Last Rite Guide and Best Build

Character

Last Rite Introduction

Last Rite is a 6-star character in Arknights: Endfield (AKE). Last Rite wields a Greatsword and belongs to the Striker class. Last Rite also has access to the Cryo element. This guide provides a comprehensive overview of Last Rite's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.

To learn more about Last Rite check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.

Last Rite Video guide

Last Rite has no video guide yet.

Disclaimer

Last Rite review and guide already include the release balance patch changes to their kit.

Update tracker

Last review update

Patch 1.0

Last major build/calcs update

Patch 1.0

Last profile update*

January 21st, 2026

*Profile update means smaller edits to the guide that don't require new calculations.

To learn more about Last Rite check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.

Profile

Review

Build

Teams & Synergies

Profile

Last Rite Attributes (level 90)

The yellow color shows the Primary Attribute and the green Secondary Attribute. Both of those attributes, on top of their normal bonuses, provide additional ATK to the character.

Strength
Strength
155
Agility
Agility
104
Intellect
Intellect
93
Will
Will
109

Last Rite Skills

Basic Attack

Dance of Rime

BASIC ATTACK:

An attack with up to 4 sequences that deals Cryo DMG. As the controlled operator, Final Strike also deals 25 Stagger.

DIVE ATTACK:

Basic attack performed in mid-air becomes a dive attack that deals Cryo DMG to nearby enemies.

FINISHER:

Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Cryo DMG and recovers some SP.

BATK SEQ 1 Multiplier
68%
BATK SEQ 2 Multiplier
124%
BATK SEQ 3 Multiplier
153%
BATK SEQ 4 Multiplier
203%
Finisher ATK Multiplier
900%
Dive ATK Multiplier
180%

[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).

Battle Skill

Esoteric Legacy of Seš'qa

SP Cost: 100

Performs a Hypothermic Perfusion on the controlled operator's weapon and returns some SP. The next Final Strike performed by the currently controlled operator within a certain duration creates Last Rite's Mirage that unleashes a pursuit attack at the target. This attack deals Cryo DMG and applies Cryo Infliction.
When the controlled operator is Last Rite herself, casting this battle skill does not reset her basic attack sequence.

Mirage Pursuit ATK DMG Multiplier
320%
SP Return
30
Duration (s)
15
Ultimate Energy Acquired
16

[SP Return]: After spending SP and meeting certain criteria, some of the SP spent will be returned. SP Return is not SP Recovery and do not activate SP Recovery-triggered effects. Spending returned SP also does not gain Ultimate Energy.

[Cryo Infliction]: Cryo Infliction is a type of Arts Infliction. Up to 4 stacks of Cryo Infliction can be applied and stacking triggers Cryo Burst. A non-Cryo Infliction + Cryo Infliction = Solidification.

[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).

Combo Skill

Winter's Devourer

Cooldown: 8s

Encases the target enemy in icicles and shatters them to consume all Cryo Infliction stacks of the said enemy. The number of Cryo Infliction stacks consumed determines the amount of Cryo DMG dealt to the enemy and Ultimate Energy gained by the caster.

Trigger: When an enemy has 3 or more Cryo Infliction stacks.

Ice Shard DMG Multiplier
160%
Slash Base DMG Multiplier
160%
Slash Stagger
15
Bonus DMG Multiplier per Infliction Stack
240%
Base Ultimate Energy Gain
40
Ultimate Energy Gain per Infliction Stack
15

[Cryo Infliction]: Cryo Infliction is a type of Arts Infliction. Up to 4 stacks of Cryo Infliction can be applied and stacking triggers Cryo Burst. A non-Cryo Infliction + Cryo Infliction = Solidification.

[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.

Ultimate

Vigil Services

Energy cost: 240

Last Rite encases herself in frost armor and creates an ice scythe to perform 3 slashes, and gains immunity to all damages while this state is active.
Each slash deals massive Cryo DMG.
Last Rite can only gain Ultimate Energy from her own battle skill and combo skill.

