Genshin Damage Types: Physical vs 7 Elements, Full DEF/RES Formula Explained
Genshin's 8 damage types: Physical vs the 7 Elemental types explained
Genshin Impact splits all damage into 8 separate types: Physical and the 7 elements — Pyro, Hydro, Electro, Cryo, Anemo, Geo, Dendro. Every single hit carries exactly ONE damage type at a time — there's no such thing as a hit that's both Physical and Elemental simultaneously.
- A hit's damage type comes from the specific skill dealing it, not from the character's element icon. For instance: normal/charged attacks for nearly every character (even elemental DPS like Hu Tao or Ganyu) default to Physical — only Elemental Skills/Bursts, and a handful of special weapons, actually deal Elemental damage.
- The Traveler is the one exception that can swap elements between story regions, but still only carries one element type at any given moment, just like any other character.
- Because every hit only has one type, every "%DMG Bonus" stat on gear explicitly names which type it boosts (Physical DMG Bonus vs. Pyro DMG Bonus, etc.) — slot the wrong type and that bonus does nothing.
Check which characters hit hardest with which damage type on our Genshin character list.
The full damage formula: where Base DMG sits, and the order DMG Bonus/Crit/DEF/RES multiply in
The final damage of a hit is calculated through several multiplicative layers stacked one after another:
- Base DMG = the skill's % Multiplier (from the talent table) × the matching scaling stat — most hits scale off ATK, but some specific kits scale off DEF (Noelle, Albedo, Arataki Itto...), HP (Xingqiu, Yelan, Barbara...) or EM (certain Transformative reactions).
- Multiplied by (1 + %DMG Bonus): every source of the SAME type (Physical DMG Bonus, or the one matching Elemental DMG Bonus, team buffs, weapon passives...) gets added together into a single number before multiplying.
- Multiplied by the Crit coefficient: no crit = ×1, a crit hit = ×(1 + Crit DMG%) — see the full Crit Rate/Crit DMG breakdown on our Crit ratio page.
- Multiplied by the enemy's DEF Multiplier (depends on character level vs enemy level + any %DEF reduction/ignore).
- Multiplied by the enemy's RES Multiplier (depends on the matching elemental/physical resistance %).
- If that hit also triggers an Amplifying reaction (Vaporize/Melt), one more Reaction Multiplier gets applied — see our full elemental reactions page for that layer.
Because these layers stack in sequence, a +10% anywhere always nets exactly +10% damage at that layer — no single layer is universally "more important," just whichever one your current build is lacking the most.
DEF Multiplier: why high-level bosses hit like a truck, and the real cap on armor shred
The DEF Multiplier formula (per the community theorycrafting library): <code>DEF Multiplier = (Character Level + 100) / [k×(Enemy Level + 100) + (Character Level + 100)]</code>, where k = (1 − %DEF Reduction)×(1 − %DEF Ignore).
- Character and enemy both at level 90, no DEF reduction: DEF Multiplier = 190/(190+190) = 0.5 — meaning you only deal 50% of your "theoretical" damage against a same-level enemy/boss, which is exactly why deep Spiral Abyss bosses always feel so much tankier than low-level trash mobs.
- DEF Reduction sources (Lisa's A4 passive −15% DEF, Razor's C4 −15% DEF, Klee's C2 −23% DEF, Kamisato Ayaka's C4 −30% DEF, Nahida's C2 −30% DEF, some weapons) stack additively with each other, but are hard-capped at 90% total — piling on more sources beyond that does nothing.
- DEF Ignore/Penetration is a separate layer that multiplies into k rather than stacking linearly with DEF Reduction — combining both gives you more than either alone.
Since the DEF Multiplier scales with LEVEL rather than %HP, when gearing for endgame content (high AR, Spiral Abyss Floor 12), prioritize characters/comps that bring built-in DEF shred from our team building page instead of just stacking more ATK%.
RES Multiplier: the 3-tier formula, and why shredding resistance below zero still works (at half strength)
Unlike DEF, an enemy's elemental resistance (RES) is tracked SEPARATELY per damage type (Physical/Pyro/Hydro/...). Most common enemies sit around a 10% base RES per type (e.g. standard Hilichurls), while some enemy types have wildly different base RES per damage type (Mitachurl runs roughly 30% Physical RES but only ~10% Elemental RES) — which is exactly why the same team's damage swings wildly just from fighting a different enemy type, build unchanged. The RES Multiplier formula splits into 3 tiers (per the community theorycrafting library):
- RES ≥ 75%: Multiplier = 1/(4×RES + 1) — heavy diminishing returns, the higher the resistance, the harder it is to push further.
- 0% ≤ RES < 75%: Multiplier = 1 − RES — the normal linear range.
- RES < 0%: Multiplier = 1 − (RES/2) — negative RES still boosts your damage, but at half the effectiveness of the equivalent positive RES reduction.
Real example: an enemy with 10% base Physical RES gets hit with Superconduct (a flat 40% Physical RES reduction, confirmed matching between Icy Veins and other aggregate sites) → remaining RES = 10% − 40% = −30% → Multiplier = 1 − (−30%/2) = 1.15, meaning your actual damage only goes up by 15%, not the full 40% printed on the effect. Other common RES-shred sources: the 4-piece Viridescent Venerer set (−40% RES to whichever element got Swirled), and Zhongli's Jade Shield (−20% RES against ALL damage types for whoever's inside the shield). Check more shred-oriented artifact sets on our artifacts page.
Physical DMG Bonus vs Elemental DMG Bonus: why they NEVER stack on the same hit
The Circlet and Goblet artifact slots only ever roll ONE of these two forms as a DMG main stat: Physical DMG Bonus, or one specific Elemental DMG Bonus (Pyro/Hydro/Electro/Cryo/Anemo/Geo/Dendro DMG Bonus — there's no such thing as a generic "Elemental DMG Bonus"). Since any single hit only ever carries one damage type (see the first section above), these two bonus categories never stack on the same hit: a Physical hit only benefits from Physical DMG Bonus, a Pyro hit only benefits from Pyro DMG Bonus — even if the character is somehow equipped with or buffed by both at once.
