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Kiris is a 3-star Earth Ranger built around stacking and prolonging damage-over-time. Her first skill fires a single poisoned arrow with a chance to inflict poison for 2 turns, while her Corrosive Volley hits all enemies and extends every active debuff's duration, ignoring Effect Resistance so it lands reliably. Her Preparation skill is the engine: it pushes her own Combat Readiness by 50% for an extra turn, guarantees the next poison and lets it stack up to three times, and upgrades Corrosive Volley to extend debuffs by 2 turns instead of 1. She deals almost no burst herself and instead grinds enemies down with layered poison ticks.

Counters

  • High-health bruisers and tanks — Her poison deals damage as a portion of the target's health, so the bigger the enemy's HP pool the harder her stacked poisons bite, chewing through durable frontliners that shrug off normal hits.
  • Enemies leaning on their own short debuffs or shaky resistance — Corrosive Volley extends every active debuff and ignores Effect Resistance, so foes who would normally dodge or shorten incoming ailments still eat the full duration, and any debuffs your team applied get prolonged too.
  • Slower opening turns — Preparation pushes her Combat Readiness by 50% for a quick follow-up turn, letting her land guaranteed, fully-stacked poison early and start the damage-over-time clock before the enemy can stabilize.

Countered by

  • Cleanse and healing supports — Her entire threat is the poison ticking over multiple turns, so any ally who wipes debuffs off the team or out-heals the chip damage erases her output before it matters.
  • Immunity and debuff-blocking effects — If a target gains immunity or a buff that blocks ailments, her poison simply never lands and she is left doing trivial direct damage.
  • Burst teams that race her — Damage-over-time needs several turns to pay off, so fast cleave or single-turn kill setups can end the fight before her stacks accumulate, and she has no defensive tools to survive the rush.
  • Low personal stats and long cooldowns — As a 3-star she has weak attack and survivability, and both her stack-enabler and her debuff-extender sit on 5-turn cooldowns, so a disrupted rotation or a missed early poison badly throttles her.

Skills

S1Venomous Arrow

Fires a poisoned arrow at the enemy, with a X chance to inflict --poison-- for 2 turns.

Bleed
S2Corrosive VolleyCD 5

Fires a corrosive volley to all enemies, extending any debuff duration by 1 turn.

Soulburn −20 soulsIgnores Effect Resistance.
S3PreparationCD 5

Strengthens the casters next attack, increases Combat Readiness by 50%. Venomous Arrow: Increases effect chance to 100%, and --poison-- effects can be stacked up to 3 times. Corrosive Volley: Extends debuff duration by 2 turns.