To learn more about Faye check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Faye check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build and teams
Profile
The stats shown below are the base stats + the stats gained from Neural Helix. Other sources that affect them aren't included.
Practice Shot
Targeted | Light Ammo
Range: 6
AoE: Target
Cooldown: 0
Stability damage: 2
Selects an enemy target within a 6 tile radius and deals Physical damage equivalent to 80% ATK to it
This skill has no upgrades.
This skill has no special effects or they haven't been added yet.
Ruinous Whirl
AoE, Debuff | Melee
Range: Self
AoE: 3
Confectance Cons.: 1
Stability damage: 2
Expends all Confectance Index. For each point of Confectance Index spent, applies 1 stack of Rend to all enemies within a 3 tiles radius of self, pulls all enemies towards self by 2 tiles, deals AoE Physical damage equivalent to 80% ATK, and applies Movement Denied for 1 turn.
Faye gains 8 tiles of Additional Movement and Shadow Step for 1 turn.
Fortification Segment 5 (V5): Increases damage multiplier by 20%. Increases the duration of Movement Denied and Shadow Step by 1 turn.
After skill usage, cleanses all Defense type debuffs and Movement type debuffs from self.
Additional Movement: Can move once, but cannot use any other commands.
Movement Denied: Unable to move. This is considered a Movement debuff.
Rend: Increases Physical damage received by 30%, can be stacked up to 8 times (effect cannot be stacked). This is considered as a Defense type debuff and cannot be dispelled.
Shadow Step: When moving, the holder can pass through enemy units. This is considered as a buff and cannot be dispelled
Fissioned Firelight
Targeted, Debuff | Light Ammo
Range: 6
AoE: Target
Cooldown: 2
Stability damage: 4
Increases Confectance Index by 2 points. Selects an enemy target within a 6 tile radius, applies 2 stacks of Rend, and deals Physical damage equivalent to 120% ATK
Fortification Segment 2 (V2): Increases damage multiplier by 20%. After skill usage, if the target has 4 or more stacks of Rend, applies an equivalent number of stacks of Gash as the number of stacks of Rend held by the target.
Rend: Increases Physical damage received by 30%, can be stacked up to 8 times (effect cannot be stacked). This is considered as a Defense type debuff and cannot be dispelled.
Gash: At the end of the action, for each stack held, the holder receives fixed damage equivalent to 8% of the caster's ATK, and consumes 2 stacks of Gash. This is considered as a debuff
No Survivors
Targeted, Debuff | Light Ammo
Range: 6
AoE: Target
Cooldown: 0
Stability damage: 3
Select 1 enemy target within 6 tiles. Inflict Gash equal to the number of Rend stacks on all enemies with Rend within 6 tiles, and deal 160% of attack as Physical damage to the target.
If the target has 6 or more stacks of Rend, consume 6 stacks, increasing the damage dealt by this attack by 120%.
Fortification Segment 4 (V4): The Gash application effect changes to: Inflict 4 stacks of Gash on all enemies and additional Gash equal to Rend stacks on enemies with Rend across the field. At the end of your action, trigger all Gash effects without consuming stacks.
Fortification Segment 6 (V6): The effect for targets with 6 or more stacks of Rend changes to: Consume 6 stacks, and for every 1 stack of Rend, increase the damage dealt by 20% (up to 160%). Each stack also increases Faye's crit rate by 5% and crit damage by 2% for this attack.
Rend: Increases Physical damage received by 30%, can be stacked up to 8 times (effect cannot be stacked). This is considered as a Defense type debuff and cannot be dispelled.
Gash: At the end of the action, for each stack held, the holder receives fixed damage equivalent to 8% of the caster's ATK, and consumes 2 stacks of Gash. This is considered as a debuff
Axe Tempest
Debuff
Range: 6
AoE: Target
Cooldown: 0
Stability damage: 0
Attacks ignore 2% × Rend stacks of the target's defense and restore 10% + 2% × Rend stacks of your max HP.
At the end of an enemy's action, if they are within 6 tiles, throw a Flying Axe, gaining 1 point of Confectance Index, inflicting 1 stack of Rend, and dealing 80% of attack as Physical damage and 2 points of Stability Damage.
