Why Ruele of Light?
Very tanky with one of the highest Health and Defense in the game
Strong Single Target Heal
S3 Revives to full health and provides invulnerability Barrier
S1 Soul Burn heals the whole team
How Sez Built the Hero
Ruele of Light is very strong and hard to deal with in early to Mid game. She becomes a little niche in late game World Arena, but still very useful in Arena and Guild Wars.
Players need very specific team compositions and heroes to counter her and she does not have that many weakness.
We use her as a dark bait in Guild Wars and Arena, meaning Dark units will automatically target her. We also use her to protect our squishy units like Tempest Surin, Kayron and etc.
Building Ruele is very simple, make her as hard to kill as possible. Maximize in Health, Defense. Some players are now not building high Effect Resistance on her anymore because in late game World Arena (RTA) you will not be bringing her against Control Teams.
For our Ruele, we still opt to keep a decent amount of Effect Resistance because our defensive stats are still decently high even with the Effect Resistance. We also noticed we cannot increase our Health and Defense significantly when we give up Effect Resistance. So it simply makes sense.
Speed (she shouldn't be too slow but does not need to be super fast either
Effect Resistance (the higher the better without giving up significant Health and Defense)
S3 Light Ascending Skill up is a must to decrease the long Cooldown.
We also like +4 on S1 Key to an Oath because her S2 and S3 Cooldowns are really long, so in a long drawn out fight, yourself using using Ruele's S1 a lot.
Water's Origin or Touch of Rekos
Water's Origin and Touch of Rekos are both decent. We prefer Water's Origin since she often gets targeted by strong Single Target Damage Dealers. So damage negation is nice.
This concludes our Hero Build. If you want to see other heroes we built, please click here
Sez Gaming make Epic Seven EZ. Until next time!