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Vampires character matchups. Back to the main page.
Ambrosia Thorn[]
Ambrosia vs Onimaru[]
Onimaru can significantly damage Ambrosia with Double Slash if he can survive through her Spectral Choke for 40 damage. Spectral Choke is faster than Double Slash, though, which is a bonus for Ambrosia.
Its probably best to switch out of this matchup as Ambrosia if she cannot do Spectral Choke and kill Onimaru to avoid taking a Double Slash.
Moving long and hitting intercept can help against Onimaru in some situations because it disables his ability to move close and Double Slash twice unless he has Scroll of Inner Focus.
Ambrosia vs Yoshiro[]
Ambrosia is not well suited to fighting Yoshiro on his own terms (unless she's using Girdle). He can stun her which hurts her very much with all of her low-speed moves and he also does more damage at far than Ambrosia.
- Generally you want to switch her in as Yoshiro is at 40 or less life and 45 or less energy, as with most characters.
- If Ambrosia is Close and at 80+ energy, she has a slightly better than 50% chance of winning as two Spectral Chokes will kill Yoshiro from full HP. She would need 40-58 HP depending. Assuming both are at full HP this match is in Ambrosia's favor as even with General's as Yoshiro would need to get two stuns. If Ambrosia has Tome this match is even more in her favor.
- He will likely try to stun Ambrosia even though it is a low chance to succeed. If Ambrosia has Necronomic Tome equipped she can try to maintain parity by doing Vamp Kiss to heal the damage that Yoshiro does as Ambrosia gets him down to 40 or less in total life. Once Yoshiro is at 40 or lower life Ambrosia should try for the kill with Spectral Choke.
Ambrosia vs Ashi[]
Because Ashi's most damaging move is Signature Slice and with her most common item (Sharpening Stone) Bleeding Slice is a major threat, it is a good strategy to try and go far, rest/intercept, go far, rest/intercept at the beginning of the match. This will put Ashi in the situation of having 50 energy and even if she rests and closes next turn she cannot single hit kill through Signature Slice.
Again, as with most characters, the lower Ashi's energy when Ambrosia switches in, the much better it is for her.
Ambrosia vs Helene[]
Generally another matchup that you are not thrilled to be in.
Ambrosia can tank Helene if she has Girdle of Iron Will by using Spectral Choke without fear of Shield Bash. Since Ambrosia's normal item is the Tomes, consider going far and resting followed by going far the next turn after she enchants and tries to move close. This will give you the best chances as she does not know whether to rest or intercept.
If both are used as leads, go far and rest Helene will either Switch or Enchant and move close. Once close use Kiss. Unless Helene slashed and it procced you'll be at advantage and have a chance to win (higher if using Tome or Iron Will). Ambrosia can get one more Kiss and a Choke and if Helene didn't bash one of the Kisses you win, also it's likely she'll be expecting a switch and might mess up.
As with most characters, it's better to sub Ambrosia in when Helene is low on life and energy.
Ambrosia vs Popo[]
Ambrosia with Girdle of Iron Will counters Popo 1vs1
- Immune to interrupts, (Knee Bash), poison (Poison Dart and any attack that can do damage with Herbal Preparations buff), and critical hits.
- Close range: Winnable matchup for Ambrosia. Ambrosia attacks with Vamp Kiss that can damage and restore health. Bleeding Ritual is the only attack with damage over time and 100% hitrate. Spiked Boots can be dodged by Popo.
- Far range: Ambrosia attacks Bleeding Ritual at least 3 times assuming Popo's Herbal Preparations doesn't heal or switch out. Popo's Slingshot with low hitrate, needs to hit 5 times to kill, (or 4 with General's Insignia). This is an unwinnable matchup for Popo.
Ambrosia vs Ambrosia[]
Asides from whoever Vamp Kisses, bleeds or stuns first, this matchup will often be item dependent. Notable influencers includes; Girdle (to prevent Spiked Boots's effect), Tomes/Salve/Vial (for healing boost), Insignia or RoC.
Ambrosia vs Cain[]
Ah, Greasers vs Jocks! (It's like Bully/Canis Canem Edit all over again!) Nonetheless, Ambrosia will have difficulty in this one unless she uses the Girdle of Iron Will.
