Ray is worth upgrading to Level 6 if you need burst magic damage for Hard Mode, but he should not be taken to Level 12 until you have already built foundational supports like Level 12 Kitty Mage and reliable physical carries.
Ray relies on a charged piercing laser rather than his standard attacks. Because his base attack does negligible single-target damage, he cannot hold a lane on his own without external mana generation and crowd control.
Ray Upgrade Milestones and Stopping Points
Upgrading Ray requires Mythic Stones and gold. Because intermediate levels provide limited value, commit resources only when you can hit specific breakpoints:
| Investment Tier | Role and Combat Viability | Recommendation |
|---|---|---|
| Level 1–5 | Weak damage scaling; functions only in Normal Mode and early dungeon waves. | Keep here only while testing kit mechanics. |
| Level 6 | Unlocks passive bonuses and multiplier increases sufficient to clear Hard Mode waves. | Recommended stopping point for most rosters. |
| Level 12 | Maximizes beam damage and cooldown reduction for end-game challenges. | Invest only after maxing universal supports. |
Level 6 gives Ray enough burst power to wipe dense waves when his beam fires. Pushing him to Level 12 demands heavy resource investment that competes directly with flexible meta units like King Dian, Hailey, and Kitty Mage. Unless your core roster is already complete, keep Ray at Level 6.
Board Setup and Mana Requirements
Ray generates mana slowly on his own. In waves with rapid enemy spawns, an unsupported Ray cannot recharge his skill quickly enough to prevent fast runners from reaching the spawn limit.
To run Ray effectively on your board, incorporate these two support roles:
- Mana Generation (Kitty Mage): Running Ray without Kitty Mage results in high downtime and leaked mobs. Adding one or two Kitty Mages stabilizes his skill rotations for Hard Mode, while a high-level Kitty Mage enables continuous laser cycling.
- Corridor Crowd Control: Because Ray fires in a straight line, place stun units directly in his line of sight. Units such as Shock Robot, Electro Robot, and Coldy hold enemies inside the laser's damage path, ensuring every tick of his multi-hit skill connects.
Placement Rules
Ray's linear projectile requires deliberate positioning on the board grid:
- Long-lane alignment: Place Ray on perimeter tiles facing down full horizontal rows, or on the bottom rank firing straight up into incoming lanes.
- Avoid center placement: Positioning Ray in the center of the grid restricts his firing trajectory, causing the beam to exit the monster path before dealing full damage.
- Choke point alignment: Aim Ray's lane directly into the cluster where your stun robots stop incoming waves.
Free Lucky Defense! Codes
Current active codes and how to redeem them.
COMMUNITY
Player Comments
95 players commented on this guide.
Nice guide. I am checking the other Lucky Defense! articles next.
I tried this today and it worked better than my old setup.
I wish I had read this before upgrading the wrong thing.
This guide answered the exact question I had.