To learn more about Raymerry check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Raymerry 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.
21708
15566 + 6142
1050
818 + 232
1058
757 + 301
133
118 + 15
30%
10% + 20%
162%
150% + 12%
0%
0% + 0%
0%
0% + 0%
Raymerry 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!
Scared Light
Cooldown: -
Tags: Single DMG, Stun
Raymerry whispers a prayer, dealing damage equal to 30% of her own max HP to a single enemy, with a 30% chance to inflict [Stun] for 1 turn(s), then grants herself 10 stack(s) of [Torment]. If the target's HP percentage is below 15% after the attack, the target is instantly terminated. Enemies defeated by this skill cannot trigger death prevention effects and cannot be revived in this battle.
Level 2: Increases the rate of additional DMG Dealt based on own HP to 27%.
Level 3: Increases the chance of inflicting [Stun] to 30%.
Level 4: Increases the rate of additional DMG Dealt based on own HP to 30%.
Level 5: Enemies defeated by this skill cannot trigger death-prevention effects and cannot be revived.
[Stun]: Target cannot take action.
[Torment]: Upon reaching 100 stacks, immediately triggers [Gravewatch]. This [Gravewatch] deals 30% increased damage. All stacks are removed at the end of the current turn.
[Terminate]: Directly defeats the target, ignoring [Invincibility], [Soul Ward], and death-prevention effects. Ineffective against boss units.
Holy Execution
Cooldown: 2
Tags: PASSIVE, AoE
Sin demands forgiveness, yet demands disintegration. For every 1500 damage any unit on the field takes, Raymerry gains 1 stack(s) of [Torment]. When any unit dies in battle, Raymerry immediately gains the maximum stacks of [Torment], this effect has a 2-turn CD.
Level 2: Additional [Gravewatch] damage increased by 15%.
Level 3: Reduces the damage trigger threshold for gaining [Torment] to 1800 points.
Level 4: Additional [Gravewatch] damage increased by 30%.
Level 5: Reduces the damage trigger threshold for gaining [Torment] to 1500 points.
[Torment]: Upon reaching 100 stacks, immediately triggers [Gravewatch]. This [Gravewatch] deals 30% increased damage. All stacks are removed at the end of the current turn.
Gravewatch
Cooldown: 3
Tags: AoE Vulnerable, Steal Turn Meter
Rest in peace, rejoice, for this is the only way to kill sin. Deals damage equal to 44% of her own max HP to all enemies, with a 100% chance to apply [Vulnerable] for 2 turns. On CRIT, has a 100% chance to steal 15% Turn Meter from the target.
Level 2: Increases the rate of additional DMG Dealt based on own HP to 40%.
Level 3: Increases the chance of inflicting [Vulnerable] to 100%.
Level 4: Increases the rate of additional DMG Dealt based on own HP to 44%.
Level 5: Increases the effect of Action Steal to 15%.
[Vulnerable]: Increases DMG Taken by 30%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT DMG +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT Rate +8%
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
Raymerry is a Constant Affinity DPS with a mix of single-target and AoE abilities, and she specializes in permanently killing her foes by going through death prevention effects.
Raymerry’s first ability is a single-target attack dealing from 24% to 30% of her own max HP to her target, with a 20-30% chance to inflict them with [Stun]. Additionally, she gains 10 stacks of [Torment], a stackable buff unique to her, which her S2 enables.
The S1 also comes with the [Terminate] effect, which, when applicable, instantly kills the target, first bypassing [Invincibility], [Soul Ward], and death-prevention effects. Once the skill is level 5, the S1 also includes a permanent death effect if the enemy is killed by it, either through execution or regular damage.
For this reason, and given the heavy PVP focus of Raymerry, getting the skill to level 5 quickly is highly advised.
S2 is Raymerry’s only passive ability and represents the bulk of her damage output. For every 2000-1500 damage any unit takes, she gains 1 stack of [Torment]. Once she accumulates 100 stacks, her S3 is automatically triggered, and the stacks are removed after the damage is dealt, preventing it from looping on its own. The triggered AoE does not have a cooldown and also does not put the S3 on cooldown, making it possible to chain AoEs in very quick succession.
