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Countess Build Guide

Countess Build Guide

This is a community-driven one-for-all Countess build guide. You are welcome to update it if you see any aspect of her gameplay is missed. All updates are moderated.

Last updated on Mar-28: Small updates to Abilities guide.

Table of Contents

  1. TL;DR
  2. Overview
    1. Strengths
    2. Weaknesses
  3. Abilities Analysis
  4. Deck Considerations
  5. Build #1
  6. Build #2 (Glass Cannon)
  7. Build #3 (Health + Pen)
  8. Build #4 (Necroveil)
  9. Gameplay
    1. Early Game
    2. Late Game
    3. Tips and Tricks
  10. Heroes Synergy

TL;DR on Countess

The Countess is a burst caster whose greatest strength or misdirection and unpredictability. Utilizing her abilities Countess completely single out and assassinate a key target and vanish into the darkness.

Focus on buying cards increase your physical damage and mana

Dark Tide will send out a rolling clouds that deals damage to all enemies in the area of effect. This is your main source of damage and it's great for poking enemies and pushing lanes.

Blade Siphon will cause Countess too quickly spin her blades around her dealing damage. It also comes with a passive component that will regenerate percent of our max health every time she kills an enemy unit. This effect is amplified when slaying an enemy hero.

Shadow Slip will allow you to teleport to a target enemy slowing it. It will also leave behind an afterimage of the Countess. If you reactivate the ability you will return to that image. This tool will allow you to quickly get in and out of fights.

And finally your ultimate is Feast. The Countess will leap to a target enemy briefly stunning them and dealing a massive burst of damage.

When playing Countess look for opportunities to assassinate key targets. Once your team engages the enemy you Shadow Slip to enemy damage dealers and quickly burst them down. Feast will do a massive burst of damage but can also be used to interrupt enemy abilities.

Countess Lore

  • Countess is seeking more from Sevarog.
  • Remembers every meal she have ever had; taste, smell, and texture.
  • None have ever traveled to her lands, yet none doubt her claim to nobility.
  • Seeks that which is greater than herself, and believes she has found it.

Countess Overview

Countess's Strengths

  1. Burst damage
  2. Good solo laning potential

Countess's Weaknesses

  1. Weak early game
  2. High risk Hero (remember CC)
  3. Squishy
  4. Mana hungry (!)

Countess's Abilities Analysis

- Slice (Basic Attack)

Countess Slice Guide

Melee basic attack dealing dealing Basic Damage.

  • Base damage is 52 and increases by 1.6 each Hero level up to 74.4 at level 15.
  • Attack speed remains flat with Hero level.
  • Ability Card scaling factor is 50%

- Blade Siphon (Alternate Ability)

Countess Blade Siphon Guide

Countess quickly spins her blades around her, causing Ability Damage in a circle around her.
Passive: Countess regains a percent of her max health every time she kills an enemy, and bonus health for a Hero kill.

  • Base damage is 60 and increases by 50 each ability level up to 210 at level 4.
  • HP percent regained for a Minion kill starts at 2% and increases by 1 each ability level up to 5% at level 4.
  • HP percent regained for a Hero kill starts at 10% and increases by 5 each ability level up to 25% at level 4.
  • Ability Card scaling factor is 75%

Enemy means Heroes, Lane Minions, and Jungle minions. Towers won't give you any HP though.

This ability is pretty much useless during the beginning of the game. Countess simply does not have much of a health pool and percent is too low. However mid-late game it shies.

- Shadow Slip (Primary Ability)

Countess Shadow Slip Guide

Countess targets a nearby enemy and blinks to it, dealing Ability Damage and applying a slow for 1 second. If the target is a minion, it is executed. Reactivate within 4 seconds to return to the original position.

Note: Countess can be stunned prior to returning back and therefore can suddenly become very vulnerable.

Choose your positioning appropriately so that your Shadow Slip is not interrupted in the middle of the action.

