Gunfire Reborn

Gunfire Reborn

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Lei Luo Guide: Ascension Tier List and General Tips (06/18/2021) (Summer Update)
By Cartography Dee
Rating all of Lei Luo's Ascensions, along with miscellaneous gameplay tips.
This guide assumes Reincarnation+7 Difficulty and Solo Play.
Occult scrolls are not factored, as this is a general guide and you cannot rely on getting specific scrolls.
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Impact of Talent 2.0 and Reincarnation changes
-The 'Lightning Messenger' blessing is very broken and a run that starts with it plays very differently from a run that doesn't. Anyone who bothers resetting for this blessing to start will have a much easier time at Reincarnation+7.
-Thunder Turbo now breaks a lot more easily at high Reincarnation. Despite that, it's still the best of the damage boosters. The level 3 bonus helps mitigate the downside, along with the increased importance on Voltaic Aegis to mitigate the very high incoming damage.
-Thunderbolt somehow got even worse because enemy hp increased and the 'skill freak' blessing doesn't boost its damage. Just pretend thunderbolt ascensions don't exist on Reincarnation+7.
-Since raw damage builds are somewhat less consistent now (though still viable overall), if you get bad ascension/scroll rng it's often worthwhile to ditch snipers entirely and switch to an elemental build (usually with Miasma from the damage-share gemini).
-Gemini Inscriptions are now relatively accessible in Area 2 thanks to 'etching'. (see the 'etching' section in the guide for details).

Overall Lei is a top choice for high reincarnation levels if you get 'Lightning Messenger' (and to a lesser extent with the 50% elemental chance Chain Lightning starter talent). If you don't, he can still work fine, but is somewhat less reliable.
Why to Play Lei Luo (or why not to play)
+ High single hit burst damage potential
+ High natural mobility
+ Long/mid ranged playstyle (usually)
+ Has arguably the best spiritual blessing in the game, 'Lightning Messenger'

=Very consistent playstyle because of guaranteed sniper drops and limited ascension variety

-Poor hp/shield (without a specific starting talent)
-Sometimes lacks sustained damage
-High ascension rng. Luo has the highest amount of weak ascensions out of the current 4 characters.
The problems with Skill Damage builds
Lei Luo has a lot of ascensions that are focused on Chain Lightning and Thunderbolts. Most of his damage ascensions also improve skill damage as well, so it seems natural to try to make a build focused on zapping as many foes as possible right? Unfortunately even with all the apparent support, these builds have problems scaling into the lategame.

Let's take a look at what factors can scale weapon damage:
-Weapon Level
-Weapon damage Affixes
-Critical multiplier
-Lucky Shot modifiers
-'Weapon damage' Ascensions
-'Weapon damage' Occult Scrolls

Compared to the factors that can scale skill damage:
-'Skill damage' Ascensions
-'Skill damage' Occult Scrolls
-'Skill Freak' Spiritual Blessing

Do you see the problem? On top of it being much harder to multiplicatively scale skill damage, it's also very unreliable because both ascensions and occult scrolls are dependant on rng. It's very easy to end up attempting to build for skill damage early on and then just never being offered the ascensions or scrolls you need, resulting in a mediocre build.

It's not to say Skill damage builds can't be good, just that if you don't get strong early scrolls (such as dual-edge) then there's no reason to risk building for skill damage when it's just a lot more consistent to focus on weapon damage instead.

Note that this is less of an issue on lower difficulties, on normal and elite it's much less likely that you won't be able to get your skill damage to a reasonable level by lategame. On Reincarnation though, it's even worse as you also need the 'Skill Freak' blessing to counteract the increased enemy HP so that's yet another layer of RNG you have to contend with.
Starting Talents
Luo Lei gets to select an additional starting talent when starting a run. This covers all available options.

OFFENSIVE:

"Chain Lightning elemental effect chance is raised to 50%"
Dramatically improves Chain Lightning by giving it a somewhat reliable chance to trigger elemental effects. The 'Lightning from Void' ascension becomes significantly better if you have this. Prioritise Corrosive or Fire based weapons and you'll benefit from free elemental fusion effects. This would be one of the best starting talents, except for the fact that the 'Lightning Messenger' blessing makes this pretty redundant. It's still great if you do not get that blessing though.

