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Sol is a 5-star Fire Warrior who fights one target at a time, built around a Fighting Spirit resource. His basic attack hits a single enemy with fire pillars, dealing extra damage when the target has no buffs, and once his Fighting Spirit reaches 100 it triggers Roman Cancel, extending his own buffs by a turn and granting him an immediate extra turn. His passive charges his resource and combat readiness when a foe uses a non-attack skill, and when his team is hit by an all-ally attack he counters that attacker with a repeated strike that silences for 2 turns and scales off the target's max Health. His ultimate is a single-target punch that dispels all of the target's buffs, scales off their max Health, and adds bonus attack-based damage that ignores Effect Resistance and lands even on a miss.

Counters

  • Buff-reliant and buff-stacking teams — His ultimate strips every buff off the target before it hits, and his basic attack deals more damage when the enemy has no buffs, so heroes that lean on layered buffs lose their protection and take extra punishment.
  • High-Health tanks and bruisers — Both his counter strike and his ultimate scale their damage with the target's max Health, so the bulkier the enemy the harder he hits, turning their durability against them.
  • Teams that open with all-ally attacks — When he is hit by an attack that targets the whole team, his passive counters the attacker with a repeated strike that silences for 2 turns, shutting that hero's skills down right after they commit.
  • Skill-dependent control and support heroes — He gains combat readiness and Fighting Spirit whenever an enemy uses a non-attack skill, and his silence locks key abilities; the resource he builds feeds Roman Cancel for buff extension and an extra turn to keep pressing.

Countered by

  • Cleanse — His main lockdown is the 2-turn silence from his counter; an ally that cleanses debuffs simply removes it, freeing the silenced hero to act again.
  • Immunity — A team shielded by immunity blocks the silence outright, and the silence is his only crowd control, so his disruption never lands.
  • Single-target ceiling — Every one of his skills hits just one enemy, so he cannot clear or pressure a whole team at once and is easily overwhelmed by wide, multi-target offense.
  • Cooldowns and conditional triggers — His buff-stripping punch sits on a long 5-turn cooldown, his counter passive can fire only once every 2 turns and never off counters or extra attacks, and his Roman Cancel snowball needs Fighting Spirit built up first; deny those conditions and his tempo stalls.
Who counters Sol? — full guide ›

Skills

S1Gunflame

Attacks an enemy with pillars of fire. When the target does not have a buff, increases damage dealt. After attacking, when the caster's Fighting Spirit is 100, activates Roman Cancel. Does not activate when counterattacking. Roman Cancel: Consumes all Fighting Spirit and extends buff durations of the caster by 1 turn before granting an extra turn.

PVolcanic ViperCD 2

When an enemy uses a non-attack skill, increases Combat Readiness of the caster by 20% and gains 20 Fighting Spirit. When suffering an attack that targets all allies, activates Volcanic Viper against the attacker. This effect is not activated by a counterattack, Dual Attack, or extra attack. Each effect can only be activated once every 2 turns. Volcanic Viper (gains 2 Soul): Launches the enemy into the air and attacks repeatedly, inflicting --silence-- for 2 turns. Damage dealt increases proportional to the target's max Health.

Silence
S3Tyrant Rave ver. BetaCD 5

Attacks the target with a strong punch, dispelling all buffs. Damage dealt increases proportional to the target's max Health. After attacking, deals additional damage proportional to the caster's Attack regardless of whether the attack hits.

Soulburn −10 soulsIgnores Effect Resistance.