Earth · Assassin · 5★ · 59% RTA win rate
Vildred, a speed-scaling aoe cleaver, is a 5★ Earth Assassin in Epic Seven. Vildred's biggest weakness: his punch leans on his self-granted attack and crit-damage buffs; an enemy that dispels or steals those buffs, or cuts their duration, deflates his damage before he can land a clean hit. Below are the heroes and team archetypes that counter Vildred in RTA, the matchups where Vildred struggles most, and how to draft against Vildred.
Heroes with the best head-to-head record into Vildred from current Champion+ RTA data.
Lady of the Scales, Lone Crescent Bellona, Setsuka and other hard counters counter Vildred. His punch leans on his self-granted attack and crit-damage buffs; an enemy that dispels or steals those buffs, or cuts their duration, deflates his damage before he can land a clean hit.
Buff strippers and dispels: His punch leans on his self-granted attack and crit-damage buffs; an enemy that dispels or steals those buffs, or cuts their duration, deflates his damage before he can land a clean hit. Healthy, sturdy enemy lines: His strongest move, the Dancing Blade follow-up, only arms once an enemy is at 50% Health or below, so high-bulk or well-sustained teams that never dip that low deny his passive entirely. Faster threats and turn-order control: His whole kit depends on out-speeding the enemy; anyone faster, or who pushes his turn back, gets the first move and can drop him before his Speed-scaling damage comes online. Burst that kills him on cooldown: His full-team Blade Ascent sits on a 5-turn cooldown and the passive on a 2-turn cooldown, so between casts he is a frail Assassin with no defensive tools and can be focused down in that window.
In current Champion+ RTA, Lone Crescent Bellona has one of the strongest records against Vildred (60% win rate over 2,888 games).
Wounded or low-Health enemy lines: His passive arms the moment any enemy drops to 50% Health or less, letting him follow an ally's hit with a full-team sword blast that mops up multiple weakened targets at once. Slower teams that let him act first: All of his damage scales with Speed and his passive grants himself 20% Combat Readiness, so against slower lineups he gets in early and snowballs extra turns before they can set up. Fragile, stacked-up enemy teams: Both Blade Ascent and Dancing Blade strike all enemies, so squishy lineups take damage across the whole board rather than just on one target. Fights where he can stack his own offense: He carries his own attack and crit-damage buffs, so once rolling he hits hard without needing an outside buffer to enable his bursts.