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
- PeckStandard 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 FriendSetup
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 CrowsBurst
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 SightBurst
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
- CravenBurst
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
- ChamberBurst
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
- BeguileBurst
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
Level I abilities
- PeckNormal
- Dice requirement:
- 3× 🐾 Talon
- Damage/healing:
- 5 damage
- Fowl Friend
- Dice requirement:
- 4× 🪶 Wing
- Damage/healing:
- Not sufficiently verified
- Murder of CrowsNormal
- Dice requirement:
- 2× 🐾 Talon + 3× 🪶 Wing
- Damage/healing:
- about 7 damage
- Raven SightUndefendable
- Dice requirement:
- 2× 🐾 Talon + 2× 👁 Raven Eye
- Damage/healing:
- 3 damage
- CravenNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 8 damage
- ChamberUndefendable
- Dice requirement:
- 4× 👁 Raven Eye
- Damage/healing:
- 7 damage
- BeguileNormal
- 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?
- PeckLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🐾 Talon instead of 3× 🐾 Talon
- PeckLevel 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
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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