Last updated: 30/June/2026

Introduction
Mi Fu is a 6-star character in Arknights: Endfield (AKE). Mi Fu wields a Greatsword and belongs to the Guard class. Mi Fu also has access to the Physical element. This guide provides a comprehensive overview of Mi Fu's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
Video guide
Mi Fu has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Update tracker
Last review update
Patch 1.3
Last major build/calcs update
Patch 1.3
Last profile update*
30/June/2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Mi Fu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Profile
The yellow color shows the Primary Attribute and the green Secondary Attribute. Both of those attributes, on top of their normal bonuses, provide additional ATK to the character.
Fistmancer of Blades
An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 25 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Physical DMG and recovers some SP.
Qingbo Triplex
SP Cost: 100
Keep casting Mi Fu's battle skill to unleash 3 different moves. The first battle skill cast is Cloudtrapper.
MOVE 1 - Cloudtrapper: Costs 100 SP and returns 50 SP after casting; Mi Fu fires a grappling chain from her gauntlets that deals Physical DMG to the target and nearby enemies, then attempts to pull the target and nearby enemies towards her. After casting MOVE 1, the next battle skill will be temporarily replaced with Trail and Mangle.
MOVE 2 - Trail and Mangle: Costs 50 SP; Mi Fu unleashes a flurry of punches that deals Physical DMG with the final punch applying Crush. If this Crush consumes at least 3 Vulnerability stacks from a single target, then the next battle skill will be temporarily replaced with World Splitter.
MOVE 3 - World Splitter: Costs 50 SP; Mi Fu deals massive Physical DMG to a specified area; this DMG is not treated as Battle Skill DMG, but as Crush DMG.
Fists of No Regrets
Cooldown: 19s
Mi Fu unleashes a devastating uppercut at the enemy, dealing Physical DMG and applying temporary Physical Susceptibility. After casting this skill, the next battle skill is temporarily replaced with Trail and Mangle.
Trigger: When an enemy has 3 or more Vulnerability stacks.
Pile of No Mercy
Energy cost: 80
Cooldown: 15s
After a short power up, Mi Fu dashes forward to forcibly Lift a target into mid-air, then slams the said target to deal Physical DMG. After casting this skill, the next battle skill is temporarily replaced with Trail and Mangle.
Secret Informants
Assign to Reception Room to grant operators a small Clue 3 Rate-UP: HAS/Clue 3 Rate-UP: HAS (activates upon assignment; effects of the same type cannot stack)
Esoteric Tisane
Assign to Growth Chamber to grant fungal matter growth rate +20/30%.
Stern Crackdown
Battle skill move World Splitter improved: When hitting a target with Physical Susceptibility or Staggered, DMG Multiplier is increased to 1.1/1.2 times the original.
Vigilant Fury
Combo skill improved: Casting the combo creates a shield with 15/30% Max HP and a duration of 10s. While the shield is active, Mi Fu becomes harder to interrupt.
This effect can only trigger once every 60s.
Restless Watch
Potential 1
Combo skill Fists of No Regrets improved: Length of cooldown -2s. Physical Susceptibility effect applied by the skill is further increased by +5% and has +4s duration.
Kinesthesia of Harmony
Potential 2
Strength +20, Arts Intensity +16.
Complete Warmup
Potential 3
Talent Vigilant Fury improved: Shield duration +5s. Shield trigger cooldown -15s. Each time the shield is triggered, Mi Fu gains ATK +6% for 20s.
Qi Thrice-Refined
Potential 4
Ultimate Pile of No Mercy improved: Ultimate Energy cost -15%.
Pugilist of the Stockade
Potential 5
Battle skill improved: DMG Multipliers of the moves Cloudtrapper, Trail and Mangle, and World Splitter are increased to 1.1 times the original. Ultimate Pile of No Mercy improved: Stagger Dealt +5.
The Battle Skill DMG Multiplier buff can stack with the talent Stern Crackdown.
Mi Fu lore is currently missing. It will be added soon!

