- Summary
- Specialty
- Friendship
- Background
Rarity | |
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Element |
Earth
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Class |
Soul Weaver
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Zodiac |
Taurus
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Max CP |
Table of Contents
Hero Stats
Crit Hit Chance | Crit Hit DMG | Dual Atk Chance | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
15.00% | 150.00% | 5.00% | |||||||||
Effectiveness | Effect Resist | ||||||||||
0.00% | 30.00% |
Hero Tags
Builds
- Healer-Arena Offense
- Healer-Arena Defense
Standard Counter-Initiator
Arena Offense
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
Artifact
Upgrade Priority
Early | Mid | Late | |
---|---|---|---|
0 | 0 | 0 | |
0 | 0 | +6 | |
+3 | +6 | +6 |
Team
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
Arena Defense
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
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.
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.
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.
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Skill Enhance
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Effects and Multipliers
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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.
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Skill Enhance
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Effects and Multipliers
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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.
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Skill Enhance
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Effects and Multipliers
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Awakening
- Potential Stone
- Ability Stone
Speed +2 | Attack +20 / Health +60 |
Effect Resistance +6% | Attack +20 / Health +60 |
Effect Resistance +12% | Attack +30 / Health +80 |
Speed +4 | Attack +30 / Health +80 |
Effect Resistance +12% | Attack +30 / Health +80 |
Radiates light upon all allies, granting a barrier for 2 turns. Barrier strength increases proportional to the ally's max Health. |
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. |
Attack +20 / Health +60 |
Campsite Stats
Campsite Topic
Best | |||||
---|---|---|---|---|---|
+3 | Comforting Cheer | ||||
+3 | Cute Cheer | ||||
+2 | Heroic Cheer | ||||
+5 | Sad Memory | ||||
+3 | Joyful Memory | ||||
+3 | Happy Memory | ||||
0 | Unique Comment | ||||
+1 | Myth | ||||
0 | Food Story | ||||
+1 | Gossip | ||||
+3 | Dream | ||||
+5 | Advice | ||||
+1 | Complain | ||||
+1 | Interesting Story |
Worst | |||||
---|---|---|---|---|---|
-3 | Criticism | ||||
-3 | Reality Check | ||||
-3 | Heroic Tale | ||||
-2 | Self-Indulgent | ||||
-1 | Occult | ||||
-1 | Bizarre Story | ||||
-2 | Horror Story | ||||
-3 | Belief |