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Silk is a 4-star Earth Ranger built around speed and tempo control. Her basic attacks decrease enemy Combat Readiness by 10% and scale their damage off her own Speed, so the faster she is the harder she hits while pushing enemies down the turn order. Her passive, Concentration, banks a Focus resource: at the start of each turn she gains a stack, and whenever she is attacked she spends one to cleanse a debuff off herself and gain 15% Combat Readiness. Once she holds two or more Focus, her single-target attack upgrades to Automatic Fire, which adds 20% defense penetration on top of the same Speed scaling and CR push. Her cooldown skill, Storm Arrow, hits all enemies with a chance to slow them for two turns while granting herself increased Speed for two turns.

Counters

  • Slow, turn-starved teams — Every basic attack shaves 10% Combat Readiness off the target, and as a fast unit she chips that away repeatedly, denying slower enemies their turns while her own Speed scaling makes those hits hurt more the faster she is built.
  • Tanky walls and defensive layers — At two or more Focus her Automatic Fire penetrates 20% of the target's Defense, letting her grind through high-Defense bruisers and damage-mitigating frontliners that would otherwise stonewall ordinary attackers.
  • Debuff-leaning bursters trying to lock her down — Concentration self-cleanses one debuff off her each time she is hit, so single debuffs meant to disable or pin her get peeled off, and she gains 15% Combat Readiness in the process, turning incoming aggression into extra tempo.
  • Snowballing speed comps and openers — Storm Arrow hits the whole enemy team with a chance to slow them for two turns while she gains increased Speed for two turns, swinging the speed race in her favor and disrupting teams that rely on striking first.

Countered by

  • Effect Immunity and pre-applied buff protection — Her main pressure is shaving Combat Readiness and slowing the enemy; if they enter combat with Immunity up, the Speed reduction from Storm Arrow simply fails to land and her disruption is neutralized.
  • Cleanse and turn-order denial — Allied cleanse wipes the slow she applies, and any enemy that out-paces her resets the picture — because her damage and CR push both ride on Speed, getting out-sped or having her debuffs removed strips most of her impact.
  • Buff steal and buff-duration reduction — Storm Arrow's only buff is the self-Speed boost she rides to win the tempo war; stealing it or cutting its duration takes away the very Speed advantage her whole kit is built around.
  • Heavy sustained pressure that outruns her Focus — Self-cleanse only fires when she is attacked and only clears one debuff per Focus spent, with the relief gated behind banking stacks; stacking multiple debuffs at once, or hitting her faster than she can rebuild Focus, overwhelms the cleanse and leaves her crippled.
Who counters Silk? — full guide ›

Skills

S1Single Shot

Shoots arrows at the enemy, decreasing their Combat Readiness by 10%. Damage dealt increases proportional to the caster's Speed.

Soulburn −20 soulsGrants an extra turn.
PConcentration

At the start of the turn, gains 1 Focus. When attacked, consumes 1 Focus, dispelling one debuff from the caster and increasing Combat Readiness by 15%. When the caster's Focus is 2 or more, uses Automatic Fire instead of Single Shot. Automatic Fire: Attacks the enemy with arrows, decreasing Combat Readiness by 10%. Damage dealt increases proportional to the caster's Speed, and penetrates the target's Defense by 20%. This attack receives effects that are applied to the basic skill.

S3Storm ArrowCD 5

Attacks all enemies with wind, with a X chance to --decrease Speed-- for 2 turns, and granting increased Speed to the caster for 2 turns.

Increase SpeedDecrease Dodge