Genshin Impact Elemental Reactions: Full Chart & Verified Damage Multipliers (6.7)
The big picture: how many reactions, and the 4 families
Genshin Impact's 7 elements (Pyro, Hydro, Anemo, Electro, Dendro, Cryo, Geo) combine into a reaction system split into 4 main families:
- Amplifying: Vaporize, Melt — these don't deal their own damage, they multiply the triggering hit by 1.5x or 2x.
- Classic Transformative: Overloaded, Superconduct, Electro-Charged, Swirl, Crystallize, Frozen — deal their own burst damage or apply crowd-control/shield effects.
- Dendro family (since 3.0): Quicken branches into Spread and Aggravate; Bloom spawns a Dendro Core that branches into Hyperbloom or Burgeon; Burning also exists.
- Lunar (new, 6.x): Lunar-Charged, Lunar-Bloom, Lunar-Crystallize — extended versions of Electro-Charged/Bloom/Crystallize that scale off every element-contributing party member's stats, not just one character.
This page feeds straight into our Damage Calculator — plug in your character stats to see which reaction hits hardest for your actual team, no guessing.
Vaporize & Melt: why the order you apply elements decides 1.5x or 2x
These 2 reactions matter most for Crit-based DPS builds, since they amplify the hit itself rather than relying on EM.
- Vaporize: Pyro applied first, triggered by Hydro = Forward Vaporize, 2x on the Hydro hit; Hydro applied first, triggered by Pyro = Reverse Vaporize, 1.5x on the Pyro hit.
- Melt: Cryo applied first, triggered by Pyro = Forward Melt, 2x on the Pyro hit (why freezing/chilling with Cryo then finishing with a Pyro DPS is the go-to combo); Pyro applied first, triggered by Cryo = Reverse Melt, 1.5x on the Cryo hit.
Cross-checked across the KQM TCL combat library, Icy Veins, and other aggregate sources — all agree on this direction.
Elemental Mastery still adds a secondary bonus via (2.78×EM)/(EM+1400), but that's additive on top of the base 1.5x/2x, not a replacement for ATK%/Crit — so a Vaporize/Melt DPS build should still prioritize an artifact set for elemental DMG% and Crit first, with EM as a bonus.
Classic Transformative: Overloaded, Superconduct, Electro-Charged, Swirl, Crystallize, Frozen
This group deals its own damage/effects — independent of the trigger character's ATK/Crit, scaling instead with character level + Elemental Mastery.
- Overloaded (Pyro+Electro): AoE Pyro burst damage plus a knockback that also flings the active character (with a few exceptions) — be careful fighting near ledges/pits.
- Superconduct (Cryo+Electro): AoE Cryo burst damage and reduces affected enemies' Physical RES by 40% — great for Physical DPS teams (
Eula,
Razor,
Chevreuse's Physical buff). - Electro-Charged (Hydro+Electro): continuous damage-over-time that spreads to nearby Hydro-affected enemies, ticking even without constant attacking.
- Swirl (Anemo hitting a Pyro/Hydro/Electro/Cryo-affected enemy): spreads that element in an AoE and reduces that element's RES in the area — great for grouping/clearing mobs.
- Crystallize (Geo hitting an enemy affected by one of those 4 elements): drops a matching elemental shield shard you can pick up for a damage-absorbing shield.
- Frozen (Hydro+Cryo): deals no damage itself but locks the enemy in place — the backbone of every Freeze comp.
The Superconduct RES-reduction figure (40%) is confirmed matching between Icy Veins and other aggregate sites.
Verified multiplier table + the elemental Gauge system (why elements linger long enough to react)
The base Reaction Multiplier table (multiplied further by a level coefficient) for Transformative/Dendro reactions — cross-checked against community wikis and the KQM TCL library:
| Reaction | Base multiplier | Note |
|---|---|---|
| Forward Vaporize / Forward Melt | x2.0 | multiplies the hit directly |
| Reverse Vaporize / Reverse Melt | x1.5 | multiplies the hit directly |
| Overloaded | 2.0× | AoE burst + knockback |
| Superconduct | 0.5× | plus -40% Physical RES |
| Electro-Charged | 1.2× per tick | spreads to nearby Hydro-affected enemies |
| Swirl | 0.6× | spreads the element in an AoE |
| Spread | ~x1.25 bonus | added to the next Dendro hit |
| Aggravate | ~x1.15 bonus | added to the next Electro hit |
| Hyperbloom | 3.0× | scales with the whole team's EM |
| Burgeon | 3.0× | large AoE burst |
| Burning | 0.25× per tick | spreading fire zone |
| Crystallize / Frozen | no damage | shield / crowd control |
Why can Vaporize/Melt actually land before the element fades? Every applied element carries a Gauge (Aura Unit, U): most Pyro/Electro/Anemo/Geo applications grant 1U, while Hydro/Cryo/Dendro grant 2U; that Gauge decays on its own over time (roughly 9.5 seconds per 1U at the standard decay rate). The follow-up hit has to land WHILE the Gauge is still above 0 for the reaction to trigger — which is why Vaporize/Melt builds need a tight combo rhythm, and why Cryo/Hydro auras (being "thicker") chain into Frozen/Melt more easily than Pyro/Electro do.
The Dendro family: Quicken → Spread/Aggravate, Bloom → Hyperbloom/Burgeon, Burning
Introduced in 3.0 alongside Sumeru, the Dendro family adds 2 secondary reaction layers on top of a base reaction:
- Quicken (Dendro+Electro): applies a "Quickened" status to the enemy, doesn't deal damage itself but unlocks the next two branches.