SEQ 1 DMG Multiplier
400%
SEQ 1 Stagger
5
SEQ 2 DMG Multiplier
400%
SEQ 2 Stagger
5
SEQ 3 DMG Multiplier
800%
SEQ 3 Stagger
10

Last Rite Talents

Last Rite talent are being updated for the release version. This will happen as soon as possible!

Base Talent

Cemetery Gardening

Assign to Growth Chamber to grant vitrified plant growth rate +20/30%.
Base Talent

Expert MFG

Assign to Manufacturing Cabin to slow Mood Drop of all operators in it by 14/18%.
Combat Talent

Hypothermia

When Last Rite consumes any Arts Infliction, apply Cryo Susceptibility to the target with the effect of [Number of Arts Infliction stacks consumed × 2/4%] for 15s. This effect cannot stack.

[Arts Infliction]: Arts Infliction are special Arts debuffs inflicted upon the enemy. There are 4 elements of Arts Inflictions: Heat Infliction, Electric Infliction, Cryo Infliction and Nature Infliction. Up to 4 stacks of Arts Infliction of the same element can be applied.

[Cryo Susceptibility]: Cryo Susceptible targets temporarily take more Cryo DMG. The number represents the degree of increase. Effects of the same type can stack.

[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.

Combat Talent

Cryogenic Embrittlement

Ultimate Vigil Services improved: When the ultimate deals DMG to an enemy with Cryo Susceptibility, the effect of that Cryo Susceptibility is 1.2/1.5 times the original.

[Cryo Susceptibility]: Cryo Susceptible targets temporarily take more Cryo DMG. The number represents the degree of increase. Effects of the same type can stack.

Last Rite Potential (dupes)

P1

Undertaker's Gift

Potential 1

When the controlled operator with Hypothermic Perfusion performs a Final Strike that hits the enemy, it deals another 20% DMG and 5 Stagger.

[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).

P2

Absolute Zero Armament

Potential 2

Strength +20, Cryo DMG Dealt +10%.
P3

Overlord of Winter

Potential 3

Combo skill Winter's Devourer and ultimate Vigil Services improved: DMG multiplier increased to 1.15 times the original.
P4

Sincere Wake

Potential 4

Ultimate Vigil Services improved: Ultimate Energy cost -15%.
P5

Winter is Returning

Potential 5

Battle skill Esoteric Legacy of Seš'qa improved: Amount of SP returned is increased by another 5; Mirage Additional ATK Multiplier is increased to 1.2 times the original.

[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).

[SP Return]: After spending SP and meeting certain criteria, some of the SP spent will be returned. SP Return is not SP Recovery and do not activate SP Recovery-triggered effects. Spending returned SP also does not gain Ultimate Energy.

Last Rite Lore

"I am the ... something of war, I guess?"

Before the Sarkaz of the floating city found her, Last Rite was a kind-hearted girl adopted by a Caprinae gravekeeper couple. Shaped by their teachings, the young Nachzehrer refused to disturb the dead, resisting her instinct to feed. But that restraint left her reeling with hunger, and her insecurity made her shrink away from others.

A chance encounter revealed Last Rite's potential to Seš'qa. Enticed by the promise of "well-paid temp work" and "training to suppress instincts," she came to be known among merchants as the Princess of the War Court. Now, clad in a Witching Hour prototype combat suit, she wields frost and steel for Endfield's cause — both to fulfill her contract and to strive toward the peaceful future that Endfield has set before her.

Last Rite Voice Actors

ENG
-
JPN
-
CN
-
KR
-

Last Rite Gallery

Review

Last Rite Ratings

Main Damage
T0.5

Umbral Monument

Last Rite Pros & Cons

Pros

  • Large amounts of burst damage.

  • Cryo Susceptibility, which boosts her own damage and that of other Cryo teammates.

  • SP efficient Cryo Infliction application.

  • Can use Battle Skill pre-combat to gain free SP in encounters that allow it.

Cons

  • Has ramp-up time if Ultimate isn’t pre-prepared earlier.

  • Long animation times.

  • Can waste energy, Cryo Infliction stacks, and potential, if energy isn’t planned around.

  • Rotation is hindered in teams that consume Inflictions for other purposes.

