Genshin Impact Elemental Resonance: Full Chart of All 8 Bonuses & How to Build Around Them

Reflects patch 6.7 (2026-07-06) — the meta store re-ranks every patch, never edited by hand.
Quick answer
Elemental Resonance triggers when your party of 4 has 2 or more characters sharing the same element (they don't need to be on-field, just in the party), granting the whole team a permanent passive buff — but if your 4 characters are 4 completely different elements, you instead get the special Protective Canopy resonance (+15% Elemental RES, +15% Physical RES) rather than an element-specific one. There are 8 resonances total: one for each of the 7 elements (Pyro/Hydro/Cryo/Electro/Anemo/Geo/Dendro), plus Protective Canopy. Pyro (+25% ATK for the whole team) is the strongest and most universally useful, but the right pick depends on what your team is actually missing — the full chart and pick guide are below.

What Elemental Resonance is and how to trigger it

Elemental Resonance is a passive buff that triggers automatically — no manual activation needed — once your 4-person party meets the element condition. That's completely different from an Elemental Reaction, which requires actively landing 2 elements on an enemy (see the elemental reactions page for that).

  • 2 or more characters share the same element among your 4 party slots → the whole team gets that element's buff, regardless of who's on-field.
  • Your 4 characters are 4 completely different elements (no repeats) → no element-specific resonance triggers; instead you get the special Protective Canopy resonance.
  • Only 1 element is represented, or characters are scattered with no pair and no full set of 4 → no resonance at all.

The most commonly misunderstood point: characters don't need to be on-field for resonance to count — as long as they're one of your 4 party slots when the battle starts, the buff applies to the whole team the entire fight, even for whoever's sitting off-field.

The full chart: all 8 Elemental Resonances with exact numbers

Numbers below are cross-checked across ≥2 sources (some aggregate sites, icy-veins, genshin.gg); anything still confirmed by only 1 source is flagged so it isn't mistaken for fully verified data:

  • Fervent Flames (Pyro x2): reduces Pyro application duration on you by 40%, +25% ATK for the whole party — the most universal and powerful resonance since it's a flat damage buff that fits both physical and reaction-based DPS.
  • Soothing Water (Hydro x2): reduces Pyro application duration on you by 40%, +25% Max HP for the whole party (the old version used to be +30% incoming healing, reworked a long time ago — going with the current number).
  • Shattering Ice (Cryo x2): reduces Electro application duration on you by 40%, +15% CRIT Rate against enemies that are Frozen or affected by Cryo.
  • High Voltage (Electro x2): reduces Hydro application duration on you by 40%; Superconduct/Overloaded/Electro-Charged reactions have a 100% chance to generate 1 Electro particle (5s cooldown) — great for teams that need to burst-loop faster.
  • Impetuous Winds (Anemo x2): -15% Stamina consumption, +10% Movement SPD, -5% skill cooldown — confirmed by 1 source, its value is mostly in exploration/dodging speed rather than raw damage.
  • Enduring Rock (Geo x2): +15% shield strength; a shielded character also gets +15% DMG dealt and reduces the hit enemy's Geo RES by 20% for 15s — the backbone of any Mono-Geo/tanky Zhongli team.
  • Sprawling Greenery (Dendro x2): a flat +50 Elemental Mastery for the whole party; triggering Burning/Quicken/Bloom adds +30 EM for 6s, triggering Aggravate/Spread/Hyperbloom/Burgeon adds +20 EM for 6s — confirmed by 1 source for the detailed conditions, the backbone of any Dendro-reaction-focused team.
  • Protective Canopy (4 different elements): +15% Elemental RES and +15% Physical RES for the whole party — no direct ATK/HP/CRIT boost, so it's defense-leaning, trading raw power for maximum flexibility when running 4 different-element roles.

Which resonance is strongest, and how it ties into elemental reactions

Purely in terms of "buff-to-damage conversion," Fervent Flames (Pyro, +25% ATK) is widely treated as the single strongest resonance, since flat ATK% multiplies into every damage formula regardless of weapon type or which reaction gets triggered. That's exactly why the National team (full recipe on our team-building page) runs 2 Pyro characters (Xiangling + Bennett) as its backbone instead of just 1.

Resonance doesn't replace elemental reactions — it stacks on top of them: a Pyro+Hydro team triggers Vaporize while also enjoying Fervent Flames if it has 2 Pyro units, while a Pyro+Cryo team triggers Melt instead — and the damage multiplier for both reactions actually differs by attack direction, covered in full on the elemental reactions page. In short: pick your resonance first, then sequence your rotation so the reaction multiplies on top of the ATK/CRIT baseline the resonance already gave you.

