The Olde Crow's Guide to Raith'Marid
In this series, We will give you a quick breakdown of each champion. This is geared mostly towards people who have not played with this champion much, so it’s not an in depth tactical treatise. This is more of a quick breakdown and assessment of the champion.
We will grade each champion’s offense, defense, support, mobility, and control. I’ll explain each grade and then give you a quick vision of a dream activation for that champion.
Here is the grading scale for each category:
Raith Marid is a Shaper champion with Splashling followers in the game of Godtear from the Cave region.
Our very own “Soggy Dragon” is a powerhouse. He is widely considered one of the best warbands in the game and we’ll take a look together at his strengths and weaknesses. For a more in depth look at his particular match-ups take a look at the shaper match-ups article here-https://www.objectivehex.com/post/evaluating-the-matchups-shapers
Raith’Marid uses high mobility and displacement to control the board, with the ability to generate boons for himself to improve his already decent base stats and attacks. Here is a look at his cards:
Raith’Marid has two attacks across his warband, which is about average but doesn't really stand out. As they are tied to himself and not his followers, and with his range of 2 and the movement of “lunging strike” he usually can get both of his attacks off in this phase. With the profiles of 6/4 and 5/5 he won’t turn heads but they still remain very versatile, able to hit high dodge or high armor relatively reliably. Using boons from his passive skill “Rippling Scales” you can use him almost as a slayer to put out considerable damage.
Defensively, Raith is not bad by any means. While his stats aren’t the greatest with 2/3 with 7 health, the ability to easily get to 4 armor with a boon from “Rippling Scales” means he can shrug off most attacks with very little damage, but he will get hit by most skills even if you give him a dodge boon instead. He also is very good at picking his battles. The Splashlings have 4 dodge, with a potential 5 with a boon. Just be prepared if they get hit, they'll probably go down but their mobility can get them out of threatening situations.
Think of Raith’Marid as more of a All-Star Player for your Warband, rather than helping the team,he is much better at playing for himself and setting up his own success. He has access to all the boons, but he can only put them onto his own warband. He adds positional support to his team, but we’ll go over that later in the control section.
This warbands mobility is probably the best in the game, while it can't match the speed of Kailinn, it makes up for it by being able to use the “place” mechanic very efficiently. His ultimate gives him a 3 range place onto any empty hex, he can use this to crush banners as well, as they count as empty hexes. His lunging Strike can be used as an effective movement tool as well to get even more out of his really low base movement of 1. The splashlings have a range 3 place in their “Current” skill, and even Raith himself can move them in a pinch with his “Jet” skill.
If you’re looking to play control, or at least have some in your list, look no further than Raith’Marid. He is probably the best at it. The splashings have an amazing push skill “Tide” in both phases. The high accuracy means that it's almost guaranteed to be able to push a model where you need it to be. You can use this to clear a path to an enemy banner, or to protect your own-depending on what you need at that moment. Raith’s “Headbutt” skill has a knockback as well, giving you quite a bit of options to get enemies exactly where you want them, and we haven't even talked about his ultimate! Widely considered to be the best ultimate in the game, “Tsunami”,can and will change the course of the game. Using this ultimate properly will almost guarantee a single round win.
Here is a screenshot of a recent game, where Rhodri’s banner is being threatened by two Champions: Ragosh and Skullbreaker, and I need to make sure it won’t get crushed so I can secure this turn, and not lose the game. This is my first activation of the clash phase so I need it to be a big play!
By using Tsunami here I ended up pushing Skullbreaker out of range of the banner, pushing Rangosh out of range and also setting up a lunging strike to potentially get a huge KO, set up his Virtues(mine are tinted green) to both be hit by a “Flashing Blade” skill by Kailinn, pushed his Kailinn so where She is only in range of one of my virtues-not both, and last but not least- moved the bandit next to Rhodri so he can’t be hit by Skullbreaker.
Here is how it ended up and as you can see, the range of Tsunami that pushes everyone within two up to two hexes AND in any order you choose is a tool that can completely flip a game on its head.
In conclusion, Raith is an incredibly versatile tool that enables both aggressive and defensive play while being mobile enough to be exactly where you need him to be, when you need him to be there.