Last Rite Review

Kit Intro

Last Rite is a 6-star, Cryo, Great Sword damage dealer completely centered around building and consuming Cryo Infliction stacks as fast and frequently as possible. This allows her to deal damage through her Ultimate and Combo skills, which are both the focus of her kit.

What makes Last Rite unique is that she cannot gain energy from her teammates, and her Ultimate costs over twice as much as most other characters. Fortunately, Last Rite’s battle and Combo Skills each grant additional energy, with her combo generating up to half the energy she needs to use her Ultimate all at once. Because of this, triggering Last Rite’s combo as much as possible is the name of her game. To do so, enemies must be afflicted with at least 3 Cryo Infliction, something that requires proper team building in order to achieve in a timely manner.

With so much importance on Cryo Infliction, Last Rite generally wants teams specifically built around her with the goal of either helping her generate Cryo Infliction faster or buffing her combo and Ultimate damage as much as possible. Her dedication to Cryo also usually rules out playing her in Arts Reaction teams that combine Cryo with other elements to trigger effects like Solidification, as that’s Cryo that could have otherwise been spent on more combos and Ultimates.

Ultimate

Last Rite’s Ultimate is the core of her kit and playstyle, and what you’ll be building teams in order to play around. Using it costs 240 energy and causes Last Rite to perform a sequence of 3 serious damage Cryo Attacks during which she’ll be immune to damage. Her Ultimate also comes with a restriction that she can only gain energy from her combo and Battle Skills, something which might seem bad, but actually doesn’t stop Last Rite from gaining this Ultimate at a standard or even faster rate than other damage dealers. Due to how important energy and her Ultimate are, we’ll have a special energy section below to cover them in detail.

Note: The Ultimate restriction blocks Last Rite from gaining 6.5 energy when her own or other characters' Battle Skills are used.

Combo

Last Rite’s Combo Skill is the main way she fuels her high Ultimate cost; however, using it requires the enemy to have at least 3 Cryo Infliction on them in order to trigger. After activation, consumes all Cryo Infliction on the target in order to deal significant Cryo damage and generate 40 energy plus additional damage and another 15 extra energy per Cryo stack consumed. The main things to know from this are that:

  • Consuming 3 Infliction grants 85 energy

  • Consuming 4 Infliction grants 100 energy

This is key info we’ll be using when talking about how best to generate Last Rite’s Ultimate smoothly. This combo also notably only has an 8-9 second cooldown, meaning the main restriction on using it is usually just how fast you can apply Cryo Infliction.

Tip: Using Combo at 3 Cryo Infliction yields more energy per Infliction than at 4, but which option is more optimal will depend on energy breakpoints. We’ll talk about it in the energy section.

Talents

Both of Last Rite’s talents improve her damage and revolve around her combo and Ultimate. The first, Hypothermia, causes Last Rite to inflict Cryo Susceptibility for 15 seconds when consuming Arts Reactions. This triggers every time she uses her combo. The size of the Susceptibility depends on the amount of Infliction consumed. Each stack improves it by 4%, leading to the following numbers:

  • 3 Stack Combo = 12% Cryo Susceptibility

  • 4 Stack Combo = 16% Cryo Susceptibility

This effect is a nice boost to Last Rite’s own damage and any other Cryo teammates.

Note: The Cryo Susceptibility from this talent is applied before the bulk of the damage of the combo, and it will also be buffed despite being the ability that applies it.

Last Rite’s other talent, Cryogenic Embrittlement, causes her Ultimate to increase the effect of Cryo Susceptibility when hitting the target by 1.5 times. This increase only applies to the damage of the Ultimate, so the 12% and 16% from Hypothermia would instead become 18% and 24%.

Note: This effect isn’t just limited to increasing Last Rite’s own Susceptibility but can also increase other sources, such as Ardelia’s Art’s Susceptibility.

