Quickly attacks enemies with his sword. All of Ray's attacks gain Sure Fire.
At level 2: Basic Attack DMG +5%
At level 3: Basic Attack DMG +5%
At level 4: Basic Attack DMG +5%
At level 5: Basic Attack DMG +5%
Charges forward when deployed, dealing damage and knocking enemies back (Ignores immunity to Ultimate or Lower hitstun). When an allied backline Sniper, Supporter unit excluding Ray receives a Special or Lower hitstun attack, Ray blocks the attack and inflicts strong knockback, stunning targets for 3s before returning to position (50s fixed cooldown, does not trigger when Ultimate buff is in effect). Ray does not detect enemies behind.
At level 2: HP +3%
At level 3: HP +3%
At level 4: HP +6%
At level 5: Debuff RES + 50%
When receiving Special or lower hitstun due to an enemy attack, Ray counterattacks with a strong knockback infront. Damaged enemies become stunned for 5s.
At level 2: HP +3%
At level 3: HP +3%
At level 4: HP +6%
At level 5: Creates a barrier of 10% HP after casting skill.
Gathers up power and deals AoE damage in front. For 12s, Ray becomes immune to crowd control effects and Ultimate or Lower hitstuns, with 60% decreased speed, and his basic attack is changed to inflict strong knockback (Such attacks applies Ultimate tier hitstun). Become invincible during movement.
*Crowd control immunity: Stun, Sleep, Fear, Confusion and Freeze Immune
At level 2: DMG +5%
At level 3: DMG +5%
At level 4: DMG +15%
At level 5: Recovers 20% HP after casting.
We will add them as soon as it's possible!
Awakened Ray is a defender focused on countering attacks to keep his team alive. Currently, all of his counterattacks are buggy and do not prevent attacks correctly - he seems to block the attack for 1 backline unit only, while others will still take damage. As a 6-cost frontliner his stats and defensive capabilities are rather weak - to make things worse he cannot solo tank as his kit only blocks 1 attack. His inability to detect units behind may also cause more harm than good. In the case of unlucky knockbacks/pulls, he will just walk past the enemy frontlines - except he cannot do anything in the backline.
Lastly, the ultimate is currently a joke. He is barely able to advance anywhere due to the slow movement speed and the low knockback distance.
Check the general ratings visible in the header section for an indication how good the character is in the KR region. Please keep in mind the ratings might change depending on when the character gets released in SEA, buffs, nerfs or any changes to the base game or the game modes.
- All attacks cannot miss
- Can prevent backline assassins
- Ignores units behind
- Low survivability
- Useless Ultimate
- Randomly turns into a siege
We will add it as soon as it's possible!
We will add them as soon as he/she gets one!
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