The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power.
· Rank: S-Rank
· Class: Attacker
· Element: Physical (100%)
Information
The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power.
Specialty
Combo - Easy to deal high combo damage. Physical Damage - Skill combinations are powerful.
A list of recommended builds for Lee: Entropy can be found here. Each tab represents one build — click the tabs below to view each one. See here for more information about Ultima Awakening and resonance slots.
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)
Double QTE Trigger: activate the QTE of the character who is not holding Da Vinci, wait until they finish their QTE animation and disappear from the field, activate the Da Vinci user's QTE and trigger the first character's QTE again (via Da Vinci's effect)
Weapon Resonance ◇ Lee: Entropy
Recommended 6★ weapon resonances for Lee: Entropy can be found here listed in order of priority.
1. Dead Line Timing
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
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
Glorious Afterglow sometimes replaces Deadline Timing in Phantom Pain Cage
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
Red Orb
Continuous Fire
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.
Yellow Orb
Backstep Firing
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.
Blue Orb
Induction
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 center 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.
Basic Attack
Burst Mode
Basic Attack: Fires consecutively at the target, dealing 825% Physical DMG in total.
Signature
Signature - Orbital Strike
Signature Move: Costs 100 Energy. Calls in fire support from long-rage energy cannons, dealing 400% Physical DMG per shot.
QTE
Blindspot Ambush
QTE: Lee shoots in mid-air, dealing 675% Physical DMG to the target.
Class
Attacker
Extra DMG Bonus increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
Core
Space Lord
Core Passive: After any 3-Ping, pinging the next Red Orb will carry out consecutive shots that deal 55% Physical DMG per shot.
Leader
Captain - Tactical Operation
Physical DMG and Movement Speed of all party members are increased by 15% and 10%.
SS-Rank
Target Lock - Electrocute
Passive: Extra DMG Bonus increases by 15% when attacking a target within an energy ring.
SSS-Rank
Target Lock - Mark
Passive: Extra DMG Bonus increases by 20% when attacking a target by Backstep Firing.
SSS+ Rank
3600 Lock
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.