Battle Skill

Last Rite’s Battle Skill applies a buff to the squad, which lasts 15 seconds. This causes the next Final Strike performed by the controlled operator to summon a mirage of Last Rite that attacks, dealing Cryo Damage while applying a Cryo Infliction stack. Using this ability generates 16 energy and consumes the usual 100 SP. Immediately after, it refunds 30 SP, so in practice, it only costs 70. This skill is essential for energy breakpoints and is a highly efficient way of building the stacks needed for Last Rite’s Combo Skill, as you’ll be using it a lot when playing her.

Tip: This Battle Skill can be used at any point during basic attack animations without interrupting them, making weaving it into standard gameplay quite easy. This ability can also be used prior to combat starting, letting you stockpile a usage of it while still beginning the fight with 200 SP. This won't work in some endgame modes, though.

Energy

Because Last Rite is entirely reliant on herself for energy, it’s possible to completely map out how many combos and Battle Skills she’ll need to access her Ultimate each time. This ensures we build the optimal amount of energy and avoid wasting Cryo Infliction.

Assuming you can get 1 Cryo Infliction per Combo Skill from a teammate like Xaihi, Last Rite is most likely to generate the remaining 2. This gives you a rotation of 2 Battle Skills and 1 Combo Skill for energy, which, when performed twice, results in the following:

That’s not enough energy to hit 240, so we’ll need some energy regen.

With the above set-up, you have enough energy using a standard rotation and also only need to use 3 Battle Skills instead of 4, meaning you can be more flexible with how you generate your Cryo Infliction.

After this, you may wonder if stacking even more energy might be even more optimal. In most cases, at P0, the trade-off simply isn’t worth it, as you’ll be sacrificing substantial damage in order to achieve it. You will definitely get more Ultimates, but their output will be substantially lower. The set-up above sacrifices some damage for energy, but still allows Last Rite to use her best 3P set-bonus and most of her best in-slot gear. The next major breakpoint for energy is being able to use an Ultimate, every Combo Skill. However, that requires either massive amounts of regen or P4 to achieve.

Gameplay

Last Rite’s gameplay is simple and rotational; as long as you hit the correct usage of abilities, she’ll always play the same. Here is what to do, assuming you’re using a standard 10.1% energy Last Rite build:

  • Accumulate 3 Cryo Infliction while using Last Rite’s Battle Skill at least 2 times;

  • Consume Infliction Stacks with Combo Skill;

  • Accumulate another 3 Cryo Infliction using at least 1 Last Rite Battle Skill, activate all team buffs, consume Cryo Infliction with combo, then Ultimate.

Something like the rotation above is what you’ll continue to repeat for the whole fight, but depending on the encounter and your team, you can switch it up. Here are a few more things to consider:

  • If the battle allows it, use Battle Skill before combat starts, allow SP to recover, and start fights with an effective 300 SP.

  • You only need to use Last Rite’s Battle Skill 3 times over 2 Combo Skills. The order in which you use the former or the latter doesn’t matter; you can swap them around.

  • If you have teammates capable of granting a lot of Cryo Infliction, like Fluorite, you can trade out having Last Rite use Battle Skills and instead use a 4-stack combo to compensate.

  • If possible, try to align using the Combo + Ultimate combination at a time the enemy is Staggered.

Last Rite Skill Priority

Main Field:

Combo Skill >= Ultimate = Basic Attack > Battle Skill

Off Field:

Combo Skill >= Ultimate > Battle Skill > Basic Attack

Last Rite Dupes Review

P1
Solo 100.7%
Team 100.6%
When the controlled operator with Hypothermic Perfusion performs a Final Strike that hits the enemy, it deals another 20% DMG and 5 Stagger.

Increase the damage of Final Strikes, which are buffed by Last Rite’s skill by 20%, and causes them to inflict an additional 5 Stagger. Doesn’t add up to being much of a damage increase, but the extra Stagger can be nice for getting to Stagger nodes more quickly.

P2
Solo 106.7%
Team 105.5%
Strength +20, Cryo DMG Dealt +10%.

A small boost to strength and some Cryo DMG%, which adds together to be a modest boost in damage for Last Rite.

P3
Solo 115%
Team 112.3%
Combo skill Winter's Devourer and ultimate Vigil Services improved: DMG multiplier increased to 1.15 times the original.

