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62%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
34Games
Current season · Champion+

Christy is a 3-star Earth Knight built as a durable single-target control and support unit whose damage and self-healing both scale off her max Health. Her basic attack hits one enemy and can lock it down with a one-turn Provoke, while her passive triggers after she is attacked (when she carries no debuff) to push her own Combat Readiness and that of the back-row ally, and to grant that ally a permanent Effect Resistance boost equal to her own at the start of the first battle. Her third skill buffs the Attack of the entire team for 2 turns and then heals herself based on her max Health, so she sustains the front line while enabling the team's damage and tempo.

Counters

  • Lone damage dealers she can lock down — Her basic attack can Provoke a single target for a turn, forcing that enemy to attack only her; against a team leaning on one big hitter, dragging its turn into her tanky HP-scaling body wastes its rotation.
  • Teams that need an Effect Resistance anchor — At the start of the first battle she gives the back-row ally Effect Resistance equal to 100% of her own, and that boost lasts until the ally dies; pairing her with a fragile carry makes that ally far harder to land debuffs or crowd control on.
  • Slower enemy lineups racing for the first move — After being attacked she pushes Combat Readiness for herself and the back-row ally once per turn, letting her side cycle extra turns and out-tempo opponents who don't move first.
  • Sustained damage races — She buffs every ally's Attack for 2 turns to raise the team's output and heals herself off her large Health pool, helping her front line outlast attrition-style fights.

Countered by

  • Debuffs that shut off her passive — Her Combat Readiness push and resistance support only fire while she carries no debuff; landing any debuff on her (or stripping her allies' buffs) suppresses the engine that makes her useful.
  • Cleanse and immunity against her Provoke — Her only control is a chance-based single-target Provoke; cleansing it, resisting it, or playing under immunity removes her ability to redirect and lock down a threat.
  • Buff removal and buff-duration cuts — Her value leans on the team Attack buff and the back-row Effect Resistance edge; stealing or dispelling those buffs, or shortening their duration, erases the support she provides.
  • Anti-heal and slow turn cycle — Her self-sustain comes from an HP-scaling heal locked behind a 5-turn cooldown, and she is a slow unit; unhealable debuffs negate the recovery and her low base speed lets faster teams act before she gets going.

Skills

S1Sword of Protection

Attacks the enemy, with a X chance to --provoke-- for 1 turn. Damage dealt increases proportional to the caster's max Health.

Provoke
POath ShieldCD 1

After being attacked, when the caster does not have a debuff, increases Combat Readiness of the caster and the ally in the back row by X. Can only be activated once per turn. At the start of the first battle, increases Effect Resistance of the ally in the back row by 100% of the caster's Effect Resistance. The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. When the caster is in the back row, the effect is not activated.

S3Hymn of CourageCD 5

Increases Attack of all allies for 2 turns before recovering Health of the caster. Amount recovered increases proportional to the caster's max Health.

Increase Attack
Soulburn −10 soulsSkill cooldown is decreased by 2 turns.

Meta web — the hero's place in the meta

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Matchups — from live RTA match data

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Lone Crescent BellonaLone Crescent Bellona40%