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Enott is a 3-star Ice Warrior who fights one enemy at a time with an axe. His basic attack, Smash, can leave the target bleeding for 2 turns and hits harder the more health the target has already lost, so he closes out wounded foes fast. His skill Judgement strikes a single target with a chance to lower their Defense and make them unable to be buffed for 2 turns, while Prepare Judgement is a self-buff that raises his own Attack and pushes his Combat Readiness so he can act again sooner. He has no passive and a slow base speed, so all of his pressure comes from these three active skills.

Counters

  • Enemies that lean on their buffs — Judgement can make a target unable to be buffed for 2 turns, shutting off the heal, shield, or attack buffs that a buff-dependent enemy or buff-stacking carry counts on.
  • High-health bruisers and tanks — Smash deals more damage the more health the target has already lost, and the bleed it applies chips them down over time, so durable enemies become easier to finish as the fight drags on.
  • Squishy targets behind their Defense — Judgement has a chance to lower a single enemy's Defense, letting Enott and his allies punch through and delete a defender or fragile damage dealer.
  • Slow enemy turn order — Prepare Judgement raises his own Attack and boosts his Combat Readiness for an extra turn, and the same skill can help nudge his team's rotation so he gets his hits in before a slower opponent can react.

Countered by

  • Cleanse and effect immunity — His pressure is entirely debuffs, so an ally who cleanses the bleed, Defense down, and unbuffable, or who applies immunity beforehand, erases everything Enott set up.
  • Buff strippers and buff stealers — Enott's only sustained edge is the Attack buff and Combat Readiness from Prepare Judgement; an enemy that dispels, steals, or shortens that buff strips his momentum and leaves him a weak single-target attacker.
  • Wide attackers and cleavers — Every one of his skills hits only one target, so a team that strikes the whole enemy side at once overwhelms him before he can grind a single foe down.
  • Skill cooldowns and no passive — His Defense-break-and-unbuffable Judgement is on a 5-turn cooldown and his self-buff on a 4-turn cooldown, with no passive to fall back on, so once they are spent he is just a basic axe attacker that fast or bursty enemies can kill in the gap.

Skills

S1Smash

Attacks with an axe, with a X chance to cause --bleeding-- for 2 turns. Damage dealt increases proportional to the amount of the enemy's lost Health.

Bleed
S2JudgementCD 5

Attacks with a sharp blow, with a X chance each to --decrease Defense-- and make them --unable to be buffed-- for 2 turns.

Decrease DefenseUnbuffable
S3Prepare JudgementCD 4

Corrects stance, increasing Attack of the caster for 2 turns and Combat Readiness by X.

Increase Attack
Soulburn −10 soulsExtends duration of buffs granted by this skill by 1 turn.