- Most of the time, Cain would be using Tackle more frequently so he can maximise its chances of interruption. With Ambros using the Girdle, this shouldn't be the case.
- As both fighters have the same stats, only their attacks differentiate their method of operations. Cain can increase his power with Tantrum, but Ambros can heal back her damage (even though Cain isn't supposed to heal due to his innate).
- Spiked Boots may seem nearly all but useful due to Cain's physical defenses, but if it procs while Cain is near at his optimal point (nearing 20hp or less, because of his innate triggering), a follow-up Spectral Choke can really ruin your opponent's plan.
Ambrosia vs Cornelius[]
Generally, you do not want to be in this matchup as Ambrosia, feel free to switch out if you think you can get away with it at any point. Constantine will generally want to move close and Pilebunker if possible for a chance at a KO. If you think he will do so try to switch out and if you don't think you can do so safely consider trying to use Vamp Kiss to get above 48 life or try to use Spiked Boots to stun him.
If Ambrosia is at long range at the beginning of the encounter, she can do well by chain casting Bleeding Ritual. He will initially be doing less than 24 from Voidstream while she gets the whole 24 from Bleeding Ritual. It is possible to get a small lead in life this way and it may transpose into the previous case after a few voidstreams from Constantine.
Cain Solomon[]
Cain vs Amaya[]
At close range, Cain's Tackle attack deals serious damage and can interrupt Ninja Port and Shadow Wrath. Amaya can suffer the damage in order to build up Shadow Curses, as a long term strategy, or move to far range for a Dark Chi Blast. At long range it's difficult for Cain to damage Amaya, but the low cost of his attacks makes it easy for him to avoid the Blast. If Cain can keep close, this matchup should favor him. Bad luck can see Tackle disabled and Shadow Curses can cause it to miss, which can improve Amaya's situation a great deal. However, it's hard for Amaya to land a solid blow as long as Cain keeps his energy up, so the most Amaya will probably get is a few Shadow Curses to aid other members of his team.
Cain vs Higashi[]
This is a very tricky matchup for both sides. Depending on the items, and other situational effects, it can go either way. At close range Higashi will rely on Open Palm, which only needs to cast once to give Higashi the advantage. However, if both sides use Tackle and Open Palm, and Open Palm doesn't cast, the advantage will go to Cain. Also, Open Palm uses more energy and can allow Cain to switch to long range without the threat of the Chi Blast. At long range the Light Chi Blast is a major threat, but mostly if Cain is already damaged. Long range favors Cain if he has the energy advantage (which is why Higashi will rarely switch to long range).
Cain vs Onimaru[]
This matchup favors Cain. Onimaru can win if he lands a Double Slash, but Tackle has a 45% of interrupting a slash (unless Onimaru has the Girdle, where it would automatically favor him), and the attack is energy intensive. To win all Cain needs to do is keep Onimaru from hitting with a Double Slash, and slip the occassional Voidstream in. As such, Onimaru will usually switch out, but a well timed intercept can put an end to that, and ignore all of Onimaru's pretty armor.
Cain vs Rumiko[]
When starting at far Cain wins this matchup because Rumiko needs 3 turns to kill Cain using Shuriken Barrage. Cain only needs 2 turns to kill Rumiko using Rush of Bats twice. But when at close Rumiko can try to stun Cain using Eviscerate and then use Ninja-Port to get far. Then she will only need 2 Shuriken Barrages to kill him. When in this situation you can either stay at far range and switch or get close and attack/intercept.
Cain vs Yoshiro[]
This is a brawl. On raw damage to damage, Cain beats out Yoshiro. However, a clever Yoshiro, especially one with the General's Insignia, can use Open Palm to avoid triggering Cain's innate. If he does that, then he can win with 3 hits to two Tackles. If the Palm casts and stuns Cain, then it's lights out. However, a straight across matchup is rare. Usually Yoshiro will be switched in to finish off a damaged Cain. If he has full energy and Cain has 20 or fewer HP, then Yoshiro can prevent Cain from range changing, switching out, or hitting with his innate enabled. Watch out for this trick! Don't let the opponent rob you of Cain's powerful last hit by bringing in Yoshiro.
