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Ray

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Rarity
Element
Earth
Class
Soul Weaver
Zodiac
Taurus
Max CP
An Aakhen military doctor who dreams of reformation
Trust
Elena
Trust
Elena
Trust
Lena
Trust
Lena
Grudge
Furious
Trust
Cerise
A young nobleman who joined the army after an argument with his father, who believes that medical treatment should only be provided to nobles who can pay. Ray dreams of a world in which those who are less fortunate can receive the medical treatment they need.

Table of Contents

Hero Stats

Hero CP:
HP 4450
ATK 694
SPD 110
DEF 655
Crit Hit Chance Crit Hit DMG Dual Atk Chance
15.00% 150.00% 5.00%
Effectiveness Effect Resist
0.00% 30.00%
Imprint Release

+Attack %
SSS : +12.9% SS : +10.75% S : +8.6% A : +6.45% B : +4.3%
Imprint Concentration

+Health %
*Red tiles mark the effective area of a Devotion Skill.

Hero Tags

Builds

Standard Counter-Initiator

Ray could be build a few ways, but the most standard is to build him as the fastest unit to counter the initiation of a Basar or Cerise, to clear the team of debuffs and for the rest of his team to pop off.

Stats

The #1 thing to focus on for a counter initiator is to make sure he's speed tuned to barely out speed the first buffer on an offense team, then to load him up with as much Res% as possible. Once players are in the ball park of 180%~200% Res, they can look to bulk Ray up a bit to avoid being 1 shotted.

Since Ray has decent defense, do focus more on his Def % substats. Since his base HP is so low, he is a good contender to use flat HP gear.

Set

Speed set is the default set to make sure Ray can sufficiently out speed his team. Res set is a no-brainer secondary because it can contribute more to the overall resistance. Immunity can be considered to avoid Abyssal Crown procs from enemy Basars.

Artifacts

Water's Origin seems like the default choice as Ray lacks bulk and the CR boost can push him up to keep up with faster defenses.

Shimadra Staff is a solid secondary choice if players generally don't lack bulk on Ray. Instead it will boost his team's resistance and overall grant more healing.

Equipment

Main
Def %
Eff Res %
Spd
Sub
Eff Res %
Spd
HP %
Def %
Set
Speed
Resist

Artifact

Upgrade Priority

Early Mid Late
0 0 0
0 0 +6
+3 +6 +6

Team

Core

Ray makes an excellent counter-initiator for a Seaside Bellona team as he can clear all debuffs before helping the team pile on heaps of buffs to support SSB.

In this team:
Ray - Cleanse and heal away the opening chip damage deal to the team.
Diene - Go after Ray and buff the damage and survivability of her team.
Crimson Armin - Reduce critical damage and bring Aurius to keep the team safe, drop 1 turn invincibility to counter early damage from enemies.
Seaside Bellona - Single damage threat that can counter.

Counter Counter-Initiator

As opposed to building Ray with a speed set, building him with a counter set would give him better healing and cleansing over more turns. However, this puts a bigger strain on his stats and forces him to play with a slower team.

Sets

Counterattack set is basically mandatory. The secondary set can be resist or immunity and is up to each player to determine whether they want immunity at the opportunity cost of 20% res.

Artifact

Celestine is mandatory for a counter set as no other artifacts synergize with the play pattern nearly as well. It can provide valuable healing over many cooldown turns and could clutch save a unit when Ray counterattacks.

Equipment

Main
HP %
Eff Res %
Spd
Sub
Spd
Eff Res %
Def %
HP %
Set
Counter
Resist

Artifact

Upgrade Priority

Early Mid Late
0 0 0
0 0 +6
+3 +6 +6

Table of Contents

Analysis

Overview

Ray is a 5* Earth Element soul weaver released following the rerun for the Guilt Gears collaboration. His kit is somewhat of a mishmash between that of a Destina and a DJ Basar but with 1 distinct advantage, his awakenings grant him 30% innate resistance, making him the perfect comeback counter-initiator for a turn 2 team.

Strengths

Synergy Base Stats

While Ray's role somewhat overlaps with other soul weavers such as Destina and DJ Basar, he has the distinct advantage of having high base speed and a whopping 30% base resistance, this allows him to be much easier built to resist incoming debuffs to allow him to counter initiate.

Cleanse on S1

Similar to how Elena functions, having a debuff cleanse on his S1 makes Ray a contender for a counter set + Celetine, a build that can become very annoying on defense due to the unpredictability of the cleanse and heals.

Heals Based on Target Max Health

Since Ray's focus is on his resistance, his HP stat is somewhat sub-optimal. This is mitigated by his heals scaling with the target's max health, which frees him from having to build HP which many soul weavers are funneled into.

Weaknesses

Sub-par Bulk

With a base HP of 4450 and a base defense of 655, Ray loses out on a lot of bulk which could potentially put him in danger in the upper echelons of PvP, where players’ have insanely minmax’ed gears.

Weak Off Turns

Due to Ray not having a heal on his S1, he has a well exploitable window of weakness while his skills are on cooldown. This puts more strain on the other units of the team to preserve the team’s health while Ray cycling his cooldowns.

Lack of CR Boost

While Ray’s utility does mark him as a counter-initiator. What he lacks from his contemporaries is the ability to boost combat readiness, linking his teammates turns to combo for big tempo. This means that there’s a tighter requirement when teambuild for the player to either have the team better speed tuned, or to all be bulky enough to survive and take their turns.

Table of Contents

Skills

+1 Souls
Attacks by throwing a bottle, dispelling one debuff from an ally.
Skill Enhance
Effects and Multipliers
3 Turns
+2 Souls
Radiates light upon all allies, granting a barrier for 2 turns. Barrier strength increases proportional to the ally's max Health.

Awaken
Radiates light upon all allies, recovering Health and granting a barrier for 2 turns. Amount recovered and barrier strength increase proportional to the ally's max Health.
Skill Enhance
Effects and Multipliers
Skill 3: Invigorate
5 Turns
+3 Souls
Invigorates the team by dispelling all debuffs inflicted on all allies, and grants immunity for 2 turns before recovering Health. Amount recovered increases proportional to the ally's max Health.

Soul Burn Effect
-10 Souls

Increases the amount recovered.
Skill Enhance
Effects and Multipliers

Awakening

Lvl
Speed +2 Attack +20 / Health +60
Lvl
Effect Resistance +6% Attack +20 / Health +60
Lvl
Effect Resistance +12% Attack +30 / Health +80
Lvl
Speed +4 Attack +30 / Health +80
Lvl
Effect Resistance +12% Attack +30 / Health +80
Light of Rebirth
Radiates light upon all allies, granting a barrier for 2 turns. Barrier strength increases proportional to the ally's max Health.
Ability Upgrade
Radiates light upon all allies, recovering Health and granting a barrier for 2 turns. Amount recovered and barrier strength increase proportional to the ally's max Health.
Stat Increase
Attack +20 / Health +60

Campsite Stats

Campsite Topic

Criticism
Heroic Cheer