Roland: Flambeau

From GRAY RAVENS
(Redirected from Roland: Flambeau)
← Vera: Garnet Liv: Empyrea →

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

                                                                                                                                                                                                                                                                                                                                                                                                       

A former performer in the Golden Age who is sarcastic on the outside yet serious on the inside. Participated in a lot of actions as an Ascendant. Reformed into the current frame by an agent due to huge damage done to the old frame after a few number of setbacks.
Combo — Can deal various combos
Form Switch — Can switch Attack Modes for Signatures Moves
Physical (20%) Fire (80%)
Roland
Flambeau
2 May
178cm
70kg
AB
19
Review
1896
284
429
191
S-Rank
Vanguard
Chain Blade (T)
Durendal
Unidentified
Marionette

Optimal Weapon: Durendal

Fire DMG increases by 10%. The cooldown of consecutive dodge is removed. After dodging a damage, accumulates 1 Combo 2 - Dazzling Blade, which can be cast directly toward the direction of the joystick by tapping the White Orb. Also increases Extra DMG Bonus by 10% for 8s. During Apex of Trickery, the Deception Points generated from this combo are converted into 10 Trickery Points instead.

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 — Tap Red Orb
Quickly slashes and swipes, dealing Fire DMG.
- Deals 300% Fire DMG.

Red Orb 2nd Hit — Before Red Orb 1st hit ends + At least 30 Deception Points + Tap Red Orb
Spins and swipes twice, dealing Fire DMG.
- Deals 600% Fire DMG.

Red Orb — Apex of Trickery state + Tap Red Orb
While in the Apex of Trickery state, unleashes a chaotic spin with Chain Blade, dealing Fire DMG with Trickery Points. Gains Super Armor while casting this move.
- Deals 1260% Fire DMG with 40 Trickery Points.
Yellow Orb

Smoldering Kick

Yellow Orb 1st Hit — Tap Yellow Orb
Automatically uses this attack upon switch-in.
Dashes forward and hits the target with knee, dealing Fire DMG. Gains Super Armor while casting this move.
- Deals 400% Fire DMG.

Yellow Orb 2nd Hit — Before Yellow Orb 1st hit ends + At least 30 Deception Points + Tap Yellow Orb
Charges and kicks forward a shockwave, dealing Fire DMG and stunning the target.
- Deals 410% Fire DMG.
- Stun lasts 2s.

Yellow Orb — Apex of Trickery state + Tap Yellow Orb
While in the Apex of Trickery state, leaps up and kicks twice to launch 2 fire blasts that bounce among enemies, dealing Fire DMG and stunning the enemy with Trickery Points. Gains Super Armor while casting this move.
- Deals 1170% Fire DMG with 40 Trickery Points.
Blue Orb

Hot Pursuit

Blue Orb 1st Hit — Tap Blue Orb
Launches an incendiary bomb that explodes upon hitting the target, dealing AOE Fire DMG.
- Deals 360% Fire DMG.

Blue Orb 2nd Hit — Before Blue Orb 1st hit ends + At least 30 Deception Points + Tap Blue Orb
Shoots an enhanced incendiary bomb that explodes upon impact and pulls the nearby targets close before exploding again, dealing Fire DMG.
- Deals 370% Fire DMG.

Blue Orb — Apex of Trickery state + Tap Blue Orb
While in the Apex of Trickery state, slides forward to launch multiple area attacks with the Chain Blade, dealing Fire DMG with Trickery Points. Gains Super Armor while casting this move.
- Deals 1120% Fire DMG with 40 Trickery Points.
Basic Attack

Deceptive Performance

Basic Attack — Tap Basic Attack
Launches multiple attacks using the Chain Blade, dealing Physical DMG. Tap the white Signal Orb before the end of the 2nd / 3rd / 4th hit to connect with combo 1 / 2 / 3.
- Deals 570% Physical DMG in total.

Combo 1 - Frenzied Dance — Before the end of the 2nd hit of Basic Attack + Tap white Signal Orb
Turns around and kicks the target up, dealing Physical DMG and generating Deception Points.
- Deals 110% Physical DMG in total.
- Generates 10 Deception Points.

Combo 2 - Dazzling Blade — Before the end of the 3rd hit of Basic Attack + Tap white Signal Orb
Dashes forward and spins multiple times, dealing Physical DMG and generating Deception Points. Gains Super Armor while casting this combo.
- Deals 135% Physical DMG in total.
- Generates 20 Deception Points.

Combo 3 - Quenched Chain — Before the end of the 4th hit of Basic Attack + Tap white Signal Orb
Leaps up to launch multiple attacks with the gun and Chain Blade, dealing Fire DMG and generating Deception Points.
- Deals 170% Fire DMG in total.
- Generates 30 Deception Points.

