Operator overview: Ray

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Ray is a 6★ Hunter Sniper who specializes in DPS. As a Hunter Sniper, Ray requires ammo to attack (not to be confused with the Ammunition mechanic), which she generates periodically with the reload interval matching her attack interval (but are not affected by ASPD modifiers) and capped at four shots which increases to six at Elite 1 and eight from Elite 2, having the range of 2×3 tiles with 2-tile extensions up front (like that of Lord Guards from Elite 1) which is extended to 3 tiles from Elite 1. To offset the fact that she cannot attack while not having ammo, all of Ray's attacks will deal 1.2× damage and she also have higher ATK than other Snipers, between Heavyshooters and Deadeyes, and her DP cost is around the same as Flingers.

Talents

  1. Patrol Partner allows the Sandbeast to be deployed while Ray is deployed. The Sandbeast can only be deployed within Ray's range and its range of the surrounding tiles is treated as an extension to Ray's range, allowing her to attack enemies outside her original reach; Ray will attack enemies within the Sandbeast's range (including if its range overlapped with hers) over the others and deals more Physical damage against them. The Sandbeast lasts for a limited time before self-destructing, but is not counted towards the Unit Limit and can be redeployed after a period of time.
  2. Extreme Focus increases Ray's ATK on each consecutive attack against the same target, up to a limit.

Skills

  1. Parting Shot has Ray fire a shot (which does not expend her ammo) that deals a greater portion of Ray's ATK and pushes away the target struck, and can store two charges from Level 4. If Parting Shot defeats the target, Ray will load one (two at Specialization Levels) additional ammo in the next reload; the extra ammo cannot exceed her ammo cap, however.
  2. Area Overwatch passively replenishes the ammo used by Ray against enemies in the Sandbeast's range when it leaves the map. Once charged, which has offensive SP recovery, Area Overwatch permanently extends Ray's attack range by adding 1-tile extensions to her sides, buffs her ATK, and reduces the Sandbeast's redeployment time.
  3. "See the Light" reduces Ray's reload interval but disarms her until she fully reloads her ammo, after which her attack range is extended to 3×4 tiles with a 1-tile extension up front and her attacks deal even more damage and Binds the target for 2 seconds while active. If Ray defeats at least one enemy while "See the Light" is active, she will restore 10 SP when it expires.
    • See the Light inflicts extreme damage, potentially over 6000 per hit which is increased even more if amplified by Patrol Partner, and also has a short cooldown which is decreased even more if she gets to defeat an enemy during its period, and as such, should be her go-to skill.

Base skills

Ray's base skills improve the efficiency of upgrade material processing while she is assigned to the Workshop.

  1. Pitsinker α increases the byproduct rate of upgrade material processing by 75%. At Elite 2, Pitsinker α becomes Pitsinker β with a higher byproduct boost of 80%.
  2. Boulder Anchoring guarantees that the byproduct will always be an Orirock Cluster.png Orirock Cluster when a T4 upgrade material is processed.

Summary

Despite the Hunter Snipers' ammo limitations, Ray is an excellent Hunter Sniper and one of the best Snipers who can deliver some of the highest single target damage in the game especially with "See the Light", dispatching most elites and bosses easily with the sheer damage, aided by her flexible Sandbeast which can extend her range at will, letting her reach enemies much further than most Snipers can and take them out before they even start to pose any danger.