Lee: Entropy: Difference between revisions

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[[File:Dialogue-Entropy-Icon.png|50%]]
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- Infobox
- Infobox
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|-
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|Information=The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power.
|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.<br>Physical Damage - Skill combinations are powerful.
|Specialty=Combo - Easy to deal high combo damage.<br>Physical Damage - Skill combinations are powerful.
|Element=[[File:Element-Physical-Icon-White.png|25x25px|link=]]Physical (100%)
|Element=[[File:Element-Physical-Icon-White.png|25x25px|link=]]Physical (100%)
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|Gift Text=P. Toolkit
|Gift Text=P. Toolkit
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}}
{{FAQ
|Image=Weapon-ZeroScale-Icon.png
|Size= 60x60px
|Question= Optimal Weapon: [[Zero Scale]]
|Answer= Increases {{o|Skill - Space Lord}}'s Extra DMG Bonus by {{o|10%}}. Physical DMG is increased by {{o|15%}} for {{o|5s}} after a 3-Ping. Duration resets every time it is triggered.}}
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<!--------------------------------------------------------------------------
- PP Recommended Memory Sets
- PP Recommended Memory Sets
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{{Recommended Memory Sets | 3}}
{{Recommended Memory Sets | 3}}
<center>[[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] ◇[[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] ◇[[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]]</center>
<center>[[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] ◇[[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] ◇[[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]]</center>

