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
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.
12566
9378 + 3188
751
546 + 205
1679
1085 + 594
132
120 + 12
30%
10% + 20%
150%
150% + 0%
12%
0% + 12%
0%
0% + 0%
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!
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%.
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%.
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%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT Rate +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect ACC +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
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].
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.
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
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:
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.
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 cycle 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:
You can use
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 option for most DPS characters when it comes to raw damage output. 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 Skill; but slower in 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 on the team reducing the main draw of Jackal Guard.
Best Module Sets:
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.
Best Module Sets:
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.
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.
128.41%
6 debuffs6/12: 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.
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 Matrix Sets priority goes up substantially. While it may be less DPS overall, it is faster cycling and thus better support.
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.
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 Matrix Sets priority goes up substantially. While it may be less DPS overall, 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
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.
SPD (Until Desired) = CRIT Rate > Effect ACC > CRIT DMG > ATK% > Flat ATK
Gray has four stats to pay attention to across gear:
Ensure you level up S3 and S2 equally and at the same time - otherwise Gray's rotation will go out of sync.
Teams
The teams below come from our Teams database and showcase ANY team with Gray present within in all content available in the game.
DokiDoki Hell #3
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #4
Content: DokiDoki || Team type: Generic || Time: 4-5m
Starter #2 - Rilmocha
Content: Campaign || Team type: F2P || Time: -
Starter #3 - Helkid
Content: Campaign || Team type: F2P || Time: -
Starter #4 - Xiada
Content: Campaign || Team type: F2P || Time: -
Starter #5 - Xiada ALT
Content: Campaign || Team type: F2P || Time: -
Starter #9 - Rin
Content: Campaign || Team type: F2P || Time: -
Jacques #1
Content: Grim Pursuit || Team type: F2P || Time: -
Jacques #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lian can be replaced by any DPS or a Healer if you struggle to survive.
Shadowrunner #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lian can be replaced by any DPS (or Tiamat if you have her).
Shadowrunner #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Apate #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.
Kururu #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
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