Increases the damage (Unique damage multiplier) of Last Rite’s Combo Skill and Ultimate by 15%, resulting in a nice passive damage boost.

P4
Solo 144.1%
Team 136.5%
Ultimate Vigil Services improved: Ultimate Energy cost -15%.

Reduces Last Rite’s Ultimate cost by -15%, taking it from 240 to 20,4 opening up a myriad of new energy breakpoints and potential rotations. One of these possibilities is the option to invest further into energy regen on gear and swap 3-stack combos for 4-stack combos, allowing Last Rite to Ultimate after every Combo Skill. When played around, this potential is a large damage increase, which notably improves Last Rite’s gameplay. Calculations implement a new rotation by swapping gloves for more energy regen, which utilizes 3 Battle Skills plus one 4-stack Combo Skill to use Ultimate every Combo Skill.

P5
Solo 148.1%
Team 139.7%
Battle skill Esoteric Legacy of Seš'qa improved: Amount of SP returned is increased by another 5; Mirage Additional ATK Multiplier is increased to 1.2 times the original.

Increases the damage (Unique damage multiplier) of Last Rite’s Battle Skill Mirage by 20% and causes it to return 5 SP on hit, upgrading the SP efficiency of this ability further. Not a large damage increase, but helps resource management on the team a bit.

Dupes information - visual

Build

Collaboration Disclaimer

Last Rite Best Weapons

The percentages show the performance of the weapon based on calculations, but in some cases, some Weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).

The solo percentage shows how the weapon impacts Last Rite performance if you look at their damage in the vacuum, while the team percentage shows the impact of the weapon when taking into account full team, including buffs etc.

1
Solo 100.0%
Team 100.0%

Stat 1 Boost - 9/9

Strength: +156

Stat 2 Boost - 9/9

Attack: +39.00%

Passive Boost - 4/9

All Skill DMG Bonus Bonus: +32.00%

When the wielder's Battle Skill applies Cryo Infliction, the wielder gains Cryo DMG dealt +16% for 15s. When the wielder deals Combo Skill DMG to an enemy with Cryo Infliction, the wielder gains Cryo DMG dealt +32% for 15s. The two effects apply seperately and do not stack with themselves.

Last Rite's signature is definitely her best option by a long shot, thanks to its perfect combination of passive stats, which, when combined with its tailor-made weapon effect, set it well above the competition. Said weapon effect consistently grants Last Rite two Cryo DMG% buffs, which are easily active throughout the most impactful parts of her rotation.

2
Solo 79.8%
Team 83.4%

Stat 1 Boost - 9/9

Strength: +156

Stat 2 Boost - 9/9

Critical Rate: +19.50%

Passive Boost - 4/9

After the wielder performs a Final Strike on the enemy, ATK +16% for 8s. If the wielder is also the Controlled Operator, double the ATK increase gained and buff the Final Strike so that it deals Stagger +19.2% to the enemy. Effects of the same name cannot stack.

An alternative generic 6-star option you can use if you don't yet have Last Rite's signature, but it falls behind as it grants imperfect passive stats - the third stat is Crit Rate, which on release, is an undesirable damage stat for Last Rite. Add to that the fact that the weapon effect is also underwhelming in comparison, and it's no surprise this Greatsword falls behind her best option.

3
Solo 78.60%
Team 82.40%

Stat 1 Boost - 9/9

Strength: +124

Stat 2 Boost - 9/9

Ultimate Gain Eff.: +37.10%

Passive Boost - 9/9

Main Attribute: +14.00%

After the wielder applies an Arts Burst, ATK +16.8% for 30s. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. Effect only triggers once every 0.1s.

A 5-star alternative to Sundered Prince, which takes some work to get suitable performance out of, but which can compete and sometimes beat it with the right set-up. Offer's a low damage but unique passive stat line, with the standout addition being Ultimate Gain Efficiency. If you build around it can allow Last Rite to hit a new ultimate breakpoint, but if you don’t, the weapon’s performance will drop below what’s shown. This greatsword's weapon effect also isn't bad, and is better than Sundered Prince's, funnily enough. But you'll still need to build around this weapon's energy if you want it to work.

