Lee

Archetype Specialist (DP-drain/Merchant)
Rarity 6 stars
Tags Stun Taunt (enemy) Physical dodge Arts dodge Taunt (self) ASPD debuff Non-puller/pusher shift

General overview

Lee's kit is an interesting grab bag of utilities. Skill 1 equips him for solo assassination missions, while skill 2 reaches its full potential with ally support. Skill 3 is his most broadly applicable skill, with both solo and team uses. His talents add even more layers to his kit and synergize well with his skills, and he has excellent offensive and defensive stats that allow him to stay on the field as long as possible. Lee is a pretty tricky unit, but he's incredibly strong (and fun!) for those who are willing to put in the effort.

E2? If you want to use Lee, you need to E2 him. Skill 3 is an excellent skill, and his talent 2 broadens his usage significantly.

Game modes

Lee is an IS superstar, though you'll want to get him to E2 quickly. He's a more expensive proposition than Jaye, but his niche is completely different: he can solo a lot of early game maps with skill 3, and skill 2 can be incredibly potent with the right relics (see: ASPD buffs). And, with nervous impairment (and, to a lesser extent, freeze) featuring prominently in both IS2 and IS3, talent 2 can be a real game changer. He's also a decent pick for SSS if you have his module - he has a lot more staying power than many of the other specialists, though he can't be relied on as long-term DPS due to his niche as a staller.


Kit breakdown

Talents

Talent 1 - Kindness Begets Prosperity

E1 When Lee is blocking an enemy, the enemy has ASPD -7 (-1) and Lee has ASPD +7 (+1). If there is only one enemy within the surrounding 8 tiles, this effect is doubled

E2 When Lee is blocking an enemy, the enemy has ASPD -14 (-1) and Lee has ASPD +14 (+1). If there is only one enemy within the surrounding 8 tiles, this effect is doubled

The ASPD buff/debuff is noticeable, especially when he's dueling an enemy. It synergizes well with his skill 3 because it constantly pushes enemies out of the square around him.


Talent 2 - Preparedness Averts Peril

E2 When DP is consumed by Lee's Trait, if there is sufficient DP, consumes 5 DP instead to block the next Stun/Frozen effect inflicted on Lee and Stun the attacker for 3 seconds

Busted. Lets you ignore a lot of stuff that would otherwise be a problem, provided you have the extra DP. This talent synergizes with his skill 3 as well because he preferentially takes (and ignores) hits that would otherwise incapacitate your frontline.


Skills

Skill 1 - Stern Admonishment

Charge type Per second
Activation Auto
Duration Infinite seconds
SP cost Initial SP
Level 7 10 0
Mastery 3 7 0

Skill effect: ATK +40%/60% and gain +25%/40% Arts Dodge

Overview: This is a decent skill, but it lacks the utility of the others. It may still find use if you want him to duel casters because the dodge works even inside his attack range, provided he doesn't kill his target before his skill turns on.


Skill 2 - Exorcise Evil

Charge type Per second
Activation Manual
Duration N/A seconds
SP cost Initial SP
Level 7 10 0
Mastery 3 7 0

Skill effect: Passive effect: ASPD +20/30

Active effect: Marks the target and makes them easier to be targeted by allies. The mark explodes after 5 seconds, dealing 260%/300% Arts damage to nearby enemies. Every hit on the marked target by allies increases the explosion damage by 15%/20% of Lee's ATK (increases up to 25/30 times, and prematurely explodes if the limit is reached or the target is defeated

Overview: This skill stands out from the others because it relies on team support to maximize its effectiveness - the damage is alright on its own, but it gets turned up to ridiculous if you can get the full number of stacks in. The damage ceiling for a level 50 max trust Lee with S2M3 is 7047, and it's AOE! Even if you can't always max out the damage, the uptime is great, so it's a pretty powerful supplemental DPS skill if you can spare the room for it. It synergizes fantastically with high ASPD operators - Exusiai, in particular, will almost certainly get you to the 30 hit ceiling on her own if her skill is on.

This skill is also a rare source of taunt, and it's the most consistent one available. If you're fighting a boss or elite enemy in the middle of a mob, you can focus your DPS on them while the explosion clears out everything in the vicinity. It can also override shieldguards, trait/skill-specific targeting, and force infinite range skills to lock onto a specific enemy. This is not an easy skill, but it'll pay you back handsomely if you use it well.

M3? M3 gives the explosion a massive damage spike, so you should do it if you really like to use it.


Skill 3 - Honored Guest

Charge type Per second
Activation Auto
Duration Infinite seconds
SP cost Initial SP
Level 7 10 0
Mastery 3 7 0

Skill effect: Expands Attack Range, ATK and DEF +37%/50%; Besides the current target, all enemies within range are pushed away slightly every time Lee attacks. Increases the likelihood of being targeted by enemy attacks and gains a 60%/70% chance to dodge Physical or Arts attacks coming from outside his Attack Range

Note: The push has force 0

Skill range:



Overview: Lee can do many things with skill 3. He can tear through weak mobs, he can duel or stall a problematic enemy while pushing everything else out of the way, he can take (and probably dodge) hits that would otherwise decimate your frontline, he can support your team DPS with his expanded attack range... While he lacks the self-sustain that Jaye has, his enormous HP and the dodge allow him to survive for quite a while before you need to retreat and redeploy him. He is also the only 1-block operator that deals with multiple enemies by politely asking them to leave with an accompanying gentle shove. Of course, if an enemy is resistant to this tactic (i.e. is too heavy to be pushed), things don't work out as well. But it's overall a strong skill, and if nothing else, a permanent ranged damage sink is nothing to sneeze at, and the push is so funny that you may end up using it just to watch it happen.

M3? The 13% attack/defense gain between level 7 and M3 isn't much, but you're already here, so you'll probably decide to do it anyway. The extra dodge chance is certainly welcome. One thing to keep in mind is that masteries don't affect the push force.


Modules

Module - Wandering

Stat Level 1 Level 2 Level 3
HP 200 260 300
ATK 55 67 74

Level 1: When deployed, 2 DP are consumed every 3 seconds.

Level 2: When DP is consumed by Lee's Trait, if there is sufficient DP, consumes 5 DP instead to block the next Stun/Frozen effect inflicted on Lee and Stun the attacker for 4 seconds

Level 3: When DP is consumed by Lee's Trait, if there is sufficient DP, consumes 4 DP instead to block the next Stun/Frozen effect inflicted on Lee and Stun the attacker for 4 seconds

Overview: The base module is essentially mandatory because it actually allows you to gain DP (albeit at a slower rate) while he's on the field. This lets you put him down earlier than you would be able to otherwise. People who aren't ardent Lee fans will probably find the upgrades too expensive to swallow. If you do want to do them, going to level 2 is virtually useless. Go all the way to level 3 for the DP reduction.