Raz — Patch 1.63 Verdict
[Liquipedia RPL: C | Web: S | Web: S | Web: A | Web: B | Web: A | Web: S+] Pro play (RPL 2026): 7 picks, 42.9% WR, 2.4% pick/ban rate. Note: pro meta may differ from ranked. Ranked S on zathong.com. Ranked S on metatierlist.com. Ranked A on pillarofgaming.com. Ranked B on commonsensegamer.com. Ranked A on 1v9.gg. Ranked S+ on richmanshop.com.
Raz — Mage Guide
Key Insights
- Fist Spirit's dash has a direction input, so you can sidestep an incoming skill shot mid-combo without breaking your damage rotation, but only if you pre-decide the direction before the skill animation ends.
- Every skill hit restores 25 energy, meaning a three-skill combo refunds 75 energy and nearly fully funds the next one, letting you chain into a second target in a teamfight.
- Rising Dragon Fist is the combo opener in almost every situation because the airborne is the longest hard-CC in his kit, but the horizontal range is short, so use Fist Spirit's dash to close the gap before casting it.
- Volatile Fist applies a magic-resistance shred and a slow, cast it early in the combo so the debuff is active when Odin's Fist and empowered autos land; it also refunds 25 energy on hit to keep the chain going.
- Odin's Fist pushes enemies backward along its path, away from you, so cast it last after W's slow is active; aiming it toward your own team turns the knockback into a CC setup for allies rather than an accidental escape for the enemy.
Strengths
- Q +
Odin's Fist CC arrives in two separate hits, so Purify can't negate both. - Every skill hit refunds 25 energy; a full combo nearly funds the next one.
Volatile Fist shreds magic resistance, no Staff of Nuul needed to crack tanks.
Fist Spirit's mobility dash makes him nearly impossible to kite at melee range.
Weaknesses
- Zero kill threat against anyone who stays outside his dash range.
Odin's Fist's narrow linear hitbox is easy to sidestep for mobile heroes.- Weaker wave-clear than meta mages like Tulen or Diao Chan; slower first-item spike.
- Flicker is mandatory, leaving him exposed to two-plus lockdown comps without Purify.
Matchups
Abilities
PFist Spirit
After using a skill, Raz leaps in a designated direction and gains movement speed. His next auto attack deals magic damage and knocks the enemy back.
1Rising Dragon Fist
Raz leaps and punches upward, dealing magic damage and launching the enemy into the air. If this skill hits a target, Raz restores 25 energy.
2Volatile Fist
Raz releases power from his fist, dealing magic damage and reducing the target's magic armor and movement speed. If this skill hits a target, Raz restores 25 energy.
ROdin's Fist
Raz charges forward in a straight line in a designated direction, dealing magic damage and knocking the enemy back. If this skill hits a target, Raz restores 25 energy.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard All-In
The bread-and-butter combo for any isolated target. Use the Fist Spirit dash before Q to close the final gap, weave the empowered autos between each skill for maximum damage, and save Odin's Fist for last when the enemy is slowed and cannot sidestep the linear strike.
Flicker Ambush
Open with Flicker rather than the passive dash when you need to surprise an enemy who is respecting your dash range. The instant displacement bypasses their defensive positioning and the Q airborne shuts down the immediate escape response.
Poke-to-Execute
Lead with W's slow and magic-resistance shred at the edge of your melee range when the enemy is above 60% HP. Let the debuffs do early work, then commit the full Q-into-ultimate finisher once they have burned their escape or are low enough that the combo kills.
Expert Video Guide
เล่นอย่าง Pro EP.12 MeMarkz สอนเล่น Raz ใน 6 นาที !! — Garena RoV Thailand
Gameplan
Raz's first true spike is Soaring Aura: the ability haste and magic power together cut his combo cooldowns short enough that the energy-refund loop feels fluid rather than forced. He can bully lane at level 4 with all three basics unlocked, but his biggest in-game spike is level 6, when Odin's Fist turns every successful Q into a full three-part execution combo. His second item, Boomstick, is when he becomes genuinely scary in skirmishes. Play safe in the opening two minutes if you are behind on level; a Raz with no passive-dash control and a half-built Soaring Aura is a liability, full stop.