Review
Obscenely high damage output that’s easily accessible, owing to on-demand Crushes and an Ultimate that can build Vulnerability.
Inexpensive grouping with her Battle Skill 1 and decent range on Battle Skill 3, making her strong for both single and multi-target stages.
Flexible team and gearing options, slotting in anywhere older Physical carries did and far outperforming them, all the while having good alternatives to her Signature.
If Mi Fu can beat the Supreme Chief in the story, does that make her the True Chief?
Rotations are often hard-gated by Vulnerability stack application, which can lead to tight timings and resource management needs to fit multiple Crush loops in a stagger.
Not using her Combo Skill or Ultimate before Battle Skill use makes for clunky and SP-inefficient transitions, limiting her burst options.
Doesn’t benefit from many stats and buffs, as “Crush” type attacks that make up much of her damage do not increase with Skill-related DMG bonuses (e.g. Link).
Litters everytime you Ultimate.
Mi Fu is a 6-star, Physical, Greatsword Guard who introduces a brand new mechanic: multi-part Skills. Rather than having 1 Battle Skill, she has 3, each following the last, but with the ability to shortcut to later parts of the string when certain criteria are met.
Through them, Mi Fu can inflict significant amounts of Crush-type DMG to enemies - be it from consuming Vulnerability stacks as standard or as a custom forced reaction on her Skill - having even greater scaling multipliers when hitting targets under certain statuses.
The rest of Mi Fu’s kit is done as a means to assist her in dishing out this damage. Her Combo Skill allows her to shortcut to her Battle Skill 2; her Ultimate builds a Vulnerability stack and also yields a shortcut, and her Basic Attack has multiple animation cancel points that lead to a lot of SP and stagger.
By looping her Battle Skill 2 and 3 over and over, Mi Fu has the capacity to dish out some of the highest damage output in a rotation among the operators present in her release, far outperforming old Physical teams. As much of it comes out as Crush, that also means it's all "reaction" damage, which can be especially beneficial in some events and end-game modes.
"Qinbo Triplex" is Mi Fu's Battle Skill, and true to its name, it's composed of 3 different "moves" that follow each other in stages.
"Cloudtrapper" is Move 1, which costs 100 SP but returns 50, and it deals a negligible amount of Physical damage. What's important about this skill is that it pulls the target and all those around it to her, working as a low-cost and accessible grouping option.
If, however, the enemy is of a large size, then Mi Fu will still group enemies, but dash towards the target instead, working as a gap closer rather than a pull.
"Trail and Mangle" is Move 2, which costs 50 SP. It's a 3-part punch with middling damage multipliers, but it will consume Vulnerability stacks to apply Crush.
This works as any standard Crush skill does, but between the various DMG and Arts Intensity bonuses given to Mi Fu by her weapon and gear, it can hit exceptionally hard.
"World Splitter" is Move 3, also costing 50 SP, but it's only unlocked by landing triggering a 3+ Vulnerability Crush with her Battle Skill 2. Not only does it have a decently wide area on its hitbox, it also hits especially hard.
It deals "Crush-type damage" but doesn't need or consume any Vulnerability stacks. After factoring in Mi Fu's talents, it hits almost as hard as a 4-stack Vulnerability Crush, so she can effectively do 2 back-to-back Crushes with her Battle Skill 2 to 3 sequence.
Note: As it behaves like Crush, it gets many of its benefits and its drawbacks: it'll scales with Arts Intensity for example, but Battle Skill DMG or modifiers like Link won't do anything for it
The goal of Mi Fu's rotations is often to get as many of her Battle Skill casts in a stagger and/or buff window, with a significant amount of her damage coming solely from Crushes.
"Fist of No Regrets" is Mi Fu's Combo Skill, and it's mostly unremarkable when looked at in isolation. It's an uppercut and slam which deals mediocre damage, having a 19 seconds cooldown.
