Best Flins build, teams, weapons, artifacts, combos, rotations, and gameplay notes for Genshin Impact.
5-starLast updated: August 8, 2026

Flins is a 5-star character from the Electro element who wields the Polearm weapon. Flinswas added to the game with the 6.0 patch.
A Lightkeeper of Nod-Krai, guardian of a lighthouse and graveyard on a northern isle. An enigmatic gentleman, cultured and courtly.
Talent text and per-level multipliers, straight from the character data.



Passive talents are shown in full as kit cards.




All constellation names and descriptions in full for quick reference.






Keyword and ability definitions referenced across this character's kit.

Very high damage floor.
Best teammate is a sustain, offering additional QoL.
Less teammate-reliant than other Lunar carries.
Great AoE.
Lower ceiling than other Lunar teams.
Still notably worse without his optimal teammates.
Flins is a 5-star Electro Polearm user most commonly played as an on-field Lunar-Charged Main DPS. His gameplay primarily consists of gathering energy from his converted Normal Attack, then using his special Skill to unleash a mini-Burst which deals direct Lunar-Charged damage. As a Moonsign unit, he also features important synergies with other characters in the faction; in Flins’ case, they’re nigh mandatory.
Lunar-Charged is a reaction that replaces Electro-Charged when certain Moonsign characters such as Flins, Columbina, or Ineffa are on the team. It is triggered the same way, and doing so summons a lightning cloud that strikes enemies every 2 seconds starting immediately, dealing Lunar-Charged reaction damage. The aforementioned characters can also deal direct Lunar-Charged damage as part of their kits. All Lunar-Charged damage, similar to Electro-charged, is considered Electro damage, scales with EM, reaction damage bonuses, ignores DEF, and does not benefit from standard DMG%; unlike typical reactions, it can also CRIT.
Reaction Lunar-Charged damage takes into account the level and stats of all characters who contributed to triggering the reaction based on their damage dealt to the enemy - 100% of the stats of the strongest participant, then 50% and 8% for second and third, respectively. Direct Lunar-Charged damage is based on the multiplier and the scaling stat listed in the ability instead of level, but additionally enjoys a hidden 3x multiplier to its damage.
Flins’ Moonsign Passive is what allows him to convert Electro-Charged into the Lunar-Charged reaction the rest of his kit relies upon. In addition to this, it raises the team’s Moonsign level by 1 and also increases the Base Damage - a separate multiplier from Reaction DMG% - of all Lunar-Charged damage based on Flins’ ATK, capping at 14% at 2000 ATK.
Flins’ core gameplay loop is accessed through his Elemental Skill. When used, it causes him to enter a special “Manifest Flame” state for 10 seconds, converting his Normal Attacks and replacing itself with a special Skill called “Northland Spearstorm”, which has a 6-second cooldown. On its own, this special Skill is unremarkable, dealing a minor instance of damage.
Its true purpose lies in converting Flins’ Elemental Burst into a special variant, “Thunderous Symphony”, for the next 6s. Using it only costs 30 Energy, and causes Flins to launch a plunge which deals direct Lunar-Charged damage; with Ascendant Gleam and a nearby Lunar-Charged thundercloud, however, it deals an additional stronger strike of direct Lunar-Charged damage. Flins typically uses this ability twice per Skill state, and it is where most of his damage lies - hence why Ascendant Gleam and the Lunar-Charged reaction are so essential to his functioning.
His converted Normal Attacks are used in between casts of his special Skill and Burst to generate Energy for Flins, producing 1 Electro particle when they hit an enemy every 2 seconds. Their damage even with the conversion is subpar, though better than nothing; when unconverted, they are generally not worth using at all.
His Standard Elemental Burst costs 80 Energy, and deals 2 minor instances of Lunar-Charged damage followed by another larger instance. When used in Ascendant Gleam and with a nearby Lunar-Charged thundercloud, it deals 4 minor instances of Lunar-Charged damage instead. The damage total in these conditions is not much higher than his special Burst, and it costs almost three times the energy; while he can build enough Energy Recharge to where this is possible, it is generally not worthwhile and his Burst typically does not see use outside of energy-rich environments.
Rounding out his kit are his Ascension Passives, which are simple but important stat buffs. His first Ascension Passive grants him 20% Lunar-Charged Reaction DMG when under Ascendant Gleam, while his second grants him Elemental Mastery based on his ATK. It caps at 160 Elemental Mastery at 2000 ATK, which Flins aims to reach regardless due to his Moonsign Passive.