- Build implication: a Physical DPS build (Eula, Razor, Noelle...) needs a Physical DMG Bonus Goblet, NOT an elemental one, even though the character is still Cryo/Geo-attuned.
- Characters who mix Physical hits (normal/charged attacks) AND Elemental hits (skill/burst) within the same rotation — extremely common — need their Goblet picked based on whichever type actually deals the MOST real damage, not on gut feeling about "what element the character is."
- Team buffs that boost a specific element's %DMG Bonus also only apply to that exact matching type — double-check before you build around one.
Because of this, figuring out "which damage type does my character actually deal most of their damage in" is step one of any build, even before comparing our weapon rankings.
Real combat application: which enemies resist/negate which damage type, and why mono-element teams lose to mixed ones
Beyond base RES, several Genshin enemy types have special phase-based immunity/resistance mechanics rather than a fixed number: Abyss Mages cloak themselves in an elemental shield — that shield only breaks fast when hit by whichever element triggers a reaction with the shield's own element (e.g. a Hydro shield shatters fast to Cryo via Frozen or to Electro via Electro-Charged; a Pyro shield shatters fast to Hydro via Vaporize or to Cryo via Melt), while hitting it with the shield's own matching element does almost nothing; The Setekh Wenut (the desert worm boss) cycles which body segment is exposed, and each segment only takes normal damage during its own "open window" — this is a DIFFERENT boss from the Golden Wolflord, which works nothing like it: the Wolflord is effectively invulnerable until you smash the Rifthound Skulls carried by the Rifthounds it summons, not any body-cycling window. Because of this, building around just one damage type — no matter how strong — can leave you stuck the moment you run into the exact shield/armor that counters it.
- A team with mixed damage types (at minimum Physical + 1-2 different elements across your 4 characters) always has a fallback option to break shields/armor regardless of which enemy the map throws at you — this is exactly why "formula" Spiral Abyss teams almost never run all 4 characters on the same element.
- Check the enemy's current shield/armor type before entering a Spiral Abyss chamber so you can swap in the right counter character.
Find mixed-element shield-breaking team suggestions on our team building page, and look up each character's kit/stats on our character page.
FAQ
Is Physical or Elemental damage better overall?
Why don't two Elemental DMG Bonus sources of different elements stack together?
How is DEF shred different from RES shred, and which should I prioritize?
Why does the exact same ATK stat suddenly feel so much weaker against high-level bosses?
Does weapon type (sword/claymore/bow/catalyst/polearm) determine damage type?
Straight from the developers
Quoted verbatim from miHoYo’s own documentation — not a third-party retelling. Published here in full.
Elemental Reactions represent the centerpiece of the combat system of Genshin Impact. Understanding and mastering these interactions can drastically improve one’s proficiency in battle. There are multiple factors to consider when triggering Elemental Reactions, such as aura, trigger, decay, etc. Elemental Gauge Theory and Internal Cooldowns will play a major role to help players understand the complexity behind Elemental Reactions.
About Terms and Mechanics
An Elemental Reaction occurs when different elements are applied to a target that is already affected by an element. In Genshin Impact, there are seven elements, each with at least 1 reaction that can be triggered using it. However, there are restrictions to these reactions as certain elements do not interact with another element, which is as follows: Geo, Dendro and Anemo, and Dendro and Cryo do not react with each other. Elemental Reactions can be divided into separate categories, such as: Non Damage Reactions, Amplifying Reactions, Transformative Reactions and Additive Reactions. To better understand certain mechanisms and interactions, it is helpful to outline and define a couple of terms and mechanisms. These have found an established use in the community and have been identified through rigorous testing and research from dedicated players. Some of these paradigms and mechanisms are rather complex in nature, so their listing here is but a condensed summary. |
| Triggers & Auras |
When talking about reactions, some of them do care about the order of use, while others are indifferent when considering the effect of the reaction. No matter if an enemy is affected by Electro or Cryo, the instant the respective other element is applied, the Superconduct reaction occurs and the effect is the same. However, there is a difference whether it is Pyro or Hydro which triggers the Vaporize reaction, since here, the sequence of application has an impact on the effect of the reaction (i.e. x1.5 multiplier compared to x2 multiplier). To facilitate communication on this matter, the community adopted the terms of "Aura" and "Trigger". "Aura" being used to describe which element(s) is present on an entity during a neutral state (before or after a reaction), while "Trigger" is used to describe which element triggers the reaction(s). |
| Elemental Gauge (Unit) Theory |
"Elemental Gauge (Unit) Theory" refers to the understanding that elemental auras are "consumed" to different degrees depending on their own strength and the strength of the respective trigger. In this case, the strength of an elemental aura or trigger is not defined by the damage an attacking move did when applying said element, but a predefined value for that attack. These values can be modulated by factors, such as order of application (strong or weak elements), or the time between applications (decay). In essence, certain attacks apply "more" or "less" of an element, which can be reflected in the strength of the aura or the trigger. This strength is counted in so-called units, e.g. 1U Cryo or 2U Pyro. Here are some examples, that can help to demonstrate this idea: Charlotte's Normal Attack applies 1U Cryo and Lisa's Normal Attack applies 1U Electro. Both cancel each other out and the Superconduct reaction occurs. Xingqiu's Burst applies 1U Hydro, while Hu Tao's Charged Attack applies 1U Pyro. However, since in this case, Pyro is the "weak" Element due the nature of Vaporize, its strength is halved, which means it only consumes 0.5U of Xingqiu's Hydro aura. This means, after the attack, a 0.5U Hydro aura remains on the enemy, and Hu Tao can trigger a second reaction. Likewise, Bennett's Burst applies 2U Pyro to an enemy, after which, Mona's Normal Attack applies 1U Hydro. However, since Hydro is the "strong" Element, it consumes twice as much, resulting in a full removal of the initial Pyro aura. It should be noted that a trigger, even if applying more of an element than what can be consumed from an enemies aura, will never apply the rest of its element. An attack can either apply a new element, if none is present, and establish an aura OR consume (part of) an aura and trigger a reaction. A single attack can never do both. |
