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Purrgis is an Earth Warrior bruiser whose damage scales off his own max Health, so he wants to be built bulky and still hit hard. His basic Falling Strike singles out one enemy, with a chance to land a Decrease Hit Chance debuff and shove that target's turn back by knocking 20% off its Combat Readiness. His real engine is the passive Get Lost!: whenever he is attacked he can counterattack, and that counter slams the whole enemy team, reapplying the same debuffs and possibly stunning. His full skill, Final Blow, is an every-few-turns ground pound that hits all enemies with a 50% stun chance, climbing higher against targets already below 30% Health.

Counters

  • Aggressive openers who strike first — His basic knocks 20% off a target's Combat Readiness and his counter and full skill both threaten team-wide stuns, so the side that swings into him risks getting its turn order pushed back and its lineup locked down before it can follow up.
  • Teams that depend on landing hits — His basic and his counter both apply Decrease Hit Chance, so enemies leaning on key attacks can simply miss them while he answers back.
  • Squishy, low-Health lineups — His damage grows with his own max Health while his stuns and full skill punish enemies under 30% Health harder, so a fragile team gets ground down and crowd-controlled at the same time.
  • Attackers who keep hitting him — His passive can counter when struck, and each counter erupts into a full-team strike with debuffs and a stun chance, so the more an enemy pounds on him the more retaliation and lockdown they invite.

Countered by

  • Counter-denial effects — His whole threat hinges on the Get Lost! counterattack; anything that prevents him from counterattacking shuts off his team-wide retaliation and leaves only his slow, single-target basic and a long-cooldown full skill.
  • Cleansers — His Decrease Hit Chance, stuns, and Combat Readiness pressure can all be wiped away, undoing the control he just landed before it matters.
  • Immunity and effect resistance — If enemies are shielded from debuffs or simply resist them, his stuns, hit-chance reduction, and CR push-back fail to stick, reducing him to plain Health-scaling damage.
  • Burst before he can answer — He is slow and his only team-wide stun outside of a counter sits on a four-turn cooldown, so a fast team that erases him in one opening salvo never gives the counter or Final Blow a chance to fire.
Who counters Purrgis? — full guide ›

Skills

S1Falling Strike

Attacks the enemy with a great sword, with a X chance each to inflict --decreased Speed-- for 2 turns and decrease Combat Readiness by 20%. Damage dealt increases proportional to the caster's max Health.

Decrease Dodge
PGet Lost!

When attacked, has a X chance to counterattack. When counterattacking, activates Get Lost!. Get Lost! (gains 1 Soul): Attacks all enemies with a great sword. Inflicts the same debuffs as Falling Strike before a 15% chance to inflict --stun-- for 1 turn. Damage dealt increases proportional to the caster's max Health. This attack receives effects that are applied to the basic skill.

Decrease DodgeStun
S3Final BlowCD 4

Attacks all enemies with a powerful ground pound, and has a 50% chance to inflict --stun-- for 1 turn. When the target’s Health is 30% or less, increases effect chance by 20%. Damage dealt increases proportional to the caster's max Health.

Stun
Soulburn −10 soulsIncreases damage dealt.