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Roozid is a 3-star Earth Thief built around speed: both of his attacks are single-target and deal more damage the faster he is, so he wants a high-speed build to hit hard. His first skill cuts one enemy with a chance to lower their accuracy, and his second strike has a chance to cut an enemy's Attack on a 4-turn cooldown. His real value is utility — his third skill, a non-attacking move on a 5-turn cooldown, pushes the Combat Readiness of his entire team to grant allies faster turns, and he carries a self speed buff to keep his own attacks turn-efficient.

Counters

  • Fast, fragile damage dealers — His attacks scale with his own Speed, so on a high-speed build he can move first and pressure squishy carries before they get a turn.
  • Heavy hitters who rely on raw Attack — Wind Slash can land a chance to lower an enemy's Attack, blunting the damage of an opposing bruiser or carry for two turns.
  • Accuracy-dependent attackers — Hemorrhage has a chance to drop a target's hit chance, making the enemy's own strikes more likely to miss.
  • Slow teams that want to be out-paced — His allied Combat Readiness push gives his whole team an extra burst of turn speed, helping it win the tempo race against slower lineups.

Countered by

  • Debuff cleansers and immunity — His pressure leans on chance-based accuracy-down and Attack-down debuffs; an enemy that cleanses them, blocks them with immunity, or shortens their duration neutralizes most of what he applies.
  • Buff stripping and dispels — His own speed buff and the tempo edge it gives can be removed by dispel or buff steal, cutting into his speed-based damage and turn order.
  • Tanky single targets — Every attack he has hits only one enemy with no area damage, so durable frontliners can stall him and he cannot pivot to threaten a backline.
  • Long cooldowns and stat-checks — His Attack-down and his team Combat Readiness push sit on 4- and 5-turn cooldowns, and as a 3-star with modest base stats he is easily overpowered once those utilities are unavailable.

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
S3Divine ResponseCD 5

Corrects stance, increasing Combat Readiness of all allies by X.

Soulburn −20 soulsGrants an extra turn.