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.
This guide is being updated to align with the Monolith update. Feel free to read it through and ask your questions here or at our Discord server.
Table of Contents
- Abilities Analysis
- Deck Considerations
- Build #1
- Build #2 (Glass Cannon)
- Build #3 (Health + Pen)
- Build #4 (Necroveil)
- 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 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.
- Burst damage
- Good solo laning potential
- Weak early game
- High risk Hero (remember CC)
- Mana hungry (!)
Countess's Abilities Analysis
Melee basic attack dealing dealing Physical 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%
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.
Countess targets a nearby enemy and blinks to it, dealing Physical Damage and applying a slow for 1.5 seconds. 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 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.
Countess sends out a roiling cloud of darkness in front of her, dealing Physical 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%
As Countess's main damage dealing ability it does significant amount of 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).
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 Physical 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%
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 an example:
Countess's Deck Considerations
- Countess is squishy.
- As far as her sustain is concerned she has to rely on her passive from Blade Siphon.
- Her early game Basic attacks are weak and require Physical Damage cards to ease last-hitting during laning.
- Countess is mana hungry. So you either adapt your play-style or add some mana.
Core Cards for Countess
Voidsteel Dagger Both stats that Countess needs.
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
Countess Build #2 (Glass Cannon)
All-in into damage Ultimate is huge but Mana pool and HP are very small.
Countess Build #3 (Health + Pen)
This build provides more sustained Countess with bigger Mana pool and Penetration than the build above.
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.
Gameplay with Countess
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:
- Basic attack deal very small damage during early game.
- 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.
225%. Remember that scaling factor on your Feast? It means two things:
- You have an extremely deadly weapon. It worth investing into Damage cards a lot. But...
- 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
- 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.
- 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
- Execute with Feast.
- Optionally if you feel safe do your Blade Siphon.
- 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.
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.