Lee: Palefire

From GRAY RAVENS
← Liv: Lux Watanabe: Nightblade →
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Member of Gray Raven. Somewhat aloof in manner. Good at computers and machines, he is responsible for Gray Raven’s hardware and technical issues. · Rank: A-Rank · Class: Attacker · Element: Physical (60%) Fire (40%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

Member of Gray Raven. Somewhat aloof in manner. Good at computers and machines, he is responsible for Gray Raven’s hardware and technical issues.
Combo - Easy to deal high combo damage.
Mixed Damage - Able to deal Physical and Elemental DMG.
Physical (60%) Fire (40%)
Lee
Palefire
23 Jul
175cm
63kg
AB
18
Review
1439
193
318
151
A-Rank
Attacker
Dual Guns
Wolf Fang
Gray Raven
P. Toolkit

Optimal Weapon: Wolf Fang

Extra DMG Bonus increases by 20% when attacking enemies in a burning area.

Memory Builds ◇ Lee: Palefire

A list of recommended builds for Lee: Palefire 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
02
03
04
05
06
Shakespeare x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Lee Palefire's main build
  • Ultima Awakening Set
Usage
Details
  • General DPS set (Leap).
  • You can keep any Red Orb/Core Passive Resonances as they perform better in certain situations where you don't use the Signature Move.
Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Secondary build
Usage
Details
Memory Placement
01
02
03
04
05
06
Hanna x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Magnetic Shot: Blue Orb Level +1 x6

Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Key Notes
  • Niche build
Details

Weapon Resonance ◇ Lee Palefire

Recommended 6★ weapon resonances for Lee: Palefire 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 upon a 3-ping. Duration resets upon a repeated trigger.
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.
  • Focus on Tank and Support/Amplifier resonances first before unlocking the third Attacker resonance.

Skills & Passives

Red Orb

Precise Shots — Ping Red Orb

Fires 15 quick shots at the target, dealing Physical DMG. Gains Super Armor while using this skill.
- Each shot deals 16% / 32% / 48% Physical DMG based on the number of red orbs pinged.
Yellow Orb

Infernal Shot — Ping Yellow Orb

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 a blasting round at the target that explodes on hit and deals Fire DMG. Creates a burning area that deals Fire DMG to the enemies inside over time. Attacking enemies in the burning area deals them extra Fire DMG.
- The explosion deals 100% / 150% / 200% Fire DMG based on the number of Yellow Orbs pinged. The burning area lasts 3 /4 /5s and deals 12% / 24% / 36% Fire DMG every 0.5s.- Attacking enemies in the burning area deals them 12% Extra Fire DMG (this effect triggers up to once every 0.1s).
Blue Orb

Magnetic Shot — Ping Blue Orb

Fires an explosive round at the target, dealing Physical DMG.
- Deals 200% / 400% / 600% Physical DMG based on the number of Blue Orbs pinged.
Basic Attack

Shooting Mode — Tap Basic Attack

Fires consecutive shots, dealing Physical DMG.
- Deals 880% Physical DMG in total.
Core

Controlling Bullet

Core Passive — Ping Yellow Orb + Ping Red Orb
After pinging a Yellow Orb, the next Red Ping will grant Blast, making Lee's shot explode after hitting the target, dealing Fire DMG to enemies in the area.
- The explosion deals 40% Fire DMG to enemies in the area.
Signature

Signature - 360o Shooting

Signature Move — 100 Energy + Tap Signature
Fires consecutive shots at nearby enemies, dealing Physical DMG, then deals Fire DMG with the last shot.
- Deals 800% Physical DMG in total and 1200% Fire DMG.
QTE

360o Shooting - Rapid Fire

Lee: Palefire enters the battlefield and shoots the target with his Dual Guns, dealing Physical DMG and inflicting the target with Electrocute, causing the target to take Extra Physical DMG when being attacked.
- The shots deal 330% Physical DMG.
- Electrocuted targets take 20% Extra Physical DMG when being attacked over the next 5s. This effect can be triggered up to 15 times while it lasts.
Leader

Leader - Riot of Color

Increases all party member’s Physical DMG by 5% and Elemental DMG by 5%.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Landing Prediction - Lightning

When hitting enemies in the burning area of Infernal Shot, Extra DMG Bonus increases by 15%.
SSS-Rank

Landing Prediction - Flame

Extra DMG Bonus increases by 15% before taking any damage. Has a cooldown of 10 seconds.
SSS+ Rank

Enhanced Controlling Bullet

Extra DMG Bonus of Core Passive - Controlling Bullet increases by 20%.
Hidden Skill
Controlling Bullet
YELLOW PING
RED PING
Technique
After pinging a Yellow Orb, next Red Orb will inflict Blast and deal Fire DMG to a small area.

Character Leap

This character's Leap is implemented during the The Ark Beyond patch.

Bipolar Expansion

Bipolar Expansion

Explosion DMG from Infernal Shot blasting round increases by 10%. The burning area created by Infernal Shot will inflict Burn on enemies for 3s. Enemies inflicted with Burn are considered to be in the burning area.

Level 9: When Magnetic Shot hits a target with Burn, extend the Burn status for 3s.
Level 18: When Lee: Palefire attacks an enemy inflicted with Burn, the base DMG of Infernal Shot's additional Extra DMG increases by 100%.

Center Axis Relock

Center Axis Relock

After casting Controlling Bullet, Lee’s movement speed increases, and he enters Blasting Mode for 5s, performing Continuous Fire with his Dual Guns at the target. DMG dealt by each shot is based on the number of Red Orbs pinged when casting Controlling Bullet. In this mode, Lee: Palefire deals Fire DMG instead of Physical DMG, and Fire DMG increases by 10%. Pinging orbs will grant extra effects:

Red Orbs: Extends Blasting Mode by 0.5 / 1 / 1.5s based on the number of orbs pinged. Each shot deals DMG equal to the DMG dealt by the corresponding number of orbs pinged by Precise Shots.
& Yellow and Blue Orbs: Lee: Palefire dodges to the side when pinged, and Blasting Mode extends by 0.3s.

Level 9: In Blasting Mode, each successful shot during Continuous Fire will grant 1 Energy. Energy gained from pinging orbs is doubled.
Level 18: In Blasting Mode, dodging will consume twice the amount of Dodge and trigger Evasive Shot: Lee: Palefire leaps into the air and quickly fires 11 times, gaining 21 Energy and dealing 45% Fire DMG with each shot. Gains Invincible during Evasive Shot.
Successfully dodging with Evasive Shot will recover the extra Dodge consumed.

Flaming Cyclone

Flaming Cyclone

Deals Fire DMG with 360° Shooting instead. While casting 360° Shooting, Fire DMG dealt by Lee: Palefire increases by 10%.

Level 9: Casting 360° Shooting will pull in surrounding enemies continuously.
Level 18: Hitting an enemy with 360° Shooting will inflict Burn for 3s, dealing Fire DMG based on the level of Infernal Shot every 0.5s. In Blasting Mode, the Base DMG of 360° Shooting increases by 40%.

Related Frames

← Liv: Lux Watanabe: Nightblade →