Aim for Energy Recharge if its required.
Best Furina build, teams, weapons, artifacts, combos, rotations, and gameplay notes for Genshin Impact.
5-starLast updated: August 8, 2026

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.







Generally flexible, so long as the team has a healer.
Party-wide buffing.
Consistent Hydro application.
Decent damage if ER needs are low.
Enables Marechaussee Hunter on DPS units for a high CRIT steroid.
Requires a healer on her teams for buffs and damage.
Drains the team’s HP.
DMG% buffs are irrelevant for Lunar & Stellar Reaction teams.
Wants to frequently cast Burst, often requiring extreme amounts of ER%.
Furina is a 5-star Hydro Sword user who is most commonly played as a support and off-field Sub-DPS, though she can sustain if desperate. By switching modes, she can use her Elemental Skill to either deal damage while draining ally HP or heal, while her Burst grants the team a damage buff depending on HP fluctuations.
As mentioned, Furina has two modes - Pneuma and Ousia - that she can swap between freely using her Charged Attack, which uniquely does not automatically use a Normal Attack before it. While their connection to Fontaine’s Arkhe mechanics is mostly irrelevant save for some specific bosses, these modes do change what her Skill does. Her current mode can be observed visually by her color scheme, particularly on the frills of her skirt; Pneuma is lighter, while Ousia is darker.
By default, Furina is Ousia-aligned- a positive, considering this ends up being the mode she uses for almost all situations. It allows her Skill to summon three “Salon Members”, which deal consistent Hydro damage scaling on Furina’s Max HP that prioritizes the enemy being attacked by the active character. Each summon also has its own damage multiplier and time interval between attacks; they additionally drain a certain amount of HP from each party member above 50% HP when they attack, increasing their final damage dealt by 10% for each party member who had their health drained. The amount drained also varies, with their total combined drain averaging out to around 3% of Max HP per second.
Similarly, due to their individual internal cooldown rules that limit how often they can apply Hydro to a given enemy, their combined Hydro application ends up averaging out to once every 1.2 seconds. However, this average should not be taken at face value; their inconsistent timings with each other means it is possible to apply Hydro twice in quick succession, then have a longer period with no application.
Her Pneuma form instead summons a “Singer of Many Waters” that heals the active character every 2 seconds by default. It has no other effect, including a lack of any sort of Energy generation; this means this mode is mostly only used in the overworld, if at all. Both her Salon Members and the Singer of Many Waters share a lengthy 30 second duration, with the summons also varying depending on the mode chosen; this long uptime somewhat alleviates her Skill’s 20 second cooldown.
Her Burst plays into her Skill’s ability to manipulate character HP. Using it causes a glowing border to appear around the screen for her Burst’s duration, with bubbles emerging at the sides. These indicate that Furina is currently accumulating “Fanfare”, which can stack up to 300; she can gain 1 Fanfare for every 1% of HP fluctuation on her allies with no limits on her rate of stack gain. Her current accumulated Fanfare can be seen visually by the cheering hands that appear at intervals at the bottom of the screen, increasing in quantity for every 25% of Fanfare gained - at 100%, they disappear, and the glowing border around the screen itself lights up when the crowd would’ve cheered. Each Fanfare allows Furina to grant the team a 0.25% DMG Bonus and 0.1% Incoming Healing Bonus at Talent Level 10, for a maximum of 75% and 30% respectively. Her Burst lasts for 18 seconds, after which all Fanfare is cleared.
Thus, Furina’s need for healers in the team becomes clear: without a healer, her Salon Members have their damage potential drastically reduced when teammates hit 50% of their HP; even more importantly, her Fanfare gain is slowed and eventually stopped entirely when the party lacks healing.
Her Ascension 1 Passive helps her out when running if running healers that only heal the active character - whenever anyone other than Furina overheals the active character, Furina heals the party for 2% of their Max HP every 2 seconds for 4 seconds. Even with the Fanfare Healing Bonus, this is not enough to compensate for the drain of her Salon Members; nonetheless, it speeds up her Fanfare generation and greatly eases the pressure on healers with primarily single target healing to fully heal teammates.
Her second Ascension Talent offers her Skill a buff scaling on her Max HP; she maximizes these bonuses at 40000 Max HP, granting her Salon Members 28 DMG% and reducing her Singer of Many Waters’ healing interval by 16%. Furina does not need to maximize this Passive, but it offers her a nice bonus for building a stat she was incentivized to build regardless.
Finally, beyond allowing her to switch between modes, her Normal and Charged Attacks are subpar and only ever used to trigger weapon Passives.
Furina’s gameplay is fairly simple, mostly ensuring that she maintains uptime on her Skill while ensuring her Burst’s buff is stacked up as much as possible before major DPS windows. Paired with her fairly long duration on both abilities, this means that Furina typically uses her abilities at the start of the rotation - though she can also opt to split up her Skill and Burst cast to ensure Burst uptime when it matters most. Note that her Skill’s ending animation can be Dash cancelled, and doing so will likely make her feel smoother to use.
