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47%Win rate
0.2%Pick rate
0%Ban rate
0.2%Pick + ban
1,186Games
Current season · Champion+

Sez is an Ice Thief who finishes off wounded enemies and only grows stronger as their Health drops — every one of his attacks deals more damage the more HP the target has already lost. His first skill can mark an enemy unhealable for a turn, his ultimate Conviction lands a lethal blow that, on a kill, prevents the victim from being revived and splashes attack-based damage onto everyone else. His passive Die Hard caps the damage any single hit can do to him, and whenever an ally strikes a target at 30% Health or less it triggers Encroach, an area dark-energy burst that also pushes his own Combat Readiness by 30% so he can act again quickly.

Counters

  • Healing- and lifesteal-reliant teams — His first skill can stamp an enemy unhealable for a turn, and his lost-HP scaling means the lower a foe is dragged, the harder he hits — so comps that rely on out-healing damage get their recovery shut off right as he finishes the job.
  • Revive and survivability cheese — Conviction's kill applies extinction, blocking the target from being brought back. Enemies leaning on revivers or second-life tricks lose their safety net once Sez secures the kill.
  • Low-Health and chip-softened targets — Damage on every skill grows with the enemy's lost Health, and his passive Encroach auto-fires an AoE hit the moment an ally drops someone to 30% or less, turning a softened backline into clean follow-up kills.
  • Burst assassins and single-hit nukers — Die Hard caps the damage any one attack can deal to him as a share of his max Health, so opponents who depend on a single oversized hit to delete him struggle to land the kill.

Countered by

  • Cleanse and dispel — His unhealable mark is just a debuff — a cleanse on the affected ally or a dispel wipes it off, restoring full healing and undoing the one tool that pressures sustain teams.
  • Immunity buffs — An immunity barrier applied before he strikes simply blocks the unhealable debuff from landing, so a prepped enemy team neutralizes that part of his kit outright.
  • Buff steal and shortened buff duration — His attack self-buff and the Combat Readiness gain that fuel his tempo can be stolen or cut short, slowing the extra turns he depends on to chain into finishers.
  • Long cooldowns and conditional triggers — Conviction sits on a six-turn cooldown and Encroach only fires when an ally has already pushed a target to 30% or less; against full-Health, well-defended frontlines with no setup, Sez has little immediate burst and his single-target lethal hit must wait.
Who counters Sez? — full guide ›

Skills

S1Dark Shadow

Attacks the enemy with dark energy, with a 50% chance to make the enemy --unhealable-- for 1 turn. Damage dealt increases proportional to the amount of the enemy's lost Health.

Unhealable
PDie HardCD 3

When attacked, damage suffered in one attack does not exceed X of max Health. After an ally except for the caster attacks, when the target's Health is 30% or less, activates Encroach. Encroach: Attacks all enemies by releasing dark energy, and increases Combat Readiness of the caster by 30%. Damage dealt increases proportional to the target's lost Health.

S3ConvictionCD 6

Inflicts lethal damage on the enemy. When the enemy is defeated, inflicts extinction, and inflicts additional damage proportional to the caster's Attack on all enemies except for the target. Damage dealt increases proportional to the target's lost Health.

Soulburn −20 soulsIncreases damage dealt.

Meta web — the hero's place in the meta

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Matchups — from live RTA match data

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