| Internal Cooldown (ICD) |
The same way that Elemental Skills and Bursts have cooldowns, after which they can be used again, most attacks that apply an element also follow specific rules. These cooldowns are for the most part separate from another and not visible by any indicator, hence the name Internal Cooldown (ICD). Apart from some exceptions that do not have any internal cooldown and apply their element with each use/hit, most attacks follow similar patterns. In fact, there are two rules working in tandem, the time-rule and the hit-rule, with the time-rule taking priority. Simply put, every X hits, the same attack can apply its element again, while also every X seconds, regardless of hits. A practical example for this is Kaeya's Burst. While this ability rotates rapidly and deals quick hits of Cryo Damage, not every hit can trigger a reaction or apply its element. In fact, every third hit will apply Cryo, meaning hits number 1, 4, 7, 10, 13, .. and so forth. Also, every 2.5 seconds, the next hit will also be guaranteed to apply the element, overwriting the previously mentioned hit-rule and resetting that one back to 1. Same example as before with Kaeya's Burst, this could be a sequence: 1, 4, 7 // 8, 11, 14 // 15, 18, … In this example, the timer starts after hit 1. Hit 7 occurs after 2.4s, meaning the next hit would happen after 2.5 seconds. Since the time-rule takes priority, hit 8 applies Cryo instead, restarts the timer and also resets the time rule. This 3-hit-rule and 2.5s-time-rule are commonly referred to as "Standard ICD", since these values are the most common ones. Some exceptions do not have a rule at all, are missing a time- or hit-rule, or have modified time- and/or hit-rules. Examples for such exceptions are Xiangling's Burst (no ICD) or Fischl's Oz Attacks (4 hits hit-rule & 5 seconds time-rule). |
Non Damage Reactions
| Overview |
Can be divided into 3 sections: Elemental Reaction classified by Frozen, Crystallize and Quicken. Instead of adding DMG, these reactions provide other attributes with associated elements. |
| Frozen |
Frozen elemental reactions are inflicted by Cryo and Hydro elements that can occur on Opponents or Characters, immobilizing targets affected by corresponding elements, and consuming weaker aura applied on its target. The duration is calculated based on the amount of gauge units applied and target RES. (Kaeya Elemental Skill 2U, Barbara Normal Attack 1U Frozen target for 2s. With underlying Cryo Aura allowed Barbara to trigger another Frozen) In Frozen state, target can receive a follow-up reaction by applying another element (Melt, Superconduct, Shatter, Swirls, Bloom) that will remove or reduce Frozen aura duration or completely clear the aura on the target. (Examples: Triggering Superconduct or Swirls on Frozen target would immediately clear or reduce Frozen duration. The second example has constant Hydro application, so Hydro was Swirled off of the enemy rather than Cryo) Applying Dendro aura on affected targets would not trigger any reaction. Instead, if the target has a stronger Hydro aura or more gauge unit underlying on Frozen target, 1 Dendro Core will be created (maximum 3 Dendro Cores can be made this way). (Applying 1U Hydro and 2U Hydro will allow the creation of 3 Dendro cores during the Frozen state since Dendro has a stronger aura.) |
| Crystallize |
The Crystallize reaction occurs when a target that is affected by Pyro, Electro, Cryo, or Hydro takes Geo DMG, creating a Crystallize Shard nearby. This shard can be picked up and grants a shield of a certain base value. Crystallize Shield Strength is calculated based on Character Level (Base Shield HP) and EM (Bonus Shield HP). Crystallize Shard with 1000 EM at level 90. Crystallize Shard with 0 EM at level 90. At most 3 Crystallize Shards can be present on the field, creating a new crystal shard will replace the oldest one. Once created, each Shard will last for 17 seconds on the ground. After being picked up, the Crystallize Shield will last for 15 seconds, providing 250% Damage Absorption against its corresponding element and resistance to interruption. Only one Crystallize Shield can be active at a time and picking up a Shard will replace it, refreshing its duration and shield absorption. Like other shields in the game, Crystallize Shields do not stack with shields from abilities, weapons, or constellations as all shields take damage simultaneously. (Stacking Crystallize shard with other Zhongli Elemental Skill) |
| Quicken |
The Quicken Reaction and resulting Quickened State is part of the Spread and Aggravate Reactions. When Dendro and Electro interact on a target, the Quickened State is inflicted on it and lasts as long as these two elements are lingering on the enemy (approximately 11s). On a target in the Quickened state, applying Dendro element would trigger Spread reaction and inflicting Electro would trigger Aggravate reaction, adding additional DMG. Since you need to use Dendro/Electro attacks on a Quickened enemy to cause the Spread/Aggravate Reactions, this State is constantly refreshed. While the Quicken state is not technically a Dendro aura, it has the Dendro symbol and behaves similarly when it comes to its interactions with Pyro and Hydro. Aggravate and Spread does not consume or reduce Quicken aura on target and can be added respectively, but inflicting Pyro or Hydro will trigger Burning or Bloom, reducing the Quicken duration. (Applying Hydro on Quickened target consume the Dendro and clear the Quicken status on target) |
Damage Reactions
| Overview |
