Ice · Ranger · 5★
Cerise, a ice fast stun unbuffable opener, is a 5★ Ice Ranger in Epic Seven. Cerise's biggest weakness: 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. Below are the heroes and team archetypes that counter Cerise in RTA, the matchups where Cerise struggles most, and how to draft against Cerise.
Swift Flagbearer Sigret, Witch of the Mere Tenebria, Lionheart Cermia and other hard counters counter Cerise. 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.
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.
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.