Lee: Hyperreal

From GRAY RAVENS
← Bambinata: Vitrum Ayla: Kaleido →

Debuts in the Spiral of Chronos patch. · Rank: S-Rank · Class: Attacker · Element: Fire (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       


The latest specialized frame based on the information stored in the Hetero Fragment and research on the Inver-Device. It has the ability to decipher the language of Punishing to a certain extent.
Combo — Use three-pings in quick succession to deal high damage.
Burst — Can deal large amounts of damage quickly.
Fire (100%)
Lee
Hyperreal
23 Jul
175cm
63kg
AB
18
Review
1937
290
422
187
S-Rank
Attacker
Composite Armaments
Key of Tempus Gate - Stokes
Gray Raven
Precision Toolkit

Optimal Weapon: Key of Tempus Gate - Stokes

ATK increases by 10%. Casting Realm Travel will trigger Matrix if its not on cooldown. The first Hypermatrix Strike launched upon entering battle will generate 1 extra Sight Point.

Optimal CUB: Punchy

Punchy will appear from a portal, performing a quick downwards punch to deal DMG to all enemies on the screen.

Memory Builds ◇ Lee: Hyperreal

A list of recommended builds for Lee: Hyperreal 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
Turing x4 / Cottie x2


Memory Resonance
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 — Tactical Adjustment: HP +75, ATK +15

Bottom Resonance Slot (2):
Hyper Burst: Signature Move Level +1
Key Notes
  • Lee: Hyperreal's main build
  • Ultima Awakening Set
Usage
Details
  • General DPS set at SS0-Rank and lower
  • Recommended at SS0-Rank and lower
Memory Placement
01
02
03
04
05
06
Turing x4 / Darwin x2


Memory Resonance
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 — Tactical Adjustment: HP +75, ATK +15

Bottom Resonance Slot (2):
Hyper Burst: Signature Move Level +1
Key Notes
  • Ultima Awakening Set
  • High usage build
Usage
Details
  • SS0: Useable as main DPS build
    • Mainly recommended for specific Phantom Pain Cage strategies as it's not as smooth in full rotations
  • SS3-Rank and higher: General DPS set

Weapon Resonance ◇ Lee: Hyperreal

Recommended 6★ weapon resonances for Lee: Hyperreal can be found here listed in order of priority.


1. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s upon a 3-Ping. Duration resets upon a repeated trigger.
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. Incandescence
Weapon's final ATK is increased by 15% at the start of battle. No duration limit.
Priority
HIGH:
  • Glorious Afterglow

MEDIUM:

  • Matrix Lightning
  • Incandescence
Notes
Minimum recommended amount: 1

Skills & Passives

Red Orb

Bullet Raid — Ping Red Orb

Performs a sliding shot that will pull enemies nearby. It will be followed by an additional back-step spray attack upon a 3-Ping. This slide has the same effect as dodging.
— Deals a total of 140% / 280% / 420% Fire DMG based on the number of orbs pinged.
— The back-step spray attack additionally deals 90% Fire DMG.

Hypermatrix Strike: Explosion — Hypermatrix + Red 3-ping
While in Hypermatrix, Lee slams his firearm case down during a leap and summons his alternative selves from other worldlines to create a blast, dealing Fire DMG and gaining Sight Points.
— The blast deals 600% Fire DMG.
— Grants 1 Sight Point each time it is cast.
Yellow Orb

Glimpse Maneuver — Ping Yellow Orb

Glides to the enemy's back while unleashing a rain of shots. An additional turnaround kick will be triggered upon a 3-Ping. This glide has the same effect as dodging.
— Deals a total of 140% / 280% / 420% Fire DMG based on the number of orbs pinged.
— The turnaround kick additionally deals 90% Fire DMG.

Hypermatrix Strike: Shadow — Hypermatrix Space + Yellow 3-ping
While in Hypermatrix, Lee performs a quick strafe with his alternate selves from other worldlines, dealing Fire DMG and granting a stack of Sight Point.
— Deals 600% Fire DMG.
— Grants 1 Sight Point each time it is cast.
Blue Orb

Falling Blast — Ping Blue Orb

Automatically uses a 3-Ping version of this attack upon switch-in.
Throws the firearm case at the enemy and unleashes a blast after catching it mid-air, dealing fire DMG.
— Deals 170% / 340% / 510% Fire DMG based on the number of orbs pinged.
— When Hypermatrix cooldown is over, holding the Basic Attack button when casting the skill will directly trigger Realm Travel.
Basic Attack

Armament Barrage

Basic Attack — Tap Basic Attack
Launches a 5-hit attack with the submachine gun and firearm case.
— Deals a total of 250% Fire DMG.

Retribution — Hypermatrix + Tap Basic Attack
While in Hypermatrix, tap Basic Attack will trigger sniping attacks that deal Fire DMG,pull enemies, and return the Red and Yellow Signal Orbs pinged in the original worldline. If there are no Signal Orbs recorded, sniping attacks will generate Signal Orbs as Basic Attack does.
— Each sniping attack deals 200% Fire DMG.
— The duration countdown for Hypermatrix will be paused when Lee is in his sniping mode.
— Lee cannot move when he is in his sniping mode, but this state has the same effect as dodging.

Intense Sniping — In Hypermatrix+ Possess Sight Points+ Hold Basic Attack
While in Hypermatrix, pressing and holding Basic Attack will spend 1 Sight Point to deal AoE Fire DMG and extend the duration of Hypermatrix.
— Deals 500% Fire DMG.
— Every time Intense Sniping is triggered, it extends the duration of Hypermatrix by 2s.
Core

Dimension Observer

Fate Records
All 3-Ping Orbs pinged outside Hypermatrix will be recorded and returned by performing Basic Attack - Retribution inside Hypermatrix.

