GrayBuild and Guide

Character
Introduction

Gray is a SR character from the
Hollow
Hollow element who is part of the Union faction. The character is also known by the Thunderbolt title.

To learn more about Gray check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Gray check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.

HP
HP

12566

9378 + 3188

DEF
DEF

751

546 + 205

ATK
ATK

1679

1085 + 594

SPD
SPD

132

120 + 12

CRIT Rate
CRIT Rate

30%

10% + 20%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

12%

0% + 12%

Effect RES
Effect RES

0%

0% + 0%

Skills

Gray skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!

Skill 1

Electro Surge

Cooldown: 0

Tags: Single DMG, Turn Meter+

Gray infuses his weapon with lightning power and quickly assaults a single enemy, dealing 250% damage; on a critical hit, he increases 25% Turn Meter.

Level 2: Increases damage multiplier to 230%.

Level 3: Increases Turn Meter+ effect to 15%.

Level 4: Increases damage multiplier to 250%.

Level 5: Increases Turn Meter+ effect to 25%.

Skill 2

Thunderous Roar

Cooldown: 3

Tags: CRIT Rate+, Extra Turn

Gray infuses lightning power into all of his allies, applying a 2-turn [CRIT Rate+] to them, and he immediately starts 1 extra turn(s).

Level 2: ATK +3%.

Level 3: ATK +3%.

Level 4: ATK +3%.

Level 5: Reduces Skill CD by 1 turn(s).

[CRIT Rate+]: Increases CRIT Rate by 30%.

Skill 3

Lightning Speed

Cooldown: 3

Tags: DEF-, AoE

Gray pours thunderous power into his weapon, materializing into a thunder dragon and dealing 220% damage to all enemies. On a critical hit, he deals an additional 120% damage and inflicts a 2-turn [DEF-].

Level 2: Increases the additional damage multiplier to 120%,

Level 3: Increases damage multiplier to 220%.

Level 4: Increases the chance of inflicting DEF- to 100%.

Level 5: Reduces Skill CD by 1 turn(s).

[DEF-]: Decreases DEF by 60%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

CRIT Rate +8%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect ACC +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T0.5

Generic PVE

T4

Aurora

T0.5

DokiDoki

T0.5

Terrormaton

T1

Union Boss + Phantom

T1

PVP

Review

Gray is a phenomenal unit to build on launch that is going to be be highly effective in a lot of content for the first couple of weeks:

His personal damage is reasonable, with his S1 being decent and having the chance to increase his turn meter on Crits. As for his S2, it gives the whole team a [CRIT RATE+] buff while also giving him an extra turn so he can use his S3 right after - it does very good damage, while also applying a [DEF-]. Just keep in mind that you need to first Crit to have a chance to apply the DEF down and then you also need to win the Effect Acc/Effect RES check.

Gray is good in a lot of general content, and is highly effective in DokiDoki as he has type advantage. He will work great with units such as Freya and Beyontin, as Freya and Beyontin both increase his [ATK] and Beyontin his [CRIT DMG].

Pros & Cons
Pros

  • Crit Rate+ is a rare and powerful buff in early/mid-game.

  • Can maintain DEF- with 100% uptime as long as he doesn’t get outsped with a little bit of help from his team.

  • Good personal Damage.

Cons

  • Requires a LOT of skill levels -S2 and S3 want to be maxed.

  • “One trick” type of Animus, with little to no versatility in his use.

  • Falls off later on as more SSR options become available.

Build

Early Game Builds

For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:

Best Build

The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.

Best Shells

For some DPS characters, we're showing two set of numbers. The top one on shows the performance in single-target scenario and the bottom on blue background in AoE scenario (4 targets). If there's just one number, it means the character only has single-target capability.

107.43%

100.88%

After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.

A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

This shell offers Gray significantly faster cycling and a fantastic extra multiplier to his otherwise low multiplier rotation. Thanks to Gray's action advance, he'll be gaining the 25% advance and damage of this shell every 2 "turns" instead of 3, making this Shell better on him than many others.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Battlewill [8/8]
    >
    Matrix
    Fury [8/8]
    >
    Matrix
    Harvest [8/8]
    >
    Matrix
    Onslaught [8/12]
    >
  • 6 set: None - the optimal set combo requires you to use a 8-pc set not present on the shell, so you have no place for a 6 PC Inferno set.

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.

-

-

After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.

A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

A pure Support build that wants to abuse the Timeweave skill CD reset mechanic to cycle even faster and have a better uptime on CRIT Rate buff and DEF- debuff thanks to it.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.

100%

100%

After the main body acts, it performs a [Follow-up Attack] on the primary target, dealing 2 instances of 110% damage each. If a [CRIT] occurs, it increases the main body Animus’s [CRIT DMG] by 6%, up to a maximum of 10 stacks.