Instead, its value comes from how it applies a 5% Physical Susceptibility debuff for 16 seconds to enemies hit by the slam. This is nice, but a rather small increase when compared to that of other characters. Although the value isn't impressive, the fact it applies Physical Susceptibility for a decent amount of time is quite important, as it enables passives from Mi Fu's Talent, Signature as well as the Grizzled Edge set.
It's also one of the few ways to bypass Battle Skill 1, as after casting her Combo Skill, Mi Fu can shortcut right into her Battle Skill 2 once during the next 15 seconds. This makes it a very important skill in her rotation if only as a means to get to her Crush-triggering skills without consuming needless SP.
"Stern Crackdown" is Mi Fu's first Talent, and it's as straightforward as it is important. It enhances her Battle Skill 3, "World Splitter" to have a x1.2 multiplier bonus against enemies that are either Staggered or have Physical Susceptibility applied to them.
Owing to her Combo Skill, this is almost certain to be active for any of her Crushes, given the duration of its Physical Susceptibility. It's due to this that her Battle Skill 3 can almost match 4-stack Vulnerability Crushes in damage output.
Note: This applies strictly to the damage from Battle Skill 3, not Battle Skills 1 or 2, as well as the latter's Crush. It is only for "World Splitter"!
"Vigilant Fury" is Mi Fu's second Talent, and it can be helpful when it comes to dealing with tricky situations, as it grants her a 30% Max HP Shield for 10 seconds after casting a Combo Skill.
This doesn't only protect against damage, but hitstun too, as it increases Mi Fu's interrupt resistance while it's active, allowing for her to go through her Basics and Battle Skills even in the face of hard knockdowns.
Unfortunately it has its limits, as there is a 60 second cooldown on the effect, and the shield does not have its interrupt resistance bonus applied to the attack that breaks it. Be wary of strong attacks, as they can both break the shield and interrupt Mi Fu simultaneously.
"Pile of No Mercy" is Mi Fu's Ultimate, and it's a relatively straightforward attack. A 2-part hit with the first applying Lift and the second dealing heavy damage.
When compared to other operators' Ultimates, the damage value on it is rather disappointing, at only 700% when at M3. On the flipside, it costs only 80 Energy and is another way to shortcut to Mi Fu's Battle Skill 2, making it incredibly useful for burst.
By juggling between her Combo Skill and Ultimate, Mi Fu can get 2 loops of her Battle Skill sequence in quick succession, often fitting snugly inside a stagger period for some absurd levels of burst. Considering the Lift counts as a Vulnerability stack, it's especially useful at ensuring she gets multiple 4-stack Crushes.
"Fistmancer of Blades" is Mi Fu's Basic Attack and it's very strong. As with other Greatsword users, it has 25 stagger application and 28 SP generation on Final Strike Its high damage side, from a resource economy alone it's one of the better strings to loop for a controlled operator.
Normally Greatsword users have very lengthy Basic Attacks to balance out these high stats and Mi Fu is no exception, but she has 2 animation cancel points: one in sequence 2, after she kicks, then another in sequence 3, right as she goes for a second slash.
Although dash cancelling sequence 2 is only a minor improvement at best, sequence 3 skips an entire third slash and its recovery, significantly reducing the time it takes for a full loop. When coupled with Final Strike recovery cancels, it makes for one of the most efficient Basic Attacks in the game.
Before touching on her general gameplan, it's important to be aware of Mi Fu's Energy breakpoints.
Fortunately, they're quite simple, as for most standard rotations the ideal point for Mi Fu's Ultimate is to come after she has consumed a 4-stack Vulnerability and used her Battle Skills 2 and 3, so as to both get more Vulnerability on the enemy and get another Battle Skill 2 shortcut.
Rotations tend to revolve around 2 sets of 4 Vulnerability stacks prior to a stagger period, with the first being used either for Breach or to pad damage and build stagger in preparation for a later burst. The second set is always Crushed twice, followed by an Ultimate and other operators' Skills, ending on a third set of Vulnerability stacks that's also Crushed.
