| Name | Hextech Ray |
|---|---|
| Type | Spell |
| Description | [Action] (Play on your turn or in showdowns.)Deal 3 to a unit at a battlefield. |
| Artist | League of Legends |
| Set | Origins #9 |
| Wallpaper | |
| Image |
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- Casual
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| Name | Hextech Ray |
|---|---|
| Type | Spell |
| Description | [Action] (Play on your turn or in showdowns.)Deal 3 to a unit at a battlefield. |
| Artist | League of Legends |
| Set | Origins #9 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Hextech Ray, Spell, designed by League of Legends first released in Mar, 2026 in the set Origins.
Hextech Ray fits best in fast, tempo-oriented aggro or midrange Spell Riftbound decks that want cheap interaction to clear early blockers, win combat math in showdowns, or finish off damaged units without sacrificing board development, since paying 1 for 3 damage is highly efficient and keeps your turn flexible. It’s especially strong in spell-synergy builds that trigger effects from low-cost actions or reward chip damage across battlefields. That said, if your deck can support slightly higher costs, cards that deal 4–5 damage, hit multiple units, or offer added utility (such as drawing, burn to the Nexus, or flexible targeting) will generally outscale Hextech Ray in mid-to-late game scenarios, making them better in slower control shells. Overall, Hextech Ray should see play in aggressive and tempo lists that value cheap, precise removal, but may be replaced in control decks by more versatile or higher-impact removal options.
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