Under the in-game Elemental Mastery value of the character’s attributes, Elemental Reactions are divided into 4 categories, 3 of these are of a damaging nature. These archetypes can be classified as Amplifying Reactions, Transformative Reactions, and Additive Reactions. Amplifying Reactions are Vaporize and Melt. These reactions amplify the damage of the attack that triggers it by a multiplicative factor. Additive Reactions are Spread and Aggravate. These ones add a certain value to the attack that triggers one of these reactions. Transformative Reactions cause damage independent from the attack that triggers them and can have additional properties, such as causing multiple instances of damage or applying an element. These reactions include Burning, Superconduct, Swirl, Electro-charged, Shattered, Overloaded, Bloom, Hyperbloom, and Burgeon. All these reactions take into consideration the Elemental Mastery of the character that triggers the reaction and a specific multiplier for each reaction, as well as an enemy's RES to the reaction's elemental type. For Additive and Transformative Reactions, a character's level is also taken into account. |
| Amplifying Reactions |
Vaporize and Melt are Amplifying Reactions, which multiply the normal damage with the EM Bonus and a special Multiplier. This one is 200% for Vaporize triggered by Hydro and for Melt triggered by Pyro, and 150% for Vaporize triggered by Pyro and for Melt triggered by Cryo. The reactions that apply the 200% Bonus are often called "strong", whereas the 150% reaction is labeled "weak". This has less to do with the damage they cause, but with the interaction of the elements involved. As such, a "weak" reaction consumes less of the aura-element, assuming both aura and trigger are of the same caliber. As such, "weak" reactions only consume half the aura that "strong" reactions do, which allows to trigger more reactions. (At the top, the Elemental Attack's damage is shown simply; at the bottom, triggering a reaction with EM 0, Pyro Vaporize (x1.5), Hydro Vaporize (x2.0), Pyro Melt (x2.0), Cryo Melt (x1.5) respectively) |
| Transformative Reactions |
Transformative Reactions are quite a lot, but all of them share these characteristics: they generate damage independent of the triggering attack (and its base DMG), cannot critically strike, does not benefit from any generic damage bonus, and do not consider the enemy DEF, but the level of the triggering character. The level multiplier is specific for each level, but the most important ones are 1077 and 1446 for the levels 80 and 90 respectively. The damage of these reactions is calculated this way: ( 100% + EM Bonus ) × RES Multiplier × Level Multiplier × Reaction Multiplier The Reaction Multiplier is 25% for Burning, 60% for Swirl, 150% for Superconduct, 200% for Electro-Charged and Bloom, 275% for Overloaded, and 300% for Shattered, Burgeon and Hyperbloom. Burning is triggered when Pyro and Dendro react. It deals AoE Pyro DMG and applies a Burning aura dealing continuous Pyro DMG until it wears off. Swirl is triggered when Anemo and Pyro/Hydro/Electro/Cryo react. This deals AoE DMG of the swirled (non-Anemo) element, dealing its damage both to the affected enemy and enemies nearby. Simultaneously triggering a Swirl Reaction off of 2+ enemies causes 2 instances of Swirl DMG to all opponents hit (their own and up to one adjacent one). The only exception here is Hydro: swirling Hydro only applies the Wet state, while dealing damage only to the enemy that it was triggered on. Triggering a Swirl reaction is considered a "weak" elemental interaction; as such, the aura is not fully cleared from the enemy, which allows for further reactions. Superconduct is triggered when Electro and Cryo react. It deals AoE Cryo DMG and reduces the Physical RES of all the enemies hit by 40% for 12s. The Cryo DMG of the reaction does not apply the element. Electro-Charged is triggered when Hydro and Electro react. It deals Electro DMG once per second to the involved enemy and nearby enemies affected by Wet until the Hydro or the Electro aura wears off. Bloom is triggered when Dendro and Hydro react. It doesn’t deal any additional DMG but creates a Dendro Core that deals AoE Dendro DMG after exploding (within 6s or when 5 newer Dendro cores are created). Each enemy cannot take Dendro Core DMG more than twice every 0.5s. When the character takes damage from a Dendro Core, it will be just the 5% of it. If Dendro triggers Bloom, the Hydro aura will be completely cleared; but if Hydro does, then just half of the Dendro aura. Overloaded is triggered when Pyro and Electro react. It deals AoE Pyro DMG and causes a strong explosion clearing the Pyro and Electro aura. Shattered is triggered when a Frozen enemy is hit with a heavy attack (claymore and plunging attacks, explosions, Geo DMG, etc.). It ends the Frozen state and then deals Physical DMG (so it doesn’t take advantage of the bonuses of the Blizzard Strayer 4-pieces set and Cryo Resonance). Burgeon is triggered when a Dendro Core comes into contact with Pyro. It deals AoE Dendro DMG. Hyperbloom is triggered when a Dendro Core comes into contact with Electro. It doesn’t deal any additional DMG but transforms the cores into a homing Sprawling Shot that deals Dendro DMG on hitting. It has a very small AoE, but if multiple enemies are close enough it can hit them too. (Triggering the mentioned reactions with characters at the same level and EM 0) |
| Additive Reactions |
Spread and Aggravate are Additive Reactions, which add a certain value to the damage of the ability that triggers it. The Additive Reactions can only be triggered on enemies affected by the Quicken state (as seen in section 2). Dealing Dendro DMG causes Spread, while Electro DMG causes Aggravate. This Bonus Damage is applied to the Base Damage of the triggering attack and profits from all further amplifying bonuses and factors applied to that attack (DMG%, CRIT, RES, DEF). The added damage of these reactions is calculated this way: ( 100% + EM Bonus ) × Level Multiplier × Reaction Multiplier The Reaction Multiplier is 115% for Aggravate and 125% for Spread. (Fischl and Collei triggering an Additive reaction at the same level, ATK, ability percentage and EM 0) |
Related Mechanisms
| Elemental Resonance | ||
Elemental Resonance changes based on the Elements of Characters in your Party. The Elemental Resonance Effect activates when there are 2 Characters of the same Elemental Type and when there are 4 characters in the Party. Of the 8 possible Effects, only two are relative to Elemental Reactions: Dendro: "Sprawling Greenery" and Electro: "High Voltage". |
| Talents activated by Elemental Reactions | |