Be it on a pure Physical DMG team with Ardelia or a Hybrid Arts DMG with Rossi, rotations almost always have the following skill counts:
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
50 SP Battle Skill | 2 | 3.25 | 6.5 |
Combo Skill | 2 | 10 | 20 |
Sum | 72 | ||
Ultimate Gain Efficiency | 11.12% | 80 |
Only 11.12% in Ultimate Gain Efficiency is needed for an Ultimate after the second set of Vulnerability stacks is consumed.
Note that while these do appear to be expensive rotations, with an 800 SP cost, because Mi Fu's Ultimate only needs to happen after her burst, it's more than fine to have some of these skills come through during a stagger.
On an Ardelia team for example, stagger tends to open at the 600 SP cost, with the remaining 200 SP being used by Mi Fu's Battle Skills and then Chen's Battle Skill to build up more Vulnerability.
This enables more accelerated rotations when compared to other characters, especially when Physical's high stagger build is accounted for.
Given that Mi Fu's Ultimate isn't particularly strong, being little more than an SP-friendly way to build Vulnerability and shortcut to Battle Skill 2, some teams and rotations don't even care for it. With Lifeng for example, he provides enough stack build that a Mi Fu Ultimate isn't needed, in which case it's safe to run damage pieces instead, falling back on either Battle Skill 1 or another Combo Skill for a shortcut.
Keep in mind that as Mi Fu's Battle Skills either return or cost 50 SP, the Energy gain from them is affected. Given that they're often used one after the other, this isn't much of a concern for her, but it is possible to use Mi Fu's Battle Skill 2 for Vulnerability application instead of Crush (such as replacing a Chen Skill to be more SP efficient on the first stack).
This yields less Energy for the team:
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
50 SP Battle Skill | 3 | 3.25 | 9.75 |
Combo Skill | 2 | 10 | 20 |
Sum | 68.75 | ||
Ultimate Gain Efficiency | 16.37% | 80 |
At this point, even the 16% from an Ultimate Gain Efficiency Armor wouldn't be enough, which necessitates making use of gloves instead.
As P4 is a reduction in her Ultimate cost and not an increase to her Ultimate Gain Efficiency, the 15% from it is enough to cover both scenarios:
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
50 SP Battle Skill | 3 | 3.25 | 9.75 |
Combo Skill | 2 | 10 | 20 |
Sum | 68.75 | ||
Ultimate Gain Efficiency | -1.10% | 68 |
Mi Fu’s general approach to gameplay is relatively straightforward: get to stagger, then fit in 2 loops of her Battle Skill 2 and 3 sequences.
How that’s done depends on the team comp and encounter. If Breach is available, the raw value of it at 4-stack - especially if the applicant has some Arts Intensity - makes it a priority. So a rotation of:
Build up to 4 Vulnerability stacks
Use Mi Fu’s Combo Skill
Breach
Build up to 4 Vulnerability stacks
Use Mi Fu’s Combo Skill
Battle Skill 2
Battle Skill 3
Teammate Battle Skill for Vulnerability
Mi Fu Ultimate
Battle Skill 2
Battle Skill 3
A Physical team might build 3 sets of 4 Vulnerability stacks over the rotation, but even Hybrid Arts teams - like those with Rossi - would still follow the same template, at best sacrificing on a Vulnerability stack on the final Battle Skill 2.
If Breach is not available, then the rotation is still the same, but replacing it with another set of Mi Fu Battle Skill 2 and 3.
On teams where no Ultimate Gain Efficiency needed, it’s still the same template, but instead of using Ultimate between Battle Skill loops, it’s left to the end instead - either as a means to squeeze a last bit of damage in stagger, or to speed up subsequent rotations owing to the Ultimate’s high stagger build.
Optimisations on the rotations then come on how other operator skills are managed.
For example, if a teammate has a conditional weapon effect on SP recovery (e.g. Thermite Cutter), delaying their skills to come as late as possible when out of the stagger period is ideal, to ensure that the buff can last as long as possible for Mi Fu’s burst.