"50% chance to not consume Chain Lightning resources during Fatal Current"
Bad talent. Effectively it makes it so every other cast of Chain Lightning during Fatal Current doesn't use ammo. This doesn't help fix the problem that Chain Lightning will probably just be tickling the enemies late game. Not to mention you don't manually cast Chain Lightning a lot anyways.

"+0.3% permanent weapon damage after Crit. hit kill from more than 15m away"
Potentially the strongest flat damage bonus talent. You have to actively try to keep your distance to build stacks of this though; Even though Luo Lei doesn't mind hanging back, 15m is still quite far. Also has no penalty for bosses, unlike the other two flat damage talents. Depending on your playstyle this might be a pain to build stacks of. The damage bonus isn't as strong as it used to be before the balance update so you can pass on it if you don't like it.

"+30% damage to enemies above 80% combined health/shield/armor"
This is good for MS (Magical Supply) builds, and still decent but less useful on other builds. This gets more value the higher damage your first shot does, so it gives more value to the harder hitting rifles/bows rather than the rapid fire ones. Doesn't help much on bosses unless you can one-shot them, but at that point it's not like it really matters anyways.

"+50% lucky shot chance against enhanced monsters"
Provides a pretty hefty damage bonus against enhanced monsters (monsters with prefixes like 'corrosive' or 'robust' in their names). These enemies are usually higher priority to kill so this is generally useful. Doesn't do anything for bosses though.

"Start the game with a Patrimonial Sniper Rifle"
As of the update, this starts you with a random Level 2 Sniper with 3 random affixes. The chance for higher tier inscriptions seems to be significantly higher now, so there's a pretty high chance you'll get at least a decent starting weapon (though still no guarantees). Lei Luo still gets offered plenty of snipers (and will probably want to swap later on) but this is now a pretty reasonable choice.

"-0.2s cooldown of [Fatal Current] upon every hit caused by [Chain Lightning]"
You need to get the 'Lightning from Void" ascension to make proper use of this talent. If you do, it'll give you a decent amount of cooldown reduction for your 'Fatal Current'. Pretty self explanatory. Keep in mind it's pretty weak in single target scenarios so it's best for clearing groups or against bosses with multiple targets.

"Summon a thunderbolt to strike your target when [Chain Lightning] only hits one enemy"
This enables a funny build where you keep the 'Lightning Governor' ascension at exactly level 1. The -2 bounces penalty makes it so your Chain Lightning will always hit 1 target, so it will always activate the thunderbolt. It's not a particularly good build so you probably shouldn't take this talent, but it does make thunderbolt builds a lot more reliable if you really want to play them.


DEFENSIVE:

"+20 max shield, -50% shield recovery interval (from 3.5s to 1.75s)"
Nice, reliable defensive talent. Higher max shield means you recharge shield faster, and the recovery interval reduction is really helpful. Always a solid choice.

"Gain +5 max shield after killing an Elite/Boss"
This is basically just an inferior version of the last shield perk. It only ends up giving slightly more shield than the former late in the game, and not having the recovery interval bonus is a much bigger deal.

"Activating Fatal Current removes elemental effects from you. For the next 2 seconds, decrease damage taken by 60% and become immune to elemental effects"
Decent in an MS build since you will constantly be recasting Fatal Current, so you'll have more uptime on the damage reduction effect. Not as useful if you don't end up building MS, though 'Fatal Current' is often used as a defensive option at higher difficulties so this is never bad to have. Also has strong synergy with the blessing that halves Fatal Current's cooldown.

"When shields are damaged to 0 they do not break and block ALL damage for 2s (180s cd):"
A deceptively strong talent despite the long cooldown. In nightmare, death often comes rather immediately. Unlike the Bird and Dog abilities that only block normal (non-elemental) damage, this talent protects you from elemental damage as well. Also unlike the other two, this prevents damage from overflowing to your health when it is triggered, making it significantly better (and preventing your 'Thunder Turbo' ascension stacks from being lost).
Spiritual Blessings (new)
Lightning Messenger "After dealing a crit hit, apply shock effect to all enemies within 10m (including the target). When attacking enemies in the shock effect, increase weapon/skill DMG by 100%"
A ridiculous overpowered blessing, you effectively have a permanent 100% damage bonus and get to apply shock to every enemy all the time. This gives you extremely easy access to fusions, as well as tri-elemental builds at which point you've pretty much won the game. Auto-pick this blessing if you see it show up. (If you have this it's also better to prioritize elemental weapons above all else).

