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?

StatMeaningHow to read it for your starting trio
QuicknessAffects movement speedCarry with Rukey; avoid sending the slower Jodariel on long chases
PresenceAffects aura sizeKeep Jodariel and her large aura on your side to block approaches along the ground
HopeAffects how quickly a character returns from banishmentHigher values mean a faster return. Avoid losing Jodariel casually, as she is slow to return
GloryAffects the value of scoring in the opposing PyreConsider Rukey's ease of carrying separately from Jodariel's greater value per score
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Position Hedwyn, Jodariel, and Rukey

Character / raceBase racial stats (normal Versus settings): Quickness / Presence / Hope / GloryFirst role to tryDifficult situations
Hedwyn/Nomad12・13・20・20Cast at opponents in midfield and pass the orb on to RukeyGoing head-on into a large aura
Jodariel/Demon6・25・11・30Defend near your side. Use the wide aura to stop ground-based carriersSlow to get moving; failing to dodge a Cast leaves her banished for a long time
Rukey/Cur15・3・25・15Run through the opening on the side where an opponent was banishedChallenging 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.
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Build an attack: From defense to a scoring attempt

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
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Who to switch to after losing the orb

What you seeNext actionA common mistake
Rukey is banished and an opponent picks up the orbSwitch to Jodariel on your side and block the direct route to your PyreContinuing to watch only the place where Rukey was banished
An opponent tries to jump over Jodariel's auraCover the landing spot with Hedwyn's Cast or another teammateWaiting in the same ground position and assuming contact alone will stop an airborne opponent
Jodariel is banishedPull Hedwyn back to defend and avoid rushing an attack until she returnsCharging an opponent with a large aura using Rukey alone
A teammate carrying the orb approaches an opposing auraChange course or pass, then use a teammate with an aura to deal with the opponentAssuming the carrier's normal aura can banish an opponent
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Match Talismans to roles

TalismanUse established in the source materialExample for the starting trio
Soliam’s HornExtends Cast rangeTry assigning Hedwyn or Jodariel to banish front-line opponents
Scribe RockIncreases PresenceExpand the area Jodariel can defend. It does not compensate for losing the aura while carrying the orb
Star SplinterReduces the charge time before throwing the orbGive 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.
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Practice one element at a time

  1. First, land one Cast with Hedwyn and watch how long the aura remains absent instead of chasing the opponent.
  2. 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.
  3. 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.
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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.

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