4th Ascension passive Opponents Frozen by Frostgnaw will drop additional Elemental Particles. Frostgnaw may only produce a maximum of 2 additional Elemental Particles per use. | 4th Ascension passive If your current active character triggers an Electro-related Elemental Reaction when Oz is on the field, the opponent shall be stricken with Thundering Retribution, dealing Electro DMG equal to 80% of Fischl's ATK. |
1st Ascension passive When Sucrose triggers a Swirl reaction, all characters in the party with the matching element (excluding Sucrose) have their Elemental Mastery increased by 50 for 8s. | 1st Ascension passive When a character under the effects of Adeptus Art: Herald of Frost triggers an Elemental Reaction, their Incoming Healing Bonus is increased by 20% for 8s. |
4th Ascension passive Upon triggering a Swirl reaction, Kaedehara Kazuha will grant all party members a 0.04% Elemental DMG Bonus to the element absorbed by Swirl for every point of Elemental Mastery he has for 8s. Bonuses for different elements obtained through this method can co-exist. | 1st Ascension passive When Sayu triggers a Swirl reaction while active, she heals all your characters and nearby allies for 300 HP. She will also heal an additional 1.2 HP for every point of Elemental Mastery she has. |
1st Ascension passive When Shikanoin Heizou activates a Swirl reaction while on the field, he will gain 1 Declension stack for Heartstopper Strike. This effect can be triggered once every 0.1s. | 1st Ascension passive If one of your party members has triggered Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon reactions before the Floral Ring returns, it will grant the character the Sprout effect upon return, which will continuously deal Dendro DMG equivalent to 40% of Collei's ATK to nearby opponents for 3s. 4th Ascension passive When a character within the Cuilein-Anbar Zone triggers Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon reactions, the Zone's duration will be increased by 1s. A single Trump-Card Kitty can be extended by up to 3s. |
1st Ascension passive After a character connected to the Jinni triggers an Electro-Charged, Superconduct, Overloaded, Quicken, Aggravate, Hyperbloom, or an Electro Swirl or Crystallize reaction, the CD of Spirit-Wandering Lamp: Troubleshooter Cannon is decreased by 1s. | Elemental Skill After you trigger Elemental Reactions on opponents who are affected by the Seeds of Skandha or when they take DMG from Dendro Cores (including Burgeon and Hyperbloom DMG), Nahida will unleash Tri-Karma Purification on the opponents and all connected opponents, dealing Dendro DMG based on her ATK and Elemental Mastery. |
1st Ascension passive When DMG dealt by a Dendro Core (including DMG from Burgeon and Hyperbloom) hits Kaveh, Kaveh will regain HP equal to 300% of his Elemental Mastery. This effect can be triggered once every 0.5s. | 4th Ascension passive When Freminet triggers Shatter against opponents, the DMG dealt by Pressurized Floe: Shattering Pressure will be increased by 40% for 5s. |
1st Ascension passive When a party member triggers a Vaporize, Frozen, Electro-Charged, Bloom, Hydro Swirl, or a Hydro Crystallize reaction on opponents, 1 stack of Past Draconic Glories will be granted to Neuvillette for 30s. Max 3 stacks. Past Draconic Glories causes Charged Attack: Equitable Judgment to deal 110%/125%/160% of its original DMG. | 1st Ascension passive When all party members are Pyro and Electro characters and there is at least one Pyro and one Electro character each in the party: Chevreuse grants "Coordinated Tactics" to nearby party members: After a character triggers the Overloaded reaction, the Pyro and Electro RES of the opponent(s) affected by this Overloaded reaction will be decreased by 40% for 6s. |
1st Ascension passive After a nearby party member triggers an Electro-related reaction against an opponent, Electro DMG dealt by Clorinde's Normal Attacks and Last Lightfall will be increased by 20% of Clorinde's ATK for 15s. Max 3 stacks. Each stack is counted independently. The Maximum DMG increase achievable this way for the above attacks is 1,800. | Elemental Skill Gathers the might of thunder, dealing AoE Electro DMG and quickly retreating. If this attack triggers Electro-Charged, Superconduct, Overloaded, Quicken, Aggravate, Hyperbloom, or Electro Swirl reactions, Sethos recovers a certain amount of Elemental Energy. |
Elemental Skill When nearby opponents are affected by Burning, they will give off Scents at intervals, and 1 Scent can be created this way every 2s. | 4th Ascension passive Emilie deals increased DMG to Burning opponents based on her ATK, with every 1,000 ATK increasing DMG dealt by 15%. The maximum DMG bonus that can be gained this way is 36%. |
1st Ascension passive When Kinich is in Nightsoul's Blessing state, opponents hit by his Elemental Skill will enter the Desolation state, and when affected by Burning or Burgeon reaction DMG, they will restore 7 Nightsoul points to him. Nightsoul points can be gained this way once every 0.8s. The Desolation state will persist until this instance of Kinich's Nightsoul's Blessing state ends. | 1st Ascension passive When nearby opponents take Electro-Charged reaction DMG or Nightsoul-aligned DMG dealt by other nearby characters, Ororon will consume 10 Nightsoul points (provided he has at least that amount), entering the Nightsoul's Blessing state and triggering the Hypersense effect: Deal Nightsoul-aligned Electro DMG based on 160% of Ororon's ATK to at most 4 nearby opponents. The aforementioned effect can trigger once every 1.8s. |
1st Ascension passive While Itzpapa is on the field, after nearby party members trigger the Frozen or Melt reactions, the Pyro and Hydro RES of opponents affected by that reaction decreases by 20% for 12s. Additionally, Citlali will regain 16 Nightsoul points. Nightsoul points can be restored this way once every 8s. | 1st Ascension passive When Yumemizuki Mizuki triggers Swirl while in her Dreamdrifter state, Dreamdrifter's duration increases by 2.5s. This effect can trigger once every 0.3s for a maximum of 2 times per Dreamdrifter state. |
1st Ascension passive When nearby party members trigger Frozen, Superconduct, Cryo Swirl, or Cryo Crystallize reactions against opponents, a Void Rift will be created near this opponent. | Elemental Burst When nearby party members deal Bloom, Hyperbloom, or Burgeon DMG, 1 stack of Pale Hymn will be consumed and the DMG dealt will be increased based on Lauma's Elemental Mastery. |