Applying it to real comps: National, Mono-Geo, Freeze, and reaction-focused teams

Resonance isn't just theory — it's the reason several classic team archetypes are built exactly the way they are:

  • National (Xiangling/Bennett/Xingqiu + flex slot): 2 Pyro units get the full +25% ATK from Fervent Flames on top of sustained Vaporize — still one of the most reliable F2P recipes, full variants and current rankings on our team-building page.
  • Mono-Geo (Itto/Albedo/Zhongli/Gorou): 4 Geo characters get the full Enduring Rock effect, and Zhongli's shield both tanks and grants +15% DMG to whoever's standing inside it — no other team squeezes more out of Geo resonance.
  • Freeze (Cryo + Hydro): many Freeze comps like Skirk Freeze only run 1 main Cryo unit (not 2), so they don't always trigger Shattering Ice — proof that a strong team doesn't require forcing every resonance; reactions and roles still come first.
  • Newer Lunar teams (Lunar-Bloom, Lunar-Charged, Lunar-Crystallize): usually mix several different elements to optimize the Moon-based reactions rather than forcing pure resonance — resonance is a bonus if the comp naturally overlaps in element, not the main goal. Whichever comp is strongest in the current patch, check our always-fresh tier list page.

Common mistakes and advanced notes

A few things new players (and even veterans) commonly get wrong:

  • 3 or 4 characters of the same element do NOT double or triple the buff — each resonance only has one flat tier (4 Pyro characters still only gives +25% ATK, not +50% or +75%). If you have spare same-element characters, use them as Sub-DPS/Support instead of expecting a stacking bonus.
  • You can't swap your party mid-combat — the 4 party slots lock in when the battle starts (or when you leave the team-editing menu), and resonance is calculated off exactly those 4 for the whole fight, not off whoever happens to be on-field at any given moment.
  • Protective Canopy trades raw power for flexibility — since it doesn't buff ATK/CRIT/HP directly, it's usually weaker for pure damage than a good element-specific resonance (like Pyro), so it's best reserved for when you've optimized 4 different-element roles and simply can't fit a same-element pair without breaking the comp.
  • Hydro resonance used to be completely different — the old version gave +30% incoming healing instead of Max HP, and some older guides floating around the internet still list the outdated number, so treat the current figure (+25% Max HP) as the correct one to build around.

Checklist: picking a resonance by what your team needs

There's no "one correct resonance for every team" — pick based on what your team is actually missing:

  • Damage is already stable and you just want more total DMG → Pyro (Fervent Flames), the safest all-purpose pick.
  • Your main DPS is squishy or dies mid-combat, you need an HP buffer → Hydro (Soothing Water), especially good for characters that scale damage or healing off Max HP.
  • You need reliable crits against Frozen/Cryo-afflicted enemies (Freeze, Reverse Melt teams) → Cryo (Shattering Ice).
  • Your team needs to burst faster or keeps running out of particles → Electro (High Voltage).
  • Exploration speed and smoother dodging matter more than raw combat here → Anemo (Impetuous Winds).
  • You need a durable tank line holding shields all fight (Mono-Geo) → Geo (Enduring Rock).
  • Your team revolves around Dendro reactions (Bloom/Hyperbloom/Quicken) → Dendro (Sprawling Greenery), basically mandatory to hit your EM thresholds.
  • You've already optimized 4 different-element roles and can't fit a same-element pair → settle for Protective Canopy in exchange for survivability.

To build the full team framework from scratch (roles, rotation, energy) and not just the resonance piece, check our full team-building page; see which characters you already own on the character list page; and compare real damage output for your actual weapon/artifact build with the live damage calculator at the top of this page.

FAQ

Is Elemental Resonance mandatory for every team?
No. Several strong comps (like some Freeze variants with only 1 main Cryo unit) clear hard content fine without triggering any resonance — roles (Main DPS/Sub-DPS/Support) and elemental reactions are the top priority; resonance is just an extra layer of buff if the comp naturally overlaps in element.
Do 3 or 4 same-element characters double or triple the resonance effect?
No. Each element only has one fixed buff tier — the trigger threshold is simply "2 or more," so whether you have 2, 3, or 4 characters of that element, the buff stays at the same single level. 4 Pyro characters still only give +25% ATK, not +50% or +75%.
Do off-field (backline) characters count toward resonance?
Yes. Resonance counts based on the 4 party slots, not who's currently on-field — as long as a character is in the party when the fight starts, even if they sit off-field the entire battle, they still count toward triggering and benefiting from the resonance like everyone else.
How was the Hydro resonance different before its rework?
The old version of Soothing Water gave +30% incoming healing instead of a flat Max HP boost, and HoYoverse later reworked it into the current +25% Max HP because the old effect was seen as underwhelming. Some older guides floating around the internet still haven't updated and list the old number — treat +25% Max HP as the correct figure to build around today.
Should I force 4 different elements just to get Protective Canopy?
Usually not. Protective Canopy only gives survivability (+15% Elemental/Physical RES), not the ATK/CRIT/HP boosts an element-specific resonance gives — if you have to sacrifice a better role or a strong reaction (like Vaporize/Melt) just to squeeze in 4 different elements, you'll usually come out with less damage overall. Only take Protective Canopy when it happens naturally because your team is already optimized around 4 different-element roles, not as a goal to force.

Sources: genshin.gg, pcgamesn.com

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