4
Solo 75.10%
Team 79.60%

Stat 1 Boost - 9/9

Strength: +132

Stat 2 Boost - 9/9

Attack: +39.00%

Passive Boost - 4/9

Physical DMG Bonus: +16.00%

After the wielder's Battle Skill or Ultimate hits the enemy, the wielder gains Physical DMG dealt +16% for 30s. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. Effect only triggers once every 0.1s.

A mediocre 6-star stat stick with partially correct passives but with wasted Physical DMG% and a wasted weapon effect, dropping it notably below other options. Still beats out Seeker of Dark Lung if not playing around its energy regen, though, thanks to its superior raw stats.

5
Solo 64.70%
Team 71.00%

Stat 1 Boost - 9/9

Strength: +93

Stat 2 Boost - 9/9

Attack: +23.40%

Passive Boost - 9/9

After the wielder's Battle Skill hits the enemy, ATK +33.6% for 20s. Effects of the same name cannot stack.

Last resort option if you're lacking any of the choices above. Has the correct passive stats, but all at much lower base values, setting it significantly behind all other choices.

Last Rite Best Gear Set

The solo percentage shows how the set and gear impact Last Rite performance if you look at their damage in the vacuum, while the team percentage shows the impact when taking into account full team, including buffs etc.

1
Solo 100%
Team 100%

All Skill DMG +20%. After the wearer applies 2 or more stacks of Arts Infliction on the enemy, the wearer gains Arts DMG dealt +35% for 15s. This effect cannot stack.

Description

Currently, Tide Surge is the only 3P set worth considering running on Last Rite. The reason is that its set pieces are simply too well-tailored to her stat needs. The set is so good, in fact, that at P0 for most players it'll be optimal to run 4P Tide with no flex pieces. If possible, we'd prefer to swap out Tide Fall Light Armor, but Last Rite needs the Ultimate Gain, so it's not possible.

Pieces

Armor

Gear
Tide Fall Light ArmorTide Surge

Gloves

Gear
Tide Surge GauntletsTide Surge

Kit

Gear
Hanging River 02 TubeTide Surge

Kit

Gear
Hanging River 02 TubeTide Surge
Alternative Pieces

The most optimal flex piece is the Gloves slot. Here are the choices to consider using from other sets:

  • Gear
    LYNX Gloves
    - If you need more Ultimate Gain and are okay dropping a large amount of damage for it, you can swap out Tide Surge Gauntlets for Lynx Gloves. This is usually only an upgrade if you can hit a significantly more powerful Ultimate breakpoint by making the swap, which is most common at P4 or if you're using an energy weapon.

Last Rite Best Gear Pieces

Keep in mind that the gear pieces below are being compared against having nothing equipped on the character at all. This means that in some cases, when you include Weapons, other pieces, outside buffs etc, the values of some pieces may change. For more accurate information, check the section above where we picked the best combination when you look at all pieces equipped.

Pieces marked with a star* can perform better than listed - this applies to:

  • Ult gain efficiency pieces, granting new Ultimate breakpoints,
  • Arts Intensity boosting the efficacy of Electrification, Corrosion and Breach, rising overall team output even if personal damage is less impressive.
Armor
Solo 122.10%
Gear
Type 50 Yinglung Light Armor
Solo 119.90%
Gear
Bonekrusha Poncho
Solo 119.10%
Gear
Frontiers Armor
Solo 111.80%
Gear
MI Security Armor
Solo 110.40%
Gear
Tide Fall Light Armor  *
Solo 106.20%
Gear
Bonekrusha Poncho T1  *
Solo 100%
Nothing equipped
Gloves
Solo 126.30%
Gear
Tide Surge Gauntlets
Solo 114.70%
Gear
LYNX Gloves  *
Solo 113.20%
Gear
Swordmancer TAC Fists
Solo 107.70%
Gear
Eternal Xiranite Gloves  *
Solo 100%
Nothing equipped
Kit
Solo 120.20%
Gear
MI Security Armband
Solo 120.20%
Gear
Hanging River 02 Tube
Solo 118.50%
Gear
Frontiers Comm T1
Solo 116.00%
Gear
LYNX Slab
Solo 113.50%
Gear
Type 50 Yinglung Knife T1
Solo 111.60%
Gear
Frontiers Comm
Solo 111.10%
Gear
Bonekrusha Mask
Solo 108.50%
Gear
Hot Work Power Bank
Solo 108.00%
Gear
Turbid Cutting Torch
Solo 106.50%
Gear
Aethertech Stabilizer
Solo 103.80%
Gear
Eternal Xiranite Power Core  *
Solo 102.30%
Gear
Eternal Xiranite Auxiliary Arm  *
Solo 100%
Nothing equipped

