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33%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
6Games
Current season · Champion+

Leo is a 4-star Earth Ranger built around stun and Defense pressure. His basic slingshot attack hits one enemy with a chance to stun for a turn, while his Fox Hunt attack hits a single target with a chance to lower Defense for two turns and a 50% chance to follow up with the basic attack. His ultimate, Flying Racoo, fires on all enemies at once with a 50% chance to stun each for a turn. He has no passive skill, so everything he does comes off his three active attacks.

Counters

  • Squishy backline carries that fold once locked down — Between his single-target stun on the basic attack and the 50% stun on his all-enemy ultimate, Leo can shut a key threat out of its turn, and his repeated stuns deny fragile damage dealers the chance to act.
  • High-Defense tanks and bruisers — Fox Hunt has a chance to cut a target's Defense for two turns, softening durable frontliners so his own hits and his team's follow-up damage land harder.
  • Whole enemy teams during his ultimate window — Flying Racoo strikes every enemy with a 50% stun chance each, so he can break up a coordinated turn order and stall multiple foes at once instead of trading one-for-one.
  • Stacked, sequenced attackers needing clean turns — His ability to stun a target and chain Fox Hunt into a bonus basic attack lets him interrupt setups before the enemy gets its combo rolling.

Countered by

  • Teams running a cleanser — His value rides on landing stun and Defense down; an ally who strips those debuffs immediately undoes his lockdown and pressure, leaving his attacks as plain single hits.
  • Enemies under immunity — A buff that blocks incoming debuffs makes his stuns and Defense cuts whiff entirely, neutering his entire game plan since he brings no other utility.
  • Foes with high Effect Resistance — Every one of his stuns and his Defense down is a chance, not a guarantee, so resistant targets will frequently shrug them off and let him do little more than chip damage.
  • Long ultimate downtime — His only all-enemy stun sits on a five-turn cooldown and Fox Hunt on four, so once they are spent he is reduced to a single-target basic attack and can be raced down or burst before they come back.
Who counters Leo? — full guide ›

Skills

S1Sparrow Dive

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

Stun
S2Fox HuntCD 4

Attacks with a slingshot, with a X chance to --decrease Defense-- for 2 turns, and a 50% chance to use Sparrow Dive.

Decrease Defense
Soulburn −10 soulsSkill cooldown is decreased by 2 turns.
S3Flying RacooCD 5

Racoo attacks all enemies by firing bullets, with a 50% chance to inflict --stun-- for 1 turn.

Stun