to --provoke-- for 2 turns.

Provoke
Soulburn −20 soulsIgnores Effect Resistance.
S3SweepCD 4

Sweeps all enemies with a spear, with a X chance to --decrease Speed-- and --Defense-- for 2 turns.

Decrease DodgeDecrease Defense