Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Lee is a Merchant Specialist capable of quick bursts of Arts damage, a hybrid form of stalling and dueling, and the capability to ignore status effects. Lee is able to push enemies within range that are not his main target with every attack, while having good damage and survivability to deal with his main target. With a global, permanent taunt and dodge to enemies outside of range, he is able to serve as good bait. Said taunt works well to make sure he gets targeted by any ranged stun attack or ability that enemies may have, which he is able to nullify at the cost of DP and makes sure the rest of your team isn’t disrupted. These are powerful tools in the right scenario, while still remaining effective more generally.
Operator Stats
- Health
- 2727
- Attack Power
- 844
- Defense
- 465
- Attack Speed
- 1 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 25 sec
- DP Cost
- 9
- Range
Y1 Y2 X1 operator cell active cell
Strengths
- Ability to nullify status effect inflicted on self allows him to keep fighting and stalling enemies
- Fast attacks allow even the weak push to effectively stall most common enemies
- Fast redeploy time and quick skill activation makes it easy to move Lee around and bait ranged enemy attacks as needed
Weaknesses
- DP consumption from branch trait and status effect nullification can add up quickly
- No self-sustain makes it so additional healing is a requirement for prolonged stalling
- 1-block and weak push makes it easy to be overwhelmed and leak elite enemies where there are multiple without help
Talents
Kindness Begets Prosperity
When Lee is blocking an enemy, the enemy has ASPD -14 and Lee has ASPD +14; If there is only one enemy within the surrounding 8 tiles, this effect is doubled
The talent mostly benefits his dueling capabilities with the doubled effect. Though you may not always get the doubled effect with Lee, the talent is still beneficial to his kit: Lee’s S2 and S3 benefit well from the additional attack speed for their mechanics, as S2 gets stronger the more hits are done within its time frame and S3’s weak pushes benefit from fast attacks to still be effective against common enemies.
Preparedness Averts Peril
When DP is consumed by Lee's Trait, if there is sufficient DP, consumes 5 DP instead to block the next Stun/Frozen effect inflicted on Lee and Stun the attacker for 3 seconds
One of Lee’s main niches, which can render otherwise annoying threats ineffective . Since Lee has a global taunt with his S3, he’s able to easily make ranged enemies focus on him and waste their status effects. In the case of melee enemies, as long as Lee is provided some healing, he’s able to fend them off with ease. If status effects are very common however, then the DP cost can be difficult to handle without a potent vanguard and needs to be kept in mind.
Skills
Stern Admonishment
Per Second RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 7
- Duration
- Infinite
ATK +60% and gain 40% Arts Dodge
Unlimited duration
Essentially a much weaker S3, only having slightly more ATK gain and non-conditional Arts dodge. Its only potential use is for dueling Arts enemies, and is unlikely to end up being useful over other operators, especially with the low dodge chance.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The skill doesn’t do enough to merit any masteries, and players looking to use a similar skill are much better off simply investing in S3.
Exorcise Evil
Per Second RecoveryManual Trigger- Initial SP
- 0
- SP Cost
- 7
- Duration
- 0 sec
Passive Effect: ASPD +30; Active Effect: Marks the target and makes them easier to be targeted by allies. The mark explodes after 5 seconds, dealing 300% Arts damage to nearby enemies. Every hit on the marked target by allies increases the explosion damage by 20% of Lee's ATK (increases up to 30 times, and prematurely explodes if the limit is reached or the target is defeated)
Note: This skill has a splash radius of 1 tile.
The skill has nice bursts of splash damage, but relies on the rest of your team to reach its full potential. Lee’s talent combined with the skill’s passive allows for Lee to get good benefits from the skill even by himself within the 5 second time frame. With additional help from fast hitting operators, you can get high bursts of damage with this skill consistently, especially as it has no SP lockout. It’ll start charging again immediately upon use which makes it so there’s very little downtime between uses.
