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Revna is a 3-star Dark Thief who fights one target at a time and snowballs the longer a fight runs. Her basic attack can poison the enemy, and a 4-turn cooldown skill hits relentlessly while marking the target. Her passive is the engine: when an enemy drops to 50% Health or less she has a chance to grant herself a damage-boosting attack buff, and every time an enemy dies she gains a "promotion" stack (up to 6), with each stack making her single-target hits deal damage based on the target's max Health. She also lowers an enemy's hit chance and gives herself an attack buff, so she ramps from a weak opener into a heavy single-target finisher as the battle progresses.

Counters

  • High-Health bruisers and tanks — Once she has promotion stacks, her single-target hits scale off the target's max Health, so beefy frontliners that normally shrug off attackers take a percentage of their huge HP pool per hit instead.
  • Drawn-out fights and attrition teams — Her passive only pays off over time: she needs an enemy at half Health for her self attack buff and needs kills to build promotion stacks, so slow grindy comps let her snowball into a finisher that ends the fight.
  • Dodge and evasion users — She lowers an enemy's hit chance, blunting evasion-reliant heroes who depend on dodging her and her allies' attacks.
  • Low-Defense, recovery-light targets — Her poison and the relentless marked-target strike chip steady damage that ignores armor, punishing squishy enemies without cleansing or sustain to wipe the effects off.

Countered by

  • Cleanse and immunity — Her pressure leans on poison and the target mark; an ally who cleanses those debuffs or shields the team with immunity erases her damage-over-time and lockdown before they matter.
  • Dispel and buff theft — Her ramp relies on her self-granted attack buff; stripping or stealing that buff, or cutting its duration, undoes the bonus she needs to turn promotion stacks into real damage.
  • Fast bursty teams that end fights early — She is a slow burner with no opening power and an average-speed kit. Comps that kill quickly never let her reach half-Health triggers or stack promotions, so she stays a weak single-target attacker.
  • Spread damage and protected backlines — She can only hit one enemy at a time and has no way to reach a hidden or guarded backline, so teams that keep the real threat protected force her to waste turns on the wrong target while her one cooldown skill is down.

Skills

S1Infiltration

Attacks the enemy with a sword, with a X chance to --poison-- for 1 turn. When granted promotion, damage dealt increases proportional to the target's max Health.

Bleed
PAmbition

At the start of the turn, when an enemy's Health is 50% or less, has a X chance to grant exploiting weak points to the caster. When an enemy dies, grants promotion to the caster. Promotion can stack up to 6 times.

Increase Attack
S3Strike TargetCD 4

Attacks the enemy relentlessly, with a X chance to inflict --target-- for 2 turns. When granted promotion, damage dealt increases proportional to the target's max Health.

Target
Soulburn −10 soulsIncreases damage dealt.