  • Base damage is 40 and increases by 20 each ability level up to 100 at level 4.
  • Slow effect starts with 400 and increases by 50 each Hero level up to 550 at level 4.
  • Slow effect duration reactivation timer are not impacted by ability level and remain constant 1 and 4 seconds respectively.
  • Ability Card scaling factor is 50%
  • Note: Cooldown of Shadow Slip remains 10 seconds no matter what level of the ability you have.

When you activate the ability Countess switches to the targeting mode which is visible to your opponents so they will know what's going to happen. See how it looks like in the picture on the right.

When Shadow Slip is activated an afterimage of the Countess remains on the place you have blinked from. It is visible for your enemy and may be used for their advantage if you decide to reactivate an ability and blink back. Keep that in mind.

Shadow Slip does not execute Jungle minions.

In the Jungle Shadow Slip has no use. It not only useless for camp minions execution, but it will also trigger them to refresh (they will run to their positions while regenerating HP). This happens because Countess disappears for a second and minions loose their target. For the same reason this ability can drop Tower's aggro as well if you have allied minions in range.

Shadow Slip drops Tower aggro

When using Shadow Slip try initiating that from a position that is not easily accessible for your enemy. E.g. from a ledge. It will make it safer to blink back.

In rare cases Shadow slip can be used to dodge damage dealing abilities that require targeting and channeling before dealing damage. E.g. you can easily deny Gadget's Sticky Mine or if you manage to find that perfect timing even ignore Lt. Belica's Neural Disruptor. See how it be completely denied in the video below:

- Dark Tide (Secondary Ability)

Countess Dark Tide Guide

Countess sends out a roiling cloud of darkness in front of her, dealing Ability Damage to all enemies in the area of effect.

  • Base damage is 80 and increases by 80 each ability level up to 260 at level 4.
  • Ability Card scaling factor is 93.75%

Similarly to Shadow Slip this ability requires targeting and confirmation for being activated. Once you press the ability button Countess gets into targeting mode which is clearly visible for everyone. See how it looks like in the picture on the right. Targeting mode does not impact your movement speed and since it can be cancelled at any time it can be used to fake an attack and force opponents to re-position.

It can be difficult to land Dark Tide to a target rotating closely around you (melee fighter). Move away or use your Shadow Slip to make some gap and aim perfectly.

As Countess's main damage dealing ability it does significant amount of Ability Damage and scales really well. It is also a great tool for wave clear making and combined with her Blade Siphon it can restore HP really well (for the cost of Mana of course).

Note that it has a limit of height. So Dekker may simply use Rocket Boots and jump over the Dark Tide.

- Feast (Ultimate Ability)

Countess Feast Guide

Countess jumps to a nearby enemy Hero, forcing them to look at her and stunning them for 0.75 seconds before dealing a massive burst of Ability Damage. Countess is locked down for the duration of the attack.

  • Base damage is 220 and increases by 110 each ability level up to 440 at level 3.
  • Stun duration remains constant and does not depend on the ability level.
  • Ability Card scaling factor is 150%

Once ability is activated Countess gets into targeting mode and when the target is locked it is executed by using Basic Attack Button.

​Not taking visual effects into an account this Ultimate is close to Khaimera's Cull with all that same pros and cons. Countess can do an insane amount of damage and interrupt abilities by her Feast but similarly to Cull she can be stunned prior to dealing damage with a pretty obvious inevitable outcome. However not all abilities are interrupted by Feast. See some examples:

Note as well that Feast allows some short distance to your target for activation. So in case there is an obstacle between you and the target like Dekker's Containment Fence your ultimate will be interrupted and will go to a full cooldown. See how it works:

Countess's Deck Considerations

  • Countess is squishy.
  • As far as her sustain is concerned she has to rely on her passive from Blade Siphon.
  • Countess is mana hungry. So you either adapt your play-style or add some mana.

Core Cards for Countess

Strike Token Pretty standard starter pick to mitigate poor basic attack damage and make last-kitting easier during early laning phase.

Voidsteel Dagger Both stats that Countess needs.

