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Raveness

Playstyle: Balanced · Complexity: 3/6 · Outcasts

Who is this character?

Balanced raven cycle: Nevermore sits with the opponent, collects vitality there and only returns it as healing when called home.

How to play Raveness

If after roll 1 5× Raven Eye for Fantastic Terrors! are reachable. Keep 5× Raven Eye and reroll all dice not needed, aiming at Fantastic Terrors! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Craven. Fantastic Terrors! deals a documented 13 damage and applies hex, so the 5 committed dice stay on the table.

Early game: Build Peck/Raven Sight and initial feathers; do not park Nevermore without a return plan.

Mid game: Charge the dial to 3, use Hex against the enemy burst turn, then bring Nevermore home.

Late game: Combine the 13-damage ultimate or repeated Nevermore cycles with stable defense.

If after roll 1 a small straight for Craven are reachable. Keep a small straight and reroll all dice not needed, aiming at Craven (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Fantastic Terrors!. Craven deals a documented 8 damage, so the 4 committed dice stay on the table.

Fowl Friend (0 damage) is still often right: 4 Feathers + 2 activations + a card pre-build two full cycles.

Leaving the raven on the opponent without a Feather reserve – a 6 resets the whole dial.

Absorbing vitality but never bringing it home – the healing is half the cycle's value.

Strengths

  • Nevermore: 1 undefendable per activation + dial up; its return heals the dial value
  • Nothing More: ~2 prevention + ~2 counter on 5 dice
  • Hex turns all 6s into blanks – ultimates become impossible
  • Peck (5–7) and Craven (8) land with zero setup

Weaknesses

  • The Nevermore die on an opponent is a gamble – needs Feather management
  • No burst past 9 outside the ultimate

Key attacks

  • Peck
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🐾 Talon is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🐾 Talon · 5 damage

  • Fowl Friend
    Setup

    Setup attack: places effects that later turns rely on.

    Play it early while turns remain for the effect to pay off – as the last action of a close game Fowl Friend deals no damage.

    4× 🪶 Wing

  • Murder of Crows
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🐾 Talon + 3× 🪶 Wing is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🐾 Talon + 3× 🪶 Wing · about 7 damage

  • Raven Sight
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🐾 Talon + 2× 👁 Raven Eye is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🐾 Talon + 2× 👁 Raven Eye · 3 damage

  • Craven
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · 8 damage

  • Chamber
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 👁 Raven Eye is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× 👁 Raven Eye · 7 damage

  • Beguile
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · 9 damage

  • Fantastic Terrors!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 👁 Raven Eye (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 👁 Raven Eye · 13 damage · hex

Key statuses & resources

  • Nevermore dial 0–3; Feather max 5. The opponent's Nevermore upkeep roll has the documented outcomes and can be modified by Feather.
  • Hex makes enemy sixes worthless as documented; do not infer a broader global rule.
  • 3 Nevermore dial = maximum documented drain/heal cycle; 2–3 feathers enable meaningful die correction.
  • 4 raven eyes = Chamber; 5 = ultimate threshold.
  • Nevermore: Activations via Raven Sight, Chamber ×2, Fowl Friend ×2, Beguile, a Peck four-of-a-kind, ultimate ×3.
  • Nevermore: Park it on the opponent, absorb to dial 3, then bring it home: 3 chip damage + 3 healing per cycle.
  • Feather: Fowl Friend +4, Murder of Crows wings, Craven +1, Beguile +2.
  • Feather: Twist away the 6 (raven returns with a dial reset!) – 2 Feathers save the whole absorb cycle.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🐾 Talon · 3/6 (faces 1, 2, 3)🪶 Wing · 2/6 (faces 4, 5)👁 Raven Eye · 1/6 (faces 6)

Level I abilities

  • Peck
    Normal
    Dice requirement:
    3× 🐾 Talon
    Damage/healing:
    5 damage
  • Fowl Friend
    Dice requirement:
    4× 🪶 Wing
    Damage/healing:
    Not sufficiently verified
  • Murder of Crows
    Normal
    Dice requirement:
    2× 🐾 Talon + 3× 🪶 Wing
    Damage/healing:
    about 7 damage
  • Raven Sight
    Undefendable
    Dice requirement:
    2× 🐾 Talon + 2× 👁 Raven Eye
    Damage/healing:
    3 damage
  • Craven
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    8 damage
  • Chamber
    Undefendable
    Dice requirement:
    4× 👁 Raven Eye
    Damage/healing:
    7 damage
  • Beguile
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    9 damage

Ultimate

  • Fantastic Terrors!
    Ultimate
    Dice requirement:
    5× 👁 Raven Eye
    Damage/healing:
    13 damage
    Key effects:
    hex

Defense

Nothing More The defense roll is made whenever you are attacked. On average it prevents about 3 damage. The prevention depends on the roll. Nothing More: 5 dice – prevent 2 per wing pair, counter 2 per talon pair, a raven activation per eye pair (~2 prevented, ~2 back). Reliable thanks to pair math on 5 dice.

Resources

  • NevermoreA companion with a dial (0–3): activating = send it to a target OR absorb vitality on an opponent (dial +1, 1 undefendable). When it returns you heal the dial value; the opponent rolls the Nevermore die every upkeep (effects from Hex to card loss). · Activations via Raven Sight, Chamber ×2, Fowl Friend ×2, Beguile, a Peck four-of-a-kind, ultimate ×3. · Park it on the opponent, absorb to dial 3, then bring it home: 3 chip damage + 3 healing per cycle.
  • FeatherMax 5: 1 = force a reroll of the Nevermore die, 2 = shift the result by 1, 3 = activate Nevermore. · Fowl Friend +4, Murder of Crows wings, Craven +1, Beguile +2. · Twist away the 6 (raven returns with a dial reset!) – 2 Feathers save the whole absorb cycle.

Upgrades & cards

What changes?

  • Peck
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🐾 Talon instead of 3× 🐾 Talon
  • Peck
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 🐾 Talon instead of 3× 🐾 Talon

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Raveness lacks.

  • Gambit

    Gambit adds the healing that Raveness lacks.

  • Wolverine

    Wolverine adds the healing that Raveness lacks.

Good matchups

  • Gunslinger

    Raveness keeps Gunslinger tied up with Hex, and Gunslinger already needs tight rolls.

  • Psylocke

    Raveness keeps Psylocke tied up with Hex, and Psylocke already needs tight rolls.

  • Pyromancer

    Raveness keeps Pyromancer tied up with Hex, and Pyromancer already needs tight rolls.

Tough matchups

  • Druid

    Druid pushes damage through that Raveness barely stops with Nothing More.

  • Black Widow

    Raveness lands spikes up to 13 damage off Nevermore without a long ramp – and Black Widow has little to absorb it.

  • Tactician

    Raveness lands spikes up to 13 damage off Nevermore without a long ramp – and Tactician has little to absorb it.

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