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Revision as of 09:09, 15 October 2023

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As an Agent of the Ascension-Network, this is her complete combat form, in which she can manipulate the Heteromer energy of the Punishing Virus and Constructs to deliver attacks with a power that transcends all Ascendants. · Rank: S-Rank · Class: Attacker · Element: Physical (10%) Dark (90%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

As an Agent of the Ascension-Network, this is her complete combat form, in which she can manipulate the Heteromer energy of the Punishing Virus and Constructs to deliver attacks with a power that transcends all Ascendants.
Energy Amass - Use 3-Ping to trigger 3-Ping and amass energy
Burst - Her core form grants high burst and gains energy
Physical (10%) Dark (90%)
Luna
Laurel
26 Oct
159cm
41kg
AB
16
Review
1992
288
386
198
S-Rank
Attacker
Amplifier
Ozma
Ascendant
Night Light

Optimal Weapon: Ozma

The dark DMG increases by 15%, and the 4th spine of annihilation orb will produce additional 100% of ranged dark DMG.

Memory Builds ◇ Luna: Laurel

A list of recommended builds for Luna: Laurel 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
Flamel x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Singularity: Core Passive +1 x6
Key Notes
  • Luna: Laurel's main build
  • Ultima Awakening Set
Usage
Details
  • General DPS set for all content
Memory Placement
01
02
03
04
05
06
Hanna x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Impending Pain: Yellow Orb Level +1 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Niche build
Details
  • Used to quickly defeat low difficulty bosses
Memory Placement
01
02
03
04
05
06
Flamel x4 / Cottie x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Singularity: Core Passive +1 x6
Key Notes
  • Niche build
Usage
Details
  • Survival set
  • Used in high difficulty content where survival is more important than clearing speed
  • Can be used to enable more Signature Moves on stages with high survival pressure
  • Used in some select few Phantom Pain Cage strategies for faster Signature Move clears
  • Cottie offers higher ATK than Flamel but placing Cottie in Grid 1-3 allows for easy switching between Luna's main build and this set

Weapon Resonance ◇ Luna: Laurel

Recommended 6★ weapon resonances for Luna: Laurel can be found here listed in order of priority.


1. Dead Line Timing
Gain 2 extra random signal orbs when come out, and 3 same signal orbs every 45s (also can gain signal orbs during background operation).
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 when 3-Ping. Duration resets every time it is triggered.
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
  • Make sure you have the Tank and Support resonances done before doing this one, as it's weaker than the other resonances

Skills & Passives

Red Orb

Vortex Polestar

Unleashes spheres forward to perform a scattered attack, dealing a total of 240% / 480% / 720% Physical DMG based on the number of orbs pinged (Dark DMG instead on a 3-Ping). Gains Super Armor while using this skill.
Yellow Orb

Impending Pain

Redirects the flow of energy to perform up to 4 piercing attacks at the target's current location, dealing up to 220% / 440% / 660% Physical DMG based on the number of orbs pinged (Dark DMG instead on a 3-Ping). Laurel gains Super Armor and is able to move while using this skill.
Blue Orb

Southern Cross

Automatically uses a 3-Ping version of this attack upon switch-in.
Unleashes a virus field that inflicts multiple attacks for 3s, dealing a total of 200% / 400% / 600% Physical DMG based on the number of orbs pinged (Dark DMG instead on a 3-Ping). If there is an enemy nearby upon casting, the field will follow it, otherwise it will follow Laurel instead. Laurel is able to move while using this skill.
Basic Attack

Thorny Judgement

Basic Attack: Uses spears and spikes to inflict multiple attacks that deal a total of 470% Physical DMG. While in Annihilation State, Laurel will inflict attacks with swords and spears, dealing a total of 950% Dark DMG. The next Basic Attack after dodging deals 300% Dark DMG. Basic Attacks will not generate Energy and Signal Orbs in Annihilation State.
Core