Brawler's Ward Guardian's Ward Take any of these wards. Good not only for map awareness but it also gives you damage and sustain or mana.

Scourging Tails Gives you that precious pierce when it is needed to land a combo.

Necroveil Gives you precious time to get out after a successful kill.

Countess Build #1


Starter Hand

Eldermage Amulet

Final hand

Eldermage AmuletStrike Strike Greater Health

Voidsteel DaggerMajor Strike Major Strike Dire Pierce

Voidsteel DaggerMinor Pierce Major Strike Dire Pierce

Tempered PlateLesser Health Guard Guard

Scourging TailsMajor Strike Major Strike Major Strike

Tuned BarrierLesser Health Barrier Barrier

Countess Build #2 (Glass Cannon)

All-in into damage Ultimate is huge but Mana pool and HP are very small.


Starter Hand

Health Potion Mana Potion Strike Token

Build Order

+ Strike Token

+ Strike Token

+ Strike Token

Strike Token

+ Adamant EdgeMinor Strike Minor Strike Lesser Health

Strike Token

Strike Token

Strike Token

+ Brawler's WardStrike Strike Major Strike

+ Fountain Spike

Mana Potion

+ Blink Charm

   Fountain SpikeStrike Strike Major Strike

+ Shadow ScrollMajor Cast Major Cast Dire Shock


Final hand

Adamant EdgeMajor Strike Major Strike Health

Blink Charm

Shadow ScrollMajor Cast Major Cast Dire Shock

Brawler's WardStrike Strike Major Strike

Fountain SpikeStrike Strike Major Strike

Adamant EdgeMajor Strike Major Strike Major Strike

Countess Build #3 (Health + Pen)

This build provides more sustained Countess with bigger Mana pool and Penetration than the build above.

Starter Hand

Health Potion Mana Potion Health Token

Final hand

Blink Charm

Shadow ScrollMajor Cast Dire Shock Dire Shock

Brawler's WardMana Mana Advanced Mana

Eldermage AmuletMajor Strike Major Strike Major Strike

Eldermage AmuletMajor Strike Major Strike Major Strike

Shadow ScrollMinor Cast Minor Cast Minor Cast

Countess Build #4 (Nevroveil)

The key idea of this build is Necroveil. Every time you kill en enemy you will have additional time to escape while in the shadow plane.

Starter Hand

Health Potion Strike Token Strike Token

Final hand

Shadow ScrollMajor Cast Major Cast Major Cast

Shadow ScrollMajor Cast Major Cast Sinister Shock

NecroveilMinor Cast Cast Minor Shock

Guardian's WardMinor Strike Minor Strike Lesser Health

Fountain SpikeStrike Strike Mana

Adamant EdgeMajor Strike Greater Health Minor Cast

Gameplay with Countess

Early Game

Remember Countess is very weak early game. She starts to shine when her health pool, Blade Siphon and Dark Tide receive upgrades. So the main goal while playing Countess early game is to get fed during very cautious laning. Last-hitting will not be that easy for her due to a couple of things:

  1. Basic attack deal very small damage during early game.
  2. Countess has a significant delay between pressing a basic attack button and landing a hit.

Do not prioritize Blade Siphon at this point. It won't return you much HP. Better to go for Dark Tide and mana to help you with wave clear. Again, the better you start the easier it will be to win a game. If you are denied with your early game laning - call for help immediately. If you fall behind early on it will not be easy to catch up.

Late Game

225%. Remember that scaling factor on your Feast? It means two things:

  1. You have an extremely deadly weapon. It worth investing into Damage cards a lot. But...
  2. But it is very dependent on Armor/Penetration. So you'd rather invest into Pen enough points as well otherwise your big damage value will be decreased drastically.

Always monitor what level of armor your opponents have. Based on this live some room for more penetration cards. If you have a teammate with Shred cards (like Satori Cloak) make sure you focus the same target.

