Genshin Impact Elemental Reactions: Full Chart & Verified Damage Multipliers (6.7)

Reflects patch 6.7 (2026-07-06) — the meta store re-ranks every patch, never edited by hand.
Quick answer
Genshin's elemental reactions fall into 4 families: Amplifying (Vaporize, Melt — multiply the triggering hit by 1.5x or 2x depending on application order), classic Transformative (Overloaded, Superconduct, Electro-Charged, Swirl, Crystallize, Frozen — deal or enable their own effects), the Dendro family (Quicken → Spread/Aggravate, Bloom → Hyperbloom/Burgeon) and the newest Lunar trio. Check the verified multiplier table below, then plug your build into our Damage Calculator.

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:

ReactionBase multiplierNote
Forward Vaporize / Forward Meltx2.0multiplies the hit directly
Reverse Vaporize / Reverse Meltx1.5multiplies the hit directly
Overloaded2.0×AoE burst + knockback
Superconduct0.5×plus -40% Physical RES
Electro-Charged1.2× per tickspreads to nearby Hydro-affected enemies
Swirl0.6×spreads the element in an AoE
Spread~x1.25 bonusadded to the next Dendro hit
Aggravate~x1.15 bonusadded to the next Electro hit
Hyperbloom3.0×scales with the whole team's EM
Burgeon3.0×large AoE burst
Burning0.25× per tickspreading fire zone
Crystallize / Frozenno damageshield / 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)?
There's no single universal answer — but at endgame, Lunar comps (Lunar-Bloom/Lunar-Charged) and Mavuika Melt currently sit at the top thanks to 6.x buffs, while classic Vaporize/Melt remains the most reliable choice if you already have an ATK%/Crit carry. See the Tier List for a detailed carry-by-carry ranking.
Do I need to build Elemental Mastery for a Vaporize/Melt team?
Not required, and usually not worth the trade-off. EM only adds an ADDITIVE bonus of (2.78×EM)/(EM+1400) on top of the base 1.5x/2x multiplier, while ATK%/Crit affect the same hit directly and far more strongly. A Vaporize/Melt carry should prioritize an elemental DMG%/Crit artifact set first, with EM only as a bonus if a slot allows it.
How do Lunar reactions differ from base Electro-Charged/Bloom/Crystallize?
The biggest difference: 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 like in the base reactions. That means Lunar teams need EM/ATK investment spread across multiple slots instead of dumping it all into one carry.
Is Superconduct useful for anything besides shredding RES?
Yes — Superconduct itself deals its own AoE Cryo burst damage, on top of the 40% Physical RES reduction for a few seconds, making it a genuinely good pick for Physical DPS teams (Eula, Razor, or Chevreuse's Physical buff), not just a throwaway side effect.
What's the difference between Aggravate and Spread?
Both require the enemy to already be Quickened. Aggravate is triggered by a follow-up Electro hit, multiplying that hit's Electro DMG by 1.15x. Spread is triggered by a follow-up Dendro hit, multiplying that hit's Dendro DMG by 1.25x. Which one you lean into depends on whether your team's main carry deals Electro or Dendro damage.

Sources: library.keqingmains.com, icy-veins.com

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