The explosion can trigger early under certain conditions: When reaching max stacks, when the skill is used again, when Lee is killed, or if Lee is retreated while blocking the marked target. If the enemy that is marked dies under the mark’s effect, then the mark will still explode and damage any nearby enemies.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
The skill has little to gain from masteries outside Mastery 3, which is the only one that increases all of the most important aspects of this skill. If using this skill, it’s worth considering, as even those that may not make use of the increased stack count will benefit from the increased damage per stack in general use. It’s a good upgrade for the skill, but the skill isn’t general enough to warrant more than a low priority.
Honored Guest
Per Second RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 7
- Duration
- Infinite
Expands Attack Range, ATK and DEF +50%; Besides the current target, all enemies within range are pushed away slightly every time Lee attacks. Increases the likelihood of being targeted by enemy attacks and gains a 70% chance to dodge Physical or Arts attacks coming from outside his Attack Range
Unlimited duration
Y1 | Y2 | Y3 | |
---|---|---|---|
X1 | active cell | active cell | active cell |
X2 | active cell | operator cell | active cell |
X3 | active cell | active cell | active cell |
The expanded attack range helps with target acquisition to enable his pushes on attacks. Though the push force is weak and won’t push heavy enemies, most common enemies including some mid-weight ones can be pushed fairly well thanks to his fast attacks keeping them consistently at bay. His taunt works very well with his second talent and ensures that he will be targeted by ranged enemies that may inflict status effects—such as stuns or freezes—while remaining fairly safe thanks to the high dodge chance. Lee has fairly high stats, including raw HP, which means he does well when taking the brunt of the enemy force with his taunt.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
The masteries are a low priority due to the rather minor increases and lack of any improvements to the base mechanics. The improved survivability with better dodge chance and DEF are useful, while more ATK adds up with his fast attacks to deal with armor better, but the lack of a push strength increase means it plays similarly to before. It’s recommended to get this upgrade when needing a little more out of Lee and after being done with more important upgrades within your roster.
Modules
- Attack Power
- +74
- Health
- +300
'Wandering'
MER-X
The module’s trait upgrade is something that makes Merchants much less punishing in teams with low DP production or even none at all. As the passive DP gain is no longer nullified, Lee can be more easily used for longer periods of time per deployment throughout a level, especially alongside deployables that may cost DP. Its stage upgrades improve the nullification talent, allowing for improved stun deflection towards enemies and lowered DP cost to help him in costly teams.
- Recommended Stage
- Stage 1
- Priority
- Medium
The first stage is very useful for the trait and stats combined, working very well with Lee’s kit. Additional ATK helps with S2 stacking and simply fighting in general with other skills, while more raw HP helps with any type of damage he will often be taking from the taunt. Lee is also more costly than other merchants due to being capable of consuming even more DP through his status nullification talent, and being able to keep passive DP generation, even if slowed drastically, by reducing the trait consumption makes it much easier to deal with. Stage 2 and 3 upgrades are expensive for small upgrades, as the stun deflection duration isn’t something impactful and the small reduction in this talent’s cost is not worth the resource use.
Synergy
Aak
A good fit alongside Lee as he can survive the buff process with ease, but also because he benefits disproportionately from both the ATK and ASPD buffs. Lee lacks ATK buffs by himself when using S2, meaning Aak makes a big difference in the damage dealt. The ASPD buff for both Aak and Lee makes them work well together to build up more stacks with the skill, and can lead to multiple high damage explosions within the buff duration. The ATK buff on Lee’s S3 isn’t very high and Aak’s buff will have a big impact on his DPH. More ASPD makes it easy for Lee to push medium weight enemies that would slowly make their way past him with his default interval, and Aak’s occasional stun proc can make it easier to keep even the faster ones at bay.
Angelina
Angelina is able to provide good support to Lee mechanically, with the minor ASPD buff helping with either S2 and S3, while the reduced weight is a good boost to Lee’s S3. Common enemies will be pushed much further with Angelina’s weight reduction, while also allowing heavier enemies to start being pushed by Lee even if by a small amount per attack. Angelina’s slow from her S3 attacks will help with stalling heavier enemies together. As Lee lacks any sort of self-sustain, the passive HP regen from Angelina is enough to let him survive away from medics, where otherwise he’d die to chip damage over time.