
Is Raven Worth the Investment in Void Hunters?
Some heroes look incredible on paper and disappoint in practice. Raven might be the opposite at first glance. Her mechanics look risky and the barrier to unlocking her is steep enough that many players will never even test her properly. That alone could makes her one of the most misunderstood heroes in Void Hunters right now.
So, today we are looking at whether Raven is actually worth chasing and building?
Based on my experience, I lean towards no, at least in the current state of the game. Raven has some interesting ideas behind her design, and there are flashes of utility in the right scenarios, but the overall investment required to unlock her and make her function feels far too high for the return you get. Let’s break down exactly why.
One Of Raven’s Biggest Problems Starts Before You Even Unlock Her

One of the most important takeaways here is that Raven is not just expensive to build. She is expensive to acquire.
Some of her unlock requirements are perfectly reasonable. Things like completing PvP combats or progressing through Hunt tiers are objectives most players will naturally achieve over time. Those are not the issue. The real problem is that some of Raven’s requirements force you into investments you may never have wanted to make otherwise.
That include taking Leo all the way to Hunt Rank 6. It also includes building four Tainted Hunters to Hunt Rank 5, 5-Star, which can be especially painful if your roster is missing stronger options like Renna and Ygravain. If you do not already have those 2 legendary hunters, you may end up pouring materials into heroes you do not actually plan to use long term.
If the likes of Arbias and Kurgan where great then it wouldn’t be an issue. But they aren’t that great, so levelling them feels bad. Really bad.
There is at least one helpful optimization here. For some of these mission requirements, you do not need to fully level the units with XP once they hit the required rank and star thresholds. That can save some resources. Even so, the wider issue remains the same. Raven demands a lot of account progression and roster investment before she even steps onto the battlefield.
Her Kit Is Interesting, but It Feels Like a Doomsday Clock

Raven’s entire identity revolves around managing Void Touch, absorbing debuffs, and turning dangerous battlefield pressure into some form of value for her team. In theory, that sounds like a really cool support bruiser hybrid. In practice, it often plays out like this: Raven takes everything onto herself and then dies.
That is the central issue.
Her first skill lets her transfer non-control debuffs from allies onto herself, which can be useful, especially once it is ranked high enough to grant Guard stacks. Without those upgrades, though, she is effectively volunteering to become the easiest target on the team. That means her basic skill is not just a utility option. It is also a massive risk.
Her second skill has some real promise. It applies Void Touch, can inflict Healing Immunity and Buff Immunity, and scales better when invested. On paper, this is probably the strongest argument in Raven’s favor. Those debuffs are valuable, especially in later encounters where shutting down enemy sustain or buffs can swing a fight. For example if you come across a Goran in later hunts, prevent his heal and taunt can save your team from suffering a tonne of Void Touch.
Then there is her third skill, which pushes her even further into that support role. She can cleanse Void Touch from allies, buff them with Resilience and Resistance Up, and even grant Strong to Seasoned allies. Again, there is clear potential here. The issue is that the skill needs heavy investment to really shine, and the books required are not easy to come by.
So while the pieces are there, they never quite click cleanly into place.
Raven Scales With Risk, but the Punishment Is Too Harsh
The most frustrating part of Raven’s design is that her power is directly tied to the very mechanic that eventually kills her. She wants Void Touch. She benefits from it. She gains offensive and defensive upside from it. But if she crosses the line and Succumbs to the Void, she dies instantly, cannot be revived, and your entire setup collapses.
That downside is brutal and far outweighs any positive that can come from it in my mind.
Her traits do try to compensate for that. She takes reduced Void Touch outside her turn, ignores the normal attribute penalties from Void Touch, and gains damage reduction and attack as her stacks rise. That is all genuinely strong. On top of that, she deals bonus damage based on the number of debuffs on herself, which is meant to reward that “carry the burden” playstyle. But the payoff still does not feel reliable enough because she often dies before the reward matters.
There is even a last-stand style effect where, if she is the final ally alive, she gains a full debuff cleanse, full healing, turn meter, and immunity to Void Touch. Cool idea but the problem is Raven is usually not the last one alive. She is often the first or second one to fall because her kit actively invites danger.
That makes the whole thing feel clunky rather than clever.
Heavy Skill Investment Does Not Fix the Core Issue
I’ve done my best to emphasize that Raven was not lightly tested. I have spent considerable resources on ranking up her skills, including a large amount of mythic books. Even with that level of commitment, the verdict is still the same.
A hero does not need to be amazing with no investment, but if you are spending rare resources and still feeling underwhelmed, that is a warning sign. Raven seems to need key breakpoints just to become functional, not exceptional. You want her basic upgraded for Guard. You want her second skill maxed for stronger utility. You want more ranks on her support tools to improve her cleansing and ally buffs.
By the time you start listing everything she needs, the cost becomes hard to justify. Especially when other heroes can offer clearer value with less setup.
Gameplay Testing Shows the Same Pattern

The practical gameplay really seals the argument. In campaign testing, Raven had moments where she looked useful. She interacted well with allied effects that applied Void Touch, and there were glimpses of synergy, especially in longer Void Menace 4 encounters. Her debuff transfer, Guard stacking, and support elements were not completely useless.
But across multiple attempts, the same pattern emerged. She built up too much Void Touch and died.
That is the story.
Even when the team was adjusted to slow things down and give her more room to show off, the outcome never really changed. She absorbed debuffs, took pressure off teammates, and then collapsed under the weight of her own mechanic. At times, it even felt like using parts of her kit sped up the inevitable.
That is a tough sell for a hero meant to be an investment piece.
Final Verdict on Raven
Right now, Raven feels like a hero with a genuinely fascinating design trapped inside an underperforming package.
There is clearly a concept here. A pseudo-support who carries the team’s burdens and scales with Void Touch, that is a fantastic idea. But in the current state of Void Hunters, she appears too expensive to unlock, too demanding to build, and too unreliable in actual combat to recommend for most players.
That does not mean she is hopeless. I am aware that I didn’t quite have her fully maxed and she may be missing some key support pieces in this alpha environment. But I feel a few tweaks could make a massive difference. More self-sustain and better self Void Touch management. A less punishing death condition. Maybe even an AoE on her second skill. Any of those could help her kit feel smoother and more rewarding.
For now, though, Raven looks more like a passion project than a smart investment. If you are playing efficiently, there are better places to put your resources. If you are building for fun and want to experiment, Raven still has enough uniqueness to be interesting. But if the question is simply whether she is worth it, the answer for me is pretty clear.
Not yet.