Cain vs Andromeda[]
Unless Cain wants a Trueshot in the face (and two strikes will kill him), he should preferably try and stay at close range (and activate Tantrum first to balance out Andromeda's attacks, since you're going to need it), though thankfully her nukes are a bit slow in Cain's favor. Once he's afar, alternate between Voidstream and Rush of Bats. Or just range-dance for the lols. Careful when trying to switch out because of Rain of Arrows.
Tomes, Salve and RoC can make Cain last a bit longer on the field (Vial when out), but the Ring may not be as effective if Sacred Candle pops up. Alternatively, the Insignia may be used if you're only interested in dealing more damage.
Cain vs Cain[]
The first Cain whose Tackle doesn't miss first has the better chance of winning, as both Voidstream and Rush of Bats can be spammed until double KO (unless an active Phylactery procs, but this is unlikely). Tantrum is better suited, but will require you taking damage first. General's Insignia is the tie-breaker item as it makes Tackle deal 32 damage, although Salve and Tomes can also grant you an edge at the cost of Cain's innate.
Cornelius Constantine[]
Cornelius vs Amaya[]
Amaya has a mobility advantage as Ninja-Port is faster than Pilebunker. Amaya may also disable certain moves that Cornelius absolutely needs in order to put up a fight against Amaya. A clever opponent will close range when possible to avoid a Dark Chi Blast, and use Voidstream to wear down dark resistances and cause increasing damage.
On the other hand for CC, repetitive use of going close and using Voidstream is Cornelius's best bet here. Although Amaya will likely Ninja-Port away each time, it slowly saps her energy and doesn't allow her to Dark Chi Blast Cornelius. The damage from Ninja-Port builds up over time, but so does Cornelius's Voidstream. Amaya using Scroll of Inner Focus allows the use of three Ninja-Ports to threaten with Dark Chi Blast turning the advantage towards Amaya; however, Cornelius equipped with Ring of Curses will turn the advantage in his favor due to the build-up of miss percentage from Amaya's Ninja-Port.
- Cornelius is not immune to the effects of Shadow Curse, and neither are his teammates unless equipped with Origami Crane or Polished Spyglass. Corny also isn't immune to Amaya's innate, though.
- On the other hand, Amaya needs to apply multiple Shadow Curses in order for the effect to be actually dangerous, which is usually suicidal due to her F-tier HP.
- Amaya equipped with Origami Crane makes her attacks never miss and immune to RoC, Voidstream and Blood Burn debuffs.
Cornelius vs Rumiko[]
CC easily has an advantage against Rumiko in durability by spamming Voidstream, especially if he's using the Girdle (to prevent Eviscerate from stunning him). Teleport can counter Pilebunker, but can be reflected by Hypnotic Stare.
Cornelius vs Tafari[]
Cornelius can win this. As Tafari may aim to use Poison Darts (and/or Deadly Poison) to take advantage of Corny's lack of healing/drain abilities, Healing Salve or Necronomic Tomes may serve their purposes. Cornelius should ideally use Voidstream as his regular move (at best, Corny will need 5 Voidstreams to defeat Tafari, compared to Tafari's 7-9 for Darts). Although Corny can push close and hope for a Pilebunker, this is risky as Tafari can counter with Leafy Trap beforehand or use Hide and counter with Ambush, which would fatally weaken Corny, so it's usually for the better if Corny stay afar.
Cornelius vs Cornelius[]
Both Corny's innate will render Voidstream and Blood Burn null making this purely a Pilebunker and Hypnotic Stare brawl, and more item dependent (A Pilebunker that hits and deals dark damage first will usually chance the balance first, but a reflecting Hypnotic Stare is even nastier). Healing Salve is a huge plus for the one using it, so does Insignia or RoC.
Cornelius vs Rathbone[]
Cornelius will fight hard but Rathbone will fight back harder, so the matchup is strong on both sides. Let's compare.
Cornelius:
- Recommended item for this is usually Necronomic Tomes since you'll be wanting Corny to last all the way for this one when active. Ring of Curses may be useful but it's more likely that both fighters will be trading blows, as Corny's main weakness is his inability to heal (while Rathbone can with Soul Siphon). Blood Vial if equipped becomes more useful after switching out.
