
Dyadia
Skills

Enhances her next Basic Attack periodically to swing toward the enemy, dealing damage and knocking them back, then jumping back. When any hero receives Blessing of Fate or Bitter Reconciliation, she earns Gold and reduces the preparation time of her enhanced Basic Attack.

Blesses a teammate and restores Health. When two blessed teammates come close, they recover Health and gain Movement Speed. If she blesses an already blessed teammate, she will dash to them, and both recover Health and gain Movement Speed. Can use this skill again within 5s.

Marks an enemy, exposes them and deals continuous damage. When two marked enemies come close, they stop taking damage. If she uses the skill on a marked enemy, she will dash to them, immobilizing them and dealing continuous damage. Can use this skill again within 5s.

Commands a swarm of wisps to fly forward, blessing and granting Health recovery to teammates, while marking and damaging enemies.
Strongest Builds for Dyadia
Build4 variants

Active - Rescue Grants a shield that negates (240–480 + 10%{hp}) damage to teammates within range for 4s. ({cd}: 60s) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Swift Grants 50 Movement Speed. Passive - Tough Grants 25% Resistance. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Mana Spring Restores 1.5% max Mana and 0.5% max Health per second. If Mana is full, restores an extra 0.5% max Health per second.

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Mist Veil Grants a shield that negates 400–800 (+7% extra {hp}) magical damage every 15s. Passive - Succubus Converts 15% of extra Magical Defense into Physical Defense.

Passive - Cold Steel When taking damage, reduces the attacker's Attack Speed by 20%–40% and Movement Speed by 7.5%–15% for 2.5s. ({cd}: 3s per target)

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Passive - Swift Grants 50 Movement Speed. Passive - Magical Mastery Grants 60–120 Magical Pierce. Restores 10 Mana every 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Agility Aura Grants 12% Attack Speed and 9% Cooldown Reduction, and restores 10 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases max Health by 200–400. Increases main attack stat by 15–30. (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 5 EXP, and grants 5 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 450 Gold can be picked up.

Active - Rescue Grants a shield that negates (240–480 + 10%{hp}) damage to teammates within range for 4s. ({cd}: 60s) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Bloodline Increases Health recovery by 5% for every 10% of Health lost.

Passive - Cold Steel When taking damage, reduces the attacker's Attack Speed by 20%–40% and Movement Speed by 7.5%–15% for 2.5s. ({cd}: 3s per target)

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Mist Veil Grants a shield that negates 400–800 (+7% extra {hp}) magical damage every 15s. Passive - Succubus Converts 15% of extra Magical Defense into Physical Defense.

Active - Rescue Grants a shield that negates (240–480 + 10%{hp}) damage to teammates within range for 4s. ({cd}: 60s) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Swift Grants 50 Movement Speed. Passive - Magical Mastery Grants 60–120 Magical Pierce. Restores 10 Mana every 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Passive - Mist Veil Grants a shield that negates 400–800 (+7% extra {hp}) magical damage every 15s. Passive - Succubus Converts 15% of extra Magical Defense into Physical Defense.

Passive - Cold Steel When taking damage, reduces the attacker's Attack Speed by 20%–40% and Movement Speed by 7.5%–15% for 2.5s. ({cd}: 3s per target)

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Agility Aura Grants 12% Attack Speed and 9% Cooldown Reduction, and restores 10 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases max Health by 200–400. Increases main attack stat by 15–30. (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 5 EXP, and grants 5 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 450 Gold can be picked up.

Passive - Swift Grants 50 Movement Speed. Passive - Magical Mastery Grants 60–120 Magical Pierce. Restores 10 Mana every 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Active - Mirror Domain Releases a scouting light wave that deals damage 4 times to enemies within a range of 1,200, each dealing damage equal to 3% of current Health and slowing them by 25%–50%. The scouting light remains within range for 2s, providing visibility and exposing stealth units, while also dealing damage and slowing enemies. ({cd}: 75s. If no targets are hit, 75% of the {cd} will be restored.) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Guardian When taking damage exceeding 30% max Health within 3s, restores a total of (320 + 8% {hp}) Health over 3s. ({cd}: 7s)

Passive - Breakthrough Grants 20–40 (+2% extra {hp}) Magical Attack, up to 100. Passive - Purge Grants 30–60 (+3% extra {hp}) Magical Pierce, up to 150.

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)
Best teammates for Dyadia
Compatibility reflects how well the heroes in a combination cover each other's weaknesses and amplify each other's strengths. The higher, the better the coordination.
Hero Profile

- Energy
- Sorcery
- Height
- 167 cm
- Region
- Misty Marshes
- Identity
- Mystic Responsible for Weaving the Strings of Fate
- Faction
- Order of the Seers
- Race
- Ferali
Background Story

“I'm the observer of earthly affairs, connecting kindred spirits from all directions.”
The crafty and wily Dyadia is the most popular priestess in the Misty Marshes. The forest's inhabitants see her as a mysterious and powerful being capable of predicting any couple's future with a single glance. She has never predicted a relationship that didn't come to pass. When people aren't paying attention, however, Dyadia burns the candle on both ends, collecting information, observing her subjects, drafting her fortunes, and even setting up "chance" encounters... All because she firmly believes that deep down, everyone desires a meaningful connection. Rumor has it that Dyadia's professionalism stems from a missed opportunity in her own past, but when asked directly if these rumors are true, she'll simply flash her signature smile. "What do you think?"
Skins



Character Relationships
One is a respected seer and High Priest, the other an affable mystic. On the surface, the only thing that binds them is merely a formal working relationship, but past threads of fate actually connect the two. One cannot acknowledge the other due to his current position, while the other mistakenly believes the other to have parted with this world. That is, until a confrontation between the two revealed their pasts...
Someone once evaluated the two friends as such: Yaria loves to talk sarcastically, while Dyadia enjoys lively and bustling activities. Their response to such an evaluation is: Dyadia thinks that mastering sarcasm is really a sign of great honesty, and Yaria thinks that being content watching others is actually a sign of great loneliness.
How come they're not closer? After all, in this vast forest where no one knows the dragon's connection to the past, this young mystic provided him with a reading: "Fear not the lonesome road ahead. Just tough it out, and your fame will spread!"
According to her little wisps, though Dyadia has always been fair and impartial to those seeking a reading, she seemed unusually harsh when evaluating Cirrus. Dyadia swears on Yaria's name that there is no truth to these rumors.
The forest dwellers love hearing this erudite scholar tell tales that can guide them through life, but Dyadia has always been more interested in the times when he too was lost and disoriented, such as when he fell out with a fellow disciple.
"A lonesome being, ascending to deityhood at the cost of burning all bridges." This notorious traitor's story served as an excellent source of inspiration for one of Dyadia's best works. Although said work has been confiscated by the traitor himself, who knows if there are more tales to be written in the future?
A brief glance into the Pool of Shadows stirs forgotten memories in Umbrosa. Driven by both fear and kindness, Dyadia repeatedly tries to read Umbrosa's fate, only to find a tormented soul hidden beneath the madness.