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Requiemroar is a 3-star Dark Soul Weaver support-bruiser whose whole kit revolves around a single passive. Her basic claw can lower one enemy's Attack and her cooldown skill hits one target with magic and can drop its Defense for two turns, but her real value is Blood Feast: it gives the entire team lifesteal on every hit they land, and each time an enemy dies it heals all allies for 20% Health and bumps her own Combat Readiness by 10%. She does not hit multiple enemies on any skill, so she works as a sustain engine and Defense-breaker rather than a damage dealer.

Counters

  • Slow attrition and poke teams — Blood Feast turns every ally hit into healing and refunds 20% Health on each kill, so drawn-out fights that try to grind her side down stall out against the constant team-wide lifesteal.
  • High-Defense single targets — Dirge can strip a key enemy's Defense for two turns, softening a tanky bruiser or wall so her allies' follow-up hits land much harder.
  • Single hard-hitting attackers — Her claw can reduce one enemy's Attack, blunting a heavy nuker's damage for a turn while her team's lifesteal repairs what does get through.
  • Kill-snowball matchups — Each enemy death pushes her Combat Readiness by 10% and heals the whole team, so once allies start scoring kills she rolls back into action faster and the team's HP keeps topping up.

Countered by

  • Anti-heal / unhealable effects — Her entire sustain plan is lifesteal and on-death healing; an enemy that blocks healing shuts Blood Feast down and leaves her with no real offense to fall back on.
  • Cleanse and Immunity — Her only control is a chance-based Attack down and a Defense down on a long cooldown; teams that cleanse those debuffs or pre-empt them with Immunity remove the only pressure she applies.
  • Burst comps that kill before kills happen — Her healing and her own Combat Readiness push only trigger when an enemy dies, so a team that one-shots her allies first never lets the snowball start.
  • Long Dirge cooldown and single-target reach — Dirge sits on a four-turn cooldown and nothing in her kit hits more than one enemy, so against multiple threats she can only pressure one at a time and is easy to play around.

Skills

S1Insanity

Claws the enemy, with a X chance to --decrease Attack-- for 1 turn.

Decrease Attack
PBlood FeastCD 1

All allies absorb X of the damage they inflict as Health. Every time an enemy dies, all allies recover 20% Health and the caster's Combat Readiness increases by 10%. Effects upon enemy death can only be activated once per turn.

S3DirgeCD 4

Attacks with magic, with a X chance to --decrease Defense-- for 2 turns.

Decrease Defense
Soulburn −10 soulsIncreases damage dealt.