If a teammate is on Swordmancer, giving them priority for Vulnerability stack build can help condense rotations by reducing the time taken to get to stagger.
Or with certain comps - like with Lifeng - making use of Ultimate cutscenes to have Mi Fu’s Combo Skill cooldown tick during it while simultaneously pausing stagger decay can be an effective way of getting 2 uses of it in a short period of time, opening up brand new rotation options.
There are also pitfalls that can lower team damage.
Since Link does not apply to Mi Fu’s Crushes - Battle Skill 3 included - it’s very important to structure rotations in such a way that these are going to other operators in the team that can make use of it.
Likewise, although Mi Fu’s stagger build (especially if animation cancelling her Basic Attacks) is very high, there may be benefit in momentarily delaying a rotation so as to not be lacking in SP for her full burst, depending on whether the full damage is needed for a kill.
And as is the case for almost every fight, ideal rotations are always best tailored to a given stage. In AoE stages, Battle Skill 1 might see use for enemy grouping, or Energy and Vulnerability stacks are sacrificed as enemies are squishy to the point a single Battle Skill 2 and 3 sequence is enough.
In summary, the priority is to feed Mi Fu as many Crushes as possible, with as many of them landing during stagger and/or buff windows, but there’s many ways of doing so, and working out how to maximise Mi Fu’s damage with as little time and resource sacrifice as possible is part of her skill expression.
Build
The percentages show the performance of the weapon based on calculations, but in some cases, some Weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
The solo percentage shows how the weapon impacts Mi Fu performance if you look at their damage in the vacuum, while the team percentage shows the impact of the weapon when taking into account full team, including buffs etc.
Mi Fu's Signature is tailor-made for her, and it really gets all the best bonuses. It has a Strength main stat as well as an Attack Boost second line, both giving her a solid direct increase to all of her damage output. The special effect associated with it completely dwarfs that of alternatives, with a high unconditional Physical DMG Dealt bonus that then gets higher whenever Crush is applied, scaling with the number of Vulnerability stacks consumed for 30s. This can add up to 33.6% Physical DMG Dealt, for a good 59.2% increase total at P0! Better yet, it also provides a fixed Arts Intensity boost when the wielder applies Physical Susceptibility for 20s, which Mi Fu conveniently gets with her Combo Skill, ensuring it's always up for a shortcutted Battle Skill 2 and 3. To top it off, this has the highest Base ATK out of all Greatswords in the game at the time of its release, making it an incredibly strong weapon to scale from.
At equivalent investment levels, Exemplar is the best non-Signature option for Mi Fu. Although it has a Main Attribute main stat - which is slightly lower than a pure stat, like Strength - the Attack Boost bonus is especially strong, being a relatively unsaturated stat that applies to all of Mi Fu's damage (unlike Arts Intensity from the Battle Pass weapon, for example). Its special effect grants a Physical DMG Dealt bonus that increases whenever Battle Skills or Ultimates hit enemies, with a 3-stack cap. This works perfectly with Mi Fu because her Battle Skill 2 deals 3 instances of damage before triggering Crush, which means the bonus is up in full for its most damaging part. It's worth noting that the Physical DMG Dealt bonuses from this weapon scale higher than that of the Battle Pass at the same Potentials.
The Battle Pass weapon is an accessible and decently competitive pick for Mi Fu when maxed out. It has a matching main stat and although the Arts Intensity bonus it provides doesn't apply to most of her Skills, it has an outsized impact on Crush, which makes up a significant portion of her burst. It also has both unconditional Physical DMG Dealt, which increases further for 20s after the wielder casts Battle or Combo Skills, a bonus which does apply to all of Mi Fu's damage. Considering the multi-stage nature of her Battle Skill and how this is applied on cast, rather than on hit, it has near constant uptime, but keep in mind that it isn't going to be maxed out for her first Crush cycle, as she'd only be at 2 stacks after a Combo-Battle Skill 2 sequence, so the ramp-up is a factor in its performance.
