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%)
Information
Member of Gray Raven. Somewhat aloof in manner. Good at computers and machines, he is responsible for Gray Raven’s hardware and technical issues.
Specialty
Combo - Easy to deal high combo damage. Mixed Damage - Able to deal Physical and Elemental DMG.
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.
Disclaimer: Build switching is easier when placing 2-set Memories in top slots. Builds below show placements for ease of switching sets. Placements that optimize stats may differ. 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 — Tactical Adjustment: HP +75, ATK +15
Bottom Resonance Slot (2): Ex — Tactical Adjustment: HP +75, ATK +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): Ex — Tactical Adjustment: HP +75, ATK +15
Bottom Resonance Slot (2): Ex — Tactical Adjustment: HP +75, ATK +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): Magnetic Shot: Blue Orb Level +1
Used to quckly defeat Phantom Pain Cage: Advanced Zone bosses on lower levels.
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.
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%.
How to play
Palefire - Fundamentals
Any Yellow Orb Ping + any Red Orb Ping triggers Controlling Bullet, enhancing that Red Orb Ping's shots with additional AoE Fire DMG centered on the target hit
The Red Orb Ping can be cast at any point after the Yellow Orb Ping (other orbs can be pinged in-between if needed, and there is no time limit within which the Red Orb Ping must be cast after the Yellow Orb Ping)
Palefire is free to move in any direction during his Red Orb Ping shots
Yellow Orb Pings create a Burning Area centered on the target hit
This Burning Area lasts for 3/4/5 seconds depending on the number of orbs pinged
Hitting enemies standing within this Burning Area deals additional Fire DMG to them
Palefire - Additional Information
Red Orb Ping shots last approximately 1.66 seconds
Canceling out of an ongoing Red Orb Ping will cause the remaining shots to be lost
While the Fire DMG inflicted by Controlling Bullet's enhanced shots is not affected by whether the Red Orb Ping was 1/2/3 orbs, the Physical DMG inflicted by the Red Orb Ping shots themselves still increases based on the number of orbs pinged
Palefire automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for a quick activation of Controlling Bullet with any additional Red Orb Ping
Palefire - Leap Adjustments
Controlling Bullet now causes Palefire to enter Blasting Mode for 5 seconds
All shots and orbs pinged during Blasting Mode grant extra Energy
Shot damage is converted from Physical DMG to Fire DMG, and increases based on the number of orbs in the triggering Red Orb Ping
Red Orb Pings cast during Blasting Mode will extend Blasting Mode's duration based on the number of orbs pinged
Yellow Orb Pings and Blue Orb Pings cast during Blasting Mode will both fire the respective color orb, trigger a sidestep, and minorly extend Blasting Mode's duration
This sidestep counts as a Dodge, and can be used to avoid attacks and trigger Matrix
Dodges in Blasting Mode are enhanced into Evasive Shot, which deals Fire DMG, generates Energy, and consumes double the normal amount of Dodge Gauge
Successfully dodging an attack with Evasive Shot will instantly grant 1 normal Dodge's worth of Dodge Gauge
This means a successful Evasive Shot Dodge that completely drained the Dodge Gauge will instantly bring the gauge out of red and bypass the usual 2 second Dodge Gauge regeneration cooldown
Yellow Orb Pings, Burning Area damage ticks, and Signature Move hits now inflict enemies with Burn, which deals constant Fire DMG for 3 seconds
Enemies with Burn are considered to be within a Burning Area
Hitting enemies with Burn using Blue Orb Pings, or any attack that inflicts Burn, will refresh Burn duration back to 3 seconds
Signature Move now deals purely Fire DMG, and will pull nearby enemies in over its duration
If Signature Move is cast during Blasting Mode, Signature Move damage is greatly increased and Blasting Mode's countdown is paused until Signature Move ends
Related Frames
List of Playable Characters
Arranged in release order. Get more details on the Characters page.