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53%Win rate
2%Pick rate
<0.1%Ban rate
2%Pick + ban
12,531Games
Current season · Champion+

Eye of the Abyss Fumyr is a 5-star Earth Mage who controls the fight by removing enemies from it — literally. His basic elemental bolt carries a chance to stun, and Blue Despair envelops all enemies in deep-sea energy, dispelling two buffs from each before draining their Combat Readiness and granting him an extra turn. His signature skill, Eye of the Abyss, pierces the foremost enemy Hero with light and inflicts detain, temporarily removing that hero from the battlefield entirely — it can hold only one Hero at a time, but it is unaffected by Effect Resistance, so it cannot be resisted no matter how the target is built. When detain lands he gains deterrence for 2 turns, and the skill also shields him with a barrier scaled to his level plus stealth for 2 turns, letting the squishy mage hide while the enemy team plays a member down.

Counters

  • Immunity and Effect Resistance builds — Blue Despair strips two buffs from every enemy before the Combat Readiness drain, so granted immunity comes off first, and detain ignores Effect Resistance outright — no amount of resistance stacking keeps a hero on the battlefield against it.
  • Frontline tanks and protective anchors — Eye of the Abyss always pierces the foremost enemy Hero, which is usually the tank or anchor the team hides behind. Detaining the protector pulls it off the field and leaves the backline exposed for the rest of his team.
  • Slow-ramping payoff carries — The team-wide Combat Readiness drain pushes a ramping hero past its payoff turn, and a detained hero is simply not on the field to take that turn at all. Heroes that need setup time watch the clock run out.
  • Turn-order and speed-race teams — Draining Combat Readiness from the whole enemy team while granting himself an extra turn is a huge tempo swing — comps that win by carefully sequencing who moves first find their order scrambled and their opener delayed.

Countered by

  • Being outsped — At 124 base Speed he needs to actually take his turn for any of it to matter. A faster opener that pressures or kills him before Blue Despair and the detain go out wins the tempo war he is supposed to dictate — the Combat Readiness drain helps nobody if he never moves.
  • Enemy dispel — Unlike detain, his own protection is entirely ordinary — the stealth and level-scaled barrier from Eye of the Abyss are regular dispellable buffs. One strip exposes a fragile mage to single-target focus, and he has nothing else keeping him alive.
  • Hard crowd control — He has no passive and both signature skills sit on long cooldowns, so a stun or fear at the wrong moment wastes an entire cycle of his kit. Notably, Eye of the Abyss is a non-attack skill, so controlling him before it fires is the cleanest way to stop the detain — trying to resist it afterward is not an option.
  • Heroes immune to Combat Readiness reduction — A hero that is unaffected by Combat Readiness decreases blanks the drain half of Blue Despair — the dispel still lands, but the tempo swing he is drafted for stops working against that hero.
Who counters Eye of the Abyss Fumyr? — full guide ›

Skills

S1Elemental Magic

Attacks the enemy with elemental magic, with a X chance to inflict --stun-- for 1 turn.

Stun
S2Blue DespairCD 5

Envelops all enemies with the energy of the deep sea, dispelling two buffs beofre decreasing Combat Readiness by X. Grants an extra turn.

S3Eye of the AbyssCD 7

Pierces the foremost enemy Hero with light, inflicting detain, and when detain is inflicted, grants deterrence to the caster for 2 turns. Grants a barrier (proportional to level) and stealth to the caster for 2 turns.

Meta web — the hero's place in the meta

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