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.
Increases Skill - Space Lord's Extra DMG Bonus by 10%. Physical DMG is increased by 15% for 5s after a 3-Ping. Duration resets every time it is triggered.
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.
Disclaimer: Build switching is easier when placing 2-set Memories in top slots. Builds below show placements for optimal stats, but the difference is negligible. Weapon Harmony builds are now the meta.Builds that do not utilize Harmony remain viable if Players lack 6★ Weapons or materials.
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange. Top Resonance Slot (1): Ex — Precision Attack: ATK +15, CRIT +15
Bottom Resonance Slot (2): Space Lord: Core Passive +1
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange. Top Resonance Slot (1): Ex — Precision Attack: ATK +15, CRIT +15
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange. Top Resonance Slot (1): Backstep Firing: Yellow Orb Level +1
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 — Ping Red Orb
Leaps into the air and shoots continuously forward in a small area, dealing Physical DMG. - Deals 22.5% / 45% / 70% Physical DMG based on the number of orbs pinged.
Yellow Orb
Backstep Firing — Ping Yellow Orb
Steps on the enemy ahead and shoots at the target, dealing Physical DMG and marking the target. Attacking a marked target willl fires an additional shot, dealing Physical DMG. When marking an already marked target, the mark with the higher number of pings will replace the lower one. - Deals 180% / 440% / 700% Physical DMG based on the number of orbs pinged. - Attacking a marked target will fire an additional shot that deals 20% / 40% / 60% Physical DMG based on the number of orbs pinged. The mark lasts 4 / 6 / 8s.
Blue Orb
Induction — Ping Blue Orb
Automatically uses a 3-Ping version of this attack upon switch-in. Fires an energy projectile forward, dealing Physical DMG. An energy ring will be generated after the projectile hits a target of reaches a certain distance. When the energy ring is deployed, it slightly pulls the enemy towards the center once. Enemies in the ring take Physical DMG over time. - The energy projectile deals 100% / 200% / 300% Physical DMG based on the number of orbs pinged. - The energy ring lasts 3 / 4 / 5s and deals 24% / 48% / 72% Phyiscal DMG per second based on the number of orbs pinged.
Basic Attack
Burst Mode — Tap Basic Attack
Fires consecutively at the target, dealing Physical DMG. - Deals 825% Physical DMG in total.
Core
Space Lord
Core Passive — Any 3-Ping + Ping Red Orb After any 3-Ping, pinging the next Red Orb will fire consecutive shots that strike the target, dealing Physical DMG. - Every shot deals 55% Physical DMG.
Signature
Signature - Orbital Strike
Signature Move — 100 Energy + Tap Signature Calls in fire support from long-range energy cannons, dealing Physical DMG. - Every shot deals 400% Physical DMG.
QTE
Blindspot Ambush
Lee shoots in mid-air, dealing Physical DMG to the target. - Deals 675% Physical DMG in total.
Leader
Captain - Tactical Operation
Physical DMG and Movement Speed of all party members are increased by 15% and 10%.
Class
Attacker
Extra DMG Bonus increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
SS-Rank
Target Lock - Electrocute
Extra DMG Bonus increases by 15% when attacking a target within an energy ring.
SSS-Rank
Target Lock - Mark
Extra DMG Bonus increases by 20% when attacking a target by Backstep Firing.
SSS+ Rank
3600 Lock
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.