Zaej

Zaej
Support – 130 HP
“The Biochemist”

A traditional Support that focuses on healing allies while damaging enemies, and has some bonuses with Energized.

Passive: Energy Infusion

When Zaej heals an ally or herself with her abilities, the healed target gains 3 energy.

Primary: Ion Stream

Blast Phase – No Cooldown
Gain 6 energy per enemy hit and 2 energy per ally hit
7-range line, pierces targets

Sends a stream of ions in a targeted direction, dealing 16 damage to all enemies hit and healing all allies hit for 10. If Zaej is Energized, the damage and healing are each increased by 4.

2: Radiation Cloud

Blast Phase – CD 3
Gain 8 energy for each enemy hit
Two 2×2 traps, 7 cast range

Throws two small clouds of radiation that last until end of next turn. Enemies hit by a cloud take 18 direct damage; if an enemy walks into one of them, the enemy takes 18 indirect damage. Allies hit by or entering a cloud receive 6 healing. (Can’t damage the same enemy or heal the same ally twice in a turn.) If Zaej enters a cloud, she gains Energized until the end of next turn (this does not work if Zaej places the initial cloud on herself).

3: Ionic Burst

Prep Phase – CD 4
Gain 12 energy on cast
Target self or ally; standard 8+1 support range

Heal yourself or a targeted ally for 20 and grant the target Unstoppable. If Zaej did not target herself, she is also healed for 8. All healing from this ability is increased by 50% if Zaej is Energized.

4: Electron Transfer

Prep Phase – Free Action – CD 5
Gain 4 energy per enemy hit
1.88-radius circle centered at 5.8 max distance

Weaken enemies in an area this turn. If at least one enemy was hit, Zaej also gains Energized until end of turn (this will affect her other abilities this turn). Additionally, enemies hit are afflicted by the Electron Transfer debuff this turn, causing Zaej to steal 25% of the healing they would receive.

Ultimate: Atom Splitter

Blast Phase
Costs 100 Energy
Two 7-range beams: first targets enemies, second targets allies

Create two target beams that ignore walls and cover. The first (red) beam deals 24 damage to all enemies hit. The second (green) beam heals Zaej and any allies it hits for 20, plus 6 additional healing for each enemy that was hit by the first beam.

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