Benimaru, a fighting-spirit fire bruiser carry, is a 5★ Fire Warrior in Epic Seven. Benimaru's biggest weakness: his pressure leans on the Defense reduction his attacks impose; an ally cleanse wipes that off and softens his follow-up damage. Below are the heroes and team archetypes that counter Benimaru in RTA, the matchups where Benimaru struggles most, and how to draft against Benimaru.
Enemies who cleanse the debuffs he applies — His pressure leans on the Defense reduction his attacks impose; an ally cleanse wipes that off and softens his follow-up damage.
Immunity going up before he strikes — If the enemy team pre-applies immunity, the weakening effects he wants to stick simply bounce, blunting his nuke setup.
Removing or denying his barrier window — His biggest hits, doubled Defense penetration, and faster Fighting Spirit all hinge on having his layered barrier up; strip or shatter that shield and he reverts to a much weaker, slower attacker.
Burst before his resource fills — Hell Flare only fires once Fighting Spirit is full, so an opener that kills or hard-controls him before he charges denies his team-wide payoff entirely.
How to beat Benimaru
His pressure leans on the Defense reduction his attacks impose; an ally cleanse wipes that off and softens his follow-up damage.
If the enemy team pre-applies immunity, the weakening effects he wants to stick simply bounce, blunting his nuke setup.
His biggest hits, doubled Defense penetration, and faster Fighting Spirit all hinge on having his layered barrier up; strip or shatter that shield and he reverts to a much weaker, slower attacker.
Hell Flare only fires once Fighting Spirit is full, so an opener that kills or hard-controls him before he charges denies his team-wide payoff entirely.
Defensive, high-Defense lineups — His full-team Hell Flare ignores 30% of enemy Defense, and 60% while his barrier is active, so heavily armored walls and tanky frontlines take far more damage from him than their stats suggest.
Stacked teams and shared backlines — Hell Flare strikes every enemy at once with Defense-piercing damage, so opponents clustered together or relying on one fragile carry get hit all at the same time.
Debuff and control reliant opponents — On an enemy's extra turn he automatically dispels all debuffs from himself and shields up, shrugging off poisons, defense breaks, stuns, silences, and other softening control that those teams need to land to win.
Turn-order and speed races — He begins combat with Fighting Spirit already banked, pushes his own readiness forward off enemy extra turns, and feeds Combat Readiness to his fastest ally, helping his side act first and get extra rotations.
Benimaru counters — FAQ
Who counters Benimaru in Epic Seven?
Rinak, Empyrean Ilynav, Elvira and other hard counters counter Benimaru. His pressure leans on the Defense reduction his attacks impose; an ally cleanse wipes that off and softens his follow-up damage.
What is Benimaru weak to?
Enemies who cleanse the debuffs he applies: His pressure leans on the Defense reduction his attacks impose; an ally cleanse wipes that off and softens his follow-up damage. Immunity going up before he strikes: If the enemy team pre-applies immunity, the weakening effects he wants to stick simply bounce, blunting his nuke setup. Removing or denying his barrier window: His biggest hits, doubled Defense penetration, and faster Fighting Spirit all hinge on having his layered barrier up; strip or shatter that shield and he reverts to a much weaker, slower attacker. Burst before his resource fills: Hell Flare only fires once Fighting Spirit is full, so an opener that kills or hard-controls him before he charges denies his team-wide payoff entirely.
What does Benimaru counter?
Defensive, high-Defense lineups: His full-team Hell Flare ignores 30% of enemy Defense, and 60% while his barrier is active, so heavily armored walls and tanky frontlines take far more damage from him than their stats suggest. Stacked teams and shared backlines: Hell Flare strikes every enemy at once with Defense-piercing damage, so opponents clustered together or relying on one fragile carry get hit all at the same time. Debuff and control reliant opponents: On an enemy's extra turn he automatically dispels all debuffs from himself and shields up, shrugging off poisons, defense breaks, stuns, silences, and other softening control that those teams need to land to win. Turn-order and speed races: He begins combat with Fighting Spirit already banked, pushes his own readiness forward off enemy extra turns, and feeds Combat Readiness to his fastest ally, helping his side act first and get extra rotations.