At 1 copy of Exemplar, it is still superior to most other picks at equivalent Potentials, but can fall behind a max Potential Phantom Pain. Exact values tend to ride on Physical DMG saturation. Still, it's relatively safe to assume a 2 Potential difference for somewhat equivalent values, i.e. P3 Exemplar is similar to P5 Phantom Pain, whereas a P4 Exemplar would be better than a P5 Phantom Pain.
At 1 copy of her Battle Pass weapon, it is noticeably weaker than when maxed, but still a serviceable option if no other alternatives are available.
The solo percentage shows how the set and gear impact Mi Fu performance if you look at their damage in the vacuum, while the team percentage shows the impact when taking into account full team, including buffs etc.
Grizzled Edge is the tailor-made set for Mi Fu. It has all of her ideal attributes (Strength, Will) and their stat boosts, either Physical DMG or Arts Intensity, are ideal for her focus on Crush-type damage, as general Skill DMG increases wouldn't apply to it. It provides an unconditional 8% ATK up alongside a possible 36% in Physical DMG Dealt! Its activation is conditional on the wielder applying Crush or Breach, with the full value of the buff requiring both a 4 stacks of Vulnerability to be consumed as well as the target to be either under Physical Susceptibility, Staggered or have Originium Crystals on them. This isn't much of a problem for Mi Fu, however, as her Combo Skill applies Physical Susceptibility and triggers at 3+ stacks of Vulnerability, setting her up for a Crush right after to maximise this set's buff value. Note that Physical Statuses occur before the Reaction/Damage, which means that Grizzled Edge's set effect will be active in full even for Mi Fu's very first Crush.
Armor
Gloves
Kit
Kit
Mi Fu gear pieces calculations aren't available yet. They will be added soon.
It’s a decent increase to her Physical Susceptibility on Combo Skill, bringing it up to a respectable 10% and extending its duration by 4s. It also has a 2s reduction in the Combo Skill cooldown itself, which can either be irrelevant or a significant value add to certain teams and some speedrun scenarios, where it can be a limiting factor in a rotation. Calculations here account only for the Susceptibility increases.
Generic stat boost. A Main Attribute bonus is always welcome, and given that Arts Intensity isn’t a heavily saturated stat for her, ends up as one of the better standardised stat-increasing Potentials.
This provides a 5s extension to Mi Fu’s Shield from the Vigilant Fury talent, reduces its cooldown to 45s down from 60s, and gives a 6% ATK increase when it’s triggered. This can be helpful, but also difficult to make use of; since the buff is applied on trigger and Mi Fu can’t choose whether or not to activate it on Combo Skill use. It’s very likely that it’ll have fallen off for most of her burst as subsequent Combo Skills would have the shield be on cooldown. Attempting to skip a Combo Skill altogether (e.g. Chen before Mi Fu on team order and letting it expire) means less Ultimate Energy and is a greater damage loss than doing standard rotations, so there’s very few situations in which it’s up for when it matters. This may have greater value than shown in the calculations here for full Ultimate start content, speedruns that kill within a single Combo Skill cast or against enemies with lengthy phase transitions that give time for the cooldown to come back up (like Ruan Yi), but in most cold start circumstances it’s one of the worst limited Potentials in the game.
A 15% reduction to Ultimate Energy cost, which can be very strong for some teams. As it both allows Mi Fu to run no Ultimate Gain Efficiency pieces no matter the team and lets her make use of her half cost Battle Skill 2 for Vulnerability stack building, it serves as both a damage increase and a way to speed up rotations by making them less SP gated. Arguably her best Potential if worked around.
A 1.1 multiplier increase to all of Mi Fu’s Battle Skills and a 5 stagger increase to her Ultimate. It’s a rather middling Potential given how expensive it is to get to, as her Battle Skill 1 and 2 have awful damage values (the latter relying on the Crush reaction), so in practice most of its value comes from the increase to Battle Skill 3. The stagger increase to Ultimate is ridiculously small, and as it’s often used during stagger for damage and Vulnerability stack build, won’t actually contribute to anything most of the time.
