Yata: Fulgor

From GRAY RAVENS
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Debuts in the Crescent Sun patch. · Rank: A-Rank · Class: Attacker · Element: Lightning (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       


Following the style of the Yata human era, this unit is specifically designed for extended combat operations. Equipped with high-performance plasma armatures in its arm structure and rear-mounted mechanical arms, it can unleash devastating kinetic energy in an instant.
Burst - Deals massive DMG in a short time.
Glaciate - Skills can trigger the Glaciation Effect.
Glaciation - The cryogenic technology added after multiple iterations of battle modules allows frames to create a small low-temperature area during battle. Further attacks can be unlocked when the parameters in the area reach the preset values over time.
Lightning (100%)
Yata
Fulgor
February 10
165cm
47kg
O
17
Review
1469
222
312
137
A-Rank
Attacker
Powered Arms
Fudo Myo-o
Scarab
Hydrangea Bouquet

Optimal Weapon: Fudo Myo-o

ATK increases by 10%. While in Void and Sanctuary Realm, casting Night Raid - Halt grants 30 Heartflow. In Epiphany Realm, Base DMG of Thunder Outflux - Night Raid and Thunder Outflux - Mirror Return increases by 50%.

Memory Builds ◇ Yata: Fulgor

A list of recommended builds for Yata: Fulgor 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: Build switching is easier when placing 2-set Memories in top slots.
Builds below show placements for ease of switching sets. Placements that optimize stats may differ.
Weapon Harmony builds are now the meta. Builds that do not utilize Harmony remain viable if Players lack 6★ Weapons or materials.

Memory Placement
01
02
03
04
05
06
Heisen x4 / Darwin x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Any ATK: ATK +15

Bottom Resonance Slot (2):
Skyward Flash: Signature Move Level +1
Key Notes
  • Yata: Fulgor's main build
  • Ultima Awakening Set
Usage
Details
  • General DPS set
  • Used in most content

Weapon Resonance ◇ Yata: Fulgor

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


1. Dead Line Timing
Gains 2 extra random Signal Orbs when deployed, and 3 Signal Orbs of the same color every 45s (also gains Signal Orbs on standby).
2. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.
3. Matrix Lightning
Movement Speed greatly increases and all enemies' Extra DMG Reduction decreases by 10% in Matrix.
Priority
HIGH:
  • Dead Line Timing

LOW:

  • Glorious Afterglow
  • Matrix Lightning
Notes
Minimum recommended amount: 1

Skills & Passives

Red Orb

Esotericism: Homer

Red Orb Combo 1 — Not in Ping Combo + Ping Red Signal Orb
Gathers electric currents and releases a batting strike, dealing Lightning DMG and gaining Heartflow.
- Deals 100% / 200% / 300% Lightning DMG and gains 10 / 20 / 30 Heartflow based on the orbs pinged.
- When there are Ice Spikes, deals 80% / 160% / 240% Glaciation DMG instead.
- Dodge or block the baseball bat when it's flying back to trigger the Matrix.

Red Orb Combo 2 — Red Orb Combo 1 + Ping Red Signal Orb
Catches the bat and launches an attack forward, dealing Lightning DMG and gaining Heartflow.
- Deals 160% / 320% / 480% Lightning DMG and gains 10 / 20 / 30 Heartflow points based on the orbs pinged.
- When there are Ice Spikes, deals 130% / 260% / 390% Glaciation DMG instead.
Yellow Orb

Esotericism: Collapse

Yellow Orb Combo 1 — Not in Ping Combo + Ping Yellow Signal Orb
Accumulates energy to dash forward, dealing Lightning DMG and gaining Heartflow.
- Deals 120% / 240% / 360% Lightning DMG and gains 10 / 20 / 30 Heartflow points based on the orbs pinged.
- When there are Ice Spikes, deals 90% / 180% / 270% Glaciation DMG instead.

Yellow Orb Combo 2 — Yellow Orb Combo 1 + Ping Yellow Signal Orb
Leaps up and throws a punch at the enemy, dealing Lightning DMG and gaining Heartflow.
- Deals 180% / 360% / 540% Lightning damage and gains 10 / 20 / 30 Heartflow points based on the orbs pinged.
- When there are Ice Spikes, deals 150% / 300% / 450% Glaciation DMG instead.
Blue Orb

Esotericism: Slash

Emptiness — Tap Esoteric Orb
Harnesses the power of electricity and light to slash the enemy, dealing Lightning DMG.
- Deals 420% Lightning DMG and gains 1 stack of Will and 1 stack of Illumination.
- When there are Ice Spikes, deals 330% Glaciation DMG instead.
- Using an Esoteric Orb will be regarded as a 3-Ping.

Loop — Enhanced Esoteric Orb+ Tap Esoteric Orb
Launches an attack at nearby enemies, dealing Lightning DMG.
- Deals 630% Lightning DMG and gains 2 stacks of Will and 2 stacks of Illumination.
- When there are Ice Spikes, deals 500% Glaciation DMG instead.
- Using an Esoteric Orb will be regarded as a 3-Ping.

Mirage — With Arctic Ice Layers + Press and Hold Esoteric Orb
Press and hold Esoteric Orb to generate Ice Spikes based on the existing Arctic Ice Layers.
Basic Attack

Raging Gust

Attacks the enemy with martial arts moves, dealing Lightning DMG.
- Deals a total of 610% Lightning DMG.
Core

Thunder Outflux

Vortex Absorption
Basic Attack only grants Red or Yellow Orbs. Ping Red or Yellow Orbs to gain Heartflow.