- Voidstream will damage Rathbone and his dark resists, but Blood Burn makes Pilebunker more effective at a later turn. It's better to alternate between the two if you're aiming for a Pilebunker.
- Pilebunker is strong, but will only deal 44 Damage without Blood Burn, and that's if it wasn't dominated yet.
- Hypnotic Stare will reflect most of Rathbone's attacks. If it reflects Reckless Firestorm, Corny won't receive damage but one of his teammates will, making this rather offsetting. Reflecting Siphon will also hit one of Corny's teammates, but the damage done will heal Cornelius. Stare will not reflect Domination as they're the same speed.
Rathbone:
- Since Rathbone is a pseudo-Vampire Dark Lord (due to Siphon's draining buff), Healing Salve and Hero's Flagon won't usually be needed (although they do come in handy if Siphon's reflected or when Rathbone switches out, especially Flagon). With Heart of Darkness's ability compromised, Ring of Bravery is the only item that will make Rathbone deal more damage that isn't a stats-lowering debuff (and besides, Rathbone will be sticking to Siphon and Firestorm regularly). Bracers may look like a good idea (so Rathbone has mostly even stats with Corny), but they've always been bad on Rathbone because 1. Rathbone doesn't need the boost, and 2. Corny can, and will, knock him down again by lowing the former's resists making them rather pointless.
- Domination can interrupt Voidstream and Pilebunker (but not Stare, since it's the same speed). Regardless of where Corny's standing, if he's dominated, his team will receive damage (big bonus if you dominated and got a Pilebunker in return!).
- Heart of Darkness is effectively a poor man's (or Vampire's) Pilebunker without RoB, making that item better for Rathbone's own good.
Overall, this is a good, unpredictable, and tight matchup, but if either an inexperienced user of Cornelius or Rathbone makes a mistake, so much for the better for you.
Cornelius vs MR-V1N[]
Highly unfavorable matchup for MR-V1N. Corny is immune to the effects of MR-V1N's Forlorn Poetry and Depressive Mood, so the best choice for the former is repeated uses of Voidstream while MR-V1N's Energy Sap and Indifferent Strikes can be reflected by Hypnotic Stare, meaning that for most parts, MR-V1N only viable strategy is switching out to drain Cornelius's energy. It is also possible for Cornelius (at close range) to defeat MR-V1N with two Pilebunkers as well, but its 90% accuracy makes it only viable if MR-V1N's the last man standing (i.e. if he can't switch).
Cornelius vs Agathe[]
- Although Agathe will use Witch's Curse at the safety of far range (so it won't be reflected by Hypnotic Stare), it's slow and Cornelius can usually remedy this with Necronomic Tomes, Healing Salve, or Blood Vial. the effects of WC will only be notable once they start stacking up.
- At close-range, Corny can usually defeat Agathe with two Pilebunkers, but it's more likely that Hypnotic Stare will reflect Mark of the Witch (or else Corny can switch out to remove MotW unless The Black Book is active) or Witch's Curse. Voidstream is duel-ranged, meaning that Cornelius has a source of consistent damage while Agathe's range-dancing.
Marquis Le Morte[]
The Marquis vs Higashi[]
If Higashi attacks with either Open Palm and doesn't interrupt or Sweep and doesn't stun, MLM can trade damage with Life Drain and restore HP. Life Drain out-damages Sweep unless Higashi has damage buff and/or General's Insignia, but attacks last since both of Higashi's close attacks are faster. MLM attacks with Vampiric Touch, but need 3 turns to win this matchup (2 turns if Higashi is hit with Blood Burn as it reduces his dark resistance from 3 to 0 for 5 turns)
MLM equipped with Girdle of Iron Will is effective in this match-up.
- Immune to stuns (Sweep), interrupts (Open Palm), and critical hits (Dashing Strike).
Tosser, but not optimal for either character: Set range to far. If this were to happen, MLM attacks with Blood Burn to reduce damage and resistance or Teleport to force range to close.
- Higashi equipped with Origami Crane is immune to Blood Burn.
