Roland: Flambeau

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Debuts in the Evernight Beat patch. · Rank: S-Rank · Class: Vanguard · Element: Physical (20%) Fire (80%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

Originally an actor during the Golden Age, his words and actions are both made in jest and completely sincere in nature. He was once highly active across various regions of the world. After a series of twists and turns, his frame was severely damaged and remodeled by a certain Agent into its current appearance.
Physical (20%) Fire (80%)
Roland
Flambeau
2 May
178cm
70kg
AB
19
Review
1896
284
429
191
S
Vanguard
Chain Blade (T)
Durendal
Unidentified
Marionette


Memory Builds ◇ Roland: Flambeau

A list of recommended builds for Roland: Flambeau 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.
Memory Placement
01
02
03
04
05
06
Jack x6
Memory Resonance
Top Resonance Slot (1):
Smoldering Kick: Yellow Orb Level +1 x6

Bottom Resonance Slot (2):
Apex of Trickery: Signature Move Level + 1 x6
Key Notes
  • Roland: Flambeau's main build
  • Ultima Awakening Set
Usage
Details
  • General-purpose set

Weapon Resonance ◇ Roland: Flambeau

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


1. Limit Break
All ATK increases by 10%.
2. Overload Signal
An Entrance Skill grants 1 additional Signal Orb. Extra DMG Bonus of Signal Orb Skills increases by 10% for 8s.
3. Matrix Outburst
All DMG increased by 15% in Matrix.
Priority
HIGH:
  • Limit Break

MEDIUM:

  • Overload Signal

LOW:

  • Matrix Outburst
Notes
Minimum recommended amount: 1

Skills & Passives

Red Orb

Swirling Flames

Red Orb 1st hit: Quickly slashes and swipes, dealing 300% Fire DMG in total. Red Orb 2nd hit: Tap the Red Orb button before the 1st hit ends to unleash if there are at least 30 Deception Points. Spins and swipes twice, dealing 600% Fire DMG in total. During Apex of Trickery: Unleashes a chaotic spin with chain blade, dealing 1260% Fire DMG in total at the cost of 40 Trickery Points . Gains Super Armor while casting this move.
Yellow Orb

Smoldering Kick

Automatically uses 1st hit of this attack upon switch-in.
Yellow Orb 1st hit: Dashes forward and hits the target with knee, dealing 400% Fire DMG in total. Gains Super Armor while casting this move.
Yellow Orb 2nd hit: Tap the Yellow Orb button before the 1st hit ends to unleash if there are at least 30 Deception Points. Charges and kicks forward a shockwave, dealing 410% Fire DMG and stunning the target for 2s.
During Apex of Trickery: Leaps up and kicks twice to launch 2 fire blasts that bounce among enemies, dealing 1170% Fire DMG and stunning the enemy at the cost of Trickery Points. Gains Super Armor while casting this move.
Blue Orb

Hot Pursuit

Blue Orb 1st hit: Launches an incendiary bomb that explodes upon hitting the target, dealing 360% area Fire DMG.
Blue Orb 2nd hit: Tap the Blue Orb button before the 1st hit ends if there are at least 30 Deception Points. Shoots an enhanced incendiary bomb that explodes upon impact and pulls the nearby targets close before exploding again, dealing 370% Fire DMG in total.
During Apex of Trickery: Slides forward to launch multiple area attacks with chain blade, dealing 1120% Fire DMG in total at the cost of 40 Trickery Points. Gains Super Armor while casting this move.
Basic Attack

Deceptive Performance

Basic Attack: Launches multiple attacks using the chain blade, dealing 570% Physical DMG in total. Tap the white Signal Orb before the end of the 2nd/3rd/4th hit to connect with combo 1/2/3.
Combo 1 - Frenzied Dance: Turns around and kicks the target up, dealing 110% Physical DMG and generating 10 Deception Points.
Combo 2 - Dazzling Blade: Dashes forward and spins multiple times, dealing 135% Physical DMG and generating 20 Deception Points. Gains Super Armor while casting this combo.
Combo 3 - Quenched Chain: Leaps up to launch multiple attacks with gun and chain blade, dealing 170% Fire DMG and generating 30 Deception Points.
During Apex of Trickery: Attacks multiple times with the ignited blade, dealing 900% Fire DMG at the cost of 25 Trickery Points.
Core

Art of Deception

Core Passive: Attack increases by 80% in Dead Zones. Basic Attack combo DMG ratio becomes 200%. Gains 10/20/30 Deception Points (up to 90) upon triggering valid combos. Roland's Red/Yellow/Blue Orbs are unlocked when there are at least 30 Deception Points. Each time the 1st or 2nd hit of a Signal Orb skill is cast, 30 Deception Points will be consumed to generate 10 energy. The combos of Basic Attacks and Signal Orb skills can be viewed in the description of each skill. Valid combos: The Basic Attack combo launched within 1s after dealing damage from Basic Attacks. Upon triggering Matrix, the next Signal Orb skill cast within 10s does not consume any Deception Points or Trickery Points. Roland cannot gain Signal Orbs from Basic Attacks. When he is switched off battle, he gains 60 Deception Points. Signal Orbs gained from any other source would be directly converted into 10 Deception Points or 5 energy, prioritizing Deception Points.
Signature

Apex of Trickery

Signature Move: Consumes 100 energy to launch multiple area attacks with chain blade to deal 1600% Fire DMG and enter the Apex of Trickery state, gaining 150 Trickery Points and 1 Incinerating Orb.
During Apex of Trickery, 5 Trickery Points are consumed every second. Basic Attacks and Signal Orb skills are enhanced but cost extra Trickery Points. Once all Trickery Points are used up, Roland leaves Apex of Trickery and the Incinerating Orb also disappears.
Incinerating Orb: Fires multiple incinerating bullets forward, dealing 1100% Fire DMG in total at the cost of 1 Incinerating Orb. Gains Super Armor while casting this move.
QTE

Astounding Fireworks

QTE: Hangs on the chain blade and swings across the battlefield, launching 4 incendiary bombs toward the ground, dealing 640% Fire DMG in total.
Leader

Grinning Trickster

Fire DMG of all members increases by 10% and Vanguard Transcendant's ATK increases by 5%.
Class

Vanguard

Gains 20% Extra DMG Bonus and a shield that absorbs DMG up to 20% of max HP for 10s when the character is deployed.
Awakening

Ultima Awaken

Immediately gains 30 Deception Points upon entering battle for the first time.
SS-Rank

Sleight of Hand

Passive: The Extra DMG Bonus of regular Signal Orbs increases by 15%. Gains 2 extra enhanced Signal Orbs when triggering Matrix in the regular form.
SSS-Rank

Striking Pose

Passive: Deception Points limit increases by 60. Gains 30 bonus Deception Points each time upon deployment. Gains 5 bonus energy after casting a basic Signal Orb skill. The Extra DMG Bonus of Signature Move increases by 100%.
SSS+ Rank

Decoy Flare

Passive: During Apex of Trickery, Fire DMG increases by 15%, the Extra DMG Bonus of Signal Orb skills increases by 30%. After casting a Signature Move, the cooldown of Matrix is reset.

Trancendant Exclusive Skills

This Transcendant's Exclusive skill is implemented during Reveries With A Whale patch.

Speed Attack

Speed Attack

coming soon
Ultimate

Finishing Move

coming soon
Enhanced Speed Attack

Enhanced Speed Attack

coming soon
Enhanced Team

Enhanced Team

coming soon
Enhanced Finishing Move

Enhanced Finishing Move

coming soon
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