Lee: Palefire

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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

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.

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
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

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.
Basic Attack

Shooting Mode

Basic Attack: Fires consecutive shots, dealing 880% Physical DMG in total.
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.
Signature

Signature - 360o Shooting

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.
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

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 Leap

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

Bipolar Expansion

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%.

Uranium Relock

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.

Searing Cyclone

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.

Related Frames

← Liv: Lux Watanabe: Nightblade →