There is a chance that Chi Blast will knockout MLM in one attack if he doesn't switch, but instead decides to rest, intercept or Teleport doesn't proc (95% proc rate). Teleport will soft interrupt Higashi at far range since his attack speed is 6 and both of Higashi's far range attacks have 5 speed.
Tip for 1 vs 1 or opponent's last character: If Higashi has 7 HP or less and MLM has at least 90 energy, set range to far and attack with Teleport for game. Teleport has 100% hit rate and Higashi's attacks are slow to counterattack.
- Optimal only if the above mentioned ever gets to this point in-game.
- Depending on items and debuffs active on either character, HP and energy have to be adjusted accordingly.
The Marquis vs Tafari[]
Be ready for an extremely bad or boring matchup that will generally favor Tafari, although it's possible with careful consideration that the Marquis may be able to turn this around. For starters, the Ring of Curses would be useful since it would gradually increase his chances of healing for every hit Tafari lands on him. As that is an item that isn't normally necessary on the Marquis if you're proficient with him, Healing Salve or Tomes could be useful as the Marquis can then stay and heal at far range while Blood Burning, something that he can't and won't normally do (he's required to come close in order to drain before switching out, which is now impossible to do), or General's Insignia for all-round damage control with a little bonus on his Drain attacks.
Both characters are usually better suited at close-ranged if they want to dish out any considerable damage:
Marquis:
- Thankfully, Tafari's poison darts would be comparative to spitballs due to the Marquis' high dark resistance (having only to worry about the Poison effects) and Leafy Trap is useless, so Hide is the only viable option (which is not nearly as useful itself since the Marquis attacks are all dark-based unless he plans on an Ambush). The Marquis meanwhile, only has Teleport (avoid using unless you have to get close, as it's cheaper than changing range) and Blood Burn (far more useful, but won't deal any damage), which whittles down Tafari until he has little to no defenses and can only deal little damage slowly.
- Tafari can perform a hide+ambush combo with a full energy bar which can one-shot kill the Marquis on the second turn up close. Sadly, this is very predictable in the Marquis' favor as he should switch to far after using Vampiric Touch or Life Drain on a hiding Tafari and riddle the latter with Blood Burn until he runs low with energy, when Tafari can use teleport and drain Tafari before switching far. If you have so far frustrated your opponent into switching out (a rare event to behold) congratulate yourself first on making him do so, before trying to switch out the Marquis in one piece to regain some sweet HP.
Tafari:
- Deadly Poison or Healing Salve are the most preferable choices since you can deal more damage or heal while stalling. The Totem would help as the Marquis' energy game would become a bit more difficult to manage.
- The best and efficient plan is to stay far and stall the Marquis with poison darts until he dies. Rather slow if Blood Burn doesn't proc, but certain. Riskier, is to go up close and prepare Hide for Ambush, which, although predictable for the Marquis, is almost bound to happen after a period of Bloodburning (and maybe Tafari's only hope for high damage), unless you're fighting an inexperienced Marquis or one that's running low on energy.
It's also highly unlikely that you'll find Elusive Feather, Tiger's Claw, Quickening Powder on Tafari (as those items are rather redundant against the Marquis). Conversely, you won't find the Marquis having Blood Vial, Gem of Souls, or Stoneheel Totem if he's prepared on facing Tafari (although kudos if you manage to steal the latter's innate with Gem of Souls (which is not particularly easy to do in the first place!), and with more careful consideration, would be possible to deal even more damage onto your opponent's team). Very rarely, your opponent will intend on switching Tafari out as quite frankly, the latter will be usually stronger against somebody else (kudos again if that happens).
The Marquis vs Ubuntu[]
Tied, sometimes item-dependent:
- Ubuntu can threaten MLM with Tiger Claws and Staff Strike while the Marquis may need to use Blood Burn before he can heal back more damage (Tiger Claws will deal the same amount of damage that VTouch can drain, if Blood Burn is active).
- At far-range, the Marquis's Teleport can soft-interrupt Spirit Assistance.
- Tomes, Insignia, or Phylactery are useful here for the Marquis, since they can counter the effects of Deadly Poison, Tiger's Claw, or Death Mask.
