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Ian is a 3-star Ice Ranger built around buff-stripping and team support. His basic shot hits one enemy and has a chance to dispel a buff, while his explosive cube hits the whole enemy team, can strip a buff, and then has a 75% chance to apply a 2-turn miss-chance debuff that makes those enemies whiff their attacks. His support skill grants the whole team an Attack boost for 2 turns and immediately gives Ian an extra turn, letting him follow up right away. He has no passive, and both his cube and his support skill sit on a 5-turn cooldown.

Counters

  • Teams leaning on protective buffs — His shot and his all-enemy cube both have a chance to dispel a buff, peeling off shields, can't-die effects, untouchable states, and similar protections so they can't keep a fragile carry alive.
  • Buff-stacking and buff-reliant comps — Enemies that pile on attack, crit, or speed buffs before bursting lose that setup when his dispel lands, and the team Attack boost plus his self-granted extra turn let his own side hit first.
  • Hard-hitting attackers — His cube applies a 75% miss-chance debuff for 2 turns across the whole enemy team, so their next attacks frequently fail to connect, blunting damage dealers and openers.
  • Slower opening lineups — As a fast unit who buffs the team's Attack and immediately takes a bonus turn, he can set up his allies' burst before slower enemies get to act.

Countered by

  • Effect Immunity going up first — If foes enter the fight with immunity, his miss-chance debuff (and any reliance on landing effects) simply bounces off, gutting his disruption.
  • Cleansers and buff-duration cutters — Allied cleanse wipes his 2-turn miss-chance debuff, and effects that shorten debuff duration end it early, so his crowd control doesn't stick long enough to matter.
  • Enemy dispel and buff theft — His one real team contribution is the Attack buff; foes that strip or steal that buff erase his support value, and he has no way to re-protect it.
  • Cooldown gaps and no passive — Both his cube and his support sit on 5-turn cooldowns and he has no passive to fall back on, so between casts he is just a single-target shooter that can be raced or outlasted.

Skills

S1Enhanced Fire

Fires an enhanced pistol, with a X chance to dispel one buff from the enemy.

S2Combat SupportCD 5

Supports all allies using an enhancement cube, granting increased Attack for 2 turns. Grants an extra turn to the caster.

Increase Attack
S3High-Density Explosive CubeCD 5

Attacks all enemies with powerful explosives, with a X chance to dispel one buff, before a 75% chance to --decrease hit Chance-- for 2 turns.

Miss Chance Up
Soulburn −10 soulsIncreases damage dealt.