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Blaze Dingo's signature support skill wraps an ally in one turn of invincibility, hands them an Attack buff, heals them and herself off her own Attack, and gives her an extra turn to immediately follow up. She is a Light Soul Weaver who attacks and heals at once: both of her offensive skills patch up her most-wounded ally for a share of the damage dealt. Her cooldown AoE smashes every enemy with a 75% chance to leave them with reduced Defense for two turns, softening the field for her carries. She brings no crowd control and no passive, leaning entirely on damage-linked sustain and well-timed buffs.

Counters

  • Slow grind and attrition matchups — Every attack she lands heals her lowest-Health ally, so in long fights of trades and chip damage she keeps the team topped off while still dealing damage, out-lasting opponents who rely on slowly wearing her side down.
  • Burst threats targeting one key ally — Her support skill grants a turn of invincibility plus an Attack buff to a chosen ally, letting that ally walk through an incoming nuke unharmed and then hit back harder; the extra turn she gains lets her set this up and act again right away.
  • High-Defense bruisers and tanks — Her AoE gauntlet smash has a 75% chance to apply reduced Defense for two turns to everyone it hits, stripping the protection off durable front-liners so her damage dealers can punch through them.
  • Teams that lean on damage-over-time, stuns, or other debuffs — Her kit answers lingering debuff pressure and soft control by healing through chip damage and keeping a protected ally alive, blunting strategies built on stacking debuffs or locking a target down rather than killing it outright.

Countered by

  • Buff removal and theft — Her protection plan hinges on a single turn of invincibility and an Attack buff; an enemy that dispels, steals, or shortens those buffs erases the invincible window before it matters and turns her big support play into nothing.
  • Unhealable effects — All of her sustain is healing tied to damage and to her own Attack. An enemy that applies unhealable shuts off her core loop entirely, leaving her as just a modest Mage attacker with no way to keep the team standing.
  • Cleanse and immunity on the enemy side — Her one piece of offensive pressure is the Defense-down from her AoE; foes who cleanse it off or enter the fight with immunity refuse the shred, so her damage dealers never get the opening she is built to create.
  • Cooldown and tempo pressure — Her AoE shred sits on a three-turn cooldown and her invincibility-and-buff skill on five turns, so outside those windows she is limited to a single-target hit; fast, hard-hitting teams can punish the gaps before her key skills come back up, and she carries no crowd control to slow them down.
Who counters Blaze Dingo? — full guide ›

Skills

S1Punishment

Attacks an enemy with a sharp dagger, before recovering Health of the ally with the lowest Health proportional to damage dealt.

S2Divine PunishmentCD 3

Attacks all enemies with a giant gauntlet, with a 75% chance to inflict --decreased Defense-- for 2 turns, before recovering Health of the ally with the lowest Health proportional to damage dealt.

Decrease Defense
S3Sacred PowerCD 5

With a sacred power, recovers Health of the target and the caster proportional to the caster’s Attack and grants invincibility for 1 turn and increased Attack for 2 turns.

InvincibleIncrease Attack
Soulburn −20 soulsExtends the duration of Sacred Power granted to the caster by 1 turn and grants an extra turn.