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Corvus is a 4-star Fire Warrior bruiser whose damage scales off his own Defense. His real strength is tempo denial: his second skill hits the whole enemy team and pushes their Combat Readiness backward, and any enemy knocked to zero readiness is stunned for a turn. His single-target first skill shoves one foe, can transfer one of his own debuffs onto them, and stuns when he is empowered. He fuels this with Fighting Spirit (starting battle with 50 and gaining 10 whenever attacked), spending it on his third skill to grant himself the indomitable self-buff for three turns plus an extra turn; while indomitable he hits harder, his first skill stuns, and his team-wide readiness push is doubled.

Counters

  • Fast turn-one cleave teams — His team-wide mace strike drags every enemy's Combat Readiness backward and stuns any unit pushed to zero, so he can yank a whole opening burst off its turn before it lands, especially while empowered when that push is doubled.
  • Squishy, fast control units — Once he spends his Fighting Spirit for the extra turn and self-buff, his single-target shove and his readiness push both apply a one-turn stun, letting him lock down a key fast enemy and deny their turn outright.
  • Attackers who feed his momentum — He starts the fight with 50 Fighting Spirit and gains 10 every time he is hit, so teams that focus him only charge his resource faster, letting him pop his self-buff and extra turn sooner and keep his stuns rolling.
  • Debuff-stacking enemies — His first skill can transfer one debuff he is carrying onto the enemy he shoves, so he can offload an affliction back at a foe while also chipping them with Defense-scaled damage.

Countered by

  • Cleanse and debuff removal — His control hinges entirely on landing stuns; allies who scrub debuffs off the enemy team strip those stuns away and let the locked unit act normally.
  • Effect immunity and resistance — If the enemy walks in with immunity or out-resists his hits, neither his readiness-driven stun nor his empowered first-skill stun sticks, leaving him with only modest Defense-scaled damage.
  • Self-sustain shutdown — He carries no passive and leans on his own staying power; enemies who block healing keep him from outlasting fights, so a damage race that ignores his stuns can grind him down.
  • Slow, single-skill rotation — His big team-wide push and his self-buff are both on cooldown, so once he has spent his extra turn he is a slow single-target attacker; patient teams can simply wait out his empowered window and act while he is grounded.
Who counters Corvus? — full guide ›

Skills

S1Shield Slam

Attacks the enemy by shoving them with a shield, with a X chance to transfer one debuff. When the caster is granted indomitable, increases damage dealt and inflicts --stun-- on the target for 1 turn. Damage dealt increases proportional to the caster's Defense.

Stun
S2MacerateCD 4

Attacks all enemies with an iron mace, decreasing Combat Readiness by X. If the target’s Combat Readiness decreases to 0, inflicts --stun-- for 1 turn. When the caster is granted indomitable, doubles the effect of Combat Readiness decrease. Damage dealt increases proportional to the caster's Defense.

Stun
S3Fury's Advent

By discharging Fighting Spirit, grants indomitable for 3 turns and an extra turn. At the start of the first battle, gains 50 Fighting Spirit. When attacked, gains 10 Fighting Spirit.

Indomitable (Corvus/Ilynav self-buff)
Soulburn −20 soulsRecovers Health.