While most healers can sustain sufficiently against Furina’s HP drain, her Burst benefits significantly from characters with a large burst of teamwide healing such as Jean and Escoffier; they allow Furina to instantly accumulate a large amount of Fanfare to maximize the strength of her buff, though it isn’t worth forcing them onto the team if not already synergistic. If Furina would fit well on a team but the team lacks a healer, it’s worth considering if any of her party members can use Prototype Amber without a significant loss - note that it tends to break even with Furina’s drain, so it cannot be relied upon for sustain.
Finally, in teams with rotations shorter than 20 seconds, Furina will typically cast her Skill every other rotation rather than extending the rotation to fit her Skill’s cooldown. While it is typically preferable to Burst every rotation, her ER requirements can make this unreasonable; this is also more common when the team’s rotation is short. If this is the case, Furina Bursts every other rotation instead.
Befitting her character arc, Furina’s time in the spotlight has passed. Lunar and Stellar reaction teams do not use DMG%, with the latter not even requiring her Hydro application. She faces competition from Mona and Citlali for enabling reactions for Pyro DPS units, while her damage does not hold up as well to modern standards; many modern DPS do so much damage that, paired with her ER requirements, they prefer Furina to use supportive gear instead! Nonetheless, she has managed to retain relevance as one of Skirk’s optimal teammates, while having a smaller niche as a top pick for Neuvillette teams. Even for Skirk, it can be difficult to say she’s worth pulling despite the improvements she brings due to Skirk’s own strong vertical investment.
Nonetheless, her positive attributes remain: her mix of off-field Hydro application, buffs, and damage means she’s rarely a bad pick - often serving very well if lacking better options and running a healer anyway, especially in Imaginarium Theatre. She’s just difficult to justify pulling for from a meta perspective due to having limited spaces where she truly shines.
Favonius SwordR5Due to Furina having extremely high Energy Recharge requirements when used as the sole Hydro unit as a team, Favonius Sword is often one of if not the best option to provide both her and the team with Energy.
Splendor of Tranquil WatersR1Splendor of Tranquil Waters is Furina’s best option for personal damage, even if she has to use an Energy Recharge Sands for it. However, note that options with team support such as Favonius Sword or Freedom Sworn may prove better.
Uraku Misugiri and Primordial Jade Cutter are other premium options if focusing on her personal damage.
Key of Khaj-NisutR1Key of Khaj-Nisut’s massive HP% steroid is great for Furina’s own damage, while its team Elemental Mastery buff typically makes it her best option when used on Vaporize or Lunar teams.
Freedom-SwornR1Freedom Sworn is a great supportive pick when the DPS can benefit from its effect and her Energy Recharge needs are satisfied, such as on Skirk teams.
Serenity's CallR5An F2P option for when Furina’s personal damage is relevant and she needs the Energy, doing particularly well if its Passive is fully activated but still reasonable otherwise. It can be outdone by Wolf Fang from the Battle Pass at low Energy Recharge requirements.
Golden TroupeFurina’s undisputed best option for personal damage, though often outdone if the team’s primary DPS can make use of Tenacity of the Millelith. Depends mainly on the primary DPS' contribution versus Furina's.
Tenacity of the MillelithOften Furina’s best option in many of her teams. She easily maintains uptime on the teamwide ATK% buff, while the 2 piece effect is still helpful for her personal damage.Aim for Energy Recharge if its required.
HP% Goblet tends to be Furina’s best option for personal damage in many cases. Hydro DMG Goblets tend to perform only slightly worse, sometimes even being optimal if Furina isn’t receiving many DMG% buffs.
Burst
Skill| Favonius Sword on Furina | Other Weapons | |
|---|---|---|
| Solo Hydro | 210-230% | 270-300% |
| Double Hydro | 180-200% | 220-240% |
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: 227,787
Favonius Sword31.6%
Wolf-Fang3.0%
Golden Troupe83.0%
Golden Troupe [2PC] + Rainbow2.1%
C111.7%
C217.9%
C32.5%
C41.0%
C50.3%
C66.1%Furina is not worth running without some form of healing in the team. Ideally, this comes in the form of large team-wide “burst” healing, though units with this such as Escoffier are not worth forcing if they lack strong synergy with the team already. If Furina would fit well on a team but the team lacks a healer, it’s worth considering if any of her party members can use Prototype Amber without a significant loss; note that it tends to break even with Furina’s drain, so it cannot be relied upon for sustain.
Relative team damage chart. Best listed team is treated as 100%.
Neuvillette
Citlali
Furina
Furina
Escoffier
Escoffier
Neuvillette
Neuvillette
Neuvillette
Neuvillette
Neuvillette
Neuvillette
Furina
Furina
Escoffier
Escoffier
Wriothesley
Yelan
Yelan
Wriothesley
Wriothesley
Wriothesley
Yelan
Skirk
Skirk
Furina
Furina
Escoffier
Escoffier
Furina
Furina
Skirk
Skirk
Skirk
Skirk
Skirk
Furina
Furina
Escoffier
Escoffier
Mona
Mona
Mona
Lohen
Columbina
Columbina
Navia
Furina
Furina
Linnea
Linnea
Navia
Navia
Navia
Navia
Furina
Furina
Iansan
Iansan
Xilonen
Xilonen
Xilonen
Varesa
Furina
Furina
Jean
Jean
Mona
Mona
Mona
Varka
Varka
Varka
Varka
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