Thunder and Glory "-50% Fatal Current cooldown"
A solid and stable blessing, gives 5.5 seconds of cooldown and lets you use Fatal Current very consistently. While not as strong as the previous blessing, 'Magical Supply'/'Storm Blast' storm blast build will especially appreciate this. Overall nice to have, though if using weapons with high RoF it's not very important (though even then it's still decent for mobility purposes) ,

High Powered Arc "When casting Chain Lightning, +100% Chain Lightning skill damage per bounce"
Since it lacks a base-damage boosting ascension, Chain Lightning scaling is relatively limited. As such it will usually act as a supplementary damage source rather than a primary one. This can boost its damage somewhat but it tends not to be significant enough to bother with later in the game, and it doesn't even boost the first hit so it's useless against single targets. You can take this if you want but don't expect it to have much of an impact past the early game.
Gemini Etching (new)
This is the new core strategy for basically every character at higher reincarnation levels. It let's you setup endgame gemini weapons as early as area 2, before enemy HP starts to scale to a silly degree.

Gemini inscriptions can be etched onto any weapon for a fee at the craftsman if either one of two conditions is fulfilled:
1. The weapon already has 4 inscriptions before etching (every naturally dropped weapon starting in Area 2 qualifies for this).
2. The weapon is enhanced to +5 (This lets you bring a weapon from the first area, but is more expensive as you have to spend money to upgrade it first. Usually used for bringing a secondary weapon, though if sometimes you may have a good primary you want to bring instead).

As Lei Luo, the Gemini to aim for is either the 'share damage type' Gemini or the 'share critx' Gemini. The share critx is self explanatory and only used with a pair of non-elemental weapons (at least one of which is a sniper), The rest of the section will detail the 'share damage type' gemini as there is more nuance to it and it's also usually the stronger option.

If you have either the 'Lightning Messenger' blessing or the 'Lightning from Void' ascension (preferably paired with the 50% elemental chance on chain lightning starter talent or the 'elemental weave' Scroll), then you should have one Fire or Corrosive weapon you use as a primary weapon. This is the weapon that inscriptions matter on (elemental effect spread is extremely useful).

If you have a source of the 'Shock' status effect from either of the mentioned sources in the previous paragraph, then your secondary weapon should NOT be of the lightning element for obvious reasons. The secondary weapon (the 'gemini fodder') should have an element your primary does not have, and will rarely be used in combat, the only stat that matters on it is 'elemental effect chance'. This stat is directly applied to the first weapon on top of its existing elemental effect chance. As such Melee weapons are very good candidates for fodder as they have very high elemental effect chances. (ex. Lightning Blast gemini'd with Fire Tower results in Lightning Blast having a 20% chance to inflict shock AND a 50% chance to inflict burning with every bullet).

Most of your money should be reserved for etching and reforging the gemini's until they match. Do not waste money upgrading weapons you don't intend to use for gemini etching as the process can be expensive and the sooner you get it done the better off you will be.
Ascension Tier List
This list covers Ascensions in a vacuum. Specific ratings will shift as your build progresses in a run. Use your own judgement. (ex. defensive Ascensions may have more value if you have only found offensive occult scrolls)

Some Ascensions are also rated differently depending on how many points you have in them already.
(ex. lv3 rating assumes you already have 2 points invested).

The Tiers are divided as follows:
S: Excellent Ascension. Almost always pick if it doesn't conflict with your build,
A: Great Ascension. Can't usually go wrong with these.
B: Good Ascension. Good to have, just not as high priority.
C: Mediocre Ascension. Not necessarily 'bad' but you probably shouldn't pick these over other ones.