Basic Attack — Apex of Trickery state + Tap Basic Attack
While in the Apex of Trickery state, attacks multiple times with the ignited blade, dealing Fire DMG with Trickery Points.- Deals 900% Fire DMG with 25 Trickery Points.
Core

Art of Deception

Core Passive — Trigger valid combos
The Basic Attack combo DMG ratio is adjusted. Gains Deception Points based on the combo type upon triggering valid combos. Roland's Red / Yellow / Blue Orbs are unlocked when there are a certain amount of Deception Points. Each time the 1st or 2nd hit of a Signal Orb skill is cast, Deception Points will be consumed to generate 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 DMG from Basic Attacks. Upon triggering Matrix, the next Signal Orb skill cast 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 Deception Points. Signal Orbs gained from any other source would be directly converted into Deception Points or Energy, prioritizing Deception Points.
- The Basic Attack combo DMG ratio changes to 200%.
- Gains 10 / 20 / 30 Deception Points (up to 90) based on the combo type.
- 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.
- Upon triggering Matrix, the next Signal Orb skill cast within 10s does not consume any Deception Points or Trickery Points.
- Gains 60 Deception Points when switched off battle.
Signature

Apex of Trickery

Signature Move — 100 Energy + Tap Signature
Launches multiple area attacks with the Chain Blade to deal Fire DMG and enter the Apex of Trickery state, gaining Trickery Points and Incinerating Orb.
- Deals 1600% Fire DMG in total.
- Enters the Apex of Trickery state, gaining 150 Trickery Points and 1 Incinerating Orb.

Signature Move — Apex of Trickery state
During Apex of Trickery, 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.
- While in the Apex of Trickery state, 5 Trickery Points are consumed every second.

Incinerating Orb — Ping Incinerating Orb
Fires multiple incinerating bullets forward, dealing Fire DMG with 1 Incinerating Orb. Gains Super Armor while casting this move.
- Deals 1100% Fire DMG in total.
QTE

Astounding Fireworks

Hangs on the Chain Blade and swings across the battlefield, launching 4 incendiary bombs toward the ground that deal Fire DMG.
- Deals 640% Fire DMG in total.
Leader

Grinning Trickster

Increases Fire DMG of all members by 10%. Increases ATK of all Vanguard Uniframes in the team 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

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

Striking Pose

The Deception Points limit increases by 60. Gains 30 bonus Deception Points each time entering the battlefield. 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

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

Uniframe Exclusive Skills

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

Speed Attack

Tango Chainblade

Speed Attack - Tango Chainblade: Press and hold the Dodge button to continuously depletes Dodge Gauge and dodge an enemy's All-out Attack. Upon a successful Dodge, Roland: Flambeau will perform a powerful counterattack move Tango Chainblade, grabbing the target with his chain blade and launching it into the air before slamming the target to the ground behind him. Depending on the Rank of Roland: Flambeau, Tango Chainblade will deal the enemy Fire DMG equal to 6% / 8% / 10% / 12% of the target's max HP and depletes 15% / 20% / 25% / 30% of its Finisher Gauge, while dealing 300% Fire DMG to other surrounding targets.

Level 9 — Increases Finisher Gauge rate by 10% (does not apply to Counter and Parry).
Level 18 — Increases Finisher Gauge reduction rate to 20% (does not apply to Counter and Parry).

Ultimate

Curtain Call

Finishing Move - Curtain Call: When the target has an empty Finisher Gauge and is within range of the Finishing Move Curtain Call, tapping Basic Attack will perform the Finishing Move Curtain Call: Roland trips up and steps on the target, kills it by opening fire at its head, and knocks back surrounding enemies, dealing 800% Fire DMG.

Level 9 — Increases Finisher Gauge reduction rate by 10% (does not apply to Counter and Parry).
Level 18 — Increases Finisher Gauge reduction rate to 20% (does not apply to Counter and Parry).

Enhanced Speed Attack

Enhanced Speed Attack

The landing spot can be adjusted with the left joystick after grabbing an enemy with Speed Attack - Tango Chainblade. Gains an Incinerating Orb. (8s cooldown; only 1 Incinerating Orb will be granted at a time by this effect.)

(Unlock requirement: Tango Chainblade reaches Lv.9.)

Enhanced Team

Enhanced Team

After any Uniframe in the team finishes an enemy, restores 20% of self max HP and increases Fire DMG of all Uniframes in the team by 10% for 15s.

(Unlock requirement: Both Tango Chainblade and Curtain Call reach Lv.18.)

Enhanced Finishing Move

Enhanced Finishing Move

When Roland's chain blade or Technique Attack hits an enemy, tapping the Basic Attack button immediately will pull in enemies that are not in range of the Finishing Move and finish them off. After performing Finishing Move - Curtain Call, he will swing his chain blade back and forth across the battlefield and fire 8 incendiary bombs the next time he exits the field, dealing a total of 1600% Fire DMG.

(Unlock requirement: Curtain Call reaches Lv.9.)

Videos

← Vera: Garnet Liv: Empyrea →