Pyre beginner guide: Your first trio and attacking and defending in Rites
Edition: PC (Steam) version. Control examples use the first three story characters. Stat comparisons use base racial settings in Versus without Talismans or Masteries. Sources checked: October 14, 2026. No hands-on reproduction performed.
Try switching between Jodariel on defense, Hedwyn banishing opponents, and Rukey running through openings instead of carrying the orb with one character throughout. The following are positioning and switching exercises, not a fixed sequence that defeats every opponent.
What do the four stats affect?
| Stat | Meaning | How to read it for your starting trio |
|---|---|---|
| Quickness | Affects movement speed | Carry with Rukey; avoid sending the slower Jodariel on long chases |
| Presence | Affects aura size | Keep Jodariel and her large aura on your side to block approaches along the ground |
| Hope | Affects how quickly a character returns from banishment | Higher values mean a faster return. Avoid losing Jodariel casually, as she is slow to return |
| Glory | Affects the value of scoring in the opposing Pyre | Consider Rukey's ease of carrying separately from Jodariel's greater value per score |
Position Hedwyn, Jodariel, and Rukey
| Character / race | Base racial stats (normal Versus settings): Quickness / Presence / Hope / Glory | First role to try | Difficult situations |
|---|---|---|---|
| Hedwyn/Nomad | 12・13・20・20 | Cast at opponents in midfield and pass the orb on to Rukey | Going head-on into a large aura |
| Jodariel/Demon | 6・25・11・30 | Defend near your side. Use the wide aura to stop ground-based carriers | Slow to get moving; failing to dodge a Cast leaves her banished for a long time |
| Rukey/Cur | 15・3・25・15 | Run through the opening on the side where an opponent was banished | Challenging a larger opponent through ground contact with a small aura |
- Versus Preset settings apply character-specific values; Hedwyn's Hope can be 22, for example. Do not treat this table as definitive story-start or post-growth values. Check the actual stat display, Talismans, and Masteries. Return times in seconds have not been checked here.
Build an attack: From defense to a scoring attempt
- Place Jodariel in front of your Pyre and Hedwyn in midfield. Avoid gathering everyone around the orb; leave one defender for opponents who break through.
- Use Hedwyn's Cast against an opposing carrier or front-line character. Casting leaves an opening until the aura returns, so do not immediately advance into an opposing aura.
- After banishing an opponent, pick up the orb and move into a position to pass it to Rukey. A character carrying the orb loses their normal aura, so avoid treating contact the same way as before picking it up.
- Switch to Rukey and run outside the opponent's large aura. If the route is blocked, send the orb back toward Hedwyn and rebuild the attack instead of stopping in front of the defender.
- If a defender remains in front of the opposing Pyre, try banishing them with Hedwyn before carrying the orb forward. Avoid bringing Jodariel all the way to the front and leaving your rear undefended.
- After scoring, check which teammates are controllable and where they are. Do not assume the carrier is immediately available again; bring the remaining teammates back to your side to prepare for the next orb.
Who to switch to after losing the orb
| What you see | Next action | A common mistake |
|---|---|---|
| Rukey is banished and an opponent picks up the orb | Switch to Jodariel on your side and block the direct route to your Pyre | Continuing to watch only the place where Rukey was banished |
| An opponent tries to jump over Jodariel's aura | Cover the landing spot with Hedwyn's Cast or another teammate | Waiting in the same ground position and assuming contact alone will stop an airborne opponent |
| Jodariel is banished | Pull Hedwyn back to defend and avoid rushing an attack until she returns | Charging an opponent with a large aura using Rukey alone |
| A teammate carrying the orb approaches an opposing aura | Change course or pass, then use a teammate with an aura to deal with the opponent | Assuming the carrier's normal aura can banish an opponent |
Match Talismans to roles
| Talisman | Use established in the source material | Example for the starting trio |
|---|---|---|
| Soliam’s Horn | Extends Cast range | Try assigning Hedwyn or Jodariel to banish front-line opponents |
| Scribe Rock | Increases Presence | Expand the area Jodariel can defend. It does not compensate for losing the aura while carrying the orb |
| Star Splinter | Reduces the charge time before throwing the orb | Give it to someone trying thrown scores. Do not confuse it with Talismans that increase movement speed or hasten returns from banishment |
- These Talismans are options if you already own them. This guide does not assume you have every item in the first Rite, nor does it supply unverified acquisition locations, prices, or upgrade percentages.
Practice one element at a time
- First, land one Cast with Hedwyn and watch how long the aura remains absent instead of chasing the opponent.
- Next, compare the same character's aura before and after picking up the orb. Check why carrying and banishing should be assigned to different teammates.
- If Rukey keeps being stopped head-on, choose an open side route before trying to increase stats. Practice leaving Jodariel on your side at the same time.
Frequently asked questions
Does higher Hope mean a slower return?
The opposite: higher Hope means returning from banishment faster. When considering return times, also check changes from Talismans and Masteries.
Why can I not banish opponents while holding the orb?
Holding the orb removes your normal aura. Try using another teammate's Cast or aura to clear a route for the carrier.