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.
Offers QTE support and fills the gap during Empyrea's / Remote Star's downtime.
This set uses Darwin because Palefire cannot trigger Einsteina on QTE.
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
Fires 15 quick shots at the target that deals 16% / 32% / 48% Physical DMG per shot based on the number of orbs pinged. Gains Super Armor while using this skill.
Yellow Orb
Infernal Shot
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 100% / 150% / 200% Fire DMG based on the number of orbs pinged. Creates a burning area for 3/4/5 seconds that deals 12% / 24% / 36% Fire DMG per 0.5 seconds to the enemies inside. Attacking enemies in the burning area deals extra 12% Fire DMG for up to once per 0.1 seconds.
Blue Orb
Magnetic Shot
Fires an explosive round at the target, dealing 200% / 400% / 600% Physical DMG based on the number of orbs pinged.
Signature Move: Costs 100 Energy. Fires consecutive shots at nearby enemies, dealing 800% Physical DMG in total, then deals 1200% Fire DMG with the last shot.
QTE
360o Shooting - Rapid Fire
QTE: Lee: Palefire shoots the target with both guns, dealing 330% Physical DMG and inflicting the target with Electrocute. Electrocute: For the next 5s, target takes bonus 20% Physical DMG when attacked. This effect can be triggered up to 15 times while it lasts.
Class
Attacker
Extra DMG Bonus increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
Core
Controlling Bullet
Core Passive: After pinging a Yellow Orb, the next Red Orb skill will inflict Blast. Blast: Bullets explode after hitting the target, dealing 40% Fire DMG to enemies in an area.
Leader
Leader - Riot of Color
Increases all party member’s Physical DMG by 5% and Elemental DMG by 5%.
SS-Rank
Landing Prediction - Lightning
Passive: When hitting enemies in the burning area of Infernal Shot, Extra DMG Bonus increases by 15%.
SSS-Rank
Landing Prediction - Flame
Passive: Extra DMG Bonus increases by 15% before taking any damage. Has a cooldown of 10 seconds.
SSS+ Rank
Enhanced Controlling Bullet
Passive: 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 Ascension
This character's Ascension is implemented during the The Ark Beyond patch.
Orb Ascension
Bipolar Expansion
Increases the DMG of the blasting round from Internal Shot by 10%. Enemies within the burning area created by Infernal Shot are inflicted with Burning for 3s. Burning enemies are considered to be inside the burning area.
Level 9: Hitting a Burning enemy with Magnetic Shot increases the duration of Burning by 3s. Level 18: Increases the base DMG of the extra DMG effect when attacking a Burning enemy during Infernal Shot by 100%.
Core Ascension
Uranium Relock
Controlling Bullet increases Lee’s movement speed and activates Shooting Stance for 5s, where Lee will fire rapidly at the target. The DMG of each bullet is based on the number of orbs pinged when Controlling Bullet is triggered. Converts all Physical DMG dealt by Lee to Fire DMG and increases Fire DMG by 10% during Shooting Stance. Gain additional effects based on the orbs pinged: Red Signal Orb: Extends the duration of Shooting Stance by 0.5/1/1.5s based on the number of orbs pinged. Each bullet triggers Shooting Stance and deals DMG based on the number of orbs pinged. & Yellow and Blue Signal Orbs: Lee dodges to the side and extends the duration of Shooting Stance by 0.3s.
Level 9: Gain 1 Energy for every bullet that lands during Shooting Stance mode and doubles the Energy gained from pinging orbs during Shooting Stance. Level 18: Dodging during Shooting Stance consumes twice the amount of Dodge Gauge and triggers Evasive Shooting. Lee will leap into the air and swiftly fire 11 rounds, each bullet dealing 45% Fire DMG and granting Lee 21 Energy in total. Gain invulnerability during Evasive Shooting. Successfully dodging with Evasive Shooting returns half of the initial amount of Dodge Gauge consumed.
Signature Ascension
Searing Cyclone
Converts DMG dealt by 360° Shooting to Fire DMG. Increases Lee’s Fire DMG by 10% during 360° Shooting.
Level 9: 360° Shooting pulls in surrounding enemies. Level 18: Inflicts Burning to enemies hit by 360° Shooting for 3s, dealing Fire DMG based on the skill level of Infernal Shot every 0.5s. Increases the base DMG of 360° Shooting by 40% during Shooting Stance.