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21%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
28Games
Current season · Champion+

Righteous Thief Roozid is a blazing-fast 3-star Earth Thief whose value is tempo: his ultimate pushes the whole team's Combat Readiness toward another turn and immediately grants himself an extra turn, letting a fast team chain into action before the opponent can move. Both his single-target skills scale damage off his own Speed, with a chance to reduce the target's hit chance or shred its Attack. He has no passive and leans entirely on that soul-fueled, very-fast opening role rather than raw damage.

Counters

  • Slow teams that want to move first — With one of the fastest base speeds in the game, an extra-turn skill, and a team-wide Combat Readiness push, Roozid lets his side open the fight and act repeatedly before sluggish opponents ever get a turn.
  • Attackers who rely on landing hits — His basic attack can leave the target with reduced hit chance, so heavy single-target damage dealers and their follow-ups are prone to whiffing their attacks.
  • Single hard-hitting bruisers and carries — His second skill can cut a key enemy's Attack, blunting one big threat's damage, and his speed lead lets him front-load these debuffs onto the most dangerous target early.

Countered by

  • Cleanse and immunity — His pressure is built on the reduced hit chance and reduced Attack debuffs; a cleanser wipes them off and an immunity buff stops them from ever sticking, leaving only his weak single-target damage.
  • Buff removal and shortened buff duration — His upside is the team Combat Readiness push and the speed advantage it buys; enemies that dispel, steal, or shorten those buffs erase the tempo edge he exists to provide.
  • Anything that out-speeds or pushes him back — He brings almost no damage or sustain of his own, so a rival who moves first or knocks his Combat Readiness backward shuts down his whole open-the-fight game plan before it starts.
  • Sturdy targets that ignore his hits — Every attack is single-target and only chip damage, with no passive and a cooldown-gated kit, so a tanky front line simply soaks his strikes while he waits to recharge his big tempo skill.

Skills

S1Hemorrhage

Cuts the enemy with dual-wielded swords, with a X chance to --decrease Speed-- for 2 turns. Damage dealt increases proportional to the caster's Speed.

Decrease Dodge
S2Wind SlashCD 4

Attacks with a swordstorm, with a X chance to --decrease Attack-- for 2 turns. Damage dealt increases proportional to the caster's Speed.

Decrease Attack
S3Moonlight RoarCD 5

Increases Combat Readiness of all allies by X through the power of the moon. Grants an extra turn.

Soulburn −20 soulsGrants an extra turn.