2021-07-19 Submit Sponsored Content
You can’t spell teambuilding without gearing up in Punishing: Gray Raven. As such, we’ve compiled an in-depth guide that talks about everything you need to know about gearing up, team building, and how you can make the most out of your composition in the game. If you haven’t already, you can download Punishing Gray Raven for free on LDPlayer.
Each character is assigned to one out of three classes. Each class gives the character an apparent passive. Assault class usually your main DPS deals 20% more Damage across the board. A Tank Class debuffs enemies they attack to take 20% increased damage for 5 seconds. Support Class units have all their healing done increased by 20%.
This knowledge is however quite easy to see. Aside from your main DPS, you want your classes to have at least 1 tank. The Main Tank also functions as a backup DPS in most cases. The main DPS can trigger the QTE of the Tank causing them to apply their class Debuff. The Tank Class debuff does not stack. So, it doesn’t make sense to have two tanks.
Gearing up is pretty simple so you spend less time on gearing and more time on playing the game. Most of the time you spend on gearing is moving it around characters for maximum output and efficiency.
We’ll start with a memory crash course, however. Every unit can equip up to 6 memories in slots 1 to 6. Slots 1 to 3 are the top memories. 4 – 6 are the bottom memories. The top row memories give Flat HP and Crit Rate while the bottom row memories give Attack and Defense.
For leveling priority, elemental units want to focus on the lower row first because elemental attacks can not be crit. The top row only increases survivability, so it's lower on your priority list. Physical units want both rows because they can.
The most important aspects of memories are their set effects. There are two set and four set bonuses. Set Effects dictate your memory choices, and they are incredibly similar across memories of the same rank.
Usually, you run one 4 sets and one 2 sets. Combinations like three different two sets are only used for Support Class Units or as a stop-gap as you grind for recommended combos.
Example Stats of One Piece:
Running 1 4 Set and 2 Set:
6 pieces of memories do not give you the two effects again.
To max out a unit, you need to affix the memories. Affixes are bonuses that you can add to memories that grant extra stats to units using them. Each unit can get affixed twice. The affixes for 6-star units are bound to that unit. Each affix requires a memory of the same set. To fully affix a four-set, you need 12 memories in that set. Affixes are random, but getting the optimal ones is secondary. Fill the Affix Slots for one character and move on to the next. Only relevant at Level 80 and for characters you will call onto the field.
Once you do that and reach level 80, it has a common power of 5500 or higher and 12 affixes in total. You will unlock their awakened skill. This increases the amount of skill orbs the unit starts to fight with. Since each memory can be affixed twice, so you need three of one memory per memory slot. The memory does not need to be of the same slot. The 12 affixes need to be on 6* gear. 6* weapon affixes count as well but are not required since you can reach the 12 needed with memories alone. You can also look at our Tier List for Punishing: Gray Raven to get an idea about all the characters in the game!
Combat usually works by having your main DPS on the field most of the time with the tank and support to provide healing, buffs, and debuffs. During this, the main DPS is your priority.
You run a four-set of your element and a 2 set that complements them. For example, here’s a standard S-Lee Set:
4 – Set Barton:
2 – Set Darwin:
More importantly, for team building are the Supportive Sets. The most important one being the Da Vinci Sets. You run this as a four-set always. When you trade a QTE with a team that is equipped with this, you trigger the QTE of the backline units of the same team as well.
You call a unit geared with Da Vinci the QTE bot or the QTE slave. Here’s an example of its lineup:
Da Vinci Set:
2 Set: Triggered through QTE, buffs the player-controlled characters Attack and
QTE of the wearer also triggers the second off-field party member QTE. When all three party members are on the field, it increases damage further.
The other 6 Star Supportive sets come in two variations, Physical and Elemental. The first set is Einstein for Elemental Damage and Katherine for Physical Damage. They decrease specific enemy resistances with three orb skills and, more importantly, QTEs. Two sets of these are fine because the four-set effect is defensive, and we all know the good offense is the best defense.
While you have some freedom with Katherine because she always decreases physical defense, you need to be specific with Einstein. The attack needs to be of the specific element you want to buff. So, if our main DPS is a lightning DPS, you want the attack with Einstein to be a Lightning Attack so that it debuffs a Lightning Debuff.
Supportive Set 1:
QTE / 3-Orb Skills Decrease the target elemental (Einstein) or physical (Katherine) resistance. The element of the QTE/3-Orb is the element that will be debuffed. For example, a lightning QTE/3-Orb debuffs lightning resistance.
Triggered when a wearer is damaged, giving some defensive boons + elemental (Einstein) or physical (Katherine) buffs. (4-Set practically irrelevant since QTE Bots don’t get hit and Sub-DPS only run this 2 Set with a DPS 4-Set)
The second supportive sets are Guinea and Ferret Sets. Like the two previous members, Ferret is the physical heal set while guinea is the elemental heal set.
Elemental does not have a condition this time. Both increase healing at their respective damage type. You will usually want this as a two-set as the four-set isn’t all that worth it since it doesn’t last long, needs to be stacked, and has a sizeable downtime.
Supportive Set 2:
Increases healing effectiveness and heal increase the elemental (Guinea) or physical (Ferret II) damage of the healed unit.
Each heal adds one charge to a drone. Once fully stacked, the drone follows the lowest health character and heals them continuously in an area. The area also increases elemental (Guinea) or physical (Ferret II ) damage.