Last Rite Calculations

In this section we're showing the team setup used for the above calculations as well as the damage split for Last Rite based on where it comes from. The setup isn't always best in slot for each character and also please keep in mind that with different team members, Weapons, and Gear, the calculations will change.

Weapon

Weapon
Khravengger

Gear

Gear
Tide Fall Light Armor

Gear
Tide Surge Gauntlets

Gear
Hanging River 02 Tube

Gear
Hanging River 02 Tube

Weapon

Weapon
Stanza of Memorials

Gear

Gear
Pulser Labs Gloves

Gear
Pulser Labs Disruptor Suit

Gear
Pulser Labs Calibrator

Gear
Pulser Labs Calibrator

Weapon

Weapon
Detonation Unit

Gear

Gear
Tide Fall Light Armor

Gear
Eternal Xiranite Gloves

Gear
Eternal Xiranite Power Core

Gear
Eternal Xiranite Power Core

Weapon

Weapon
Dreams of the Starry Beach

Gear

Gear
Tide Fall Light Armor

Gear
Eternal Xiranite Gloves T1

Gear
Eternal Xiranite Auxiliary Arm

Gear
Eternal Xiranite Auxiliary Arm

Last Rite Damage Split

Teams and Synergies

Last Rite Best Synergies

  • Able to permanently maintain both Arts and Physical susceptibility on targets for generic team-wide damage increases that work in any team
  • Outstanding supportive weapon and set options for even more damage amplification, with options that work for both Physical and Arts
  • Forcibly applies Corrosion, which, when optimized around, can lower enemy resistances to all damage temporarily if Susceptibility doesn't need to be refreshed
  • Only requires 100 SP roughly every 30 seconds to function at maximum capacity
  • Strong enough sustain to single handedly keep the team alive through most endgame encounters as long as smart dodging is used.
  • Provides Last Rite a huge amount of Arts Amp from Battle Skill and Ultimate, boosting her damage significantly
  • Fanstatic healing as long as you land Final Strikes
  • Free Cryo Infliction application from Combo skill, which massively helps Last Rite's rotations
  • Outstanding supportive weapon and set options that stack well even when running multiple other Arts unit supports
  • Both characters have the same game plan that focuses on Final Strikes to function
  • Perlica has outstanding supportive weapon choices
  • Can apply Electrification for free with Combo skill, which is easily timed to align with Last Rite's Ultimate and Combo skill, increasing damage taken by the target signifcantly
  • Solid sub DPS potential, contributing a bit of damage of her own
  • Works well alongside other buffers who cover other buff categories, such as Amp, DMG%, and ATK%, as Perlica's Damage Taken is in a different multiplier group
  • Applies extra Cryo Infliction with Ultimate and Combo skill, but with a high cost on the Ult and a long cooldown on the Combo
  • In short fights, where cooldowns don't matter, can allow Last Rite to reach her Combo skill faster than other teams
  • When planned and built carefully can unlock new, faster Last Rite energy breakpoints that need more than usual Infliction than she's used to getting
  • Inlfiction is strong, but Fluorite has no buffing capabilities in her kit, gear, or weapons, meaning you really have to get value out of it for her to be worth it

Last Rite Best Teams

Team #1
Team Members
Last Rite
Last Rite
Perlica
Perlica
Xaihi
Xaihi
Ardelia
Ardelia
Team #2
Team Members
Last Rite
Last Rite
Fluorite
Fluorite
Xaihi
Xaihi
Ardelia
Ardelia