Lee: Entropy
From GRAY RAVENS
← Liv: Luminance | Karenina: Ember → |
Information
The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power.
Speciality
Combo - Easy to deal high combo damage.
Physical Damage - Skill combinations are powerful.
Physical Damage - Skill combinations are powerful.
Element

Memory Builds ◇ Lee: Entropy
See here for more information about Ultima Awakening and resonance slots.
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Bottom Resonance Slot (2):
Space Lord: Core Passive +1 x6
Ex — Precision Attack: ATK +15, CRIT +15 x6
Bottom Resonance Slot (2):
Space Lord: Core Passive +1 x6
Key Notes
- Lee: Entropy's main build
- Ultima Awakening Set
Usage
- Phantom Pain Cage
- War Zone
- Norman War
- High difficulty content
Details
- General DPS set
- Offers good performance in all modes at all Ranks
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Ex — Precision Attack: ATK +15, CRIT +15 x6
Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Key Notes
- Secondary build
Usage
- Phantom Pain Cage
- War Zone
- Norman War
- High difficulty content
Memory Resonance
Top Resonance Slot (1):
Backstep Firing: Yellow Orb Level +1 x6
Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Backstep Firing: Yellow Orb Level +1 x6
Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Key Notes
- Secondary build
Usage
Details
- Recommended at SSS-Rank or higher
- Used to burst down bosses on lower floors of Phantom Pain Cage: Ultimate Zone with Yellow Orbs
- Used to burst down bosses on higher floors of Phantom Pain Cage: Advanced Zone with Yellow Orbs
- Physical War Zone is heavily reliant on Double QTE Triggers in the future and Hanna makes this a lot more consistent
- Top Resonance Slots can be 6x Ex — Precision Attack (ATK +15, CRIT +15) for a more general build (6x Yellow Orb is used for Phantom Pain Cage)
Weapon Resonance ◇ Lee: Entropy
1. Dead Line Timing
Gain 2 extra random signal orbs when come out, and 3 same signal orbs every 45s (also can gain signal orbs during background operation).
2. Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
3. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s when 3-Ping. Duration resets every time it is triggered.
Priority
HIGH:
- Dead Line Timing
- Matrix Lightning
MEDIUM:
- Glorious Afterglow
Notes
Minimum recommended amount: 2
- Leave Glorious Afterglow for last
- Make sure you have the Tank and Support resonances done before doing this one, as it's weaker than the other resonances
Skills & Passives
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Continuous Fire |
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Leaps into the air and shoots continuously forward in a small area, dealing 22.5% / 45% / 70% Physical DMG per shot based on the number of orbs pinged. |
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Backstep Firing |
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Moves and shoots at the target. Based on the number of orbs pinged, deals 180% / 440% / 700% Physical DMG and marks the target for 4/6/8 seconds. Attacking a marked target will carry out an additional shot that deals 20% / 40% / 60% Physical DMG based on the number of orbs pinged. When marking an already marked target, the mark with the highest number of pings will replace the lower one. |
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Induction |
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Automatically uses a 3-Ping version of this attack upon switch-in. Switch-in fulfills the first half of this character's Core Passive. Fires an energy projectile forward, dealing 100% / 200% / 300% Physical DMG based on the number of orbs pinged. An energy ring will be generated after the projectile hits a target or reaches a certain distance. When the energy ring is deployed, it slightly pulls the enemy towards the centre once. Based on the number of orbs pinged, enemies in the ring take 24% / 48% / 72% Physical DMG per second for 3/4/5 seconds. |
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Burst Mode |
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Basic Attack: Fires consecutively at the target, dealing 825% Physical DMG in total. |
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Signature - Orbital Strike |
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Signature Move: Costs 100 Energy. Calls in fire support from long-rage energy cannons, dealing 400% Physical DMG per shot. |
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Blindspot Ambush |
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QTE: Lee shoots in mid-air, dealing 675% Physical DMG to the target. |
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Attacker |
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Extra DMG Bonus increases by 20%. |
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Ultima Awaken |
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Gains 3 Signal Orbs when entering battle. |
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Space Lord |
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Core Passive: After any 3-Ping, pinging the next Red Orb will carry out consecutive shots that deal 55% Physical DMG per shot. | |
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Captain - Tactical Operation |
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Physical DMG and Moment Speed of all party members increased by 15% and 10%. |
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Target Lock - Electrocute |
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Passive: Extra DMG Bonus increases by 15% when attacking a target within an energy ring. |
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Target Lock - Mark |
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Passive: Extra DMG Bonus increases by 20% when attacking a target by Backstep Firing. |
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3600 Lock |
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Passive: Increases Physical DMG by 10% for 5 seconds after a 3-Ping, can be stacked up to 3 times. Duration refreshes when stacks overlap. |
Hidden Skill
Chronoshot
→
Any 3-Ping
Red Ping
Technique
When pinging a Red Orb after any 3-Ping, summons multiple space bullets to assist in shooting.
Related Frames
← Liv: Luminance | Karenina: Ember → |