Genshin Impact Elemental Resonance: Full Chart of All 8 Bonuses & How to Build Around Them
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/Lunar-Charged/Quicken/Aggravate/Hyperbloom 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 our damage calculator.
FAQ
Is Elemental Resonance mandatory for every team?
Do 3 or 4 same-element characters double or triple the resonance effect?
Do off-field (backline) characters count toward resonance?
How was the Hydro resonance different before its rework?
Should I force 4 different elements just to get Protective Canopy?
Straight from the developers
Quoted verbatim from miHoYo’s own documentation — not a third-party retelling. Published here in full.
Elemental Resonance provides additional effects that correspond to the elements present in the party.
Elemental Resonance
When the party contains at least 4 characters, Elemental Resonance Effects corresponding to the Elemental Types present in the party will be provided. Elemental Resonance can be found in any Party Setup (Overworld, Abyss, Domain) When 2 characters of the same elemental type are in the party, the corresponding element's Resonance Effect will become active. There is also a unique Resonance effect when there are 4 unique elements in the party. In this way, the maximum number of Elemental Resonances for any team is 2. |
Requirements
The party must have at least 4 characters. The maximum number of Elemental Resonance present in the part is 2. To activate any Elemental Resonance except Protective Canopy, 2+ characters of the specific Element are needed. Trial characters can also be considered for Elemental Resonance. When there are more than 4 characters in the party, only the first 4 characters will be considered for Elemental Resonance. Inside domains, only the characters present in the party will benefit from Elemental Resonance effects. Elemental Resonance will activate in Co-op mode as long as the requirements are met. |
Elemental Resonance Effects
Elemental Resonance | Elemental Resonance Effect |
Fervent Flames Pyro + Pyro | Affected by Cryo for 40% less time. Increases ATK by 25%. |
Soothing Water Hydro + Hydro | Affected by Pyro for 40% less time. Increases Max HP by 25% |
Impetuous Winds Anemo + Anemo | Decreases Stamina Consumption by 15%. Increases Movement SPD by 10%. Shortens Skill CD by 5%. |
High Voltage Electro + Electro | Affected by Hydro for 40% less time. Superconduct, Overloaded, Electro-Charged, Quicken, Aggravate, or Hyperbloom have a 100% chance to generate an Electro Elemental Particle (CD: 5s) |
Sprawling Greenery Dendro + Dendro | Elemental Mastery increased by 50. After triggering Burning, Quicken, or Bloom reactions, all nearby party members gain 30 Elemental Mastery for 6s. After triggering Aggravate, Spread, Hyperbloom, or Burgeon reactions, all nearby party members gain 20 Elemental Mastery for 6s. The duration of the aforementioned effects will be counted independently. |
Shattering Ice Cryo + Cryo | Affected by Electro for 40% less time. Increases CRIT Rate against opponents that are Frozen or affected by Cryo by 15%. |
Enduring Rock Geo + Geo | Increases shield strength by 15%. Additionally, characters protected by a shield will have the following special characteristics: DMG dealt increased by 15%, dealing DMG to enemies will decrease their Geo RES by 20% for 15s. |
Protective Canopy Any 4 Unique Elements | All Elemental RES +15%, Physical RES +15%. |