Important! The graph generator tool we're using has some issues currently and it displays the 'rows' wrong visually. The percentages shown are fully correct though.
In this section we're showing the team setup used for the above calculations as well as the damage split for Mi Fu based on where it comes from. The setup isn't always best in slot for each character and also please keep in mind that with different team members, Weapons, and Gear, the calculations will change.
Battle Skill >= Basic Attack > Ultimate > Combo Skill
Teams and Synergies
Mi Fu teams aren't listed in any specific order - so they're not listed best to worst or vice versa. Check our Team Tier List for more information about best teams.
A Mi Fu hypercarry team that prioritises on maximising her damage. Chen builds Vulnerability stacks and contributes decent damage herself, Pogranichnik applies Breach and recovers SP, whilst Ardelia has a steep Physical Susceptibility and Attack buff with her Battle Skill and Stanza of Memorials respectively.
As Mi Fu's Ultimate can build a Vulnerability stack, it's often best to run her with an Ultimate Gain Efficiency piece (Swordmancer Light Armor) so that it can be up at the right time in the rotation to fit in 2 sets of her Battle Skill 2 and 3 within a stagger. As it's a very SP-intensive rotation, Pogranichnik will need some Ultimate Gain Efficiency pieces (Frontiers Set with Redeemer Seal), as his SP recovery can be instrumental to getting everything in time.
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One of the most damaging stagger bursts that any Mi Fu team is capable of. Rossi has great Vulnerabililty stack build, which is easily sustained through her Combo Skill by making use of Akekuri's Battle Skill. Pogranichnik's Breach may not be doing much for Rossi, but Mi Fu's raw damage output more than makes up for the loss, and Akekuri's Ultimate Link fuels Rossi's burst, with both benefitting from her ATK % buffs.
Both Mi Fu and Rossi may need some form of Ultimate Gain Efficiency (Swordmancer Light Armor and MI Security Armor T1 respectively) to have enough energy in time. It's possible to fit in x2 Battle Skill 2 and 3 in a stagger, with the first Crush landing within Akekuri's Ultimate ATK buff window.
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Variation on the Mi Fu Physical team. While this can't quite get the same level of burst as the Ardelia variant, it has much more comfortable performance in multi-target content owing to Lifeng's Ultimate, and can sometimes outperform even in single-target owing to it being more SP friendly and having more accessible Vulnerability stack build, which allows for Mi Fu to speedrun through to burst and/or run pure damage builds that do not need to rely on Ultimate Gain Efficiency if damage is sufficient to kill regardless.
Workable at P0 Lifeng, but sees significant improvements at P1+, as his Susceptibility expires for most if not all of Mi Fu's burst without the ability to refresh it at higher Vulnerability stacks. Pogranichnik needs some Ultimate Gain Efficiency pieces (Frontier's Protection Suit, Redeemers Seal) as it's required to make use of Mi Fu's Combo Skill mid-stagger through timestop mechanics, or even if bypassing it entirely by ensuring the team has enough SP to Battle Skill 1 first.
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Variation on the Mi Fu Rossi team. This is a more "premium" version, with 3 limited 6-star units in total (Mi Fu, Rossi and Gilberta). Rather than spreading damage out between two carries, this is a heavy Arts-oriented team that prioritises Rossi over Mi Fu, but even then, it still is one of her most competitive teams. Rossi's Ultimate burst is already absurd as is, so having Mi Fu's Crushes to make up for situations where it's just short of killing makes it one of the best final slot options, with slightly better stagger build that allow for faster clears when well managed.
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A standard Shatter team but with Mi Fu being run as a Crush carry, being arguably her most free-to-play friendly option. While it does fall behind her other teams in terms of total damage output, it is still decent: good Stagger, fast stack build and generally good buffs, with Estella's Susceptibility and Alesh's Rare Fin being especially useful. They can run Xiranite and Frontiers Sets respectively, buffing the team further and contributing to even better clear times.
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Performance at max copies of the Weapon.