‹ All heroes

Glenn is a 3-star Earth Ranger built around single-target elimination. His basic attack rapidly fires at one enemy with a chance to lower their Defense for 2 turns, while his main skill launches a missile that, on a kill, brands the target with extinction so they cannot be revived, and comes with a built-in +15% Hit Chance to make sure the strike lands. His third skill is a non-attacking self-buff that grants himself greatly increased Attack for 2 turns, and his attacks bypass evasion. He has no passive and no team-wide buffs, so he is a focused finisher who picks off one target at a time and seals it shut against resurrection.

Counters

  • Revive-reliant teams — When Glenn lands the killing blow with his missile he inflicts extinction, so that target cannot be brought back. Comps that lean on a reviver to undo deaths lose the unit permanently once Glenn finishes it off.
  • Dodge and evasion builds — His attacks ignore evasion, so heroes that try to survive by dodging cannot sidestep his shots; the extra +15% Hit Chance on his missile further guarantees the hit connects.
  • Wounded, high-Defense targets — His basic fire can strip Defense for 2 turns, softening a tanky enemy, and his missile is meant to convert a low-HP target into a clean kill that then triggers the cannot-revive brand.

Countered by

  • Cleanse and immunity support — The extinction brand and his Defense-down are removable debuffs; a cleanse wipes the cannot-revive mark off the slot, and an immunity buff applied beforehand blocks it from sticking at all, letting the team revive freely.
  • Buff strippers and dispellers — His only real edge from his third skill is the self Attack buff. Dispel, buff steal, or shortening his buff duration removes that damage spike and leaves him hitting for far less.
  • Sturdy, hard-to-finish frontlines — His payoff depends on actually scoring the kill to trigger the brand. Against high-HP targets he cannot bring down in one strike, he is just a single-target attacker with no follow-up pressure.
  • Burst and focus-fire — He brings no passive, no aura, no healing, and only buffs himself, so he is fragile and easily focused; remove him first and the team loses its only revive-denial threat.

Skills

S1Quick Fire

Rapidly shoots the enemy, with a X chance to --decrease Defense-- for 2 turns.

Decrease Defense
S2Precise AttackCD 4

Fires a missile at the enemy, and when the enemy is defeated, inflicts extinction. Hit Chance is increased by 15% when using this skill.

Soulburn −10 soulsIncreases damage dealt.
S3Focused FireCD 5

Using an enhancement cube, grants the caster increased Attack (Greater) for 2 turns.

Increase Attack (Greater)