Coldheart

A void rare built around enemy max HP: huge spike windows on big bosses in the right setups.

Role
Damage
Rarity
Rare
Affinity
Void
Faction
Dark Elves

Quick read

Void Dark Elves damage pick known for max-HP style hits on big targets. She needs the team to set the window—debuffs, turn order, and survival—then she delivers the spike. Build to land the hit you planned, not a random number.

  • Dungeon bosses and long-HP checks where a timed chunk matters more than average DPS on trash.
  • Rare books on the skills you press in your real loop—usually the spike and anything that lines up the turn you care about.
  • Loves decrease defense, turn control, and staying alive so she is still there on the money turn.

Overview

Coldheart is not for everyone, but the players who get her to click remember the spike windows. You build a team that keeps her alive, keeps the boss in the right state, and then you land the big “chunk” moment that feels like a rhythm game played in spreadsheets. She is rarely a solo carry in the story sense: she is the part of the rotation you photograph.

She tags void and Dark Elves for Faction work, and her identity in many rosters is “boss math”—when a percentage of enemy HP (or a similar big-hit profile) is the plan, she is often in the conversation.

What this page is: original fan notes, not a datamined copy of the client. Numbers, skill names, and set names may shift with patches—check tooltips and official notes.

What her kit is doing (plain language)

  • The spike fantasy: A heavy hit that pays off when the boss (or a similar target) has the HP bar to make the math matter. The better your debuffs and tuning, the less it looks like luck.
  • Debuffs and window: Wasted if Accuracy is short or the turn order fires before your defense down is up. Log the key turn when something feels off—it is often order, not RNG.
  • Staying in the fight: A dead DPS does zero on the spike turn. Resist the urge to glass-cannon her before the team can protect the rotation.

Booking priority (rule of thumb): skills that make the hit you actually use land reliably in your main mode, then anything that shortens the loop you built the team around.

Strengths

  • Stands out when max HP or a similar spike profile is the question the stage is asking.
  • A classic “needs the team” design that rewards real planning, not a bigger stat on one piece.
  • Strong motivation to learn boss timing and turn bar math (which pays off on every future carry).

Stat priorities (what to roll)

GoalWhat usually mattersWhy
The big hit goes off as designedC. rate to your chosen threshold, then C. damage and Attack in the balance your team can supportA missed crit on the spike turn is a missed plan, not a small DPS loss.
Scales the parts of the kit you care aboutATK% and/or DEF% depending on how the skills scale on the tooltip you are building aroundThe real build follows the real game text—re-read it after big patches.
The setup sticksAccuracy to the tier you are hittingA debuff that whiffs makes the screenshot damage disappear.
Alive for the right turnSpeed in comp context, then HP/DEF as the stage hits backDead = zero on the spike.
Faction / niche tuneRES only if a known floor punishes a specific lack of itDo not overbuy RES and starve the job of the build.

Revisit when you: change the debuffer, the Clan Boss (or other) tier, or any piece that alters her turn slot.

Gear and artifact sets (practical options)

Sets are suggestionsright stats win over a pretty six-piece name you cannot farm.

  • Crit and raw stats: a clean path to C. rate cap and C. damage (with enough ATK or scaling stat) often beats a set that looks good in a screenshot but misses thresholds.
  • Lifesteal (or similar) can be comfort in some PvE if the math works—never if it breaks your team speed plan.
  • Perception / accuracy slices only when you measure a miss problem—do not paper-fix Accuracy that gear could solve.

Main-stat talk: Speed boots in many comps, C. rate gloves when you are building toward a reliable crit spike, and chest that matches the threat (defensive if she eats random hits, offensive if the team really never lets her be touched). Your squad decides the truth.

Masteries (“talents”) — two common loadouts

General PvE (dungeons, boss focus, Faction DPS slot)

  • Offense path: the usual crit, helmsmasher / flawless (or the era-appropriate nuke keystone your account uses) only after the basic accuracy and survival you need to finish runs.
  • Support dip: sometimes a tiny support snip for sustain—often less important than not dying to a wave before the boss.
  • Defense (short): only if the data from runs says she is eating hits you cannot fix with team comp yet.

Arena and hybrid (rare for pure spike builds)

  • Many Coldhearts in early rosters are PvE-first; a second page is a luxury. If you must share a page, bias defense or sustain nodes only when the class of draft you use actually exists in your history of matches.

Best teams and where she fits (examples)

ModeTeam idea (archetype)What Coldheart is doing
Dungeons (boss / fire knight–style checks)Decrease defense + control + support that keeps the rotation on scheduleThe spike on a long bar where average DPS is not the full story.
Clan Boss (account-dependent)Debuffs + speed-tuned core + survive until the window is stableChunk windows when the team can keep the plan; revisit when specialists outscale her.
Faction Wars (Dark Elves DPS slot)Flex damage when the other three slots can set her upVoid and rare budget identity for that faction row.
Early / mid progression“We need one boss answer while we build the rest”Spike carry until replacements appear.

Patterns, not a promiseyour thresholds and floor pick the real comp.

Books, “gifts,” and where to invest

  • Rare books: go to the skills you press in the rotation you actually play. Filler on a cool-looking basic that never decides a run is a classic waste.
  • Gifts and side systems: if you get extra rolls that can fix a proven Accuracy gap or a HP shortfall in the one mode you care about, that often beats a shiny marginal ATK sub that does not change outcomes.

Blessings, accessories, and endgame systems

  • Blessings, relics, and accessories move with the meta. Same rule as the other guides: pick the row that closes a measured gap (a crit short you can prove, a turn problem from the sim, a survival hole on that floor)—not a narrative bump on paper.

Weaknesses and common mistakes

  • Blaming RNG when the debuff or turn order was the bug.
  • Chasing highlight-reel damage before a capped crit plan and a stable debuff window.
  • Ignoring the team—she is a rotation character in many high-value uses, not a vacuum stat stick.