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40%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
5Games
Current season · Champion+

Cerise is a very fast Ice Ranger built as a control opener with no passive skill. Her first skill summons a mana bow at a single target, pushes her own Combat Readiness, and triggers a Dual Attack from a random ally while her ultimate is on cooldown. Her second skill stuns one enemy for a turn and makes them unbuffable for two turns, ignores Effect Resistance, and refills 50% of her own Combat Readiness so she keeps acting. Her ultimate is her only area attack, shaving a turn off every enemy's buffs and rolling a chance to apply lowered hit chance and a block on Combat Readiness gain, all with an elemental-advantage strike.

Counters

  • Buff-stacking and shield/immunity teams — Her ultimate shortens the duration of every enemy buff by a turn, so teams that pile on attack, defense, immunity, or barriers before going off lose a layer of their setup before it can pay off.
  • Heavy single-target threats she can lock down — Her stun lands for a turn and, crucially, ignores Effect Resistance, so even high-resist or buffed bruisers eat the crowd control, and the two-turn unbuffable that follows stops them from getting protected or healed back up.
  • Turn-order racers who want to act first — With very high base speed plus self Combat Readiness on her basic and a 50% self push on her stun, she opens fast and acts repeatedly, and her ultimate can stick a Combat Readiness gain block to keep slower or speed-tuned enemies from ever taking their turn.
  • Dodge and evasion builds — Her ultimate has a chance to lower enemies' hit chance, and the kit is built to deny evasion, so units leaning on dodge to survive get their chance to whiff a turn forced on them.

Countered by

  • Cleanse and reliable healers — Her control is debuff-based, so an ally that strips the stun, unbuffable, or slow off the target undoes her lockdown and lets the freed unit act and get protected again.
  • Immunity going up before her turn — If an enemy already has an immunity buff when she acts, her stun and unbuffable simply bounce off; she has no way to remove that buff before applying control, only to shorten it afterward.
  • Out-speeding her opener — A faster enemy that moves first can immunity-buff the team, cleanse, or burst her down before she lands the stun, and her hard control on the second skill sits behind a four-turn cooldown so a missed or blocked attempt leaves her without it for a while.
  • Single-target durability and burst — Outside her ultimate she only hits one enemy at a time, has no passive and no self-sustain, and is a fragile Ranger, so a tanky frontline soaks her chip damage while any quick assassin can delete her before she contributes.
Who counters Cerise? — full guide ›

Skills

S1Mystical Arrow

Attacks the enemy by summoning a mana bow, before increasing Combat Readiness of the caster by X. When Frost Storm is on cooldown, triggers a Dual Attack from a random ally.

S2Luminous ExplosionCD 4

Explodes a magical sphere, inflicting --stun-- for 1 turn and --cannot buff-- for 2 turns. Increases Combat Readiness of the caster by 50%.

StunUnbuffable
Soulburn −20 soulsIgnores Effect Resistance.
S3Frost StormCD 5

Attacks all enemies with a raging frost storm, decreasing buff durations by 1 turn before a X chance each to inflict --decreased Speed-- and --restrict-- for 2 turns. Attacks using an elemental advantage.

Decrease DodgeCR Gain Block