Weapon Boost
Magical Supply "Once [Thunderstrike] kills the enemy, the ammo consumed will be recovered and [Fatal Current] will be launched. However, -30% duration for this [Fatal Current]."
A pretty powerful ascension for clearing rooms. Being able to chain Thunderstrikes together lets you output a heavy amount of damage in a short time. To maintain the chain, you have to be quick and have a weapon capable of outputting as much damage as possible in a single shot. This is more difficult the higher the difficulty is, and often requires support through other damaging ascensions and scrolls, especially 'Storm Blast'. The payoff is worth it if you can get it going, though if you fail to meet the damage threshold to one-shot enemies, this won't do anything.

Storm Blast "+150% .. +225% .. +300% extra DMG for [Thunderstrike]"
This specifically buffs the weapon damage component of Fatal Current (the Thunderstrike), not the skill damage component (the Thunderbolt). Pairs well with 'Magical Supply' and weapons that can deal heavy damage in a single shot. It also has additional synergy with the blessing that halves the cooldown of 'Fatal Current'. Outside of magical supply builds, it's not as worthwhile as the frequency of 'Fatal Current' activations is not high enough to justify it. For some reason the lv1 bonus is twice as high as the lv2/3 bonus, so the priority for to raise this past lv1 is somewhat lower.

Voltage Surge "Crit Hit will make the enemy take +10% .. +15% .. +40% Crit DMG for 4s .. 4s .. 5s. If weapon's CritX is larger than 4x, +20% .. +30% .. +40% Crit DMG."
This ascension applies a direct multiplier to the final damage number, and also applies to the first hit (the duration is meaningless in solo play). This makes this ascension weaker than the other damage boost ascensions early on, but later in the game when you have more sources of +damage, this effect can end up fairly strong. However, for most of the run this will be weaker than a regular +damage boost, and if you have enough +damage effects for this to scale better, than you probably aren't struggling with damage output in the first place. Also before level 3, it's basically restricted to sniper weapons because the damage gain is very minor on weapons with a low critx value.

Thunder Turbo "Receive 1 layer of [Thunder Turbo] after killing the enemy with Crit Hit. Receive 2 layers of [Thunder Turbo] after killing the enemy with [Thunderstrike]. Each layer of [Thunder Turbo] will +5% .. +10% .. +15% weapon DMG and skill DMG (up to 8 layers). Once shield is broken, all .. all .. 50% of layers will be lost. At lv3 layers also apply +5% crit damage."
Just a great all around damage boost. Provides +120% damage at lv3 with 8 layers stacked (on top of a significant crit damage multiplier). The downside of losing all your stacks when your shield breaks (only half at lv3 though) is pretty major in some boss fights like the Sky Lord where you are unable to recharge your stacks, so take extra care in those situations. In most cases though you will be able to recharge it pretty quickly off of normal enemies. It's very easy to have your shield broken at higher difficulties, so you may want to get some defensive support if possible, through defensive starter talents, the 'Voltaic Aegis' ascension, and occult scrolls.

Shadow Knight
"+30% .. +60% .. +100% weapon DMG and skill DMG if there is no enemy within 10m .. 10m .. 5m."
Another nice general damage boost. Doesn't provide as much of a bonus as the other two options, but 100% at lv3 is still decent enough. The range requirement to maintain it is pretty straightforward, but many enemies attempt to rush you down, and they'll deactivate this every so often. It also does somewhat limit your movement options if you want to keep the bonus.

Eye of the Storm "+15% .. +25% .. +50% (up to 60% .. 100% .. 150%) weapon DMG for sniper on next hit to the same target after dealing damage with sniper."
A massive +150% weapon damage bonus with some caveats. Many snipers are slow hitting weapons so having to hit enemies multiple times can be slow when it comes to clearing rooms. This ascension heavily benefits from either using the faster firing bows (all bows count as snipers. Strike Wing in particular works really well with this) or getting the '+1 projectile' inscription. Being locked into snipers to have the bonus can be a pretty big downside as well; at higher difficulties having weapon flexibility is important. Also doesn't provide any skill damage unlike the other damage ascensions, though that doesn't tend to matter very much.
Thunder Roar
Fulminous Zap "+200% .. +300% .. +400% damage of the ThunderBolt summoned by [Fatal Current] and -80% movement speed of the enemy hit by ThunderBolt for 0.4s .. 0.6s .. 1s. At lv3 the Thundebolt inflicts additional 50% damage on enemies affected by the shock elemental effect."
This specifically affects the skill damage component of 'Fatal Current' (the Thunderbolt) not the weapon damage component (the Thunderstrike). The Thunderbolt has all the scaling problems mentioned in the earlier section of this guide. By default you only get one Thunderbolt per cast of 'Fatal Current', so once every 11-16 seconds, and it's not nearly strong enough to justify that. This is intended to be used in combination with with other Thunderbolt ascensions but it just requires too much investment for too little result most of the time. The movement speed reduction rarely does much either. If for whatever reason you do end up attempting a thunderbolt build though, at least 1 point in this is vital.

