Genshin Reaction Teams Guide: Vaporize, Melt, Hyperbloom, Freeze & Lunar Comps for 6.7

Reflects patch 6.7 (2026-07-06) — the meta store re-ranks every patch, never edited by hand.
Quick answer
A reaction team means building 4 characters to reliably trigger one specific elemental reaction over and over, instead of randomly stacking strong units. Amplifying reactions (Vaporize, Melt) multiply hit damage by a fixed coefficient; reactions that deal their own separate damage scaled by Level + Elemental Mastery split into 2 kinds — Transformative (Hyperbloom, Overload, Superconduct, Swirl, Crystallize, Burgeon...) and Additive (Aggravate, Spread). Pick the reaction that matches the characters you already own first, then slot in Main DPS/Trigger/Support roles — see every archetype with concrete team examples below, and run the Damage Calculator to simulate your actual roster's numbers.

What a reaction team actually is, and why you pick the reaction before the characters

A reaction team is built around reliably triggering one specific elemental reaction every rotation, instead of stacking 4 strong-but-unrelated characters together. Three big groups:

  • Amplifying: Vaporize, Melt — multiplies the base hit damage by a fixed coefficient, independent of the trigger character's Elemental Mastery.
  • Transformative: Hyperbloom, Burgeon, Overload, Superconduct, Swirl, Crystallize, Burning... — deals its own separate damage instance that scales heavily with the triggering character's Elemental Mastery.
  • Additive: Aggravate, Spread — technically a different reaction family from Transformative, but the same mechanic: its own separate damage scaled by the trigger character's Level + Elemental Mastery.

The most common mistake is forcing a copy-pasted comp from the internet when your own roster doesn't have the right carry for it. The correct order is to audit which Dendro/Electro/Hydro/Pyro/Cryo characters you actually own first, then pick an archetype below. See the full coefficient table and classification on our Elemental Reactions page; the standard 4-role framework is on How to Build a Team.

Vaporize: two different coefficients depending on your carry element

Vaporize is an Amplifying reaction where the multiplier depends on the ORDER elements touch the target, not a single fixed direction — cross-verified across ≥2 sources (hoyolab + gamemarket team-building guides):

  • Pyro hitting a target already carrying Hydro = x1.5.
  • Hydro hitting a target already carrying Pyro = x2 — the noticeably higher coefficient.

That splits into 2 build directions: forward Vaporize uses a Pyro carry (e.g. Hu Tao, Yoimiya) paired with a Hydro applier (Xingqiu, Yelan) — only x1.5, but the Pyro carry brings its own huge burst mechanics; reverse Vaporize uses a Hydro carry (e.g. Neuvillette) paired with a Pyro applier (Bennett, Xiangling) — a full x2 on every on-field hit. Either direction still needs a Support/Sustain slot to keep the rotation running — 2 characters alone don't make a full team of 4.

Melt: Pyro carries hit x2, Cryo carries only x1.5 but stay more popular

Melt is also Amplifying, but its coefficient direction runs OPPOSITE to Vaporize's (cross-checked across ≥2 independent community sources):

  • Pyro hitting a target already carrying Cryo = x2 (forward Melt, Pyro carry).
  • Cryo hitting a target already carrying Pyro = x1.5 (reverse Melt, Cryo carry).

Forward Melt: Diluc/Klee as the Pyro carry, paired with a Cryo applier (Chongyun, Diona) — the single highest coefficient among all Amplifying reactions. Reverse Melt: Ganyu/Ayaka as the Cryo carry, paired with a Pyro applier (Bennett) — only x1.5, but still hugely popular (the classic "Melt Ganyu" pairing with Bennett) because the Cryo carry's own crit mechanics push real damage well above what the lower coefficient suggests. Which direction to pick depends on the carry you already own, not on chasing the bigger raw number.

