
To learn more about Oryes check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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.
17760
12408 + 5352
972
747 + 225
1116
810 + 306
135
120 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Predatory Reave
Cooldown: -
Tags: Single DMG
Do not be afraid. You are simply stepping into the gentle night. Oryes deals 220% damage to a single enemy with a 40% chance to extend the duration of debuffs on the target (excluding control effects) by 1 turn(s).
Crepuscular Ingress: Increases Extra Effect RES of all allies by 60%. When an ally triggers Extra Effect RES for the first time each turn, that ally gains 12% Turn Meter.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases Turn Meter+ when [Crepuscular Ingress] triggers to 10%.
Level 4: Increases chance to extend debuff duration to 40%.
Level 5: Increases Extra Effect RES granted by [Crepuscular Ingress] to 50%.
Sunken Gloaming
Cooldown: 3
Tags: ACC ↓, Slow
Death, like the fading of daylight into dusk, brings you an eternity of stillness. Oryes deals 260% damage to all enemies with a 70% chance to inflict 2-turn [ACC ↓] and [SPD ↓].
Level 2: Increases damage multiplier to 240%.
Level 3: Increases chance to inflict [ACC ↓] and [SPD ↓] to 70%.
Level 4: Increases damage multiplier to 260%.
Level 5: Reduces Skill CD by 1 turn(s).
Fatal Night Orison
Cooldown: 4
Tags: Purify, Counterattack Rate ↑, Heal Over Time
Even death carries a blessing. Oryes purifies 3 debuff(s) from all allies and applies 2-turn [Counterattack Rate ↑] and [Life Leech]; for every 1 debuff(s) purified, applies 2-turn [Heal Over Time].
Level 2: Increases number of debuffs purified to 3.
Level 3: Additionally applies 2-turn [Life Leech].
Level 4: Increases [Heal Over Time] duration to 2 turn(s).
Level 5: Reduces Skill CD by 1 turn(s).
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Oryes is a Hollow Affinity specialist whose main gimmicks revolve around debuffs, improving your team’s resistance to them and reducing their reliability for the enemy.
Oryes’ S1 is divided into an active and a passive ability. The active part is a ST attack that hits once and has a moderate chance of extending all Debuffs active on the target, except control effects.
The passive, called Crepuscular Ingress, permanently boosts the Extra Effect RES of his team by 50%, and the first time an ally triggers it each turn, that ally receives 10% Turn Meter. Extra Effect RES acts as a second check before a Debuff is successfully applied, using its current value to attempt to resist the Debuff.
Lvls 3, 4 and 5 are all worthwhile investments, so there’s no problem taking this skill all the way if you intend to play Oryes. Top priority.
S2 is a 1-hit AoE that features a high chance of landing 2-turn [ACC-] and [SPD-] on the enemy team; simple but very effective.
Lvls 3 and 5 are the main milestones for this skill, so if you plan to build Oryes, stop at those levels instead of going for lvl2/4. 3rd priority.
His S3 purifies up to 3 Debuffs from each ally and applies 2-turn [Counterattack Rate+] and [Life Leech]. On top of that, each ally receives a 2-turn [Heal Over Time] for every Debuff removed from them by this skill.
Another simple yet effective skill; taking this skill to lvl5 is mandatory if you play Oryes in any content that lasts more than a few turns, which will happen very often in PVP given his clear preference for slower fights. 2nd priority.
With his focus on disrupting Debuffs and improving your team’s survivability by cleansing them, Oryes doesn’t really fit well in the PVE meta, where high offensive power is favored. His case isn’t helped by his Debuffs either, with SPD- being so common you can easily find a better option than him, and ACC- being one of the least useful debuffs in PVE. That’s not to say that he’s completely useless, as you can still use him in Debuff-heavy content to act both as a Sustain and as a Debuffer; however, it’s just too difficult to find him a spot most of the time considering how stacked the PVE roster already is.
Oryes integrates into the PVP scene thanks to the abundance of top-tier Debuffers and the reliance on slower, harder-to-kill units, but even here his usage is rather limited. Many of the stronger Debuffs are applied with a very high base chance, if they’re not outright guaranteed to land, so his whole gimmick of adding a layer of rng to the enemies can feel underwhelming if Oryes isn’t drafted super well. He can still contribute to the fight without his unique gimmick, thanks to his stacked S3 and his correct S2, but those ultimately aren’t enough to justify bringing him outside of his niche.
Oryes, while designed with PVP in mind, remains a situational Animus rather than a meta defining/breaking unit. His kit, while well designed in a vacuum, doesn’t translate all that well into the ‘Anti-Debuff’ specialist he is supposed to be, leading to him having quite a bit of competition even in that specific role, without offering much else on the side.
Adds an extra layer of Eff RES to his team, increasing the RNG of enemy debuffs.
S3 is quite stacked when facing Debuffs.
Offers SPD- and Defensive buffs for beginners in PVE.
Not designed for endgame PVE.
Very specialized and highly contested niche of anti-debuffing.
Very meta-dependent.
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:
1
A shell designed for high Effect RES Animuses, that grants 20% extra Turn Meter whenever a debuff is resisted, up to once per turn. Sees play mostly in PVP with Support/Sustains Animuses who like to cycle their turns and don't need any Stats to perform their main role.
BIS shell that sinergyze the most with his kit.
Best Module Sets:
2
Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).
It help with the animus cycling.
Best Module Sets:
1
A shell designed for high Effect RES Animuses, that grants 20% extra Turn Meter whenever a debuff is resisted, up to once per turn. Sees play mostly in PVP with Support/Sustains Animuses who like to cycle their turns and don't need any Stats to perform their main role.
A bit similarly played to aya but prevents rather than dispel, which is cool but he just doesn't do all that much right now.
Best Module Sets:
Speed, Effect RES, HP%
For Oryes, focus on getting as much spd as possible.
S1>S3>S2
S1>S3>S2
Teams
Oryes teams aren't available yet. They will be added soon.