Early Game
Levels 1–6- →Focus on hitting level four before or at the same time as the enemy mid laner. Your trading power before all three basic skills are online is limited, so farm under relative safety and use W poke to apply pressure without fully committing.
- →Use Fist Spirit's dash to hop over skill shots rather than burning Flash, preserving your summoner spell for the level-six all-in assassination window.
- →Track the enemy jungler's position before stepping up to trade. Raz caught by a double-CC gank with no Flicker available dies almost every time.
Mid Game
Post Broken Spear- →With Soaring Aura and Enchanted Kicks completed, rotate to dragon or dark slayer skirmishes where the confined geometry of an objective fight stops enemies from walking out of your melee range.
- →Target the enemy mage or marksman in teamfights rather than the frontline. Your job is to delete the backline threat, not to brawl with tanks who absorb your combo and outlive it.
- →Use Odin's Fist's knockback to interrupt objective channels or push enemies back into your team's follow-up CC, turning a pick into a full teamfight win.
Late Game
Teamfight phase- →By the time you have Staff of Nuul completed, the magic-resistance shred from W combined with the penetration makes even tanky supports one-rotatable. Don't hesitate to chain-combo support heroes who walk up to vision-check bushes.
- →In high-stakes teamfights, patience matters more than aggression. Wait for the enemy displacement abilities to be spent, then Flicker-Q onto their carry so you aren't trading CC with your own combo window.
- →Keep Rhea's Blessing's shield in mind as a pseudo-escape tool. If you are collapsing into a fight at low HP, the shield can absorb the counter-burst that would otherwise finish you before your combo completes.
Pro Tips
- →The Fist Spirit dash takes a direction input, so you can dash perpendicular to your attack angle to sidestep an incoming skill shot mid-combo without breaking your damage rotation. That only works if you decide the dash direction before the skill animation ends.
- →Energy management is Raz's invisible skill ceiling. Land all three skills in one combo and you refund 75 energy, meaning you can immediately re-engage a second target in a teamfight. Tracking your energy bar in real time separates players who get one kill from players who get a triple.
- →Odin's Fist pushes enemies backward along its path, so aiming it toward your own team instead of away from them turns the knockback into a CC setup for your allies rather than an accidental get-out-of-jail for the enemy.
- →Against immobile mages in lane, the W-slow into passive-dash-forward-then-Q sequence is safer than opening with Q from max jump range. The slow guarantees Q connects even if they flash reactively, buying you a half-second of forced proximity.
Raz is the pick for mid players bored of casting from a safe distance who want a hero that rewards in-fight decisions over pre-fight positioning. His S-tier rating reflects how well his melee-range magic loop punishes squishy, poorly-spaced comps. The thing to master is Fist Spirit's directional dash: get that right and every combo tightens, every trade gets safer, and every teamfight goes in your favor. Put your practice time there first and the rest of the kit clicks around it.
Raz — Frequently Asked Questions
Is Raz good in the current ROV patch?+
Yes. Raz is firmly S tier on the current Thai server, and while his 42.9% win rate reads low at a glance, the 2.5% pick rate confirms it is a specialist number skewed by players still learning the combo rhythm. In the hands of someone who has drilled the passive-dash weave, he is one of the strongest burst mages in Diamond-and-above mid-lane play.
What is the best build for Raz?+
Core build is Soaring Aura into Enchanted Kicks, then Boomstick, Hecate's Diadem, Staff of Nuul, and Rhea's Blessing in the final slot. Soaring Aura first is non-negotiable; the ability haste makes the energy-refund loop function, and skipping it for early damage leaves your cooldowns sluggish through the mid-game.
How do you counter Raz?+
The simplest counter is distance: any hero who reliably stays beyond his passive-dash range makes him irrelevant. Untargetable abilities like Butterfly's ultimate waste his combo window completely, and heavy-CC junglers who collapse before he finishes a rotation shut him out. A mobile mid laner like Nakroth or Keera is the cleanest lane counter.
Is Raz hard to play / good for beginners?+
Medium difficulty, honestly. The buttons are simple enough, but the passive-dash direction control and energy-refund timing that separate good Raz from great Raz take real investment. Beginners can pick him up and have fun right away, but don't expect his true carry potential until you have specifically practiced weaving empowered autos between every skill cast.



