Ra
Ra is a short range damage dealer. He doesn’t stand up long in a fight, but with a good tank at his side, he can bring the hurt.
Builds: DPS
Best Power Cards: Solar Flare, Staff of Ra, Inferno
Worst Power Card: Blazing Tornado
Strengths: Potentially strong attacks. Good area control.
Weaknesses: Almost no defensive capabilities. Cannot often aim his attacks, and with his 5 miss chance, his strong attacks are few without it.
Works well against: Tachyon, Proletariat
Weak against: The Operative, Absolute Zero, Ambuscade
Commentary:
Ra has some great potential for damage, but it often comes to naught as he just doesn’t have the actions he needs to really shine. His attacks auto-miss on 2 and 5. That means any defense against him has a 50% chance of stopping his attacks if he rolls no 6’s. Ra excels, however, when he doesn’t have to move on his turn to hit targets. Either go for Solar Flare and Flame Spike to try and overwhelm a target with lots of attacks or go for an aimed Inferno and Solar Flare for a nice 7 die attack. Another good build is Staff of Ra and Solar Flare. Each round you can do a 7 die attack and re-roll all auto-misses once. If you plan on running Ra, make sure to bring along an ally who can tank for you. Ra has no real defenses against strong ranged attacks, so stick to cover whenever you can.
Tips:
When dealing with melee enemies, consider equipping Living Pyre. If they want to hit you, they have to take a hit themselves. Drop a Blazing Tornado or Inferno on yourself for extra fun.
Living Pyre plus Drawn to the Flame can hit multiple nearly-adjacent opponents for a pretty good amount of damage.
If you plan on using Blazing Tornado, drop it on top of the target. This forces them to take damage even if they try and leave the hazard area. For extra fun, equip Flame Spike or Solar Flare. One gives you 2 more dice to the hazard attacks. The other lets you attack another target or the same target whenever they trigger the hazard space.
Blazing Tornado is great against targets that like sitting in one spot and attacking. Bunker, we’re looking at you.
Any outside damage boosts to Ra can make him a real power-house. Anyone that would normally give him defense + 1 tokens instead give him Attack + 1, so use that ability wisely!
Countering Ra:
Ra doesn’t have any range boosters. The maximum distance he can hit a target at is 7 hexes. If he isn’t packing Inferno, it is 6 hexes and he requires line of sight.
Force Ra to move to engage targets. This keeps him from being able to aim.
If Ra has Defense – 1 tokens, use aimed attacks on him to take him out quickly.
Don’t melee Ra if he has Living Pyre in play. Or, if you do melee him, don’t move a lot while you do it.