Divine Teaching
Yata can enhance herself through Heartflow.
- Yata is in the Void Realm upon entering the battlefield. After gaining 90 Heartflow, she will enter the Sanctuary Realm and gains an Esoteric Orb, granting her Super Armor when casting Thunder Outflux - Night Raid.
- After gaining 60 Heartflow in the Sanctuary Realm, Yata will enter the Epiphany Realm and gain an Esoteric Orb and a 10% ATK Bonus. After that, every 30 Heartflow will grant an Esoteric Orb.
- Gaining an Esoteric Orb will enhance the existing Esoteric Orbs.
- Upon exiting the battlefield, Yata will reenter the Void Realm and clear her Heartflow, Illumination, and Esoteric Orbs.

Mirror Return — Not Moving + Tap Dodge to Block Successfully + Tap Basic Attack
Tap Dodge without moving the joystick to perform a Block. After a successful Block, tap Basic Attack to counterattack, dealing 540% Lightning DMG. If the Block triggers a Matrix, Mirror Return will additionally restore a set of Signal Orbs.

Night Raid — With Illumination + Press and Hold Basic Attack
Yata gains Illumination by casting Esotericism: Slash. Illumination can stack up to 2 times. With Illumination, press and hold Basic Attack to spend all Illumination stacks and cast Night Raid, dealing damage based on Illumination stacks spent.
- Night Raid – Patrol deals 240% / 400% Lightning DMG, then followed by Night Raid – Snatch. When there are Ice Spikes, deals 216% / 360% Glaciation DMG instead.
- Night Raid – Snatch deals 360% / 600% Lightning DMG every second. When casting it, Yata will automatically block incoming attacks at the cost of Dodge Gauge value and gain 1 Signal Orb every 1.5s. Release Basic Attack to cast Night Raid – Halt. When there are Ice Spikes, deals 288% / 480% Glaciation DMG every second.
- Channeling Night Raid – Snatch for more than 1s to accumulate Glaciation Gauge value over time and at an increasing speed. After 1s, gains 100 Glaciation Value every second. After 2s, gains 200 Glaciation Value every second. After 4s, gains 250 Glaciation Value every second.
- Night Raid – Halt deals 600% / 1000% Lightning DMG. Gains 10 Signature Energy after casting it. When there are Ice Spikes, deals 540% / 900% Glaciation DMG instead.

Effect: Glaciation
Some of the skills can fill the Glaciation Gauge. When the gauge is full, consume it to cast Arctic Ice, dealing Glaciation DMG and gaining Arctic Ice Layers. Casting certain skills will consume all Arctic Ice Layers to form Ice Spikes, dealing Glaciation DMG to nearby enemies. While Ice Spike persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals additional Glaciation DMG and gains Glaciation Value. When Ice Spikes expire, they will trigger Ice Burst to deal Glaciation DMG based on the current Glaciation Value. The Glaciation Gauge, Arctice Ice Layers, Ice Spikes, and Glaciation Value can transfer to the next character with Effect: Glaciation.
- At 100 Glaciation Value, casts Arctice Ice to deal 100% Glaciation DMG and generate 1 Arctic Ice Layer. Max 10 Layers.
- When having more than 0 Arctic Ice Layers, certain skills can consume all Arctic Ice Layers to form Ice Spikes, dealing 180% Glaciation DMG. When forming Ice Spikes, every 1 Arctic Ice Layer consumed will extend their duration by 1s.
- While Ice Spikes persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals 100% Glaciation DMG in a large area and gains 100 Glaciation Value. This can only trigger once every 0.25s.
- When Ice Spikes expire, it will trigger Ice Burst to deal 100% Glaciation DMG in a large area. For every 100 Glaciation Value owned, the Base DMG of Ice Burst increases by 9%, up to 10000 Glaciation Value.
Signature

Skyward Flash

Signature Move — 80 Energy + Tap Signature
Uses all energy to fire a blast shell, dealing 2400% Lightning DMG, during which time, becomes Invincible and activates all available QTEs.
- When there are Ice Spikes, deals 2000% Glaciation DMG instead.
- Spend the existing Will stacks. Each stack will increase Skyward Flash's Base DMG by 50%. Max 2 stacks.
- Casting Skyward Flash will reset Yata's status back to the Void Realm and empty the existing Heartflow.
QTE

Homer Break

Releases a batting strike, dealing a total of 600% Lightning DMG.
Leader

Absolute Thunder

Lightning DMG of all team members increases by 10%.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Thunder Walker

Level 1: Unlocked at S5
Casting Night Raid - Halt grants 1 set of Red Orbs.

Level 2: Unlocked at SS
Red and Yellow Orb Pings deal 50% more Base DMG. Gains 30 Heartflow when switched to and entering the battlefield.
SSS-Rank

Discipline Practitioner

Level 1: Unlocked at SS3
Esotericism: Slash's Base DMG increases by 100%.

Level 2: Unlocked at SSS
Gains 60 extra Heartflow every time when entering the battlefield. If 2 stacks of Illumination were consumed to cast Thunder Outflux - Night Raid, then casting Night Raid - Halt will grant 25 extra Signature Energy.
SSS+ Rank

Mushin State

Level 1: Unlocked at SSS3
Extra DMG of Thunder Outflux - Night Raid and Thunder Outflux - Mirror Return increases by 30%.

Level 2: Unlocked at SSS6
Extra DMG of Esotericism: Homer, Esotericism: Collapse, and Esotericism: Slash increases by 40%.

Level 3: Unlocked at SSS+
Skyward Flash deals 20% more Extra DMG.

Videos

List of Playable Characters

Arranged in release order. Get more details on the Characters page.

Upcoming Characters

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