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Bernard is a 3-star Earth Soul Weaver support built entirely around keeping allies alive. His first skill attacks one enemy while healing the ally with the lowest Health, and if the whole team is Earth elemental it heals everyone instead, with the amount tied to Bernard's own Health. His passive automatically lays a 2-turn barrier on himself at the start of battle and a fresh 2-turn barrier on the weakest ally at the end of every turn, both scaling off his Health. His third skill grants the entire team immunity for 2 turns on a 4-turn cooldown, giving him real protective value despite the low rarity. He deals no meaningful damage and exists purely as a fast healer, shielder, and debuff blanket.

Counters

  • Debuff-heavy and control teams — His third skill grants the whole team immunity for 2 turns, so the next wave of crowd control, silences, defense breaks, and damage-over-time effects simply bounces off everyone at once.
  • Burst and poke that needs to chip allies down first — His passive constantly re-applies a barrier to the lowest-Health ally every turn while his first skill tops up the weakest target, so steady chip damage struggles to ever open a kill window.
  • Stacked damage-over-time and lingering debuffs — The kit can clear debuffs off allies, and his immunity window prevents reapplication, letting a team shrug off bleeds, burns, and stacking ailments that would otherwise snowball.
  • All-Earth lineups — When every ally is Earth, his first-skill heal converts from single-target into a full team heal, turning him into a fast group sustainer for mono-Earth compositions.

Countered by

  • Buff strippers — His whole value lives in barriers and the team immunity buff; an enemy that dispels those removes the protection outright and exposes the allies he was shielding.
  • Unhealable effects — Applying a block on healing shuts off his first-skill recovery, leaving only the barriers and reducing him to a part-time shield bot.
  • Pressure during the immunity downtime — Team immunity sits on a 4-turn cooldown, so a team that times its hard crowd control or burst for the turns when immunity is down can land the effects he was meant to stop.
  • Heavy single-target focus on a non-Earth team — Outside a full Earth lineup his first-skill heal only mends one ally and the passive only barriers one ally per turn, so concentrated burst on a second target can outrun his single-target sustain.

Skills

S1Data Collection

Attacks the enemy, and recovers Health of the ally with the lowest Health. When all allies are Earth elemental, recovers Health of all allies instead. Amount recovered increases proportional to the caster's Health.

Soulburn −10 soulsIncreases the amount recovered.
PTool Utilization

At the start of battle, grants a barrier to the caster for 2 turns, and at the end of the turn, grants a barrier to the ally with the lowest Health for 2 turns. Barrier strength increases proportional to the caster's Health.

Barrier / Protect
S3Research DesignCD 4

Grants immunity to all allies for 2 turns.

Immunity