If the enemy is within 3 tiles, use a Spinning Axe instead, gaining 1 point of Confectance Index, inflicting 2 stacks of Rend, and dealing 60% of attack as AoE Physical damage and 1 point of Stability Damage. Can trigger up to 2 times per turn.
Fortification Segment 1 (V1): Increase defense-ignoring coefficient per Rend stack by 2%. If an enemy has 2 or more stacks of Rend, Faye applies 2 additional stacks of Rend to the nearest enemy.
Fortification Segment 3 (V3): At the end of your action, use the Spinning Axe, inflicting Movement Denied on all enemies within range for 1 turn and increasing this attack's damage by 30%.
Rend: Increases Physical damage received by 30%, can be stacked up to 8 times (effect cannot be stacked). This is considered as a Defense type debuff and cannot be dispelled.
Movement Denied: Unable to move. This is considered a Movement debuff.
Neural Helix
Fixed Keys:
02-01 - Tracking by Scent: Every enemy unit on the field with Rend increases Faye's mobility by 1 tile for up to 3 tiles.
02-03 - All-In Slash: When the active skill Ruinous Whirl only hits 1 enemy unit, damage dealt is increased by 20%.
04-01 - Rescue Response Supplies: At the start of the battle, Faye gains 3 Confectance Index.
04-03 - Emergency Plans: When health is lower than 50% percentage, healing received is increased by 30%.
06-01 - Crisis Protection: At the end of Faye's action, if there are enemy units with Rend within 2 tiles of self, gains Area Defense I.
06-03 - In the Fracas: When an enemy unit with Gash dies, Faye's attack is increased by 4%, up to 20%.
Common Key Holmgang: Physical damage taken by enemy units within 3 tiles of this unit is increased by 5%.
When dealing damage to enemies with Gash, ignores 50% of the target's Defense and increases Attack by 15%.
After using the Ultimate - No Survivors, applies 2 stacks of Rend to the target.
After using Vortex Cleave or Pyroclastic Surge, inflicts Movement Denied for 1 turn.
Rend: Increases Physical damage received by 30%, can be stacked up to 8 times (effect cannot be stacked). This is considered as a Defense type debuff and cannot be dispelled.
Gash: At the end of the action, for each stack held, the holder receives fixed damage equivalent to 8% of the caster's ATK, and consumes 2 stacks of Gash. This is considered as a debuff.
Area Defense I: AoE damage taken reduced by 10%. Considered a buff.
Movement Denied: Unable to move. This is considered a Movement debuff.
Rarity: SSR
Type: Handgun
Source: Standard Gacha
Trait:
Increases Stability Damage taken by enemy units within 3 tiles by 1 point.
Effect:
Physical damage increases by 10/12/14/16/18/20%; if the target is within 3 tiles, damage dealt increases by 10/12/14/16/18/20%.
Trait:
Increases damage dealt to targets with defense debuffs by 2.5%. Increases damage to Seika Tech by 2.5%.
Faye images aren't available yet. They will be added soon!
Review
For all tier lists, SSR characters are rated at V0 (no dupes) and SR characters are rated at V6 (max dupes).
Generic (GBL)
Bossing (GBL)
Generic (CN)
Bossing (CN)
Faye is an offensive Physical support unit, used exclusively alongside other Physical damage dealers as a specialized damage amplifier. She is most notable for not being very good in her role as she brings only a single utility: Rend, a +30% Physical DMG% taken increase debuff applied to enemy targets.
While character synergy is generally confined to its own section, it is important to note that Faye’s presence in Physical teams is sustained largely by the absence of better alternatives, rather than her strengths as a damage amplifier.
Fixed Keys core to Faye’s function are:
N/A: Faye is used for the singular purpose of applying her Rend debuff in Physical teams. Faye’s Fixed Keys introduce supplementary effects to round out her kit in other areas, but none improve her debuffing capabilities.
Fixed Keys of contextual relevance that supplement Faye’s core function are:
02-03 - All-In Slash: Straightforward +DMG% buffs are always appreciated.
04-01 - Rescue Response Supplies: The additional 3 starting Confectance Index marginally improves Faye’s tempo by allowing her to apply more Rend stacks on her initial Skill 1, for improved debuff uptime.