Singularity

Core Passive: After a 3-Ping, gains 15 Annihilation Points, up to 60 points. The next Ping is regarded as 3-Ping, consuming similar effects generated in Matrix first. Upon reaching 15 Annihilation Points, hold and press the basic attack button to enter Annihilation State and deal 200% Dark Area DMG, hiding the default Signal Orbs and gaining up to 4 Annihilation Orbs based on the current Annihilation Points. When casting, becomes invincible and activates QTE without cooldown. Ping Annihilation Orbs to unleash 4 strikes of targeted spikes, dealing 400% Dark DMG in total and gaining 10 Energy. In Annihilation State, enter the Matrix to gain 1 Annihilation Orb. Launching the basic attack consumes 5 Annihilation Points. After depleting all Annihilation Points or being swapped out, exit the Annihilation State. Being swapped out will deplete all Annihilation Points.
Signature

Finale Descends

Signature Move: Consumes 150 Energy. Laurel alters the gravity of a large area ahead to draw nearby enemies in, dealing a total of 2800% Dark DMG to all targets inside it. While in Annihilation State, the Signature Move will consume all Annihilation Points and end Annihilation State.
QTE

Speedy Sanction

QTE: Delivers an attack forward with a spear in the air, dealing a total of 640% Dark DMG.
Leader

Leader - Silver Bloom

Dark DMG of all members increases by 10% and Attacker's ATK increases by 5%.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Polestar Amplification

Passive: Increases DMG Bonus of targeted spikes by 5% and releases 2 additional targeted spikes.
SSS-Rank

Misty Collapse

Passive: In Annihilation State, increases Dark DMG by 5%. DMG bonus continues for 4s after Annihilation State ends. When Annihilation Points are full, enters Annihilation State and triggers a separate Matrix once with a 12s cooldown.
SSS+ Rank

Drastic Annihilation

Passive: After pinging Annihilation Orbs, based on the number of Annihilation Orbs pinged, the DMG of Signature - Finale Descends will increase by 15% / 30% / 45% / 60% / 75%.

How to play

Laurel - Fundamentals
  • Double 3-Pings:
    • After any 3-Ping the next orb pinged will be considered a 3-Ping
    • This bonus does not stack with Matrix Pings (entering Matrix will override the Core Passive)
  • All 3-Pings fill her Core Passive gauge:
    • Each 3-Ping fills 1/4 of the gauge (15 points, 60 max)
    • Matrix Pings and the free 3-Ping provided by Laurel's Core Passive also give 15 points
    • If the gauge is full no extra points will be obtained
  • Hold Basic Attack to enter Annihilation State:
    • You will get one Annihilation Orb for each 3-Ping (1 orb per 15 points)
    • Pinging Annihilation Orbs will generate a large amount of energy
    • Basic Attacks will deal Dark DMG but generate no energy
    • Each Basic Attack drains 5 points from the Core Passive gauge
    • Emptying the Core Passive gauge, swapping out or using Signature Move will exit Annihilation State
Laurel - Additional Information
  • Core Passive details:
    • Annihilation Orbs can be used while doing other actions or while on the ground
    • Ending Annihilation State early will remove all unused Annihilation Orbs
    • Activating Matrix in Annihilation State will generate one Annihilation Orb
    • Exiting Annihilation State also sorts all orbs in the order of Red-Blue-Yellow
  • Advanced techniques:
    • Dodging shortly after a Yellow Orb Ping skips the animation but still does full damage
    • Dodging shortly after a Red Orb Ping skips the animation but does less damage
    • Doing one basic attack before each 3-Ping allows Laurel to generate orbs while attacking
    • To maximize damage it's recommended to save Matrix until Annihilation State is activated with full gauge: four 3-Pings + 5 Annihilation Orbs with the Flamel set will fully charge Laurel's Signature Move
    • Basic attacks during Core Passive still generate orbs, the orbs however get deleted if they appear while in Annihilation State
      • Since an orb is generated every 1.5 seconds while attacking, activating Annihilation State with only 1/4 of the gauge and doing 3 basic attacks is a fast way to sort orbs while also generating them

Videos

Related Frames

← Qu: Pavo 2B →