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<!--------Red Orb-----------> |
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<!--------Red Orb-----------> |
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|Red Orb=Precise Shots |
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|Red Orb=Precise Shots — '''{{b|Ping Red Orb}}''' |
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|Red Orb Detail=Fires 15 quick shots at the target, dealing Physical DMG. Gains Super Armor while using this skill. <br>- Each shot deals {{o|16% / 32% / 48%}} Physical DMG based on the number of red orbs pinged. |
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|Red Orb Detail=Fires 15 quick shots at the target, dealing Physical DMG. Gains Super Armor while using this skill. <br>- Each shot deals {{o|16% / 32% / 48%}} Physical DMG based on the number of red orbs pinged. |
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<!-------Yellow Orb---------> |
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<!-------Yellow Orb---------> |
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|Yellow Orb=Infernal Shot |
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|Yellow Orb=Infernal Shot — '''{{b|Ping Yellow Orb}}''' |
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|Yellow 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 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. <br>- The explosion deals {{o|100% / 150% / 200%}} Fire DMG based on the number of Yellow Orbs pinged. The burning area lasts {{o|3 /4 /5}}s and deals {{o|12% / 24% / 36%}} Fire DMG every 0.5s.- Attacking enemies in the burning area deals them {{o|12%}} Extra Fire DMG (this effect triggers up to once every 0.1s). |
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|Yellow 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 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. <br>- The explosion deals {{o|100% / 150% / 200%}} Fire DMG based on the number of Yellow Orbs pinged. The burning area lasts {{o|3 /4 /5}}s and deals {{o|12% / 24% / 36%}} Fire DMG every 0.5s.- Attacking enemies in the burning area deals them {{o|12%}} Extra Fire DMG (this effect triggers up to once every 0.1s). |
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<!--------Blue Orb----------> |
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<!--------Blue Orb----------> |
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|Blue Orb=Magnetic Shot |
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|Blue Orb=Magnetic Shot — '''{{b|Ping Blue Orb}}''' |
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|Blue Orb Detail=Fires an explosive round at the target, dealing Physical DMG. <br>- Deals {{o|200% / 400% / 600%}} Physical DMG based on the number of Blue Orbs pinged. |
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|Blue Orb Detail=Fires an explosive round at the target, dealing Physical DMG. <br>- Deals {{o|200% / 400% / 600%}} Physical DMG based on the number of Blue Orbs pinged. |
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<!-------Basic Attack-------> |
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<!-------Basic Attack-------> |
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|Basic=Shooting Mode |
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|Basic=Shooting Mode — {{b|Tap Basic Attack}} |
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|Basic Attack Detail=Fires consecutive shots, dealing Physical DMG. <br>- Deals {{o|880%}} Physical DMG in total. |
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|Basic Attack Detail=Fires consecutive shots, dealing Physical DMG. <br>- Deals {{o|880%}} Physical DMG in total. |
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<!------Signature Move------> |
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<!------Signature Move------> |
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%)
Combo - Easy to deal high combo damage.
Mixed Damage - Able to deal Physical and Elemental DMG.
Physical (60%)
Fire (40%)
Extra DMG Bonus increases by 20% when attacking enemies in a burning area.
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: 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.
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
- Lee Palefire's main build
- Ultima Awakening Set
- 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.
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Top Resonance Slot (1):
Magnetic Shot: Blue Orb Level +1 x6
Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Recommended 6★ weapon resonances for Lee: Palefire can be found here listed in order of priority.
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.
HIGH:
- Dead Line Timing
- Matrix Lightning
MEDIUM:
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.
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Precise Shots — Ping Red Orb
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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.
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Infernal Shot — Ping Yellow Orb
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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).
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Magnetic Shot — Ping Blue Orb
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Fires an explosive round at the target, dealing Physical DMG. - Deals 200% / 400% / 600% Physical DMG based on the number of Blue Orbs pinged.
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Shooting Mode — Tap Basic Attack
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Fires consecutive shots, dealing Physical DMG. - Deals 880% Physical DMG in total.
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Controlling Bullet
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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.
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Signature - 360o Shooting
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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.
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360o Shooting - Rapid Fire
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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.
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Leader - Riot of Color
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Increases all party member’s Physical DMG by 5% and Elemental DMG by 5%.
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Attacker
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Extra DMG Bonus increases by 20%.
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Ultima Awaken
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Gains 3 Signal Orbs when entering battle.
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Landing Prediction - Lightning
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When hitting enemies in the burning area of Infernal Shot, Extra DMG Bonus increases by 15%.
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Landing Prediction - Flame
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Extra DMG Bonus increases by 15% before taking any damage. Has a cooldown of 10 seconds.
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Enhanced Controlling Bullet
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Extra DMG Bonus of Core Passive - Controlling Bullet increases by 20%.
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Hidden Skill
Controlling Bullet
Technique
After pinging a Yellow Orb, next Red Orb will inflict Blast and deal Fire DMG to a small area.
This character's Leap is implemented during the The Ark Beyond patch.