Description: Debuffs and/or debilitates the enemy team.
Base Stats (Max 90)
Cost: 76 AP
Effect: Deal 650% Damage to a line of enemies. Those enemies get Impair for 2 turns and -20 AP. Up to 2 teammates regain +60% of their max HP.
Initial Cooldown: 1
Effect: All other teammates get Elusive for 2 turns. This character gains +35% AP
Effect: While not stunned, whenever this character takes damage, they gain +30% Defense until the start of their next turn, in addition to any existing defense increases, including prior activations of this skill.
3rd Slot Effect: When being attacked, a 50% chance for the enemy to get -40 AP.
Turn 1 – Elusive
- Shutdown enemy AP generation Turn 1
- Forces enemy to focus Raven (Indomitable + Weapon)
- Great for both Offense and Defense Teams
- Impair + AP Drain Rush to a line of enemies (2 enemies)
- Makes it difficult for enemy combo strategies to synergize
- Increases Rush timing disparity between your team and the enemy team
Damage & Team Sustainability
- 650% Damage to a line of enemies (same enemies that get Rush Controlled)
- 60% heal to 2 teammates for extra survivability
- Helps make Raven a huge threat to leave alone
[6 Star] Team Compositions
Here are a few example Raven teams to get your creativity flowing:
Raven has always lived in abusive and horrible situations for most of her life (prior to the apocalypse). Her mother was murdered when she was little, and eventually ended up in an orphanage. The caretaker of the orphanage treated the children like slaves (or not humans), and so eventually Raven ran away and lived in the forest. She eventually found a cabin with an older gentleman who took her in (becoming her “father”) and grew up there until she was an adult. He taught her about nature, language, and the world in general. When the apocalypse happened, her father became ill, and unable to treat him, passed away. He came back as a Walker, forcing Raven to “kill” her father (now Walker) as her first kill in a post-apocalyptic world (a weird mix of traumatic and therapeutic experience for Raven).
As a result, Raven has always had a fascination with death. She finds a peace and tranquility about it, which is (in part) why she is disturbed by Walkers. She perceives the Walkers as souls that haven’t moved on, and therefore, goes out of her way to “release” souls [kill] from Walkers.
Raven occasionally (not always) uses atypical / elevated vocabulary, specifically when she talks about death or nature. In those cases, her tone has a poetic elegance to it, but not to the point where the average person would find it off-putting or out of place (just an elegant way of phrasing something).
When it comes to other people, Raven can come across a little cold or heartless (even if it’s unintentional). However, she is a great person with helping those facing their fears, since she herself embraces her own [eventual] death, and helps others come to terms with their insecurities (though, not necessarily in a heartfelt way). Equally, Raven isn’t afraid to kill quickly and swiftly, regardless of whether or not others agree with her decision.