Lee: Entropy

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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%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

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The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power.
Combo - Easy to deal high combo damage.
Physical Damage - Skill combinations are powerful.
Element-Physical-Icon-White.pngPhysical (100%)
Lee
Entropy
2 Years
18
23 Jul
175cm
63kg
AB
Review
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1915
244
422
201
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S-Rank
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Attacker
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Dual Guns
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Zero Scale
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Gray Raven
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P. Toolkit

Memory Builds ◇ Lee: Entropy

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.

Memory Placement
01
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02
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03
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04
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05
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06
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Patton x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
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
Details
  • General DPS set
  • Offers good performance in all modes at all Ranks

Memory Placement
01
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02
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03
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04
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05
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06
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Darwin x4 / Leeuwenhoek x2
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
Key Notes
  • Secondary build
Usage
Details
  • Alternative DPS set
  • Offers slightly higher damage, but needs good Signal Orb management (and thus is forced to contend with Orb RNG)
  • The 2-piece set could be Patton or Frederick, up to personal prefernce
    • Feel free to experiment and use your favorite

Memory Placement
01
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02
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03
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04
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05
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06
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Hanna x4 / Darwin x2
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
Key Notes
  • Secondary build
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)
    • 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 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
  • 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
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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
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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
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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 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.
Basic Attack
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Burst Mode

Basic Attack: Fires consecutively at the target, dealing 825% Physical DMG in total.
Signature
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Signature - Orbital Strike

Signature Move: Costs 100 Energy. Calls in fire support from long-rage energy cannons, dealing 400% Physical DMG per shot.
QTE
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Blindspot Ambush

QTE: Lee shoots in mid-air, dealing 675% Physical DMG to the target.
Class
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Attacker

Extra DMG Bonus increases by 20%.
Awakening
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Ultima Awaken

Gains 3 Signal Orbs when entering battle.
Core
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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
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Captain - Tactical Operation

Physical DMG and Moment Speed of all party members increased by 15% and 10%.
SS-Rank
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Target Lock - Electrocute

Passive: Extra DMG Bonus increases by 15% when attacking a target within an energy ring.
SSS-Rank
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Target Lock - Mark

Passive: Extra DMG Bonus increases by 20% when attacking a target by Backstep Firing.
SSS+ Rank
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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
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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

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