Realm Travel — Full core gauge + Press and Hold Basic Attack
When Hypermatrix cooldown is over, press and hold Basic Attack to attack the enemy in front with a high-power sniper rifle, dealing Fire DMG and triggering Hypermatrix. Upon entering Hypermatrix, Blue Orbs will be converted into Red or Yellow Signal Orbs.
— Deals 300% Fire DMG.
Hypermatrix lasts 5s. When the duration ends, Signature - Collapsing Realm will be automatically performed using all Sight Points. Lee: Hyperreal will exit Hypermatrix afterward.
— The cooldown of Hypermatrix is 8s.
Signature

Hyper Burst

End of Time — Outside Hypermatrix + 90 Energy + Tap Signature
Transforms the Composite Armaments into an ultra-area ion cannon dealing AOE Fire DMG to the target. Time Lag Calculation will be triggered when performing this Signature Move.
— Deals 4400% Fire DMG.

Collapsing Realm — In Hypermatrix + Sight Point(s) + Tap Signature
While in Hypermatrix, taping Signature will consume all Sight Points to merge the worldlines, dealing Fire DMG to all enemies in Hypermatrix. Hypermatrix will end afterward and return a set of 3-Ping Orbs of a random color.
— Deals a total of 700% / 1400% / 2100% / 2800% Fire DMG based on the Sight Points consumed.
QTE

Stealth Annihilation

Fires a sniping shot, dealing 420% Fire DMG.
Leader

Azure Flames

Increases Fire DMG of all members by 10%. Increases ATK of all Attacker Omniframes in the team by 10%.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Realm Walk

Level 1 — Unlocked at S5
Triggering Hypermatrix and casting Signature - End of Time will activate all available QTEs.

Level 2 — Unlocked at SS
Lee: Hyperreal gains a 25% Extra DMG Bonus in Hypermatrix. Every time he enters Hypermatrix for the first time after being switched in, his alternative self from another worldline will perform a Red or Yellow 3-Ping and return a set of recorded 3-Ping Orbs. Performing Signature - Collapsing Realm , restores 10 Signature Energy (20 instead if 4 Sight Points were consumed). If he is switched out after performing Signature - End of Time, Covering Fire will be triggered (up to 4 times) with 3 sniping shots when other team members performs their Signature Moves, each shot dealing 400% Fire DMG.
SSS-Rank

Hypermatrix Control

Level 1 — Unlocked at SS3
Gains 8 additional Signature Energy when performing Hypermatrix Strike and 1 Sight Point every time he enters Hypermatrix for the first time after being switched in.

Level 2 — Unlocked at SSS
When casting Signature - Collapsing Realm, the Base DMG of Signature - End of Time increases by 15% for each Sight Point. When SS Rank Passive Skill - Realm Walk is active, casting Signature - Collapsing Realm will restore double Signature Energy instead.
SSS+ Rank

Knock on the Door

Level 1 — Unlocked at SSS3
Extra Bonus DMG of Signature - Collapsing Realm increases by 30%.

Level 2 — Unlocked at SSS6
Extra DMG Bonus of 3-pings skills and Hypermatrix Strike increases by 20%.

Level 3 — Unlocked at SSS+
Extra DMG Bonus of Signature - End of Time increases by 35%.

How to play

Hyperreal - Fundamentals
  • Press and hold Basic Attack when the gauge is full to enter Hypermatrix:
    • Every 3-Ping will deal additional damage and add a Sight Point, up to 4
    • Blue Orbs will be converted to Red or Yellow Orbs
    • Basic Attack will consume one stored bullet to generate 3 Orbs of the same color
    • Hypermatrix ends when the gauge runs out or when pressing Signature Move
    • Exiting Hypermatrix will trigger a powerful finisher that consumes all Sight Points to deal increased damage
  • Outside of Hypermatrix:
    • Each 3-Ping will be generate one bullet and up to three can be stored at once
    • Using Signature Move will cause Time Lag Calculation and unleash a powerful AOE attack
    • It's recommended to switch characters while Hypermatrix is in cooldown
Hyperreal - Additional Information
  • Core Passive details:
    • Holding Basic Attack during Hypermatrix will consume one Sight Point to increase the duration by 2 seconds
    • Pressing Basic Attack once will enter a sniping stance during which the duration of Hypermatrix will not decrease
      • In this stance Hyperreal will automatically dodge any incoming attack
      • Pressing Basic Attack again will briefly unpause Hypermatrix to shoot
    • After Hypermatrix ends 3 Orbs of the same color will be generated
  • Advanced techniques:
    • It's possible to activate Hypermatrix by holding Basic Attack during a Blue Orb Ping.
      • Since Hyperreal's swap-in attack is a Blue 3-Ping this can be done immediately after he enters the field
    • The initial movement of Red or Yellow Orbs counts as a dodge and can avoid enemy attacks to activate Matrix
    • 3-Pings during Hypermatrix generate Sight Points immediately, making it possible to dodge cancel their animations to reach 4 Sight Points faster in time-sensitive gamemodes
    • Canceling the Hypermatrix version of a Red 3-Ping loses damage, unless done shortly after Lee throws his firearm case at the ground

Videos

Related Frames

← Bambinata: Vitrum Ayla: Kaleido →