1st Ascension passive When Durin unleashes his Elemental Burst on the Dragon of White Flame form, after nearby party members trigger Burning, Overloaded, Pyro Swirl, or Pyro Crystallize reactions on an opponent, or deal Pyro DMG or Dendro DMG to an opponent affected by Burning, that opponent's Pyro RES, and the RES for the corresponding Element involved in the reaction, are decreased by 20% for 6s. Witch's Eve Rite passive Hexerei: Secret Rite: Increases all effects of the Ascension Talent Light Manifest of the Divine Calculus (except for Duration) by 75%. | 4th Ascension passive When nearby party members trigger Swirl reaction(s), Varka gains one stack of Azure Fang's Oath, increasing the DMG dealt by his Normal Attacks, Charged Attacks, special Charged Attack Azure Devour and special Elemental Skill Four Winds' Ascension by 7.5% for 8s. Max 4 stacks. Each character can grant Varka with 1 stack of Azure Fang's Oath every second this way. |
Elemental Skill If Prune triggers Swirl on an opponent using her Burst, Ring-A-Ding-Ding! Hexhunter Chime will be changed to Clang Clang! Witch-tribution Comes! for the next 6s. 1st Ascension passive During the Elemental Burst The Bell Tolls! The Hunt Is On!, after the Witchlure Bell in Hunter-Seeker mode deals DMG to an opponent, if this DMG triggers Swirl on an opponent, it will also summon a Banehunter Oathhammer that will deal 150% of Prune's ATK as DMG to them, with the DMG Type matching the Elemental Conversion from the Swirl. This DMG is considered Elemental Burst DMG. Witch's Eve Rite passive Hexerei: Secret Rite: After a Hexerei character in the party affected by the Tolling Rally effect triggers an Elemental Reaction on an opponent, Prune's ATK is increased by 60% for 5s. If the Elemental Reaction triggered is a Swirl Reaction, the triggering character's ATK will additionally be increased by 30% for 5s. | 4th Ascension passive While in Masterstroke mode, for 8s after another nearby party member triggers a Cryo Reaction, that character's ATK is increased by 15%, while Lohen's ATK is increased by 15%. |
Witch's Revelation's Additional Talent When a nearby party member triggers a Superconduct reaction, the next instance of Sesshou Sakura lightning is enhanced as follows: DMG dealt is increased at 80% of Yae Miko's ATK. This effect can trigger once every 2.5s. | Witch's Revelation's Additional Talent When Yumemizuki Mizuki triggers a Swirl reaction while in the Dreamdrifter state, the next instance of periodic AoE Anemo DMG she deals to nearby enemies during that same state will be increased by 1,000% of her Elemental Mastery. The aforementioned effect can trigger once every 2.5s. |
Witch's Revelation's Additional Talent Within 20s after using the Elemental Skill Icy Paws, Diona will also fire off three Icy Paws when party members trigger Superconduct reactions. This effect can occur once every 3.5s. | |
| Constellations activated by Elemental Reactions | |
4th Constellation For 10s after Keqing triggers an Electro-related Elemental Reaction, her ATK is increased by 25%. | 4th Constellation Sayu recovers 1.2 Energy when she triggers a Swirl reaction. |
4th Constellation When Yun Jin triggers the Crystallize Reaction, her DEF is increased by 20% for 12s. | 2nd Constellation From the moment of using Floral Brush to the moment when this instance of Sprout effect ends, if any of your party members triggers Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon reactions, the Sprout effect will be extended by 3s. The Sprout effect can only be extended this way once. |
4th Constellation When Fashioner's Tanglevine Shaft is unleashed, all nearby party members gain 60 Elemental Mastery for 8s. If the Fashioner's Tanglevine Shaft triggers a Burning, Bloom, Quicken, or Spread reaction, their Elemental Mastery will be further increased by 60. This latter case will also refresh the buff state's duration. | 4th Constellation When Cyno is in the Pactsworn Pathclearer state triggered by Sacred Rite: Wolf's Swiftness, after he triggers Electro-Charged, Superconduct, Overloaded, Quicken, Aggravate, Hyperbloom, or an Electro Swirl reaction, he will restore 3 Elemental Energy for all nearby party members (except himself.) This effect can occur 5 times within one use of Sacred Rite: Wolf's Swiftness. 4th Constellation (after Witch's Revelation) When Cyno is in the Pactsworn Pathclearer state triggered by Sacred Rite: Wolf's Swiftness, after he triggers an Electro-Charged, Lunar-Charged, Superconduct, Overloaded, Quicken, Aggravate, Hyperbloom, or Electro Swirl reaction, he will restore 3 Elemental Energy to all nearby party members (except himself). This effect can occur 5 times within one use of Sacred Rite: Wolf's Swiftness. When other characters affected by Together We Rise trigger the aforementioned reaction, they will also regenerate 20 Elemental Energy for Cyno. This effect can trigger once every 18s. |
2nd Constellation After characters affected by the Golden Chalice's Bounty deal Hydro DMG to an opponent, that opponent's Hydro RES will be decreased by 35% for 10s. After a triggered Bloom reaction deals DMG to opponents, their Dendro RES will be decreased by 35% for 10s. | 2nd Constellation Opponents that are marked by Seeds of Skandha applied by Nahida herself will be affected by the following effects: |
4th Constellation After Freminet triggers Frozen, Shatter, or Superconduct against opponents, his ATK will be increased by 9% for 6s. Max 2 stacks. This can be triggered once every 0.3s. 6th Constellation After Freminet triggers Frozen, Shatter, or Superconduct against opponents, his CRIT DMG will be increased by 12% for 6s. Max 3 stacks. This can be triggered once every 0.3s. | 2nd Constellation After a nearby party member triggers an Electro-related reaction against an opponent, Electro DMG dealt by Clorinde's Normal Attacks and Last Lightfall will be increased by 30% of Clorinde's ATK for 15s. Max 3 stacks. Each stack is counted independently. When you have 3 stacks, Clorinde's interruption resistance will be increased. The Maximum DMG increase achievable this way for the above attacks is 2,700. |
2nd Constellation When Sethos regains Elemental Energy by triggering Elemental Reactions using Ancient Rite: The Thundering Sands or other conditions are met, he will gain a 15% Electro DMG Bonus for 10s that may stack twice, with each stack duration counted independently. | 1st Constellation When nearby party members trigger the Burning reaction on opponents or deal Dendro DMG to Burning opponents, they will generate an additional Scent. This effect can be triggered once every 2.9s. |