Lastly, when any unit dies, Raymerry immediately reaches the max 100 stacks of Torment and triggers her AoE. This effect has a 2-turn CD, which can be reduced.
With how core to her entire gameplay S2 is, leveling it up to 5 is the highest priority if you’re looking for AoE damage. That way, the triggered S3 not only deals 30% more damage than the regular one, but its activation is also greatly facilitated.
Gravewatch, Raymerry’s S3, is a fairly straightforward but also stacked ability featuring AoE damage based on her own max HP, ranging from 36 to 44%, an easily applied offensive Debuff in [Vulnerable] with its 75-100% base chance of landing, and a 100% base chance to Steal Turn Meter by 10-15% on each enemy that would suffer a Crit from the attack.
Even if the attack doesn’t deal too much damage on its own, its multiple effects coupled with the damage increase and its frequent triggers from the passive make it a highly effective DPS tool, and depending on the enemies you face, it can even be enough on its own to wipe the enemy team in a couple of uses.
Although the skill is stacked, and its levels are all good, they’re not as important as the other two skills and can be left for last, or even largely ignored while you focus on other high-priority skills if you do not rely on Raymerry to inflict [Vulnerable].
In PVE, Raymerry struggles to shine in most game modes: her single-target DPS is way too low to impact Bosses, and her spammable AoEs don’t have the same impact as other well-established Animuses, unless the stage features a great number of small enemies, with multiple waves, for example. One notable utility of hers is the very frequent and likely application of [Vulnerable], which can be used to set up the burst of your main Damage Dealer.
In PVP, however, Raymerry is a force to be reckoned with. Thanks to her HP scaling, Raymerry’s build allows for both bulk and damage, while the auto-triggered AoEs allow for a less strict SPD optimization, just like how her naturally high chances to land Debuffs give her room to build other stats than ACC and still land them quite consistently.
With good AoE damage that can even trigger from the enemy’s attacks, Raymerry can play against cleave, and in the same way, the constant fluctuations of HP between two bruiser teams also enable frequent reactions from Raymerry, which, when coupled with her perma-death execute, can lead to a sudden and devastating end of the status quo.
CD reduction is especially potent with her, as it allows the full stacking part of her passive to trigger much more frequently.
On the other hand, be very careful of Celince, whose [Forgetfulness] completely stops Raymerry’s AoE shenanigans and leaves her extremely weak for the duration of the Debuff.
Overall, Raymerry excels in PVP, with a very strong performance both in GVG and the various Arenas, but falls short in the majority of PVE scenarios, her greatest strengths having too little impact when the enemies have massive HP pools.
Very high AoE DPS in PVP.
Easily applied Debuffs..
Killing with S1 blocks any kind of death prevention and revives
Execute on S1.
Good bulk for a Damage Dealer.
Low PVE DPS.
Extremely reliant on passive.
High Skill investment required.
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.
1
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 10%, up to a maximum of 8 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.
Probably her strongest (and only realistic option for PVE) as it can help her with single target dmg and boosting Crit DMG over longer fights.
Best Module Sets:
2
When this Animus takes action, if self HP percentage is higher than 70%, increases the damage dealt by the host by 8% and SPD by 8, up to 7 stacks.
An situational SPD and Damage option for Animus expecting to be used in extended fights where sustain is plentiful and remaining above 70% HP is guarenteed. While potentially powerful, staying above 70% HP consistently isn't easy, especially in PVP so use this Shell with caution.
As long she can stay above 70% HP when she gets a turn, this shell can help her dmg output in long fights.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
Her best in slot shell (so far) to give her the sustainability as well as the looming threat presence as you cannot easily burst or focus her down.
Best Module Sets:
2
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.
Great all around PvP shell that lets her get good matrix sets and better turn cycling.
Best Module Sets:
Crit Rate >= HP% >= Crit DMG
Raymerry has three main stats and two conditional stats to pay attention to across gear for PVE:
Raymerry is a heavy-investment character due to her reliance on every part of her kit. Recommended path is S3 > S2 > S1.
Raymerry synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Raymerry present within in all content available in the game.
DokiDoki Inferno #17
Content: DokiDoki || Team type: Generic || Time: 0-1m
Can replace Massiah with Rilmocha.
NicoNana Inferno #11
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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