‹ All heroes

Ray is an Earth Soul Weaver healer-protector. His basic attack throws a bottle at one enemy while cleansing a single debuff from an ally, so his offense is purely single-target, not a cleave. His real value is team defense: Light of Rebirth grants every ally a barrier scaled to their max Health for 2 turns (3-turn cooldown), and Invigorate cleanses all debuffs from the whole team, grants immunity for 2 turns, and heals everyone based on max Health (5-turn cooldown). He keeps a fragile team alive and standing rather than dealing meaningful damage.

Counters

  • Debuff-stacking and damage-over-time teams — Invigorate cleanses every debuff from all allies at once and follows up with immunity for 2 turns, wiping out stacked poisons, burns, and bleeds and blocking the next wave before it can land.
  • Crowd-control and lockdown comps — His full-team cleanse plus 2-turn immunity frees allies from stuns, silence, and slows and prevents fresh control from sticking while immunity holds, keeping the team able to act.
  • Defense-shred burst openers — The all-ally barrier scaled to each target's max Health soaks the opening hit, and the max-Health team heal restores the chip damage, so burst openers that rely on a defense break struggle to convert into a kill.
  • Big-Health bruisers and tanks — Because both his protection and his attack scale off max Health rather than Attack, his support stays effective against beefy frontlines, and his single-target hit also cleanses a debuff off an ally each time he attacks.

Countered by

  • Buff stealing — His protection is all buff-based: a barrier on the team and immunity. An enemy that steals those buffs both removes Ray's defenses and turns his immunity against his own side, gutting his entire kit.
  • Buff strip and shortened buff duration — His barrier and immunity can be dispelled or burned down before they expire, and with no passive to reapply them he must wait out cooldowns (3 turns for the barrier, 5 for the cleanse-heal) with nothing to protect the team in between.
  • Unhealable application — Invigorate's max-Health heal is a core part of his sustain; an enemy that applies an effect blocking healing shuts off that recovery entirely, leaving the team without its lifeline.
  • Sustained pressure that outlasts cooldowns — His strongest protection is on long cooldowns and his own offense is just a single-target poke, so a team that keeps applying pressure every turn can grind the allies down during the gaps when his barrier and cleanse aren't available.
Who counters Ray? — full guide ›

Skills

S1Extreme Remedies

Attacks by throwing a bottle, dispelling one debuff from an ally.

S2Light of RebirthCD 3

By radiating light, grants a barrier (proportional to the target’s max Health) to all allies for 2 turns.

Barrier / Protect
S3InvigorateCD 5

By infusing vitality, dispels all debuffs from all allies and grants immunity for 2 turns before recovering Health proportional to the target’s max Health.

Immunity
Soulburn −10 soulsIncreases the amount recovered.