Stark, a on-ally-hit fighting-spirit warrior, is a 5★ Fire Warrior in Epic Seven. Stark's biggest weakness: his main lockdown is the one-turn Provoke from his basic strike; if the enemy team strips that debuff off or shields the target with immunity beforehand, his crowd control simply falls off and he loses his control role. Below are the heroes and team archetypes that counter Stark in RTA, the matchups where Stark struggles most, and how to draft against Stark.
Cleansers and immunity grantors — His main lockdown is the one-turn Provoke from his basic strike; if the enemy team strips that debuff off or shields the target with immunity beforehand, his crowd control simply falls off and he loses his control role.
Patient teams that refuse to attack his allies — His best output comes from the auto-counter, which only fires after his allies get hit enough to fill Fighting Spirit; opponents who ignore his teammates or burst him directly starve that engine.
Burst that ends fights before he ramps — His finisher only reaches full power after three uses and sits on a five-turn cooldown, and he is slow off the start line, so fast nukers can close out before his stacking damage and counter loop ever get rolling.
How to beat Stark
His main lockdown is the one-turn Provoke from his basic strike; if the enemy team strips that debuff off or shields the target with immunity beforehand, his crowd control simply falls off and he loses his control role.
His best output comes from the auto-counter, which only fires after his allies get hit enough to fill Fighting Spirit; opponents who ignore his teammates or burst him directly starve that engine.
His finisher only reaches full power after three uses and sits on a five-turn cooldown, and he is slow off the start line, so fast nukers can close out before his stacking damage and counter loop ever get rolling.
Single big-hitting carries you want pinned down — His basic attack forces a Provoke for one turn, dragging the enemy into auto-attacking the wrong target instead of unleashing its big skill, and his retaliation chain delivers hard crowd control to whoever just hit his team.
High-defense walls and tanky frontliners — His attacks ignore part of enemy defense and his damage is tied to his own max Health rather than attack, so he keeps chunking durable, armored targets that shrug off normal damage dealers.
Aggressive teams that swing first — His passive turns every hit his allies take into banked Fighting Spirit; once it fills he automatically counterattacks the aggressor with consecutive strikes, then pushes his own turn forward and refreshes his finisher, punishing opponents for opening on his side.
Stark counters — FAQ
Who counters Stark in Epic Seven?
Perfumer Byblis, Harsetti, Lone Crescent Bellona and other hard counters counter Stark. His main lockdown is the one-turn Provoke from his basic strike; if the enemy team strips that debuff off or shields the target with immunity beforehand, his crowd control simply falls off and he loses his control role.
What is Stark weak to?
Cleansers and immunity grantors: His main lockdown is the one-turn Provoke from his basic strike; if the enemy team strips that debuff off or shields the target with immunity beforehand, his crowd control simply falls off and he loses his control role. Patient teams that refuse to attack his allies: His best output comes from the auto-counter, which only fires after his allies get hit enough to fill Fighting Spirit; opponents who ignore his teammates or burst him directly starve that engine. Burst that ends fights before he ramps: His finisher only reaches full power after three uses and sits on a five-turn cooldown, and he is slow off the start line, so fast nukers can close out before his stacking damage and counter loop ever get rolling.
What does Stark counter?
Single big-hitting carries you want pinned down: His basic attack forces a Provoke for one turn, dragging the enemy into auto-attacking the wrong target instead of unleashing its big skill, and his retaliation chain delivers hard crowd control to whoever just hit his team. High-defense walls and tanky frontliners: His attacks ignore part of enemy defense and his damage is tied to his own max Health rather than attack, so he keeps chunking durable, armored targets that shrug off normal damage dealers. Aggressive teams that swing first: His passive turns every hit his allies take into banked Fighting Spirit; once it fills he automatically counterattacks the aggressor with consecutive strikes, then pushes his own turn forward and refreshes his finisher, punishing opponents for opening on his side.