2nd Constellation While Itzpapa is on the field, after nearby party members trigger Frozen or Melt, the opponent(s) affected by this reaction will have their Pyro and Hydro RES additionally decreased by 20% for 12s. | 1st Constellation When Yumemizuki Mizuki is in the Dreamdrifter state, she will continuously apply the "Twenty-Three Nights' Awaiting" effect to nearby opponents for 3s every 3.5s. When an opponent is affected by Anemo DMG-triggered Swirl reactions while the aforementioned effect is active, the effect will be canceled, and this Swirl instance has its DMG against this opponent increased by 1,100% of Mizuki's Elemental Mastery. |
4th Constellation When a Purrsonal Coordinated Assistance Robot from the Elemental Burst Hidden Aces: Seven Tools of the Hunter undergoes an Elemental Conversion, Jahoda will recover 4 Elemental Energy. | 2nd Constellation For 20s after Durin uses an Elemental Burst, after nearby party members trigger Vaporize, Melt, Burning, Overloaded, Pyro Swirl, or Pyro Crystallize reactions, or deal Pyro DMG or Dendro DMG to an opponent affected by Burning, all nearby party members gain a 50% increase to their Pyro DMG and to the corresponding elemental DMG involved in the reaction for 6s. |
1st Constellation After Illuga triggers a Geo-related Reaction on the field, he will regain 12 Elemental Energy. This effect can be triggered at most once every 15s. | 4th Constellation When Varka triggers a Swirl reaction, based on the Elemental Types involved in the reaction, all nearby party members gain a 20% Anemo DMG Bonus and the corresponding Elemental DMG Bonus for 10s. |
6th Constellation After party members affected by Tolling Rally trigger any Elemental Reaction, they will cause Prune and the other current active character(s) affected by Tolling Rally to gain 350 ATK for 5s. | 1st Constellation (after Witch's Revelation) After Yae Miko triggers a Superconduct reaction, nearby party members will gain a 50% Electro DMG for 10s. Triggering these reactions again will refresh the duration of the DMG bonuses. |
| Talents that enhance Elemental Reactions | |
1st Ascension passive When all characters in the party are all Dendro or Hydro, and there are at least one Dendro character and one Hydro character. 4th Ascension passive Every 1,000 points of Nilou's Max HP above 30,000 will cause the DMG dealt by Bountiful Cores created by characters affected by Golden Chalice's Bounty to increase by 9%. The maximum increase in Bountiful Core DMG that can be activated this way is 400%. | Elemental Skill Uses Mehrak's mapping ability for offensive purposes, initiating a radial scan that deals AoE Dendro DMG. It will also scan all Dendro Cores in its AoE and cause them to immediately burst. Elemental Burst For 12s after Painted Dome activation, all Dendro Cores created by all your own party members through Bloom reactions will deal additional DMG when they burst. |
4th Ascension passive Characters who are healed by Seamless Shields will gain the Year of Verdant Favor effect: Each 1,000 Max HP that Baizhu possesses that does not exceed 50,000 will increase the Burning, Bloom, Hyperbloom, and Burgeon reaction DMG dealt by these characters by 2%, and will increase the DMG Bonus provided by Aggravate and Spread by 0.8%. This effect lasts 6s. | 1st Ascension passive The Dreamdrifter state increases the Swirl DMG that nearby party members deal based on Yumemizuki Mizuki's Elemental Mastery. |
1st Ascension passive When Ifa is in the Nightsoul's Blessing state, every 1 Nightsoul point out of the total in his entire party will grant him 1 Rescue Essentials point. Rescue Essentials will increase the Swirl and Electro-Charged DMG dealt by all nearby party members. | 1st Ascension passive Moonsign: Nascent Gleam: For the next 20s after Lauma uses her Elemental Skill Runo: Dawnless Rest of Karsikko, Bloom, Hyperbloom, and Burgeon DMG dealt by all nearby party members can score CRIT Hits, with CRIT Rate fixed at 15%, and CRIT DMG fixed at 100%. CRIT Rate from this effect stacks with CRIT Rate from similar effects that allow these Elemental Reactions to CRIT. |
1st Ascension passive When Durin unleashes his Elemental Burst on Dragon of Dark Decay form, Durin's Vaporize DMG is increased by 40% and his Melt DMG is increased by 40%. Witch's Revelation's Additional Talent Increases all effects of the Ascension Talent Light Manifest of the Divine Calculus (except for Duration) by 75%. | Witch's Revelation's Additional Talent Radiance: Stellar-Conduct: While the Herald of Frost is on the field, characters in Qiqi's party have their Superconduct Reaction DMG increased by 50%. |
| Constellations that enhance Elemental Reactions | |
1st Constellation When any of your own party members hits an opponent affected by an Omen, the effects of Hydro-related Elemental Reactions are enhanced for 8s: | 2nd Constellation Opponents that are marked by Seeds of Skandha applied by Nahida herself will be affected by the following effects: |
4th Constellation Dendro Cores created from Bloom reactions Kaveh triggers will deal 60% more DMG when they burst. | 6th Constellation While Yumemizuki Mizuki is in the Dreamdrifter state, Swirl DMG dealt by nearby party members can score CRIT Hits, with CRIT Rate fixed at 30%, and CRIT DMG fixed at 100%. |
2nd Constellation The Elemental Burst Runo: All Hearts Become the Beating Moon is enhanced: | 6th Constellation For the next 15s after using the Elemental Burst Precision Hydronic Cooler, DMG from nearby active characters' Electro-Charged, and Bloom reactions is increased by 15%. |
6th Constellation (after Witch's Revelation) Radiance: Stellar-Conduct: Characters within Signature Mix's radius deal 40% increased Superconduct Reaction DMG. | |
| Weapons with passives triggered by Elemental Reactions | |
Upon causing a Vaporize, Electro-Charged, Frozen, Bloom or a Hydro-infused Swirl reaction, increases ATK by 20%/25%/30%/35%/40% for 12s. | Upon causing an Overloaded, Superconduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, or Electro-infused Swirl reaction, ATK is increased by 20%/25%/30%/35%/40% for 12s. |
Triggering an Elemental reaction grants a 8%/10%/12%/14%/16% Elemental DMG Bonus for 10s. Max 2 stacks. | When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 16%/20%/24%/28%/32% and increases ATK by 20%/25%/30%/35%/40%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. |
