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Dizzy is a 5-star Ice Mage built entirely around hitting the whole enemy team and locking it down. Her basic attack strikes all enemies with a 25% chance to stun for one turn and deals extra damage to any target already carrying a debuff. Her third skill explodes on the whole team, granting her an extra turn and reliably applying decreased Speed, decreased Attack, and decreased Hit Chance for two turns regardless of whether the hit connects, while her four-turn skill hits everyone and stretches existing debuffs by an extra turn. The net effect is a debuff-stacking control mage who blinds, slows, and weakens the entire opposing side and can chain into a follow-up turn.

Counters

  • Dodge and evasion teams — Her giant explosion is stated to miss yet still lands decreased Speed, Attack, and Hit Chance on everyone for two turns regardless of the hit, so heroes that rely on dodging her attack get debuffed anyway and have their own accuracy gutted.
  • Squishy, debuff-vulnerable lineups — Every skill hits all enemies and her basic deals bonus damage to anyone already debuffed, so once she has speed-down, attack-down, and blind stacked on the field she punishes fragile teams across the board.
  • Opening cleavers racing for the first move — Her early decreased Speed and the extra turn she gains let her seize tempo and slow the enemy team before it can fire off its setup, and her stun can outright stall a key attacker.
  • Long-debuff strategies needing time to expire — Her four-turn skill extends the duration of debuffs already on enemies by one turn, so any control her team applies sticks longer and the opposing side stays suppressed for an extra round.

Countered by

  • Cleansers — Her whole game plan is layering speed-down, attack-down, blind, and stun; a teammate or skill that wipes those debuffs off the enemy team strips her pressure and resets the targets she was setting up.
  • Immunity and effect resistance — Pre-applied immunity buffs or high effect resistance block the decreased Speed, Attack, and Hit Chance she leans on, leaving her as a low-damage attacker once her control fails to stick.
  • Long cooldowns between control bursts — Her crowd-control payload sits on a four-turn and a five-turn skill, so after she spends them she is stuck on a basic attack with only a 25% stun chance and must wait several turns to lock the field down again.
  • Burst that races her recovery window — She has no passive and only soft control on her basic, so a fast team that opens hard or kills her before her big skills come back up can win the exchange before her debuffs and extra turn come online.
Who counters Dizzy? — full guide ›

Skills

S1I Used This to Catch Fish

Attacks all enemies with the power of magic and has a 25% chance to inflict --stun-- for 1 turn. Damage dealt increases when the target has a debuff.

Stun
S2Gamma RayCD 4

Attacks all enemies with a powerful ray, extending the duration of debuffs by 1 turn, except for those which prevent the enemy from moving.

S3Emotional Gamma RayCD 5

Unleashes a giant explosion to attack all enemies. The attack misses, but inflicts --decreased Speed--, --decreased Attack--, and --decreased Hit Chance-- on all enemies for 2 turns regardless of whether the attack hits.

Decrease DodgeDecrease AttackMiss Chance Up
Soulburn −20 soulsGrants an extra turn.