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Romann is a 4-star Ice Mage built entirely around manipulating turn order. His basic skill pushes a single enemy's turn gauge backward while filling his own, his second skill hits the whole enemy team with up to four separate chances to knock their turn meters down, and his third skill strips every buff off all enemies, blocks them from gaining turn meter for 2 turns, and shoves his own gauge forward 50%. He has no passive, so everything he does comes from these three active skills on cooldown.

Counters

  • Turn-one openers and fast carries — His team-wide turn-meter reduction and the 2-turn block on enemy turn-gain on Event Horizon deny fast attackers their first move, dragging them out of the opening rotation they depend on to strike first.
  • Buff-stacking and buff-reliant teams — Event Horizon dispels all buffs from the entire enemy team before it lands, erasing attack buffs, defense buffs, and stacked enhancements that a buff-dependent carry needs to function.
  • Shielded and damage-soaking frontlines — His full-team dispel rips away protective buffs, and because Event Horizon strikes everyone, defensive enchantments meant to absorb the hit get peeled off before the damage applies.
  • Tempo-greedy comps — Between single-target gauge reduction, four chances of team-wide reduction, and self gauge-gain, he repeatedly steals turns so the enemy gets fewer actions while he loops back faster.

Countered by

  • Effect Resistance and the immunity buff — His turn-meter reduction and the Restrict turn-gain block can be resisted or bounced off an immunity buff, neutering the control half of his kit.
  • Cleanse support — An ally who scrubs debuffs can wipe the turn-gain block and bleed right after he applies them, undoing the lockout he just set up.
  • His own cooldowns and lack of a passive — The team-wide push is on a 3-turn cooldown and the dispel-plus-block is on 5 turns; with no passive to fall back on, between casts he leans on a single-target basic that does little to a full team.
  • Burst that races his control — He brings no shields, heals, or survivability, so a faster nuke that lands before his lockout resolves can simply kill through him or his backline before the CR denial matters.
Who counters Romann? — full guide ›

Skills

S1Gravity Arrow

Shoots gravity arrows at the enemy, decreasing Combat Readiness by X, and increasing Combat Readiness of the caster by X.

S2GravitationCD 3

Attacks all enemies with a magic circle, with a 50% chance each to decrease Combat Readiness by X four times.

Soulburn −10 soulsSkill cooldown is decreased by 2 turns.
S3Event HorizonCD 5

Shoots a powerful gravity sphere to attack all enemies, dispelling all buffs before inflicting --restrict-- for 2 turns. Increases Combat Readiness of the caster by 50%.

CR Gain Block