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Sven is a 3-star Dark Thief built around fighting from low Health. His basic attack, Wicked Strike, hits a single target with dual swords, and once he drops to 50% Health or below it adds an extra Repelling Blow whose damage grows the more Health he has lost. His passive, Potential, saves him from a killing blow once every several turns by granting one turn of Immortality (Cannot Die) plus a two-turn Attack boost, letting him survive and hit back harder. His other attacking skill spends 15% of his current Health to strike for heavy single-target damage that also scales up the lower his Health gets, so the whole kit rewards living dangerously near death.

Counters

  • Slow, attrition-style bruisers that chip rather than burst — His lost-Health scaling means every hit he survives makes his own attacks hit harder, and Potential turns one lethal blow into a free turn of survival plus an Attack boost, so opponents who grind him down low actually feed his damage.
  • Single big-hit threats that count on one clean kill — Potential grants Immortality (Cannot Die) the moment he takes lethal damage, so a foe banking on deleting him in one strike instead leaves him alive at low Health and primed for his strongest, lost-HP-scaled counterattack.
  • Targets he can isolate and finish — Wicked Strike and his cooldown skill are focused single-target attacks, and with his Attack-up buff active and low Health fueling his scaling, he can pour concentrated burst into one priority enemy.

Countered by

  • Buff strippers that remove enemy buffs — His survivability and damage hinge on the Immortality and Attack buffs from Potential; an enemy that dispels those buffs erases his Cannot-Die safety net and his damage boost in one move.
  • Buff stealers — Stealing his Attack-up or Immortality not only strips his cushion but hands the benefit to the enemy, leaving him exposed right when he is meant to be tankiest.
  • Buff-duration shorteners — His Immortality lasts only one turn and his Attack boost two; cutting those durations short can drop the Cannot-Die window before he can capitalize, letting follow-up damage finish him.
  • Fast burst before he is low, or after his passive is on cooldown — Potential only triggers once every several turns and his big attack sits on a four-turn cooldown, so a team that kills him while the passive is unavailable, or that bursts him from high Health before his lost-Health scaling ramps up, beats him outright.

Skills

S1Wicked Strike

Attacks with dual-wielded swords, and when the caster's Health is 50% of less, activates Repelling Blow as an extra attack. Repelling Blow can only be activated once per turn of the caster. Repelling Blow (Acquire 1 Soul): Attacks the enemy repeatedly with dual-wielded swords. Damage dealt increases proportional to the caster's lost Health.

Soulburn −10 soulsBurn Effect: Increases damage dealt
PPotentialCD 8

Grants immortality for 1 turn and increases Attack for 2 turn when the caster receives lethal damage. Can only be activated once every X turns.

ImmortalityIncrease Attack
S3CD 4

Attacks all enemies and inflicts huge damage, using 15% of the caster's current Health. Damage dealt increases proportional to the caster's lost Health.