Faye’s Mod Key slightly increases her damage output to no noticeable performance improvement. It does not introduce some new functionality, or improve on her existing kit; she is still used exclusively for her Rend debuff.
Faye’s Mod Key has no meaningful impact on her performance or her overall viability.
Faye is an offensive Physical support played exclusively alongside other Physical damage dealers as a specialized damage amplifier for the element. Her kit offers little in the way of utility or damage. Faye has limited value within her mono-Physical niche, and essentially none outside of it.
Faye is played exclusively as a tag-along to the mono-Physical team built around Yoohee(V6*). Broadly speaking, Physical damage dealers leverage Yoohee’s Never Give Up buff and some combination of innate and external DEF buffs/ debuffs to overcap DEF shred and convert the excess to +DMG%, by way of Yoohee’s Defense Shredding buff.
The primary teambuilding consideration surrounding this team is that all characters must deal Physical damage; Yoohee’s Never Give Up buff disables itself when any ally deals elemental damage. Faye “functions” within mono-Physical to the extent that she is one of the few damage amplifiers compatible with Physical damage dealers who won’t disable Yoohee’s Never Give Up buff.
Importantly, whereas Faye needs Yoohee to justify her own value, Yoohee(V2+) functions perfectly well independent of Faye in her more common role as an all-purpose support; Yoohee(V2+) is frequently used in teams’ flex support slots for the broad utility (i.e., healing, cleansing, offensive buffs) she provides as an all-purpose support. Faye-Yoohee is not so strong that teams would also want to reserve space for Faye.
*Lower investment is technically possible but without V6, the team’s damage ceiling falls notably short compared to other archetypes.
SSR characters are reviewed at V0/V1 strength. However, for those especially dedicated players, it is worth noting Faye’s significant dupe powerspikes at:
N/A: Faye’s performance gains from her dupes are minimal, so players do not need to feel obligated to pull for extra copies.
Specialized offensive support for Physical damage dealers
Slotted into the team not by virtue of her strengths, but by virtue of being among the few viable Physical characters in the game. Faye is the first to go when a stronger alternative presents itself.
By virtue of how the comp works, Mono-Physical is already heavily saturated in +DMG% buffs - Faye’s Rend +30% Physical DMG% is not as impactful as the number may otherwise suggest.
Mono-Physical is more a novelty than a viable team comp, owing to the prohibitive (dupe) costs needed to bring the team up to par with other popular team comps.
Build and teams
Fixed Keys core to Faye’s function are:
N/A: Faye is used for the singular purpose of applying her Rend debuff in Physical teams. Faye’s Fixed Keys introduce supplementary effects to round out her kit in other areas, but none improve her debuffing capabilities.
Fixed Keys of contextual relevance that supplement Faye’s core function are:
02-03 - All-In Slash: Straightforward +DMG% buffs are always appreciated.
04-01 - Rescue Response Supplies: The additional 3 starting Confectance Index marginally improves Faye’s tempo by allowing her to apply more Rend stacks on her initial Skill 1, for improved debuff uptime.
Phase Strike: Deals 15% increased damage to targets with Phase Element debuffs.
[Elemental] Boost: When dealing [Elemental] damage, the damage is increased by 20%.
Phase Strike is the standard set across all characters due to its universal compatibility and negligible damage difference compared to [Elemental] Boost sets. The 5% difference between +15% Phase Strike and +20% [Elemental] Boost translates to only a 1~3% overall damage increase. Farming new sets and calibrating existing ones both demand stamina; by focusing on fewer shared Phase Strike sets, players can allocate more stamina towards attachment calibration for higher attachment quality and better overall performance.
Support sets (e.g., Ultimate Pursuit, Emergency Repair) are ineffective and are not recommended for targeted farming.
Crit DMG% >= ATK% > Flat ATK > Crit Rate
Important! There is already more than enough damage within the character roster to meet the damage thresholds to clear at-level content. Endlessly rerolling calibration% in pursuit of incremental higher numbers has minimal impact on actual gameplay performance. To the average player, attachment calibration min-maxing is unnecessary.
Weapons are listed in priority order, but keep in mind that the Signature Weapon is not a must have - the Battle Pass Weapons or Standard Weapons will work well enough. Only Weapons available in Global are included.
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