Counterattack and Ally Attack: How to Build Teams

Counterattack and Ally Attack both pull damage out of the basic attack instead of the skill rotation: the more often your champions get hit and the more allies pile into a single swing, the higher your team's DPS. Here is how to build around it without any guesswork — roles, speed tuning and the usual traps.

How the two mechanics work

Everything revolves around the A1 — the skill every champion has and most players ignore.

  • Counterattack — a buff lasting 2–3 turns. While it is up, the champion answers with their A1 every time an enemy attack lands on them. Poison, HP Burn and other damage over time do not trigger it — only actual hits.
  • Ally Attack — an active skill: the caster strikes the target together with 2–3 allies, each using their own A1. This does not count as the allies' turn: their turn meter is not spent and their buff durations do not tick down.

The main takeaway: in this kind of team you are not rating the ultimate, you are rating the quality of every A1 in the lineup.

Why it actually deals damage

Your damage runs on top of the normal turn cycle. While the enemy spends one turn on one attack, your team answers with five A1s, and the Ally Attack caster adds three or four more hits on their own turn. On top of that, every A1 carries its own effects — debuffs, Decrease Defence, extra hits, heals on hit — so all of them proc more often.

Bosses with AoE skills are a separate bonus. A single team-wide hit under Counterattack turns into five retaliation strikes, and that is exactly what many Clan Boss and dungeon comps are built on.

Roles in the team

The five-slot core

  1. Counterattack source — a support or defence champion with a team-wide Counterattack buff for 2–3 turns. Usually one, two at most.
  2. Ally Attack enabler — 1–2 champions with Ally Attack on their A2 or A3. The second one keeps the engine running while the first is on cooldown.
  3. Damage dealer with a strong A1 — not someone who only shines through their ultimate. Look at the multipliers and at the debuffs the basic attack applies.
  4. Support — shields, heals, cleanse, Block Debuffs. Without survivability the whole setup falls apart on turn two or three.
  5. Leader aura — Speed, Defence, HP or Accuracy, whichever your build is shortest on.

Who to leave out

Champions whose entire value sits in a long-cooldown ultimate with a weak A1, and glass-cannon damage dealers with no mitigation: under Counterattack they eat even more hits and die before they deal their damage. Starter champions like Kael or Athel can hold a damage slot fine, but the Counterattack plus Ally Attack core is built from dedicated champions — filter your collection by the Counterattack buff and by the Ally Attack skill.

Speed and turn order

Tuning matters more than raw stats here. The order should be: Counterattack source first, then damage dealers and the Ally Attack enabler. If your buffer moves last, the team spends half a cycle without the buff — and against a boss you notice that immediately.

  • The Counterattack buff must be up when the enemy takes their turn, not after it. Verify it in practice: watch which boss turns happen under the buff.
  • Put the second Ally Attack champion on a slightly different Speed so the combos chain back to back instead of collapsing into one turn.
  • Do not skip Accuracy: A1 debuffs simply will not land without it.
  • Multiple Counterattack sources do not double the damage — the buff refreshes rather than stacks. Two buffers only make sense for uptime.

Where the comp shines

ModeHow goodWhat to watch
Clan BossExcellentBoss AoE hits give the whole team counterattacks; keep an eye on late-fight survivability
DungeonsGoodGreat on dense waves, but you need a cleanse for debuffs
Arena (defence)SituationalPunishes attackers who open with AoE; weak against single-target burst and buff removal
Doom TowerAveragePlenty of floors with Block Buffs and Provoke that shut the engine down

Weaknesses and common mistakes

  • Buff removal and Block Buffs. The main counter: strip the Counterattack and the team turns into a pile of weak A1s.
  • Provoke. Forces A1-only turns and breaks the Ally Attack rotation.
  • One damage dealer. The comp is not about a single hero — if all your damage rides on one champion, that champion gets removed first.
  • Ignoring defence. Five squishy champions under Counterattack are five champions taking hits more often than usual.
  • Betting on the combo only. Always keep a plan B: an ultimate, some control, or a second damage dealer.

Summary

Counterattack and Ally Attack are not a separate build — they are a way to get more value out of every A1. The core is simple: a Counterattack source, one or two Ally Attack enablers, a damage dealer with a solid basic attack and support that keeps the team alive. After that, speed tuning and knowing where the enemy hits with AoE decide everything. Set the combo up once and it will carry you through Clan Boss and dungeons for a long time.

27/09/2026

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