Keep in mind that your ultimate is a short range weapon so most often you will need to do a combo with Shadow Slip followed up with Feast but watch out for CC. Shadow Slip is pretty easily recognizable via audio effects and some Dekker can be ready with her Stasis Bomb to disable you in the most awkward and uncomfortable position. The ideal assassination will be like this

  1. Wait for a fight to start and identify a target that has already received damage. Look for used CC abilities as well for the reason mentioned above.
  2. Shadow Slip to the target. Again the most ideal case will be to do that from a ledge or any other obstacle. This way you will be able to blink back to your afterimage in a safe position and not find yourself in the middle of a fight with no means for escape
  3. Execute with Feast.
  4. Optionally if you feel safe do your Blade Siphon.
  5. Blink back and be ready with your Dark Tide.

A n important note about Shadow Slip, Feast and Dark Tide abilities activation: when you hit a corresponding ability button Countess switches to targeting mode which has a specific visual indication. This indication is unique for each ability and clearly shows your opponents what you are going to do next. It is important to remember because if an enemy sees:

  • you are getting ready to blink in with Shadow Slip they might get their CC tools ready to welcome you, or
  • you are about to land Dark Tide onto a lane of minions with a Hero inside then they are given time to react and walk away avoiding damage.

So try to minimize that targeting time as much as possible.

Tips and Tricks with Countess

  • Shadow Slip can be used to escape but only if you have a minion to blink to. It can be a jungle minion as well but be aware they also do damage :)
  • Shadow Slip can also be used for a good juke. Once activated any enemy chasing you will have to decide whether they keep chasing you or they stay at your afterimage. 

Heroes Synergy

Countess and Murdock

Long arm of the Feast

It is pretty much common for Murdock to combo his ultimate Long Arm of the Law with anything that provides stun or a huge slow. Countess can do that very effectively applying both slow with Shadow Slip and stun with Feast giving our Space Cop enough time to aim and pull the trigger. Total damage output of this combo can be insane.

Countess and Riktor

On the hook

In order to deal damage Countess needs to dive in to the enemy team which is a risk most of the times. Riktor has a lost of utility in enemy isolation with his Riplash followed by Shock Therapy. And this makes an enemy Hero perfectly prepared for a burst damage Countess can provide. What is also important she will be in a safer position while bringing an opponent down. Riktor's Skewer can also give Countess that precious moments to do whatever she wants while key opponents with CC abilities are disabled by his ultimate.

VtecPanda's picture

Hello, new to posting but here goes.  I played Countess last night for a few games and had a thought if she could go more as a support style character, the above is correct that she is weak early game and mana hungry.  While playing her I found that I was wanting some more mana and like a 25% CD on her. I play to try a dam/cd deck tonight with some mana and play more to aiding others then trying to solo/gank. It's still early so there will be plenty to discover through trial and error, just wondering everyone's thoughts on a dam/cd and support style play than say a fighter/assassin. Thanks all.

George's picture

@VtecPanda, hi there. For experiments I'm welcoming you to our discord server (link is on top of this page). Join our coming divisions about possible decks and play-styles for Countess

VtecPanda's picture

@George, thanks I'll check it out. 

VtecPanda's picture

I downloaded the app, how do I find the discussions on Paragon.

George's picture

@VtecPanda, well if you have clicked the link above and joined the Discord server you can see those discussions in #general char already or feel free to start your own like you did here with your comment. WingzeroCustom is the guy who shares and discuss different builds every day keeping others involved as well.

VtecPanda's picture


Lucifer is good's picture

What are your thoughts on building armor on her? Or is HP always a better choice due to blade siphon? (pretty new to this game, is it fair to assume actives cannot crit making crit% fairly useless?)

George's picture

@Lucifer is good, you get it right. Her main idea is to strike and get back while armor is mostly needed to sustain long fights. And it is correct, abilities can't crit.

Athanon's picture

@George would you say it is useful to run Charging Brute and Necroveil for added escape potential? Haven't tested but it seems to work well by description alone.

Anonymous's picture

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