Clarissa, a ice rage on-kill cooldown-reset, is a 4★ Ice Warrior in Epic Seven. Clarissa's biggest weakness: her pressure leans on the Defense-down debuff from Harsh Lesson; an ally who removes debuffs wipes that softening before her follow-ups land. Below are the heroes and team archetypes that counter Clarissa in RTA, the matchups where Clarissa struggles most, and how to draft against Clarissa.
Cleansers — Her pressure leans on the Defense-down debuff from Harsh Lesson; an ally who removes debuffs wipes that softening before her follow-ups land.
Debuff immunity and barriers — Granting immunity stops her Defense-down from ever applying, blunting the burst she needs to score the opening kill her whole kit keys off of.
Bulky, hard-to-kill frontlines — Her enrage, cooldown reset, and bonus swing all require actually defeating an enemy; against high-survivability targets she never gets the kill that starts the snowball and stalls out.
Sturdy single targets early — Harsh Lesson is a single-target opener, so a tanky or healed-up lead can absorb it without dying, denying Clarissa the trigger for Rage and leaving Hysteric on its four-turn cooldown.
How to beat Clarissa
Her pressure leans on the Defense-down debuff from Harsh Lesson; an ally who removes debuffs wipes that softening before her follow-ups land.
Granting immunity stops her Defense-down from ever applying, blunting the burst she needs to score the opening kill her whole kit keys off of.
Her enrage, cooldown reset, and bonus swing all require actually defeating an enemy; against high-survivability targets she never gets the kill that starts the snowball and stalls out.
Harsh Lesson is a single-target opener, so a tanky or healed-up lead can absorb it without dying, denying Clarissa the trigger for Rage and leaving Hysteric on its four-turn cooldown.
Squishy, low-Defense backlines — Harsh Lesson can strip Defense for two turns, softening a target so her follow-up area attacks tear through fragile carries and supports.
Teams that crumble once one member falls — Killing with Harsh Lesson or Hysteric enrages her and triggers a bonus area swing, and a Hysteric kill resets that skill's cooldown, letting her chain refreshed AoE hits and snowball a single pick into a wipe.
Clustered formations with no buffer — Both Hysteric and her enraged follow-up hit all enemies at once, punishing lineups that lack a damage-reduction or barrier ally to spread the blows across.
Clarissa counters — FAQ
Who counters Clarissa in Epic Seven?
Lady of the Scales, Swift Flagbearer Sigret, Witch of the Mere Tenebria and other hard counters counter Clarissa. Her pressure leans on the Defense-down debuff from Harsh Lesson; an ally who removes debuffs wipes that softening before her follow-ups land.
What is Clarissa weak to?
Cleansers: Her pressure leans on the Defense-down debuff from Harsh Lesson; an ally who removes debuffs wipes that softening before her follow-ups land. Debuff immunity and barriers: Granting immunity stops her Defense-down from ever applying, blunting the burst she needs to score the opening kill her whole kit keys off of. Bulky, hard-to-kill frontlines: Her enrage, cooldown reset, and bonus swing all require actually defeating an enemy; against high-survivability targets she never gets the kill that starts the snowball and stalls out. Sturdy single targets early: Harsh Lesson is a single-target opener, so a tanky or healed-up lead can absorb it without dying, denying Clarissa the trigger for Rage and leaving Hysteric on its four-turn cooldown.
What does Clarissa counter?
Squishy, low-Defense backlines: Harsh Lesson can strip Defense for two turns, softening a target so her follow-up area attacks tear through fragile carries and supports. Teams that crumble once one member falls: Killing with Harsh Lesson or Hysteric enrages her and triggers a bonus area swing, and a Hysteric kill resets that skill's cooldown, letting her chain refreshed AoE hits and snowball a single pick into a wipe. Clustered formations with no buffer: Both Hysteric and her enraged follow-up hit all enemies at once, punishing lineups that lack a damage-reduction or barrier ally to spread the blows across.