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Chaos Sect Axe is a 3-star Dark Warrior built around forcing enemies to attack him while he tanks the damage. His basic attack hits one target with a 75% chance to provoke for a turn, and his damage scales with his own max Health, so he hits harder the more HP he stacks. His third skill smacks one enemy for a chance to lower their Defense for 2 turns, heals him for 20% of his max Health, and grants an extra turn if it lands the kill. His second skill is his only team-wide tool: a shockwave that hits every enemy with a 60% chance to provoke, then shields him from debuffs with a turn of immunity.

Counters

  • Single big-hitting attackers and assassins — His provoke (75% on the basic attack, 60% on the shockwave) forces an enemy to attack only him for a turn, hijacking their carry's turn and dumping it into his huge Health pool while his Defense break softens them up for his team.
  • Slow, drawn-out grind teams — Vigorous Strike heals him for 20% of his max Health every cast and an extra turn on each kill lets him chain through targets, so he out-sustains comps that win by attrition rather than burst.
  • Glass cannons that bank on a clean opening turn — His shockwave provokes the whole enemy line and his max-Health-scaling hits punish them, so fragile damage dealers who need to strike first instead get redirected onto him.
  • Heavy debuff teams — After his shockwave he gives himself a turn of immunity, so the wave of stuns, defense breaks and other debuffs those teams rely on slides off him entirely for a round.

Countered by

  • Teams that block or wipe his debuffs — His whole game plan is provoke and Defense break; an enemy carrying immunity simply ignores the provoke, and a cleanse removes it before his allies can capitalize, so he ends up tanking for nothing.
  • Buff strip and buff theft — His self-protection is a single turn of immunity after the shockwave; dispelling or stealing it leaves him fully exposed to the very debuffs he was bracing against.
  • Anti-heal effects — He leans on the 20% max-Health recovery from Vigorous Strike to stay standing; an unhealable debuff shuts that recovery off and lets a team grind him down.
  • Patient, single-target burst that ignores the provoke — His team-wide provoke only comes on a 3-turn cooldown and lands 60% of the time, so between casts a fast attacker who isn't provoked can focus and delete a squishy ally before he can redirect them.

Skills

S1Disconnect

Attacks with an axe, with a 75% chance to --provoke-- for 1 turn. Damage dealt increases proportional to the caster's max Health.

Provoke
S2Attack ChainCD 3

Attacks all enemies with a shockwave. With a 60% chance to --provoke-- for 1 turn, before granting immunity to the caster for 1 turn.

ImmunityProvoke
Soulburn −10 soulsSkill cooldown is decreased by 2 turns.
S3Vigorous StrikeCD 3

Smacks the enemy, with a X chance to --decrease Defense-- for 2 turns, before recovering 20% of the caster's max Health. When the enemy is defeated, grants an extra turn to the caster. Damage dealt increases proportional to the caster's max Health.

Decrease Defense