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Yoonryoung is a 3-star Light Knight built as a support enabler rather than a damage carry. Her basic attack hits one enemy with a chance to lower its Defense, and on her own turn she chains into a follow-up strike that briefly blocks the target's Combat Readiness gain if she is buffed. Her passive triggers after the team lands four attacks, shielding all allies (with the barrier scaling off max Health) and pushing the whole team's turn order forward by 15% Combat Readiness. Her ultimate is a non-attacking team buff that grants immunity for 2 turns and shortens every existing ally debuff by one turn.

Counters

  • Lone burst threats and squishy back-line units — Her ultimate hands the whole team immunity for two turns and her passive lays a Health-scaling barrier on everyone, so a single big hit aimed at a fragile carry or support is absorbed or blunted rather than landing clean.
  • Debuff-stacking and crowd-control teams — Battle Cry's immunity wall stops incoming debuffs and stuns from sticking, and it also trims one turn off any debuffs that did get through, so enemies that win by locking you down or piling on ailments lose their grip.
  • Slow setup teams that need to act first — Her passive's 15% Combat Readiness push for the whole team plus the Defense-down she chips in lets her own side cycle turns faster and open the fight on the front foot against opponents relying on getting their rotation off first.
  • Tanky targets she helps the team chew through — Her first skill can strip a target's Defense and her extra Dazzling Slash blocks that enemy's Combat Readiness gain when she is buffed, denying it a quick turn while her allies pile on damage.

Countered by

  • Buff strippers and buff stealers — Almost her entire value is buffs she grants, the team immunity, the barrier, the attack boost, so an enemy that dispels or steals those buffs erases her contribution and leaves her allies exposed.
  • Debuff-duration cutters and cleansers on the enemy side — The Defense-down and Combat Readiness block she applies are short, one-turn effects, so opponents who cleanse or shorten debuffs shrug off the openings she creates before her team can capitalize.
  • Enemy immunity that pre-empts her control — Her Defense break and the Combat Readiness block from Dazzling Slash simply fail to apply against a target already shielded by immunity, removing the disruption half of her kit.
  • Heavy front-loaded pressure before her engine spins up — Her barrier and Combat Readiness push only fire after the team has attacked four times, and her extra strike needs her to be buffed first, so a fast aggressive opener can break the team before those payoffs ever come online.

Skills

S1Lunging Slash

Attacks the enemy, with a X chance to --decrease Defense-- for 1 turn. When used on the caster's turn, activate Dazzling Slash as an extra attack if the caster is buffed. Dazzling Slash: Swiftly attacks the enemy, inflicting --restrict-- for 1 turn.

Decrease DefenseCR Gain Block
PAssault Coordination

After attacking four times, grants a barrier to all allies for 2 turns and increases Combat Readiness by 15%. Barrier strength increases proportional to the target's max Health.

Barrier / Protect
S3Battle CryCD 5

Raises the morale of all allies, granting immunity for 2 turns and decreasing debuff durations by 1 turn.

Increase AttackImmunity
Soulburn −10 soulsExtends duration of buffs granted by this skill by 1 turn.