Voltaic Aegis "Obtain 1 stack of [Voltaic Aegis] per 4s .. 3s .. 3s and gain 1 stack of [Voltaic Aegis] during [Fatal Current] per 1s .. 1s .. 0.6s. Each stack of [Voltaic Aegis] increases maximum shield by 5 .. 10 .. 20 and offers 10% .. 15% .. 20% damage reduction. Stacks up to 3 .. 3 .. 5 times and lose 1 stack each time you take damage."
Luo Lei's premier defensive ascension. The numbers on it are great; even if you get hit the stacks recharge quickly and at lv 3 the defence you get from it starts to get ridiculous. It also makes it easier to maintain your 'Thunder Turbo' stacks. The only problem is that multihit attacks will shred through your stacks and leave you vulnerable, so watch out for enemies that can attack rapidly.

Lightning Governer "During [Fatal Current], inflict [Chain Lightning] with -2 .. -1 .. default bounces on a random enemy within 20m around you per 1 .. 0.85 .. 0.7 second. At lv3 If [Chain Lightning] successfully kills an enemy, the duration of the active [Fatal Current] will be increased by 1s."
Adds a miniscule amount of passive damage during the duration of your 'Fatal Current'. Chain Lightning already isn't worth using much outside of clearing weak (explosive) enemies, let alone Chain Lightning with reduced bounces. The big issue with this is the opportunity cost; to get lightning effects from this you have to actively avoid shooting, a tradeoff that is rarely worthwhile. This ascension got hit the hardest by the Fatal Current nerf, giving this way less uptime. It did gain an amusing interaction with the Thunderbolt starting talent; since level 1 of this trait gives you a Chain Lightning effect with no bounces, you can always trigger a Thunderbolt effect using it since you only ever hit a single target. While there are also a couple synergies with other Chain Lightning Ascensions, the benefits don't usually justify the overall investment needed for them to work.

Thunder Nemesis "When casting [Fatal Current], summon a Thunderbolt to strike on 3 .. 4 .. 6 random enemies within 20m .. 25m .. 25m. At lv3 also summon a Thunderbolt to strike 1 random enemy every 2 seconds"
If only the decent part of this ascension wasn't stuck at level 3, it could improve the Thunderbolt build's consistency a lot. As it is now, it just summons a couple thunderbolts every 11-16 seconds if you use 'Fatal Current' on cooldown. Their damage is pretty much nonexistent without also investing in 'Fulminous Zap'. Even getting a single ascension to level 3 is not something you can reliably do, requiring investment even beyond that just makes this horribly inconsistent. The 'Fatal Current' nerf also hit this pretty hard and it wasn't even good prior to that.

Heart of Battle "-0.5s .. -1s .. -1.5s cooldown of [Fatal Current] for every Critical kill. At lv3 also refill 50% of your secondary skills upon every critical kill."
The cooldown reduction is a decent effect, though the amount of cooldown reduction per point is pretty bad, making this a relatively low priority. This was inadvertently nerfed along with 'Fatal Current', since now this ascension does not apply to kills made during 'Fatal Current'.