Consistent and often best in slot option for most DPS characters when it comes to raw damage output in single target and often cases AoE. Deals 2 sizable hits on a 3 turn cooldown and grants a relatively quickly stacking buff amounting to 60% CRIT DMG once fully charged. Also has more flexible DPS matrixes than other options thanks to it possessing 12P Swiftrush.

Higher damage per ability, but slower rotation alternative to Jackal Guard. A suitable option when aiming to build Gray with more of a direct-damage focus and/or already have a [+SPD] buff present in the team, reducing the main draw of Jackal Guard.

Best Module Sets:

  • 12 set:
    Matrix
    Keeneye [12/12]
    >
    Matrix
    Momentum [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Onslaught [12/12]
    >
  • 8 set:
    Matrix
    Fury [8/8]
    >
    Matrix
    Harvest [8/8]
    >
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Onslaught [8/12]
    >
  • 6 set:
    Matrix
    Swiftraid [6/6]
    >
    Matrix
    Furyedge [6/6]
    >
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

1

At the start of the battle, puts the owner Animus in a 1-turn [Void] state; afterward, for every 4 turn(s), enters a 2-turn [Void] state after the turn ends and increases ATK by 10%.

A PVP-focused defensive option for DPS characters, allowing them to enter the Void state at the start of battle, increasing their Effect Resistance by 60%, reducing the area DMG they take by 50%, and also making them un-targettable for its duration.

2

Before the main body acts, causes the main Animus to deal additional true indirect damage equal to 12% of the target's max HP with each critical hit during this turn (damage per hit cannot exceed 180% of own ATK).

Grants the wearer a buff for one turn on use. While the buff is active, each individual hit of damage dealt by the wearer that critically strikes will cause the target to suffer 12% of their HP as true damage (up to 180% of the wearer's ATK per individual hit). This damage cannot be increased outside of scaling ATK and cannot critically strike itself. Strongest on characters that hit multiple times with abilities, and even stronger in AoE scenarios with multi-hitting abilities. An ability that hits 4 times and hits all enemies (5) can lead to 20 Revelation activations.

This shell is only viable on manual play. On auto, Gray will completely waste the effect of Revelation due to his extra turn advancement.

Module Calcs/Information

Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.

128.41%

6 debuffs

6/12:  CRIT Rate +12%

12/12:  CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.

Strongest Pure DPS 12P set for most characters, offering a maximum of 36% increased damage while the target has 6 debuffs. Not easy to build up to or maximize the full effect. The set does not boost Shell damage. Only better than Keeneye at high Debuff amounts.

121.78%

6/12:  CRIT DMG +18%

12/12:  CRIT DMG +18%. The first three instances of damage dealt by Animus during the turn increase by 25%, 15%, and 5% respectively.

A strong but character-dependent 12P DPS option. Grants a diminishing DMG% boost to attacks that is most powerful for single-hit abilities and weaker on characters with many multi-hit abilities. The boost does not apply to FuA or Shells.

119.05%

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. When playing Gray in a more supportive role where his main focus is on keeping his CRIT RATE buff and [-DEF] debuff active, this sets priority goes up substantially. While it may be lesser overall DPS it is faster cycling and thus better support.

115.81%

3 debuffs

6/12:  CRIT Rate +12%

12/12:  CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.

115.11%

4/12:  ATK +10%

8/12:  ATK +25%

12/12:  ATK +45%

Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.

8 Piece sets:

122.96%

4/8:  ATK +10%

8/8:  ATK +10%. After the Animus uses an attack skill, there is a 20% chance to launch Follow-up Attack on the main target.

Grants all offensive actions a 20% chance to cause the wearer to use their Basic ATK. Most powerful in single-target scenarios and on characters with potent Basic Attacks that have passive effects tied to them. Stronger on Gray than most other characters thanks to his Basic Attack hitting hard but also advancing him by 25% further, accelerating his already absurdly quick rotation. Loses some value compared to Fury DPS wise in AoE.

115.7%

4/8:  ATK +10%

8/8:  ATK +10%. When an Animus lands a CRIT, the DMG result of that his increases by an additional 12%.

Go-to best option for most ATK + CRIT-based DPS characters when maximising raw damage output, thanks to its 12% DMG increase for the wearer (and their Shells) critical strikes.

110.92%

4/8:  ATK +10%

8/8:  ATK +10%. When Attacking, if the target's HP is above 50%, additionally ignore 30% of their DEF.

A solid alternative to Fury and other DPS 8P sets in teams that do not have access to [-DEF]. In these teams, it will perform above its listing, giving it a chance to compete with and outperform other options. Gets worse the more DEF ignore and reductions you have.

110.68%

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. When playing Gray in a more supportive role where his main focus is on keeping his CRIT RATE buff and [-DEF] debuff active, this sets priority goes up substantially. While it may be lesser overall DPS it is faster cycling and thus better support.

108.39%

4/12:  ATK +10%

8/12:  ATK +25%

12/12:  ATK +45%

Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.