Freeze: locking enemies in place, and why Skirk still tops 6.7

Freeze (Cryo+Hydro) doesn't multiply damage like Vaporize/Melt — it hard-locks the target instead. A frozen enemy can't retaliate, can't move, and is almost immune to hitting you back. The classic comp: a Cryo carry (Ganyu, Ayaka) + a Hydro applier that keeps refreshing the freeze window (Kokomi, Mika) + a secondary cold source + 1 support.

Per our master data cross-checked against multiple community sources, even though 6.7 leans heavily toward the Lunar reactions (Lunar-Bloom, Lunar-Charged, Lunar-Crystallize) and Mavuika's Melt, a Freeze team built around Skirk still sits above every other archetype — the specific reason: Furina, the single most universal reaction support in the game right now, doesn't fit into Lunar comps, so she's effectively "kept back" anchoring Freeze instead of migrating to Lunar. It's the clearest proof that picking a reaction should follow the carries you actually have, not whatever's trending.

The Dendro family: Bloom, Hyperbloom, Burgeon, Quicken, Aggravate & Spread

Bloom (Dendro+Hydro) is the base reaction: it spawns a Dendro Core that explodes on being hit. Which element hits the core decides the branch:

  • Hyperbloom (hit with Electro): damage scales with the trigger character's level and Elemental Mastery — no attack-range component involved, so stack EM hard on your trigger. Standard team: Nahida (applies Dendro) + a Hydro applier (Yelan, Xingqiu, Kokomi) + a high-EM Electro trigger (Fischl, Kuki Shinobu) + 1 support.
  • Burgeon (hit with Pyro): AoE explosion scaled by the trigger character's level and Elemental Mastery (not ATK%), using Xiangling/Yoimiya, great when you need to clear crowds.

Separately, Quicken (Dendro+Electro) lays down an Electro-Charged-like aura that unlocks 2 Elemental Mastery-scaled branch reactions: Aggravate (Electro hitting the aura — Electro carries like Raiden Shogun, Yae Miko) and Spread (Dendro hitting the aura — Dendro carries like Tighnari). Which one you pick depends on whether your main carry is Electro or Dendro.

Classic Transformative reactions still worth using: Overload, Superconduct, Swirl & Crystallize

These 4 long-standing Transformative reactions rarely serve as your main damage axis, but each is still genuinely useful in specific situations:

  • Overload (Pyro+Electro): an AoE burst that knocks enemies back — great for breaking up clumped groups, but rarely a carry mechanic since the knockback can push enemies out of attack range.
  • Superconduct (Cryo+Electro): heavily shreds Physical RES in an area around the burst — pairs perfectly with normal-attack/Physical-scaling carries (Eula, Razor).
  • Swirl (Anemo touching another element): spreads that element in an AoE and shreds the corresponding elemental RES on anything hit — this is what makes Kazuha, Sucrose, and Venti slot into ALMOST ANY team, regardless of what reaction you're actually building around.
  • Crystallize (Geo+another element): drops a pickable elemental shield shard, deals no damage, but Geo comps like Zhongli, Albedo, Itto use it to generate their own free shields instead of borrowing one from another character.

Burning and the 3 brand-new Lunar reactions in 6.7

Burning (Dendro+Pyro) creates a fire zone dealing damage over time, rarely a main carry mechanic since each tick is relatively weak, but genuinely useful for continuously clearing crowds or exploring wide areas without needing precise aim.

Version 6.7 introduces an entirely new reaction group called Lunar, which only triggers when a Lunar-aligned character is in the party, and it took off hard once Columbina launched (version 6.5) — Columbina is both a strong sub-DPS and a universal Lunar reaction support, slotting into all 3 comps below:

  • Lunar-Bloom: representative team uses Nefer/Lauma.
  • Lunar-Charged: representative team uses Flins/Ineffa.
  • Lunar-Crystallize: representative team uses Zibai/Linnea.

Just Columbina + one matching Lunar character already gives you a solid core; the remaining 2 slots are flexible based on your roster. This path is worth investing in if you already own Lunar characters, but it's NOT mandatory to swap a team that already works well into Lunar just because it's new.