- Spread: a follow-up Dendro hit on a Quickened enemy adds roughly 1.25x worth of bonus to that hit's Dendro DMG.
- Aggravate: a follow-up Electro hit on a Quickened enemy adds roughly 1.15x worth of bonus to that hit's Electro DMG.
- Bloom (Dendro+Hydro): spawns a Dendro Core that self-detonates for Dendro damage after a few seconds if left untouched.
- Hyperbloom: applying Electro to a Dendro Core before it pops massively boosts the resulting Dendro damage, scaling with the whole team's EM — the backbone of Hyperbloom comps (
Nahida/
Baizhu + Kuki/Yae + an Electro carry). - Burgeon: applying Pyro to a Dendro Core makes it explode in a huge AoE burst — great for clearing crowds.
- Burning (Dendro+Pyro): creates a lingering fire zone that keeps ticking damage, like a small spreading campfire.
Aggravate/Spread's 1.15x/1.25x multipliers are confirmed consistent across multiple community wikis and aggregate sites. See Hyperbloom comps on our Teams page.
The new Lunar reactions: Lunar-Charged, Lunar-Bloom, Lunar-Crystallize
The Lunar storyline arc brought 3 "upgraded" versions of Electro-Charged/Bloom/Crystallize — the community generally refers to them by their English names Lunar-Charged / Lunar-Bloom / Lunar-Crystallize.
- Lunar-Bloom: main carries are
Nefer/
Lauma. - Lunar-Charged: main carries are
Flins/
Ineffa. - Lunar-Crystallize: main carries are
Zibai/
Linnea.
Columbina acts as the universal Lunar support, slotting into all three teams above.
The biggest difference from the base reactions: Lunar damage is calculated from the stats of every character that contributed an element to that reaction within a time window, not just whoever landed the final trigger — so Lunar teams need EM/ATK investment spread across multiple slots instead of dumping everything into one carry the way classic Vaporize/Melt teams do.
See sample Lunar comps and where these carries rank on our Tier List and Teams page.
How Elemental Mastery actually affects damage — when EM builds pay off
Elemental Mastery affects reactions differently depending on the type — more EM isn't universally good:
- Amplifying (Vaporize/Melt): EM adds an ADDITIVE bonus via (2.78×EM)/(EM+1400), stacking on top of the existing 1.5x/2x multiplier. At 800 EM that's roughly +101% (already ~+35% at just 200 EM), with diminishing returns beyond that.
- Transformative (Overloaded/Superconduct/Electro-Charged/Swirl, Aggravate/Spread/Hyperbloom...): EM follows a different formula, 16×EM/(2000+EM) — at 1000 EM that's roughly +533% (16×1000/(2000+1000)=5.33), and it's the main source of scaling since transformative damage ignores the trigger character's ATK%/Crit.
Practical takeaway: a Crit-based DPS build (Vaporize/Melt carry) doesn't need to rush EM — prioritize an artifact set for elemental DMG% and Crit first. Transformative/Dendro carries (Nahida, Kuki,
Sucrose, Yae in Hyperbloom/Aggravate comps) should lean into EM-focused sets and substats instead — sets like
Gilded Dreams or Deepwood Memories are built around EM. See our Artifacts page for a full main/substat priority table by role.
Building a team around the reaction you want
Quick answer to "what reaction should I run with the characters I already have":
- Have a strong Crit ATK% Pyro/Cryo DPS (Hu Tao, Diluc, Ganyu, Ayaka)? → build around Vaporize/Melt, pair with a Hydro/Cryo applier.
- Have Nahida/Kuki/Yae or high-EM characters? → build Hyperbloom/Aggravate, pairing Dendro + Hydro + Electro.
- Want an easy, F2P-friendly comp with steady damage? → the National team (Xiangling/Bennett/Xingqiu + Chongyun or Sucrose) runs constant Vaporize/Melt without needing 5-stars.
- Own the new Lunar characters (Nefer, Flins, Zibai, Columbina...)? → build the matching Lunar comp, spreading EM/ATK investment across multiple slots instead of one carry.
- Need to clear open-world mobs fast? → prioritize Swirl/Overloaded with an Anemo grouper.
See the full comp list by reaction archetype and the elemental resonance chart on our Teams page, check carry strength on the Tier List, and look up individual stats on our Characters page to build it out.
Use the Damage Calculator to simulate your own reactions
The multiplier table above is the general baseline, but YOUR actual damage also depends on level, EM, ATK/Crit, weapon refinement, and constellations — too many variables to calculate by hand accurately.
- Plug your character's stats (level, ATK, Crit Rate/DMG, EM, ER) into the Damage Calculator, which already has the 1.5x/2x amplifying formula and the 16×EM/(2000+EM) transformative formula from above built in.
- Compare scenarios: keep the same build but switch from Vaporize to Hyperbloom to see how much the expected damage shifts, before spending resources rebuilding the character for real.
- Combine it with the main/substat priority table on our Artifacts page to know exactly which piece to farm next for your target reaction.
The tool and the multiplier table on this page get synced whenever the game updates its formulas, so the numbers don't go stale like on many static comparison sites.
FAQ
Which reaction is strongest right now (6.7)?
Do I need to build Elemental Mastery for a Vaporize/Melt team?
How do Lunar reactions differ from base Electro-Charged/Bloom/Crystallize?
Is Superconduct useful for anything besides shredding RES?
What's the difference between Aggravate and Spread?
Sources: library.keqingmains.com, icy-veins.com