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Lorina is a 3-star Dark Warrior who fights as a single-target bruiser whose damage scales off the enemy's maximum Health, so she hits hardest against bulky, high-HP foes regardless of their defenses. Her basic Sharp Blow knocks one target airborne, while her cooldown skill Resolve leaps in for a heavy max-HP strike and immediately grants her an extra turn, letting her chain back-to-back hits. Her passive, Spiritual Armament, gives her a permanent 50% Effect Resistance and ramps her Attack each time she attacks (up to 5 stacks), so she grows stronger the longer she stays on the field. She brings no debuffs, healing, or team buffs—just focused single-target pressure and self-generated tempo.

Counters

  • Bulky, high-Health tanks and brawlers — Both her main hits deal damage proportional to the target's maximum Health, so the more Health a frontliner stacks, the more it gets punished—defense-heavy walls do not soften her blows.
  • Effect-reliant control units — Her passive grants a flat 50% Effect Resistance, so a large share of debuffs aimed at her—stuns, defense breaks, provokes—simply fail to stick, letting her keep swinging.
  • Drawn-out fights and attrition setups — Her Attack climbs every time she attacks, up to five stacks, so she ramps into heavy damage the longer an exchange runs rather than fading.

Countered by

  • Fast openers who strike first — Her base Speed is low, so quicker enemies act before her, can burst her down or seize control of the round before her ramp and extra-turn loop ever get going.
  • Squishy, low-Health damage dealers — Her whole damage profile keys off the target's max Health, so against thin glass-cannon backliners her hits land for far less than against a tank, and she has no way to bypass that.
  • Single attacks that cannot pressure a team — She is strictly single-target with no AoE, no debuffs, and no support, so she can be ignored or peeled away while the rest of her side is overwhelmed; killing or locking one enemy at a time is slow.
  • Burst before her ramp and cooldown come online — Resolve sits on a four-turn cooldown and her Attack stacks start from zero, so a team that bursts her early—before stacks build and while Resolve is down—denies most of her output.

Skills

S1Sharp Blow

Knocks the enemy into the air with a spear. Damage dealt increases proportional to the target's max Health.

PSpiritual Armament

Increases Effect Resistance by 50%. Increases Attack by X each time the caster attacks an enemy. Effect can only stack up to 5 times.

S3ResolveCD 4

After leaping into the air, attacks the enemy with a strike from above. Damage dealt increases proportional to the target's max Health.

Soulburn −20 soulsGrants an extra turn.