Moonsign characters increase the Moonsign level of the party by a stage; at level 1, this grants the Nascent Gleam effect. This has almost no benefits of its own, and is mostly relevant for the incomplete effect of certain character, weapon, and artifact passives.
At level 2 and above, however, it grants Ascendant Gleam – unlocking the full effect of the above passives, alongside allowing non-Moonsign units to increase Lunar Reaction DMG% by up to 36% when using their Skill or Burst. This is based on their stats, which varies by element as follows:
All 5-star Moonsign units can additionally enable the use of and buff the Base Damage (separate from Reaction DMG%) of their corresponding Lunar Reaction. For example, Zibai adds 1 Moonsign level while activating and buffing Lunar-Crystallize, while Illuga just adds 1 Moonsign level to the team.
Flins’ core gameplay loop consists of the following:
Cast his Elemental Skill to enter his special state
Recast his Skill again to activate his special Elemental Burst
Spam Normal Attacks while his special Skill is on cooldown
Repeat step 2 when his special Skill is available
Following this realizes a good amount of his potential, though there are further optimizations that can be considered. Since his Burst only needs to be used within 6s of his special Skill and his Normal Attack energy generation is on a fixed cooldown, fitting in some Normal Attacks before casting his special Burst can help with his Energy generation or to stack some weapon Passives such as Primordial Jade Winged Spear. Furthermore, Flins typically has some leeway in his Skill state within which to fit in his two special Burst casts. To provide an example, a sample Flins on-field sequence might look like:
Skill → Normal Attack → Skill → Special Burst → NA Spam → Skill → Special Burst → NA Spam
As seen above, even though permissible, delaying his special Skill and Burst casts is generally kept to a minimum. This is especially important if using short duration buffs, such as Viridescent Venerer or Thrilling Tales of Dragon Slayers with their 10s uptime. Furthermore, it can also be beneficial for Flins to cut his field time short after his second Special Burst cast in order to perform faster rotations; this can be done immediately, or after generating an additional Electro particle with his Normal Attacks. Note that Flins’ rotations generally cannot go below 17s due to his Skill’s cooldown.
In combat situations where Flins receives an abundant amount of Energy - such as from enemy kills - Flins can opt to use his standard 80-cost Burst. This is typically done either at the start or end of his field time, though if used at the start it is important that Flins is still able to generate sufficient Energy for his special Bursts.
As a final addendum, due to hitlag - a mechanic wherein the player is momentarily frozen in time to simulate the impact of a melee hit on the enemy while the game continues to run - it is possible, albeit unreliable, for Flins to extend his field time just long enough to fit in a third special Burst. This is generally not worth attempting, even putting aside difficulty, due to the Energy required to do so and rotation time extension. If trying to do so to squeeze some extra damage into a rotation, Flins cannot delay his special Skill casts, and must perform animation cancels that are generally superfluous to his damage.
The notation used to refer to combat inputs in this section will be as follows:
His Attacks represent a very minor portion of his total damage (~5%) and while there are technically Combos that can improve their performance, they won’t have a real impact on his DPS.
Flins can loop N3D to optimize his damage output and energy generation without missing the timings on his special Bursts. As mentioned in the How to Play section, weaving in Normal Attacks after his initial Skill cast or changing his combo based on field time and combat situation can prove optimal instead.
Night of the Sky's UnveilingFlins’ Best-In-Slot in almost all situations, providing him great stats while increasing the team’s Lunar Reaction damage.
Thundering FuryA niche option for pre-C1 Flins when used with Fischl. Thundering Fury only reduces the CD on his base Skill, but this can allow for shorter rotations, more Oz uptime, and slightly more total damage.
Gilded DreamsA slightly better placeholder option while farming Night of the Sky’s Unveiling.Elemental Mastery Sands and Goblet are viable, but almost always worse unless Flins is receiving absurdly high ATK buffs from stage mechanics and his team.
Remember when building him that his best Artifact Set, Night of the Sky’s Unveiling, can guarantee a 30% CRIT Rate buff.
Burst
Level| C0 | C1 | |
|---|---|---|
| Flins/Ineffa/Bina/Sucrose + Signature Weapon | 100-105% | 110-120% |
| Flins/Ineffa/Bina/Sucrose + Other Weapons | 120-130% | 135-145% |
| Flins/Ineffa/Bina/Sucrose + Signature Weapon + 1 Fav | 100% | 105-110% |
| Flins/Ineffa/Bina/Sucrose + Other Weapons + 1 Fav | 115-125% | 125-135% |
| Flins/Fischl/Aino/Sucrose (Fav Aino) + Signature Weapon + 1 Fav | 100% | 100-105% |
| Flins/Fischl/Aino/Sucrose (Fav Aino) + Other Weapons + 1 Fav | 100% | 105-110% |
Usage rates are gathered from player profiles connected to Enka and refreshed periodically. They describe what people are running, not what performs best.
Last statistics update: 08/August/2026
Based on Enka-connected profiles matching this character. Usage rate describes observed profile popularity, not optimality. Characters may have multiple viable builds, and guide recommendations can differ from popularity.
Sample: 129,204
Bloodsoaked Ruins39.1%
Prospector's Shovel20.4%
Deathmatch4.2%
Staff of Homa3.8%
Night of the Sky's Unveiling [2PC] + Rainbow1.7%
C120.2%
C28.1%
C31.1%
C40.4%
C50.1%
C61.9%Flins’ team should include another Moonsign character to activate Ascendant Gleam, 1 Hydro applier to continuously trigger Lunar-Charged, and ideally 1 non-Moonsign character to activate the Lunar Reaction DMG buff from Ascendant Gleam. Another Electro teammate is subsequently ideal to activate Electro Resonance, lowering his ER requirements.
Relative team damage chart. Best listed team is treated as 100%.
Columbina
Columbina
Ineffa
Ineffa
Sucrose
Flins
Flins
Flins
Flins
Flins
Flins
Flins
Sucrose
Aino
Aino
Fischl
Sucrose
Flins
Flins
Flins
Flins
Flins
Flins
Flins
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