Bolt from the Blue "[Fatal Current] offers additional 50% skill damage, during which every Shock Effect triggered will summon a Thunderbolt to strike the affected enemy."
The last member to round out the trio of bad Thunderbolt ascensions. Like the rest this got hit hard by the 'Fatal Current' nerf. It's very difficult to trigger shock effects during 'Fatal Current', since Chain Lightning only has a base 25% elemental effect chance, and you can't hit with your weapon without ending the skill. This is also reliant on investment in 'Fulminous Zap' and the same problems with damage scaling apply. At least this one's only 1 point so you don't see it again if you had to take it for whatever reason.
Lightning Strike
Lightning from Void "Chance to trigger [Chain Lightning] by dealing critical hit. (Trigger probability is related to CritX, once per second at most)."
This basically gives you occasional free casts of Chain Lightning (and sometimes the Shock status) with no effort on your part. The trigger rate scales directly off your crit chance, as of last patch a 4x crit weapon triggers it 70% of the time, so it's quite frequent. The primary purpose of this ascension is to randomly shock enemies, automatically clear small enemies/projectiles, and enable other chain lightning ascensions. This ascension benefits heavily from the starting talent that boosts Chain Lightning's elemental effect chance to 50% (it raises this ascension to A+ Tier). Keep in mind that basically every other ascension in the Lightning Strike category is useless if you don't have this, since manually casting Lightning Strike is weak and laggy. Unfortunately it also has some redundancy with the 'Lightning Messenger' blessing, which fills a very similar role to this, so it's a lot less valuable then.

Electric Current "[Chain Lightning] would connect all affected targets together and complete a circuit. Next time when you hit the connected target, 40% .. 70% .. 100% of the DMG would be transmitted to all connected targets. (Void .. Void .. Doesn't void previous connects after casting [Chain Lightning])"
This ascension is a lot better on paper than it is in practice. The circuit breaks after the first hit so this only functions with slower snipers for the most part. Having to cast Chain Lightning on a group before attacking them is quite clunky with the cast delay and bouncing mechanics; it's usually better to just start shooting. The payoff for it isn't large enough to be worthwhile before lv3 either, and it's not worth investing 3 points in it just for that. At least you get minor benefit out of it randomly with 'Lightning from Void'. If you want a similar effect, look for snipers with the inscription 'on Crit kill share all damage to enemies within 10m'; it's not quite as strong an effect but it requires way less investment.

Tesla Coil "+2 .. +3 .. +4 bounce and +2 .. +4 .. +6 max capacity for [Chain Lightning]. At lv3 if [Chain Lightning] causes Shock Effect, players get 1 more usage immediately."
This doesn't really do much. Chain Lightning still isn't going to do any appreciable damage. Pretty much just a 1-point ascension if you want to cancel the penalty of 'Lightning Governor'.

Hyper Current "+100% .. +200% .. +300% [Chain Lightning] Damage. At lv3 after the bounce(s) ends, it would bounce back to the initial target and deal extra damage based on total number of bounce(s)."
More Chain Lightning damage. Since it's not a base damage multiplier though, it's really not much more. It can help a bit getting past the damage threshold needed to kill rushdown enemies at higher difficulties though, so it's not the worst thing to take if you have no better options.

Thunderbolt Converter "+10% .. +20% .. +100% weapon DMG on your next hit every time [Chain Lightning] inflicts damage (up to +40% .. +80% .. +100% weapon DMG). At lv3 also adds +40% Lucky Shot chance."
At least this provides some benefit to any build that took 'Lightning from Void'. Compared to Luo's other damage boosting talents, this one has significantly worse uptime and doesn't provide nearly as much overall damage output as a result. It gets quite a bit better at lv3, but you're pretty unfortunate if you were forced to get it to lv3 in the first place. If you remember, you can cast Chain Lightning before a big Thunderstrike hit to boost the damage on it somewhat.

Super Charge "Max Shield increases by +20 .. 30 .. 40 for 5 .. 6 .. 8 seconds after [Chain Lightning] inflicts damage. Also recover 4 .. 5 .. 8 shield for each hit by [Chain Lightning].
Luo's other defensive ascension option, got a decent buff last patch so now it can actually be worth taking (assuming you have taken 'Lightning from Void' already, it's still useless otherwise). The max shield increase and recovery isn't a lot but Luo's squishiness makes every bit help. You would never take this over 'Voltaic Aegis' but it can provide an alternative option if you were never offered it.
General Tips
About Fatal Current
-'Fatal Current' has a long start up lag. Try to use it preemptively if you see a dangerous enemy.
-'Fatal Current' does not interrupt reloading. If you're already in combat, using it during a reload is the most efficient time to activate it.
-Don't always use your 'Fatal Current' as soon as it's off cooldown; there's no need to use it if you aren't under pressure, and having it available at the start of a new wave is a good habit to have.
-Don't forget about the +30% movement speed boost 'Fatal Current provides'. Sometimes it's best to activate it just for this effect, and use it to re-position yourself rather than shooting a target (though still attempt to shoot something right before it expires). If you're using a weapon with higher RoF, it will pretty much only be used for this boost.
-If your weapon has an inscription that boosts a specific shot (like the first or last shot) try to align your 'Fatal Current' activation with it. You can also intentionally miss an enemy to lower your magazine count without cancelling the active 'Fatal Current'.