The Marquis vs the Marquis[]
Blood Burn is usually the game-changing move here (although Vampiric Touch is purposely designed to make stalemates difficult). Otherwise, Healing Salve or Blood Vial may be useful.
The Marquis vs Wei-Shan[]
An uncomfortable matchup even for the Marquis' standards (unless he can take advantage of Wei-Shan if low health). Crippling Palm effectively reduces the amount of HP MLM can gain, Blood Burn can be removed by the Meddling Monk by simply resting, and Wei-Shan can keep MLM at a distance by using Whirlwind trap (though that and Dashing Strike can be countered by Teleport). Tomes or RoC may be useful against Wei-Shan, especially if the latter's using Hero's Flagon or Bracers of Righteousness, but otherwise the Marquis shouldn't be staying for long (switch out).
The Marquis vs Agathe[]
An interesting matchup here since Agathe deals innate damage at close range, the range where the Marquis is optimal at. Your main goal here is for the Marquis to avoid Agathe's Mark of the Witch (and switching out when MotW is on the Marquis to deactivate it while avoiding The Black Book). Thankfully Agathe's main weakness is direct combat.
- If the Marquis starts at far, use Teleport instead of changing range.
- Blood Burn is always useful since Agathe's Wild Broom Ride and Broom Strike will deal easy damage to the Marquis. Lowering Agathe's dark resists will make the Marquis's draining attacks more effective.
- Tomes is the recommended item since it makes Teleport and Blood Burn have a 30% chance of healing.
For the record, the Marquis fights at his best when Agathe has low HP or Energy.
The Marquis vs Sadie[]
Usually a tradeoff match, so it's dependable on the active items. Sadie can be favored when her innate is active if she can kill the Marquis within 1-4 turns, whereas otherwise the Marquis can win proven that he has drained sufficient HP or previously switched out.
- By using Blood Burn, the Marquis will lower Sadie's physical attacks while increasing the amount of health he can heal back. It won't deal any damage, so alternate attacks per turn.
- Due to the Marquis's abnormally high dark resists, he can absorb Sadie's Demon Frenzy (but his benched allies may not), forcing her to prioritise Pinch and Demon Claws
- 5-Point Pinch can soft-interrupt Life Drain (which heals slightly more HP than the non-soft-interruptable Vampiric Touch for less damage), but Girdle for Marquis will ignore stun effects.
- Teleport, if it procs, will soft-interrupt Nether Vortex.
Vanessa Voss[]
Vanessa vs Yoshiro[]
Vannessa should be favored to win as long as she stay close, use Double Slash (or the occasional Feast of Blood) and avoid using her two light attacks (since they can be Chi Reflected by Yoshiro). Yoshi's weakness of being at close-range means that VV can usually defeat Yoshi in 3 turns without any serious damage. Girdle of Iron Will shouldn't be necessary on Vanessa to avoid the effects of Open Palm if she's mainly using Double Slash (but again, useful if you don't like your chances of being stunned), but it can be used if you're planning on using FoB in tandem. That, or Tomes.
Vanessa vs Helene[]
Generally bad matchup for Vanessa if stuck at close-range (as Helene can zero-sum VV via Frenzied Strikes in two turns), though not nearly as disastrous if she can stick at far range or range dance with Stoneheel Totem (since Helene's moves are rather costly if she's forced to change range).
Vanessa vs the Marquis[]
Any matchup against the Marquis will usually be uncomfortable due to his devious playstyle. While the Marquis lacks Light defenses, Vanessa's lack of Dark defenses in turn can easily turn this matchup against her.
Vanessa:
- Double Slash would be the move commonly used due to its quickness and does 25x2 damage... 83% (50 hp) of Marquis's health! (Of course, the Marquis's Vampiric Touch and Life Drain will regain the health loss and Slash becomes less effective after blood burning, but still).
- Radiance Burst and Ray of Light can be useful, but the latter attack can be soft-interrupted by Teleport.
- Tomes may be useful if Double Slash is going to be used, but killing the Marquis in two turns doesn't have a good chance of regaining any of her health lost to the Marquis. Healing Salve or Blood Vial may be better options.