Picking the right reaction team for your own roster, plus a finalization checklist

A 3-step process — not just copying whatever team looks strong online:

  1. List which Dendro/Electro/Hydro/Pyro/Cryo/Anemo/Geo characters you own that are actually carry-viable.
  2. Cross-reference against the archetypes above and see which one you have 2 real core pieces for (1 trigger/carry + 1 element-applier).
  3. Fill the remaining 1-2 roles (support/heal/buff) with your Flex slot — see the full role framework on How to Build a Team.

Don't have strong Lunar/Dendro characters yet? The National team (Xiangling/Bennett/Xingqiu + Chongyun or Sucrose) still triggers Vaporize/Melt reliably every rotation, costs the least to build F2P, and remains a safety net that never goes out of style.

Checklist before finalizing: (1) do you have a clear main carry; (2) do you have exactly the right applier elements to trigger your target reaction, not missing or overlapping into an unwanted one; (3) is the Elemental Mastery of your Transformative-reaction trigger meaningfully built (full formula on our Elemental Reactions page); (4) is Energy Recharge steady enough to burst every rotation; (5) have you picked the right Elemental Resonance for this comp (full table on Elemental Resonance). Check which characters are worth investing in first on our Genshin tier list.

FAQ

Which reaction is strongest right now in version 6.7?
There isn't one absolute answer — 6.7 leans heavily toward the 3 new Lunar reactions (Lunar-Bloom, Lunar-Charged, Lunar-Crystallize) and Mavuika's Melt, but Skirk Freeze still sits above them because Furina, the most universal reaction support, doesn't fit Lunar comps and keeps anchoring Freeze instead. Picking based on the carries you actually own is more reliable than chasing a single tier number.
Which reaction team is easiest to build F2P?
Hyperbloom is the easiest F2P pick — NOT because its damage scales with attack range (it still scales with the trigger character's Level + Elemental Mastery like every reaction in its group), but because good-EM Electro triggers are cheap 4★ characters (Kuki Shinobu, Fischl) that skip the expensive crit-stat investment Amplifying carries need. You just need 1 Dendro applier, 1 Hydro applier, and 1 decent-EM Electro trigger to run it well. If you don't have a strong Dendro character yet, the all-4★ National team (Xiangling/Bennett/Xingqiu + Chongyun/Sucrose) remains the steadiest Vaporize/Melt safety net.
What's the difference between forward/reverse Vaporize and Melt, and which direction should I pick?
Direction decides the coefficient: reverse Vaporize (Hydro carry hitting after Pyro applies) gets the higher x2 versus forward Vaporize's x1.5; conversely, forward Melt (Pyro carry hitting after Cryo applies) gets the higher x2 versus reverse Melt's x1.5. Pick the direction that matches the carry you already own and have invested in, not automatically whichever has the bigger coefficient — a weak carry hitting the higher-coefficient direction can still lose out to a strong carry hitting the lower-coefficient one.
How much Elemental Mastery do I need for a Transformative reaction team?
There's no single fixed threshold that applies to every reaction, but most Transformative and Additive reactions (Hyperbloom, Burgeon, Aggravate, Spread...) reward heavy EM investment: they scale with the trigger character's level and Elemental Mastery, so aim for roughly 800-1000 EM on your trigger to hit hard. Check the detailed per-reaction damage formulas on our Elemental Reactions page, or plug your character's actual stats into the Damage Calculator to see exactly what your current EM is delivering.
Do the new Lunar teams fully replace old Freeze/Vaporize comps?
No. Lunar is a PARALLEL reaction group, not a full replacement — the clearest proof is that Furina, the game's most universal reaction support, doesn't fit Lunar comps and stays anchoring Freeze instead of fully migrating over. If your roster already has Lunar characters (especially Columbina), it's worth investing in, but old Freeze/Vaporize/Melt teams remain perfectly viable side by side — Lunar doesn't make them obsolete.

Sources: icy-veins.com, hoyolab.com, genshin-builds.com, traveler.gg

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