Here are some 5* Fillers for the last remaining open slots. If your support class also deals damage other than QTE, you can go for these:
Another set you can also try out is:
The event memory, Lantern Gathering, is also great. It is obtained in the second patch.
2 Set: After 3 Orb or QTE, summons a lantern that follows you on the field. The lantern attack and movement speed.
No 4-Set Effect, the memory is only available for slots 1 and 4.
There isn’t much variety when it comes to units. Usually, there is one signature 6* weapon for each character with the occasional event weapon here and there. As a rule of thumb, get the 6-Star Weapon for your future proof S Rank character prioritizing your main DPS.
Now we can create them all together and start building a team. We’ll be building three different teams—one for standard gameplay, one for warzone, and one for pain cage. The later two being the competitive modes. At launch, we are a bit short on units, and the only complete team we can do is physical. By a complete team, we mean a team consisting of 1 DPS, 1 Tank, 1 Support of one element or physical.
We’ll be building this team around S-Rank Lee since he’s available from the start. First, let’s talk about roles. We’ll be running S-Lee in the assault slot, B rank Nanami as a Tank Unit and B Rank Lith as a Support Unit. You always want your main DPS with the strongest weapon that you can give, the signature weapon if possible.
With both Lith and Nanami, the signature weapons aren’t worth spending currency weapons on.
For memories, go for this:
S-Lee deals a lot of heat and benefits greatly from Barton’s four-set effect, while a 2 set Darwin reduces damage as you use skills. You can use two-set Darwin in most DPS as your main damage comes from consuming orbs to produce skills.
We run a four-set of Da Vinci on B-Nanami, making her the QTE Bot.
This adds to a debuffing role fit for the tank class. Who you make the QTE is up to you as the Support Class can just as easily be the QTE bot; you just need to swap some memories. Personally, we opt for making Tanks the QTEs unless they are acting as a Sup DPS. In that case, we provide them with a more customized loadout.
B-Liv will have 2 Sets of Ferret for the physical damage amp. Because we lack more support options, we’ll fall back to 5 Star fillers to fill up more on slots. Usually, they are the 5* Star version of Richelieu and Voltaire, which is similar to the Katherine class as they deal the same amount of bounce-back damage.
This is what the comparison between S Lith and B Rank Selector comes from effect. B Lith deals damage on her QTE so she can run the Voltaire set. S Lith couldn’t because her QTE does not deal damage. Lastly, we need to decide on the positioning.
This is always dictated on your main DPS and depends on what three orb the main DPS mainly uses. Lee likes to use three orbs of blue and yellow to trigger his core passive which empowers his red orbs regardless of how many you use on them.
His yellow orb gives you the most damage increase, so we want to focus on using that. Therefore, we place our QTE bot on yellow. This way, when Lee uses a yellow three orb, Nanami will QTE and trigger Liv QTE giving us all the buffs. We’ll be placing Lee on Red and Liv on Blue since our playstyle is to try and fire out his core passive as much as possible regardless of how many red orbs we currently have.
If we happen to get a blue three orb, we get Liv’s QTE as while. This is up to personal preference and playstyle. Gameplay-wise, you’ll only be playing S Lee in this mission using Nanami for their buffs, de-buffs, and heals. Fairly straightforward. Neither of the B Ranks present deal enough damage to play as Sub-DPS. So, keep that in mind.
You get timed here, so maximizing DPS is key. You will need to defeat as many waves as you can in 2 minutes. Not having orbs means a drop in damage. If you run the main DPS without a backup DPS like the Story team, you’ll run out of Orbs if you go max DPS all the time. By having a secondary DPS, you can switch out your main DPS, which allows you to recover orbs when you are off-field.
So we’ll be replacing B-Liv with A-Karenina. She’s a great burst-unit and benefits a lot from switching in and out of combat because it stacks her core passive. Her core passive stacks with three orb skills used, and whenever our character enters the field, she uses her set skill. She’s also a phenomenal unit for Warzone because she can gather with her QTE and Blue Skill.
She’s a really great unit for Warzone and can easily be used in any of its iterations on a team that is still lacking units. She runs a four-set of Hannah with a 2 set of Darwin. Hannah helps her core passive.
4-Set Hannah, 2 Set Darwin:
Whenever a 3-Orb Skill is used, Hannah 4-Set Causes Time-Slow and makes the next 1-orb and 2-orb a 3-orb, similar to perfect evade with a cooldown of 30 seconds.
This does not consume the wearer’s perfect evade.
Team placement-wise, nothing changes. She also gets great damage from her Yellow orb, so B Nanami stays on yellow and stays the QTE bot equipped the same way as before. If you haven’t checked it out already, here’s our Beginner’s Guide for the game to help you get started!
In a pain cage, you find only a single boss, and you want to down him as fast as possible while avoiding damage. Because there’s nothing to gather here and because we can get good damage simply by auto-attacking the boss after he has been attacked with Lee’s yellow skill, we switch back to the Story mode draft we had earlier so that we get maximum buffs and debuffs.
The only other teams we can reasonably talk about right now are Lightning and Fire. But both are incomplete at Large. For Lightning, we have A-Lucia and A-Lith. You can run these units as Tank Classes for this particular team:
As you’ve seen, the gearing is pretty simple because most of the weapons and memories are near tailor-made for certain characters and roles. There’s actually very little gear to talk about, which helps keep it simple.
By the end of this guide, you should have a clear idea of gearing up and building up your draft in Gray Raven. As you progress further in the game, you’ll start building up cohesive ideas for drafting that should help take your gameplay to the next level.