Leo, a earth stun spammer, is a 4★ Earth Ranger in Epic Seven. Leo's biggest weakness: 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. Below are the heroes and team archetypes that counter Leo in RTA, the matchups where Leo struggles most, and how to draft against Leo.
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.
How to beat Leo
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.
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.
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.
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.
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.
Leo counters — FAQ
Who counters Leo in Epic Seven?
Lady of the Scales, Perfumer Byblis, Ruele of Light and other hard counters counter Leo. 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.
What is Leo weak to?
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.
What does Leo counter?
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.