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Helen is a 3-star Ice Knight built around defense scaling and counterattacking. Her basic attack pushes a random ally's turn forward, and her second skill hits a single target, buffs her own Defense for 2 turns, and heals her based on her max Health, with damage on both skills scaling off her Defense. Her ultimate puts her into a counterattacking stance for 3 turns and grants a Speed buff to all other allies for 2 turns; if the enemy uses an attack that hits the whole team, her cooldowns drop by 2 turns. She is a slow, tanky support whose value comes from punishing enemy attacks, speeding up her team, and keeping herself alive rather than from burst damage.

Counters

  • Teams that rely on big group attacks — Her ultimate stance makes her counterattack, and when she is hit by an attack that targets all allies her cooldowns drop by 2 turns, so heavy area-of-effect attackers actively feed her by triggering counters and refreshing her stance sooner.
  • Slow, single-target trades — Both her hits scale off Defense and her second skill raises her own Defense while healing her off max Health, so a lone attacker grinding her down struggles to break a tank who hits harder and self-sustains the longer the fight goes.
  • Drawn-out attrition fights — In a stalling matchup her counterattack stance and Defense self-buff let her chip the enemy on every incoming swing while her HP-scaling heal tops her back up, slowly winning fights where neither side bursts the other down.
  • Enemies that need to outpace her allies — Her ultimate gives every other ally a Speed buff for 2 turns and her basic attack hands a random ally extra turn meter, helping her side win the turn order against teams banking on going first.

Countered by

  • Counterattack and buff shutdown — Her whole threat is built on the counterattacking stance and her Defense/Speed buffs; effects that block counterattacks, strip or steal her buffs, or cut their duration neutralize her damage and support at once.
  • Buff removal and cleansing — She depends on her self-applied Defense buff and the team Speed buff staying up, so an enemy that dispels them leaves her as a slow body with little damage and no tempo edge.
  • Anti-heal effects — Her self-healing on her second skill is tied to max Health and is her main sustain; an unhealable debuff shuts that recovery off and lets attackers grind her down despite her Defense.
  • Burst that ignores the stance setup — She is slow with no passive skill and is single-target outside her basic, so a fast team that bursts her or her backline down before her counter stance and Speed buff come online simply outraces her slow, reactive kit.

Skills

S1Blunt Strike

Attacks the enemy before increasing Combat Readiness of a random ally except for the caster by X. Damage dealt increases proportional to the caster's Defense.

Soulburn −10 soulsCombat Readiness increase effect will be applied to all allies.
S2Wild SwingCD 4

Attacks the enemy before increasing Defense of the caster for 2 turns and recovers Health. Damage dealt increases proportional to the caster's Defense, and amount recovered increases proportional to the caster's max Health.

Increase Defense
S3Sword of GraceCD 8

Adopts a counterattacking stance for 3 turns, and increases Speed of all allies except for the caster for 2 turns. After suffering an attack that targets all allies, decreases skill cooldown by 2 turns.

CounterattackIncrease Speed