Countess Build Guide

Table of Contents

  1. TL;DR
  2. Overview
    1. Strengths
    2. Weaknesses
  3. Abilities Analysis
  4. Deck Considerations
  5. Deck Build #1
  6. Gameplay
    1. Early Game
    2. Late Game
    3. Tips and Tricks
  7. 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.

Lore of Countess

  • 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

Countess Slice Guide

Melee basic attack dealing dealing Basic Damage.

    Blade Siphon

    Countess Blade Siphon Guide

    Alternate Ability. 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.

      Blade Siphon is an instant ability with AoE damage. It has two main purposes

      1. Keep Countess alive when she performs well and secures kills
      2. Be a part of her burst combo while executing her prey.

      HP regain works exactly the same way as the Lifesteal effect. It works on enemy Heroes, Lane Minions, and minions in the Jungle. Towers won't give you any HP and neither does the OP guardian.

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

      Using the ability. Early on it can be used as a means of wave clear. However Dark Tide is more effective for this. The most common way to use it is in your burst combo right after you do Shadow Slip and right before Dark Tide or Feast.

      Shadow Slip

      Countess Shadow Slip Guide

      Primary Ability. Countess targets a nearby enemy and blinks to it, dealing Ability Damage and applying a slow for a short period of time. If the target is a minion, it is executed. Reactivate within the ability duration to return to the original position.

        Shadow Slip is a lock-on cast ability with a return-back mechanics. It required both position mastery and execution mastery. Countess enters targeting mode upon activation and seeks to lock-on her target. During targeting mode Countess can move and jump, and can cancel the ability at any time. Shadow Slip can be confirmed by the basic attack button if there is a locked-on target. When confirmed, Countess disappears from the world for a fraction of second to appear right in front of her target. If re-triggered, Countess gets back to her original place.

        Invulnerability. Countess is invulnerable and untargetable during those blinks (to her target and back).

        Afterimage. 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 Shadow Slip and blink back. See how it can happen:

        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.

        In the Jungle. Using Shadow Slip against jungle minions is tricky. Don't trigger it in the middle of clearing a camp. Since Countess is out of the world for a short period of time, the minions may "think" you have run away from the camp and start their recovery animation. It works not in all attempts though. If you want to use Shadow Slip in the Jungle, then make sure you are in the camp area and start clearing it with Shadow Slip. Do never re-activate the ability to return back to your afterimage.

        Executing the minions. Shadow Slip executes minions. But not all the minions. Minions executes are:

        • any lane minions: Melee, Ranged, Siege Ranged, and surprisingly Siege Melee minions (those big guys appearing after an inhibitor is down)
        • white minions in the Jungle

        All the other minions will just receive Ability Damage of Shadow Slip: Green, River and Gold minions, Raptors, OP Guardian.

        Tower aggro. Shadow Slip can drop Tower's aggro as well if you have allied minions in range.

        Positioning. 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

        Countess Dark Tide Guide

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

          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

          Countess Feast Guide

          Ultimate Ability. 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.

            Feast is a lock-on cast ability with a pretty long wind-up. Once it is activated, Countess gets into targeting mode, that can be cancelled at any time. Countess can move while in targeting mode. Once confirmed with basic attack button the following happens:

            1. Countess does a small jump to her target.
            2. Then her target is turned to look at her. Meanwhile wind-up animation is executed and a specific sound cue (scream) is played. Her enemy is stunned during this time.
            3. Damage is applied
            4. Recovery animation is executed.

            Purpose. The main purpose of this ultimate is to deal a burst of damage to a single target.

            Using the ability. The targets are almost always should be enemy carries or squishy support or midlane Heroes. For the maximum effect Feast should used in a combo with other abilities. Since this ultimate makes Countess very vulnerable, it is a good practice to execute it after Shadow Slip while the return-back timer is active. If needed, follow up with Blade Siphon and Dark Tide.

            Similarities. 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, but similarly to Cull she can be stunned prior to dealing damage with a pretty obvious inevitable outcome.

            Notes. Keep in mind that there is a significant number of situations where Feast will not work as expected. It's when your target is executing an ability, that moves them. If you ult them during the very beginning of their reposition animation, then you will ult nothing. The same will happen in case your enemy is pulled by Phase's Telekinetic Link. See some examples below:

            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

            Core Cards for Countess

            Work in progress for the New Dawn update.

            Countess Deck Build #1 (Glass Cannon)

            1 → 1 → 5 → 3 11 → 4 19 → 25 → 14 → 3

            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

            150%. 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 paragon-game.com 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

            Thanks

            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.

            Синхроноскоп's picture

            Hello, are major cast and major strike the same?

            George's picture

            @Синхроноскоп, Yes. And as I know devs are planning to combine them some time in the future.

            Ultraw's picture

            @George, really nice build i love the way you have laid it out and also how you have created different links for each build it's awesome. However, on the Glass Cannon build couldn't you swap out the one Shadow scroll that has minor strikes in it for A. a different card or B. swap the minor strikes with maybe some life steal to give her more suitability because, i know why you have used the minor strikes instead of strikes it will go over cap of damage which it cant do therefore there would be no need for strikes. But if you could swap out that Shadow scroll with a Life steal item like a Curse of the leech with some Drains. This is just an idea but you would only loose a small amount of damage and gain loads of suitability ( Depending on what type of drain you pick).  

            George's picture

            @Ultraw, hi there. I really appreciate your feedback! Can you please elaborate on the cap off damage? What is that? It's the first time I hear of it.

            Ultraw's picture

            I was talking about how even without the Shadow scroll with minor strikes you could still easily melt someone without that damage but with life steal then (theoretically) you could be an unstoppable machine since you heal a lot off every basic attack still with the incredible damage.

            George's picture

            @Ultraw, oh. I see. I'll be revising the decks anyway due to cards re-work in .40 and I'll be taking your comments into account. Thanks again.

            I'll be looking forward for more your feedback.

            Ultraw's picture

            @George, your welcome :)

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