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Skirmisher

Blade

Duelist

Skirmisher

Blade functions as a skirmishing Duelist built around hybrid shotgun pressure, melee lifesteal, anti-heal, and close-range dueling. His value comes from forcing tanks and supports into bad trades, cycling Daywalker Dash to reduce healing, and using Thousand-Fold Slash to cut through sustain-heavy teams. He fits brawl and dive comps.

Brawl DPSFrontline BrawlerDisruption Ultimate
Blade prestige art

Hero Dimensions

Combat Profile

Base Health: 350Base Movement Speed: 6 m/sPrimary Fire: ProjectileUltimate Cost: 2800

Burst Damage

8 / 10

Pick PotentialOff-Angle PressureBurst DamageFlank PressureDive Pressure

Sustained Damage

7 / 10

Sustained DamageShield BreakBrawl PressureCleave DamageArea of Effect DamageDamage Over Time

Effective Range

5 / 10

Poke PressureMelee Primary FireProjectile Primary Fire

Burst Healing

1 / 10

Sustained Healing

1 / 10

Self Sustain

8 / 10

Life StealSelf-Sustain

Effective Health Pool

6 / 10

Mid Health Pool

Self Preservation

7 / 10

Grant Self Bonus HealthGrant Self Damage Reduction

Invulnerability

1 / 10

Parry DamageGrant Self Unstoppable

Ally Protection

1 / 10

Threat Presence

8 / 10

Frontline DisruptionBackline DisruptionThreat Presence

Space Control

4 / 10

Enemy Debuff

8 / 10

Apply Anti-HealSlow

Interruption

2 / 10

Displacement

1 / 10

Movement Speed

7 / 10

Grant Self Increased Movement Speed

Verticality

1 / 10

Rapid Relocation

7 / 10

Dash

Team Buff

1 / 10

Information Gathering

1 / 10

Team Enablement

6 / 10

Fight Winning

7 / 10

Channeled DPS Ultimate

Combo Potential

8 / 10

Area Denial UltimateDisruption Ultimate

Ultimate Economy

8 / 10

Objectives

  • Initiate Ultimate
  • Coordinate Ultimates
  • Counter Ultimate
  • Punish Ultimate
  • Bait Ultimate
  • Initiate Dive
  • Follow Up Dive
  • Coordinate Dive
  • Solo Dive
  • Bait Cooldowns
  • Disrupt Backline
  • Disrupt Frontline
  • Disrupt Marksman
  • Disrupt Artillery
  • Solo Frontline
  • Peel Flanker
  • Peel Disruptor
  • Peel Skirmisher
  • Control Space
  • Take Space
  • Create Space
  • Hold Space
  • Break Shield
  • Suppression Fire
  • Focus Fire
  • Focus Frontline
  • Focus Support
  • Focus Anchor
  • Focus Disruptor
  • Focus Bruiser
  • Focus Protector
  • Focus Bunker
  • Focus Flanker
  • Focus Marksman
  • Focus Artillery
  • Focus Tank Buster
  • Focus Skirmisher
  • Focus Lifeline
  • Focus Playmaker
  • Focus Combatant
  • Remove Threats From High Ground
  • Chase Down Flanker
  • Chase Down Skirmisher
  • Prevent Escape
  • Enable Dive
  • Enable Brawl
  • Secure Pick
  • Confirm Elimination
  • Contest Objective
  • Stall Objective
  • Zone Objective
  • Clear Angle
  • Hold Angle
  • Force Rotation
  • Punish Rotation
  • Interrupt Channel
  • Apply Debuffs
  • Mark Priority Target

Strengths

  • Strong hybrid pressure between mid-range shotgun poke and close-range sword brawling
  • Excellent anti-sustain value through repeated healing reduction from Daywalker Dash and ultimate
  • 350 health gives him more durability than most Duelists
  • Scarlet Shroud gives strong frontal damage reduction and brief Unstoppable timing against burst or crowd control
  • Bloodline Awakening gives high lifesteal and bonus health during commit windows
  • Strong into Vanguards and supports that rely on healing throughput
  • Thousand-Fold Slash can pressure through defensive support ultimates when paired with crowd control
  • Flexible enough to frontline with tanks or flank for isolated duels

Weaknesses

  • Bloodline Awakening reduces incoming healing, so bad commits can make him harder for supports to save
  • Limited true vertical mobility compared to dive assassins
  • Shotgun spacing is strict because close shots lose shrapnel value and long shots suffer falloff
  • Scarlet Shroud only protects from the front and can be played around by off-angles
  • No hard stun, cleanse, shield, or true invulnerability
  • Vulnerable to mines, turrets, traps, fliers, long sightlines, and chain crowd control
  • Ultimate has a reactable charge window and can be stunned, escaped, or blocked by terrain
  • Needs strong timing because grouped teams punish him harder than isolated targets

Synergies

Strong Against

Hard Counters

Soft Counters

Strong Maps

Detailed notes for this section are coming soon.

Weak Maps

Detailed notes for this section are coming soon.

Recommended Comps

Detailed notes for this section are coming soon.