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Bask is a 3-star Ice Knight tank whose damage scales off his own max Health rather than Attack. His basic Protective Strike slashes a single enemy with a chance to lower their Attack for 1 turn, while his Shield Blow hits one target and can strip away all of that enemy's buffs (on a 4-turn cooldown). His real value is Will of Protection, which covers the whole team in immunity for 3 turns on a 6-turn cooldown, walling off debuffs. He has no passive and every attack is single-target, so he disrupts one foe at a time and protects allies as a whole.

Counters

  • Teams that lean on buffs to stay alive or dominate — Shield Blow strips every buff off the target it hits, so a foe relying on a cannot-die buff, an invincibility window, a shield, or a stack of offensive buffs can have that protection ripped away and be left exposed.
  • Enemies that try to bury your team in debuffs and crowd control — Will of Protection grants the entire team immunity for 3 turns, blocking incoming stuns, silences, soft control, and stacked debuffs before they can land — neutralizing setup-heavy openers.
  • Hard-hitting Attack-based bruisers and carries — Protective Strike has a chance to decrease the target's Attack for a turn, softening an aggressive single threat while Bask's own high Health keeps him standing.
  • Enemies that ignore Attack-stat checks — Because his damage grows with his max Health rather than Attack, Bask still threatens HP-scaling and tanky targets that punish conventional Attack-based hitters, dealing meaningful chip while soaking hits.

Countered by

  • Enemies that grant their own immunity — If the foe is already shielded by immunity, Bask's Attack-down chance and other debuff pressure simply fail to stick, blunting his disruption.
  • Foes who cleanse or self-dispel — The Attack-down he applies is easily removed by a cleanse, so any team with debuff removal undoes his one offensive debuff before it matters.
  • Buff strips and dispels aimed at his team — His big payoff is the team immunity buff — an enemy that dispels it strips that protection away and reopens the whole team to debuffs and control.
  • His own cooldowns and single-target reach — The buff-strip is locked behind a 4-turn cooldown and the team immunity behind 6 turns, and every hit lands on just one enemy, so he can't pressure a full team and is slow to re-apply protection once it's spent. With low base Speed he also acts late.

Skills

S1Protective Strike

Slashes with a sword, with a X chance to --decrease Attack-- for 1 turn. Damage dealt increases proportional to the caster's max Health.

Decrease Attack
S2Shield BlowCD 4

Attacks with a shield, with a X chance to dispel all buffs. Damage dealt increases proportional to the caster's max Health.

Soulburn −10 soulsSkill cooldown is decreased by 2 turns.
S3Will of ProtectionCD 6

Covers all allies with the Will of Protection, granting immunity for 3 turns.

Immunity