115.59%

6/6:  SPD +15% & ATK +20%

Best set for most ATK-based DPS thanks to it being present on most of the best DPS Shells. It loses significant value in teams where teammates can allow the DPS to run low-speed builds, making Furyedge a better choice.

114.75%

6/6:  SPD +15% & Effect ACC +20%

The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.

108.81%

6/6:  CRIT Rate +12% & CRIT DMG +20%

The top damage-focused option when speed isn’t a factor. In many endgame teams, the main DPS relies on their teammates to boost them, thus avoiding the need for Speed. This set pulls ahead of alternatives like Swiftraid/smite in these situations.

1

6/12:  Effect RES +18%

12/12:  Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.

Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.

2

4/8:  DEF +10%

8/8:  DEF +10%. Upon hit, Animuses have a 25% chance to counterattack with a basic attack.

Incredibly potent specialist set for DPS and Support characters. Grants the wearer a 25% chance upon being attacked to use their Basic ATK along with all its passive effects. Most powerful on characters with potent Basic Attacks that have passive effects and/or can redirect attacks toward themselves.

3

4/8:  HP +10%

8/8:  HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].

Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.

4

4/8:  DEF +10%

8/8:  DEF +10%. After being attacked, advances Turn Meter by 10%.

A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.

Best Stats
Main Stat 1
CRIT Rate = CRIT DMG
Main Stat 2
CRIT Rate = CRIT DMG
Main Stat 3
CRIT DMG = Effect ACC
Substats:

SPD (Until Desired) = CRIT Rate > Effect ACC > CRIT DMG > ATK% > Flat ATK

Stat comments

Gray has four stats to pay attention to across gear:

  • CRIT Rate: Gray must have 100% CRIT RATE with his buff active (70% unbuffed) in order to land his [-DEF]. We recommend building enough CRIT RATE to reach 100% against at least neutral enemies.
  • SPD: After CRIT RATE prioritize SPD. Gray wants to move before your primary damage dealer and cycle as fast as possible to keep his [-DEF] active at all times while also maximizing his personal damage.
  • Effect ACC: Gray needs some accuracy in order to consistently land his [-DEF] debuff in endgame. Pick up some from gear in order to make sure he stays consistent.
  • Crit DMG: With everything else at a satisfactory level or maxed out, CRIT DMG is the best way to boost Gray's damage. Invest into as much of it as possible after everything else.
Shell Passives
Slot 1
ATK% > ATK
Slot 2
SPD = CRIT RATE = Effect ACC >= CRIT DMG
Slot 3
Hollow DMG% > DMG%
Passive comments
  • Slot 1: ATK% is optimal, but if you're lacking in materials Flat ATK can also be used.
  • Slot 2: If you're planning on cycling Gray multiple times in fights SPD is often the best DPS choice, but if you have teammates to solve his Speed requirements, CRIT RATE or DMG is preferrable. Effect ACC is also an option here if you're having issues landing the DEF-.
  • Slot 3: Hollow DMG% is optimal, but if you're lacking in materials generic DMG% can also be used.
Skill Priority
Skill Priority
Lv4 S3 = Lv4 S2 > Lv5 S3 = Lv5 S2 > S1
Comments

Ensure you level up S3 and S2 equally and at the same time - otherwise Gray's rotation will go out of sync.

Synergies

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Gray present within in all content available in the game.

Team 17

DokiDoki F2P Team #1

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 18

DokiDoki F2P Team #2

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 19

DokiDoki F2P Team #3

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 20

DokiDoki F2P Team #4

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 21

DokiDoki F2P Team #5

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 22

DokiDoki F2P Team #6

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 23

DokiDoki Team #1

Content: DokiDoki || Team type: Generic || Time: 1-2m

Comments

-

Team 27

Starter #1 - Freya

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 28

Starter #2 - Rilmocha

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 29

Starter #3 - Helkid

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 30

Starter #4 - Xiada

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 31

Starter #5 - Xiada ALT

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 33

Starter #7 - Tiamat

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 34

Starter #8 - Diting

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 35

Starter #9 - Rin

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 36

Jacques #1

Content: Grim Pursuit || Team type: F2P || Time: -

Comments

Lian can be replaced by any DPS.

Team 37

Jacques #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

Lian can be replaced by any DPS or a Healer if you struggle to survive.

Team 38

Shadowrunner #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

Lian can be replaced by any DPS (or Tiamat if you have her).

Team 39

Shadowrunner #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

-

Team 40

Apate #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.

Team 41

Kururu #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

-

Team 43

Febian #1

Content: Grim Pursuit || Team type: F2P || Time: 30s

Comments

Replace Diting with your DPS of choice (single target DPS preferred).

Team 46

Whitney #1

Content: Grim Pursuit || Team type: F2P || Time: 30s

Comments

Replace Diting with your DPS of choice (single target DPS preferred). Marvell can also be replaced with a second DPS.