About your Weapons
-Don't neglect other weapons just because Luo has a preference for snipers. Some weapons with good inscriptions (especially gemini's) and elements can end up performing better than offered snipers even without a single ascension to support them.
-Get used to constantly strafing while you're looking through a scope. Standing still can result in instant death from bullets you weren't able to see.
-Don't tunnel vision too much. While some weapon inscriptions may benefit from staying in scope for a duration, try to keep an eye on your radar so enemies don't blindside you.

About Enemies
-If you're sniping, it's usually good to focus the rushdown enemies first, so you aren't forced to awkwardly to quick scope a group of them, and so they don't catch you unawares while scoped.
-You don't always have to stay at maximum range. Luo has the highest base movement speed which makes him more evasive than most other characters despite his low defences.
-In stage 3, Monks of both varieties are high priority targets. Nihilation monks especially, as they will strip your 'Voltaic Aegis' stacks almost immediately and can easily blindside you with their teleport.
-Enemies with the 'Immortal' prefix will interrupt your kill chain when using 'Magical Supply' (since your shot doesn't kill them immediately). Try to kill them near the end of a kill chain if possible.
Closing words
Check out my other guides here:
https://steamproxy.net/sharedfiles/filedetails/?id=2448428883
https://steamproxy.net/sharedfiles/filedetails/?id=2446881415
https://steamproxy.net/sharedfiles/filedetails/?id=2387633898

Credits to the Wiki contributors for providing the skill icons and descriptions.

If you have a different perspective on something in this guide, feel free to leave a comment.
29 Comments
Cartography Dee  [author] 13 Feb, 2022 @ 6:39am 
Thanks, but unfortunately there probably won't be more guides :winter2019sadyul:
Onat 13 Feb, 2022 @ 6:17am 
Will there be guides for Qian Sui and Tao? I find these guides the best of all.
Cartography Dee  [author] 4 Dec, 2021 @ 10:30am 
Steam decided to delete it for some reason but it should be back up.
Ensoo 4 Dec, 2021 @ 8:49am 
The tierlist picture is missing?
っLunauticalっ 31 Oct, 2021 @ 12:07am 
Why can I not crit when I use fatal current, am I supposed to use fatal current?
robs 27 Sep, 2021 @ 2:35pm 
I love this guide so much, it helped me when I was starting. Do you have another guide but for the new hero Tao?
Noribe 23 Jun, 2021 @ 1:25am 
I am very offended you didn't call nihilation monks by their proper titles. Their true names are Suck Monks
Mercadi 🦋🖤 21 Jun, 2021 @ 4:20pm 
Even if it is weak (without getting very lucky), Lightning Governor is my favorite talent. It is so satisfying to just run around while all the enemies keep dying, without lifting a finger.
NeZ 20 Jun, 2021 @ 11:17am 
I have 0 idea how you can rate tiger as "decent" when he's in fact the strongest character in the game. Magical Supply puts him way over the top, even after the nerf.

Yes, he's a one trick pony, but Bloody Drill + Magical Supply gets you to 10-20 mil damage every. single. time. He's strong, he's consistent and he only relies on a few things, unlike Cat, Dog or Bird.

From what I can see, only Bunny can rival him in terms of damage output. Cat needs too many scrolls, Dog is a fckn glass cannon and Bird is just a stinker.
Cartography Dee  [author] 3 May, 2021 @ 7:20am 
Also since I hit the character limit, while there are scrolls that can make this builds much more reliable (ex. elemental weave with 'Bolt from the Blue') but these ratings are always under the assumption that you don't have any specific scrolls.