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43%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
21Games
Current season · Champion+

Taranor Royal Guard is a 3-star Ice Knight built as a durable, HP-scaling bruiser whose damage grows with his own max Health rather than Attack. His basic sword strike hits a single enemy with a chance to provoke them into mindlessly attacking him for one turn, and his passive reflects a portion of damage taken from critical hits back at the attacker, capped at his own max Health. His real signature is the 4-turn jump attack, which targets one enemy and strips away all of their buffs while dealing more damage the bulkier he is. Everything he does is single-target, so he is a focused disruptor and bully rather than a team-wide threat.

Counters

  • Buff-stacking and shielded enemies — His jump attack wipes every buff off the target before hitting, so heroes who lean on layered attack buffs, barriers, or stacked self-enhancements lose all of it in one strike and become far easier to kill.
  • Crit-reliant attackers — His passive reflects a slice of the damage he takes from any critical hit straight back at the attacker, so glass-cannon nukers who rely on landing big crits punish themselves every time they swing into him.
  • A single key threat he can lock down — His sword attack can provoke for a turn, forcing one enemy to throw a basic attack at him instead of acting freely, which shuts down that hero's setup, healing, or burst window.
  • Invincibility and immortality stallers — Because his big hit removes all buffs, defensive enemies who survive on invincibility, undying, or barrier buffs can have those protections torn off before the killing blow lands.

Countered by

  • Cleanse and buff-immunity teams — His core value is provoking and stripping buffs, but enemies who cleanse the provoke or run effect-immunity simply shrug it off, leaving him as a slow single-target attacker with little disruption.
  • Anti-heal pressure — He has no self-healing, so steady chip damage and burst that ignores his single-target provoke simply grind through his bulk.
  • His long cooldown — The all-buff dispel sits on a 4-turn cooldown, so once it is spent he has no way to peel protections off the enemy again for several turns, and patient teams can re-buff and play around the gap.
  • Wide AoE and multi-target teams — He can only meaningfully threaten one enemy at a time with no team-wide damage or control, so cleave compositions that pressure his whole team at once outpace his single-target answers.

Skills

S1Sword of the Kingdom

Attacks with a sword, with a X chance to --provoke-- for 1 turn. Damage dealt increases proportional to the caster's max Health.

Provoke
PShield Deflect

The caster reflects X of the damage suffered from a critical hit to the attacker. Reflected damage can't be higher than caster's max Health.

S3StrikeCD 4

Jumps towards the enemy and attacks them, dispelling all buffs. Damage dealt increases proportional to the caster's max Health.

Soulburn −10 soulsIncreases damage dealt.