The Marquis:
- If you're not switching out, Blood Burn is always handy for lowering Vannessa's damage output (and her neglectable resists) and increasing the Marquis's survivability. It's also stackable meaning that after a few turns of blood burning, Vannesa innate can be negated completely. Obviously, this leaves the Marquis as target practice if he used Blood Burn only for three times in a row, so alternating between the Marquis's draining attacks. Also, note that...
- If things are going south just remember, when the Marquis remains in play, he's more likely to make the opponent (in this case, Vanessa) switch out first. As said earlier, the Marquis is devious to fight against, since his main schtick is to prevent his opponents from having a clear-cut win and focus on only healing himself. Taking advantage by using his innate and switching out after a Vampiric Touch will ensure he'll live and come back again and again.
- Tomes or General's Insignia are good options against Vanessa for the extra hp and damage. Stoneheel Totem may be optional if you're thinking on range-dancing with Teleport.
Vanessa vs Vanessa[]
The rate that Double Slash crits is the key factor here and so does items like Salve, Insignia, RoC or Vial.
Vanessa vs Bestor[]
Generally considered to be in the advantage for Vanessa, due to her high light resistance, however, Vanessa's relatively low damage to Bestor can be mitigated somewhat by Bestor's Engulfing Flames. In the case that Voss misses or fails an intercept, catching up with Bestor's healing requires some luck with crits. Some people prefer to use Feast of Blood however, assuming both characters are at full HP and energy (and close range) engulfing flames actually wins this one out. For best results, a combination of both should be used.
As said, Bestor's best strategy is to use Engulfing Flames, particularly to counter a Feast of Blood and switch out whenever possible. Indeed he might suffer some damage on the way out but the final Stratagem (of the 36 Stratagems) states, in conclusion, playing cowardly and being safe is a rather better outcome than being foolhardy and dead.
Items can have a significant effect on this matchup if Bestor has a Prism or a Ring of Bravery, he gets an edge, and the same can be said for Vanessa/Tomes. Tomes vs Prism is mostly down to luck, with Vanessa gaining an advantage due to her item doing and healing more damage.
Vanessa vs Rathbone[]
Similar to the Marquis' matchup, if Vanessa isn't particularly careful, then Rathbone can "Dominate" the match despite lacking light defenses. If things go bad, then Vanessa should prioritise switching out.
- Double Slash will only deal 24 damage due to Rathbone's resists, which can tempt Vanessa into using her more expensive light attacks.
- Domination cannot be used twice. Make note of that. (It means that a clever player can trick Rathbone by making it appear to use Ray of Light at far range when in reality you switch out, so he would likely use Domination and waste energy and a cooldown.)
- Ray of Light is very damaging on Rathbone, but it can be Dominated (unless Voss is using Girdle of Iron Will, which in that case it'll still attack), can only be used at far range and is rather costly. In turn, Rathbone's Heart of Darkness is just as damaging as RoL and cheaper while debuffing Vanessa, but can only be used at close range.
- At close range, Rathbone with a full energy bar can win by using HoD 2x (and usually receive a pittance in damage) whereas Vanessa at far range with full energy bar can only use RoL once before resting so she can use RoL again or go close and use Double Slash (and that's if RoL wasn't Dominated in the first place!).
- Better yet is for Vanessa to just stay close and whittle Rathbone with Double Slash (which has synergy with Necronomic Tomes if Vanessa's using them since she has a 30% chance to heal by using Slash or FoB).
- Soul Siphon is cheaper and heals more (15 Energy for 20 HP when compared to Feast of Blood's 35 and 10!) but it requires Rathbone using an ally as cannon fodder and is slower. This is important as if Vanessa uses Radiance Burst, this will make Rathbone kill off his team quicker if he sticks to using Siphon or Reckless Firestorm. If Rathbone and his team are particularly low on health because of this matchup, then Rathbone may choose to switch out instead or persevere.
- Rathbone may choose Ring of Bravery or Hero's Flagon as they're the two items strongest on Rathbone. Elemental Prism may be useful for countering Ray of Light, but that's its only strong point.
Vanessa vs Eva[]
Vanessa highly favored. Unless Eva's Head Over Heels selects Double Slash, Vanessa will normally kill her by turn 3 with Double Slash only.