After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 10%/12.5%/15%/17.5%/20% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. | After triggering Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 60/75/90/105/120 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. |
After triggering Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 60/75/90/105/120 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. | After triggering Burning, Quicken, Aggravate, Spread, Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 16%/20%/24%/28%/32% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. |
Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 24/27/30/33/36 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. | Within 10s after an Elemental Reaction is triggered, ATK is increased by 12%/15%/18%/21%/24% and Elemental Mastery is increased by 48/60/72/84/96. |
Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 12%/15%/18%/21%/24% and 48/60/72/84/96 respectively. | When characters in your party obtain Elemental Shards from Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 18%/22.5%/27%/31.5%/36%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. |
After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 18%/23%/28%/33%/38%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 12/13/14/15/16 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. | After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 16%/20%/24%/28%/32% for 8s. This effect can be triggered even when the triggering party member is not on the field. |
Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 12%/15%/18%/21%/24%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. | Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 10%/12.5%/15%/17.5%/20% for 6s. Max 6 stacks. Each stack is counted independently. |
For 12s after triggering a Swirl reaction, ATK increases by 24%/30%/34%/38%/42%. | Elemental Mastery increases by 120/150/180/210/240 for 6s after triggering Swirl. |
Upon causing an Elemental Reaction, increases Max HP by 16%/20%/24%/28%/32% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 16%/20%/24%/28%/32%. This effect can be triggered even if the equipping character is off-field. | Upon causing an Elemental Reaction, increases Elemental Mastery by 60/75/90/105/120 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 60/75/90/105/120. This effect can be triggered even if the equipping character is off-field. |
Upon causing an Elemental Reaction, increases Elemental Mastery by 60/75/90/105/120 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 60/75/90/105/120. This effect can be triggered even if the equipping character is off-field. | |
| Weapons that enhance Elemental Reactions | |
Electro-Charged DMG is increased by 48%/60%/72%/84%/96%. | Bloom DMG is increased by 48%/60%/72%/84%/96%. |
When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 120%/150%/180%/210%/240%, their Hyperbloom and Burgeon DMG is increased by 80%/100%/120%/140%/160%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. | |
| Artifact Set effects activated by Elemental Reactions | |
4-Piece Set Upon triggering an Elemental Reaction, increases all party members' Elemental Mastery by 120 for 8s. | 4-Piece Set Decreases opponent's Elemental RES to the element infused in the Swirl by 40% for 10s. |
4-Piece Set When Quicken, Overloaded, Electro-Charged, Superconduct, Hyperbloom, or Aggravate is triggered, Elemental Skill CD is decreased by 1s. Can only occur once every 0.8s. | 4-Piece Set When a character attacks an opponent affected by Cryo, their CRIT Rate is increased by 20%. If the opponent is Frozen, CRIT Rate is increased by an additional 20%. |
4-Piece Set Within 8s of triggering an Elemental Reaction, the character equipping this will obtain buffs based on the Elemental Type of the other party members. ATK is increased by 14% for each party member whose Elemental Type is the same as the equipping character, and Elemental Mastery is increased by 50 for every party member with a different Elemental Type. Each of the aforementioned buffs will count up to 3 characters. This effect can be triggered once every 8s. The character who equips this can still trigger its effects when not on the field. | 4-Piece Set The equipping character's Bloom, Hyperbloom, and Burgeon reaction DMG are increased by 40%. Additionally, after the equipping character triggers Bloom, Hyperbloom, or Burgeon, they will gain another 25% bonus to the effect mentioned prior. Each stack of this lasts 10s. Max 4 stacks simultaneously. This effect can only be triggered once per second. The character who equips this can still trigger its effects when not on the field. |
4-Piece Set In combat, if no Burning opponents are nearby for more than 6s, this DMG Bonus will decrease by 10% per second until it reaches 0%. When a Burning opponent exists, it will increase by 10% instead until it reaches 50%. This effect still triggers if the equipping character is off-field. | 4-Piece Set After the equipping character triggers a reaction related to their Elemental Type, all nearby party members gain a 12% Elemental DMG Bonus for reaction-proximate Elemental Types for 15s. If the equipping character is in the Nightsoul's Blessing state when triggering this effect, all nearby party members gain an additional 28% Elemental DMG Bonus for reaction-proximate Elemental Types for 20s. The equipping character can trigger this effect while off-field, and the DMG bonus from Artifact Sets with the same name do not stack. |
4-Piece Set When the equipping character attacks opponents affected by Superconduct, this attack's CRIT Rate is increased by 16%. | |
| Artifact Set effects that enhance Elemental Reactions | |
4-Piece Set Increases Swirl DMG by 60%. | 4-Piece Set Increases DMG caused by Overloaded, Electro-Charged, Superconduct, and Hyperbloom by 40%, and the DMG Bonus conferred by Aggravate is increased by 20%. |
4-Piece Set Increases Overloaded and Burning DMG by 40%. Increases Vaporize and Melt DMG by 15%. Using Elemental Skill increases the 2-Piece Set Bonus by 50% of its starting value for 10s. Max 3 stacks. | 4-Piece Set The equipping character's Bloom, Hyperbloom, and Burgeon reaction DMG are increased by 40%. Additionally, after the equipping character triggers Bloom, Hyperbloom, or Burgeon, they will gain another 25% bonus to the effect mentioned prior. Each stack of this lasts 10s. Max 4 stacks simultaneously. This effect can only be triggered once per second. The character who equips this can still trigger its effects when not on the field. |
4-Piece Set Increases Superconduct Reaction DMG by 80%. | |