<div style="height: 13px;"></div>
{{Important Info<!---Insert Text Below This Line----->
{{Important Info<!---Insert Text Below This Line----->
<!-- |
|
===== Phantom Pain Cage Set: =====
===== Phantom Pain Cage Set: =====
It may be more ideal to use one of the following sets for PPC:
It may be more ideal to use one of the following sets for PPC:
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4 [[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]] (Bottom), 2 [[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] (Top)
4 [[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]] (Bottom), 2 [[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] (Top)
<br> 4 [[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]] (Bottom), 2 [[File:Memory-Mozart-Icon-1.png|25x25px|link=]][[Mozart]] (Top)
<br> 4 [[File:Memory-Hanna-Icon-1.png|25x25px|link=]][[Hanna]] (Bottom), 2 [[File:Memory-Mozart-Icon-1.png|25x25px|link=]][[Mozart]] (Top)
<br><br> Mozart is used over Darwin because it is ideal in Pain Cage burst. It takes advantage of Hanna's 3-Ping Matrix proc and provides a 15% DMG increase during the Matrix duration. On the other hand, Darwin provides only a 9% DMG increase from a 3-Ping. Mozart also has the benefit of being easier to Resonate, and can even be left at level 25 for this purpose, though that will result in a lower chance to inflict critical hits. Resonating Mozart will also grant an extra 40 ATK over Darwin (It a waste of resources and not recommended to try to Resonate +60 ATK onto the two Darwins).}}
<br><br> Mozart is used over Darwin because it is ideal in Pain Cage burst. It takes advantage of Hanna's 3-Ping Matrix proc and provides a 15% DMG increase during the Matrix duration. On the other hand, Darwin provides only a 9% DMG increase from a 3-Ping. Mozart also has the benefit of being easier to Resonate, and can even be left at level 25 for this purpose, though that will result in a lower chance to inflict critical hits. Resonating Mozart will also grant an extra 40 ATK over Darwin (It a waste of resources and not recommended to try to Resonate +60 ATK onto the two Darwins).}} -->
<!--------------------------------------------------------------------------
- Builds
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{{:Build:Entropy}}
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- Skills
- Skills
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|-
|-
<!--------Red Orb----------->
<!--------Red Orb----------->
|Red Orb=Continuoun Fire
|Red Orb=Continuous Fire — '''{{b|Ping Red Orb}}'''
|Red Orb Detail=Leaps into the air and shoots continuously forward in a small area, dealing <span style="color:#FF6549;">22.5% / 45% / 70%</span> Physical DMG per shot based on the number of orbs pinged.
|Red Orb Detail=Leaps into the air and shoots continuously forward in a small area, dealing Physical DMG. <br>- Deals {{o|22.5% / 45% / 70%}} Physical DMG based on the number of orbs pinged.
<!-------Yellow Orb--------->
<!-------Yellow Orb--------->
|Yellow Orb=Backstep Firing
|Yellow Orb=Backstep Firing — '''{{b|Ping Yellow Orb}}'''
|Yellow Orb Detail=Moves and shoots at the target. Based on the number of orbs pinged, deals <span style="color:#FF6549;">180% / 440% / 700%</span> Physical DMG and marks the target for 4/6/8 seconds. Attacking a marked target will carry out an additional shot that deals <span style="color:#FF6549;">20% / 40% / 60%</span> 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.
|Yellow Orb Detail=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. <br>- Deals {{o|180% / 440% / 700%}} Physical DMG based on the number of orbs pinged. <br>- Attacking a marked target will fire an additional shot that deals {{o|20% / 40% / 60%}} Physical DMG based on the number of orbs pinged. The mark lasts {{o|4 / 6 / 8}}s.
<!--------Blue Orb---------->
<!--------Blue Orb---------->
|Blue Orb=Induction
|Blue Orb=Induction — '''{{b|Ping Blue Orb}}'''
|Blue Orb Detail=<span style="color:#6db135;">Automatically uses a 3-Ping version of this attack upon switch-in. Switch-in fulfills the first half of this character's Core Passive.</span> <br>Fires an energy projectile forward, dealing <span style="color:#FF6549;">100% / 200% / 300%</span> 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 <span style="color:#FF6549;">24% / 48% / 72%</span> Physical DMG per second for 3/4/5 seconds.
|Blue Orb Detail=<span style="color:#6db135;">Automatically uses a 3-Ping version of this attack upon switch-in.</span><br>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. <br>- The energy projectile deals {{o|100% / 200% / 300%}} Physical DMG based on the number of orbs pinged. <br>- The energy ring lasts {{o|3 / 4 / 5}}s and deals {{o|24% / 48% / 72%}} Phyiscal DMG per second based on the number of orbs pinged.
<!-------Basic Attack------->
<!-------Basic Attack------->
|Basic=Burst Mode
|Basic=Burst Mode — {{b|Tap Basic Attack}}
|Basic Attack Detail=Basic Attack: Fires consecutively at the target, dealing <span style="color:#FF6549;">825%</span> Physical DMG in total.
|Basic Attack Detail=Fires consecutively at the target, dealing Physical DMG. <br>- Deals {{o|825%}} Physical DMG in total.
<!------Signature Move------>
<!------Signature Move------>
|Signature=Signature - Orbital Strike
|Signature=Signature - Orbital Strike
|Signature Detail=Signature Move: Costs 100 Energy. Calls in fire support from long-rage energy cannons, dealing <span style="color:#FF6549;">400%</span> Physical DMG per shot.
|Signature Detail='''Signature Move {{b|100 Energy + Tap Signature}}'''<br>Calls in fire support from long-range energy cannons, dealing Physical DMG. <br>- Every shot deals {{o|400%}} Physical DMG.
<!-----------QTE------------>
<!-----------QTE------------>
|QTE=Blindspot Ambush
|QTE=Blindspot Ambush
|QTE Detail=QTE: Lee shoots in mid-air, dealing <span style="color:#FF6549;">675%</span> Physical DMG to the target.
|QTE Detail=Lee shoots in mid-air, dealing Physical DMG to the target. <br>- Deals {{o|675%}} Physical DMG in total.
|-
|-
<!-------Core Passive------->
<!-------Core Passive------->
|Core=Space Lord
|Core=Space Lord
|Core Detail=Core Passive: After any 3-Ping, pinging the next Red Orb will carry out consecutive shots that deal <span style="color:#FF6549;">55%</span> Physical DMG per shot.
|Core Detail='''Core Passive — {{b|Any 3-Ping + Ping Red Orb}}'''<br>After any 3-Ping, pinging the next Red Orb will fire consecutive shots that strike the target, dealing Physical DMG. <br>- Every shot deals {{o|55%}} Physical DMG.
<!-------Leader Skill------->
<!-------Leader Skill------->
|Leader=Captain - Tactical Operation
|Leader=Captain - Tactical Operation
|Leader Detail=Physical DMG and Moment Speed of all party members increased by <span style="color:#FF6549;">15%</span> and <span style="color:#FF6549;">10%</span>.
|Leader Detail=Physical DMG and Movement Speed of all party members are increased by <span style="color:#FF6549;">15%</span> and <span style="color:#FF6549;">10%</span>.
<!-------SS Passive--------->
<!-------SS Passive--------->
|SS Rank=Target Lock - Electrocute
|SS Rank=Target Lock - Electrocute
|SS Rank Detail=Passive: Extra DMG Bonus increases by <span style="color:#FF6549;">15%</span> when attacking a target within an energy ring.
|SS Rank Detail=Extra DMG Bonus increases by <span style="color:#FF6549;">15%</span> when attacking a target within an energy ring.
<!-------SSS Passive-------->
<!-------SSS Passive-------->
|SSS Rank=Target Lock - Mark
|SSS Rank=Target Lock - Mark
|SSS Rank Detail=Passive: Extra DMG Bonus increases by <span style="color:#FF6549;">20%</span> when attacking a target by Backstep Firing.
|SSS Rank Detail=Extra DMG Bonus increases by <span style="color:#FF6549;">20%</span> when attacking a target by Backstep Firing.
<!-------SSS+ Passive------->
<!-------SSS+ Passive------->
|SSS+ Rank=360<sup>0</sup> Lock
|SSS+ Rank=360<sup>0</sup> Lock
|SSS+ Rank Detail=Passive: Increases Physical DMG by <span style="color:#FF6549;">10%</span> for 5 seconds after a 3-Ping, can be stacked up to 3 times. Duration refreshes when stacks overlap.
|SSS+ Rank Detail=Increases Physical DMG by <span style="color:#FF6549;">10%</span> for 5 seconds after a 3-Ping, can be stacked up to 3 times. Duration refreshes when stacks overlap.
}}
}}
<!--------------------------------------------------------------------------
- Core Passive
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{{Core String:Entropy}}
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- Videos
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{{Header Full|Videos}}
[[Video:【PUNISHING: Gray Raven-CN】Lee Entropy Moveset リー モーション集|300px]]
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- Bottom Nav
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{{Character Bottom Nav}}
{{Character Bottom Nav}}
[[Category:S-Rank]]
[[Category:S-Rank]]
[[Category:Attacker]]
[[Category:Attacker]]
[[Category:Gray Raven]]
[[Category:Gray Raven]]
__INDEX__

Latest revision as of 15:50, 19 February 2024

← Liv: Luminance Karenina: Ember →
100%

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%

                                                                                                                                                                                                                                                                                                                                                                                                       

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.
Physical (100%)
Lee
Entropy
23 Jul
175cm
63kg
AB
18
Review
1915
244
422
201
S-Rank
Attacker
Dual Guns
Zero Scale
Gray Raven
P. Toolkit

Optimal Weapon: Zero Scale

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.

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.

Disclaimer: Memories displayed here are arranged so that their stats are optimized based on their varying values in different positions.
However, it's more cost-effective to arrange all 2-piece sets in top slots for easy swapping between builds, even if stats aren't optimized.

Memory Placement
01
02
03
04
05
06
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
02
03
04
05
06
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
02
03
04
05
06
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 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.

Videos

Related Frames

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