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Taranor Guard is a 3-star Ice Warrior built around tempo support rather than raw damage. His basic spear attack launches a single enemy and has a chance to lower that target's Defense for one turn, and his ultimate (on a 5-turn cooldown) pierces a single enemy's weak point and strips its Combat Readiness, pushing it back in the turn order. His passive raises the team's Dual Attack chance, gives an Attack buff, and every time a Dual Attack triggers it pushes all allies' Combat Readiness forward by 25%, letting his team take extra turns. He is slow and entirely single-target, so he works as an enabler who speeds up allies and disrupts one priority enemy.

Counters

  • Enemies that depend on going first — His ultimate knocks a single target's turn gauge backward, and his passive feeds his own team extra turns through Dual Attacks, so he can rob a fast threat of its opening move and let allies act before it recovers.
  • High-defense targets his allies need to crack — His basic attack has a chance to drop one enemy's Defense for a turn while the team's Attack buff is active, opening a window for his damage dealers to punch through a bulky front-liner.
  • Slow, turn-starved enemy lineups — The 25% Combat Readiness push on every Dual Attack, combined with the higher Dual Attack rate from his passive, lets his side out-cycle teams that rely on grinding through turns at a normal pace.

Countered by

  • Teams that cleanse or block debuffs — His only real disruption is a chance-based one-turn Defense drop and a Combat Readiness strip; a cleanse, immunity buff, or anything that shortens debuff duration wipes out his pressure and leaves him doing little.
  • Buff stealers and dispellers — The Attack buff he grants his team can be ripped away or removed, neutralizing the offensive boost that is his main contribution.
  • Burst threats that race his cooldown — His turn-gauge strip sits on a five-turn cooldown and hits only one enemy, so a second fast attacker or an unaffected ally can punish him while his disruption is unavailable.
  • Tanky single targets he can't pressure alone — Everything he does is single-target with low personal damage, so he cannot threaten multiple enemies or finish a sturdy foe by himself and leans entirely on his carry to convert the openings he creates.

Skills

S1Spear Art

Knocks the enemy into the air with a spear, with a X chance to --decrease Defense-- for 1 turn.

Decrease Defense
PDiscipline

Increases the chance of Dual Attack by X. Combat Readiness of all allies increases by 25% when a Dual Attack is triggered.

Increase Attack
S3PierceCD 5

Pierces the enemy's weak point with a spear, decreasing Combat Readiness by X.

Soulburn −10 soulsSkill cooldown is decreased by 2 turns.