Dizzy, a debuff-extending aoe controller, is a 5★ Ice Mage in Epic Seven. Dizzy's biggest weakness: 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. Below are the heroes and team archetypes that counter Dizzy in RTA, the matchups where Dizzy struggles most, and how to draft against Dizzy.
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.
How to beat Dizzy
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.
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.
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.
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.
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.
Dizzy counters — FAQ
Who counters Dizzy in Epic Seven?
Lady of the Scales, Perfumer Byblis, Ruele of Light and other hard counters counter Dizzy. 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.
What is Dizzy weak to?
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.
What does Dizzy counter?
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.