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

Skirk is a 5-star character from the Cryo element who wields the Sword weapon. Skirk was added to the game with the 5.7 patch.
A visitor who once appeared in an Abyssal rift and the Primordial Sea, this solitary warrior mentored Tartaglia in the martial arts.
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.

High damage ceiling through Combo and rotation optimizations.
Strong vertical investment.
Burst allows her to flexibly frontload damage or play as a quickswap unit.
Restrictive team building.
Countered by enemies with permanent Pyro aura.
Skirk is a 5-star Cryo Sword user most commonly played as an on-field Main DPS, though she can also be played as a Quickswap DPS. She gains boosted scalings when paired with Hydro and Cryo characters and uses special Energy, which she can consume steadily to enhance her Normal Attacks or all at once to nuke with her Burst.
An important aspect of Skirk’s kit is that, as referenced above, it does not use standard Energy; instead, she substitutes this with “Serpent’s Subtlety” which she can hold up to 100 of. These are gained from two sources: she gains 45 when casting her Elemental Skill, and 8 when absorbing a “Void Rift” that she generates with her first Ascension Passive when a Cryo reaction other than Melt is triggered. These Void Rifts can be generated every 2.5 seconds up to a maximum of 3, and are absorbed through different abilities accessed via her Skill.
Her Skill is thus the cornerstone of her kit, allowing for not only Serpent’s Subtlety generation and access to Void Rift absorption but also the ability to decide how Skirk intends to spend her Serpent’s Subtlety. This choice comes down to whether her Skill is Tapped or Held.
Tapping it puts her in the “Seven-Phase Flash” mode, which consumes 6.6 Serpent’s Subtlety per second to enhance her Normal Attacks, convert them to Cryo, and increase her interruption resistance. Through her first Ascension Passive, it also allows her to absorb Void Rifts her Charged Attack and Burst; the latter also comes with a new effect, requiring no Serpent’s Subtlety to cast and buffing the next 10 hits of her Normal Attack based on how many Void Rifts were absorbed when used. This forms the crux of her on-field playstyle: dealing damage with her powered up Normal Attacks and managing her uptime through judicious use of her Burst and Charged Attack to absorb Void Rifts. So long as Serpent’s Subtlety can be maintained, the mode can last up to a maximum of 12.5 seconds.
Meanwhile, Holding her Skill comes with no other effect outside of absorbing all void rifts around her and its inherent 45 Serpent’s Subtlety generation. This leaves her free to use her regular Elemental Burst provided she has at least 50 Serpent’s Subtlety, consuming all Serpent’s Subtlety to launch a powerful nuke consisting of five hits followed by a stronger final strike. Each hit also gains additional scaling based on each point of Serpent’s Subtlety consumed above 50, up to 12; absorbing three void rifts when casting her Hold Skill grants 69 points, and even only absorbing two leaves her with 61 points - just one short of the cap. Her quickswap playstyle focuses around this, dealing huge bursts of damage with minimal field time.
Her second Ascension Passive introduces the final aspect to using Skirk. She can gain one “Death’s Crossing” stack per ally when Cryo or Hydro teammates deal damage matching their element; these give a huge boost to her output, with Skirk gaining a staggering 1.7x multiplier to her Normal Attack damage when she has Seven-Phase Flash and a 1.6x multiplier to the damage of her Elemental Burst. She has some consolatory bonuses at lower stacks of Death’s Crossing ranging from 1.05x to 1.2x multipliers, but these pale in comparison to the full bonus. This locks Skirk to Freeze teams with only Cryo and Hydro characters to perform well. Skirk’s Utility Passive is also tied to this, providing a talent level increase to the team’s Elemental Skills. With Skirk’s Normal Attack multipliers during Seven-Phase Flash being contained in her Skill and many of her best teammates also having their Skill as a core talent, this is a nice if minor passive.
Finally, while it might seem like her quickswap and on-field DPS playstyles are mutually exclusive due to her Skill and Burst between the modes sharing a cooldown, a hybrid of the two can be played to great effect. This is thanks to her Skill having a very short cooldown, meaning Hold Skill can be used, then after rotating between supports for 6 seconds her Burst can be used before Tapping her Skill and using her on-field combos. This gives up on her Seven-Phase Flash Burst’s DMG% and additionally requires another wait of 8 seconds before she can Hold Skill again, but having access to her Burst can be useful for certain matchups.
Skirk’s gameplay loop itself is very simple, with much of her complexity coming from her combos as an on-field DPS. In this role, after setting up buffs and off-field Hydro application with the team, she simply enters Seven-Phase Flash with her Tap Skill before using one of her on-field combos. These combos naturally include uses of her special Burst and Charged Attack to absorb Void Rifts and extend her field time.
Meanwhile, as a quickswap DPS, she simply needs to use her Hold Skill and Burst; ideally, she partners with a carry who allows her to do this as close to once every 15 seconds as possible. When hybridizing these playstyles, she tends to go for a “split” rotation as illustrated below.
On-field: Tap Skill → Burst → On-field Combos
Quickswap: Hold Skill →Burst
Hybrid: Hold Skill → 7s → Burst → Skill → On-field Combos → 8s
The notation used to refer to combat inputs in this section will be as follows:
Skirk’s combos revolve around her ability to perform time-saving animation cancels for her Charged Attack and most parts of her Normal Attack string except her N1 - while her Dash is typically used for this, her special Burst and even Walk can also be used to interrupt the animation while still getting her damage in. As Skirk is often doing over 80% of a team’s damage, her cancels can make a noticeable overall difference.
As mentioned, most of her attacks can be cancelled to good effect; however, the most impactful components of her kit that are cancelled are her N5 due to its lengthy ending animation, and her N2 due to how quickly its damage is dealt. Skirk’s cancels in theory are as simple as inputting the cancelling ability once the attack connects, but nonetheless will likely require practice due to just how quickly some of her cancels can be performed.
This is the recommended minimum baseline to use if playing Skirk. These combos still use cancels, but only on her N5, for which they are easily executed; the singular N2 used is followed by her Charged Attack to absorb Void Rifts, forgoing the need to cancel it.
On-field: E N5Q N5D N5D N2C N5 (Footage shown in this combo button)
Hybrid: Q E N5C N5D N5D N2C N5
Being her primary means of executing her cancels, her Dash has a few additional quirks to take note of. These are especially relevant when performing N2 Dash cancels:
The Dash should be tapped and not held for any prolonged amount of time,
The Dash should be performed while the player is not holding a movement key.
Furthermore, when properly cancelling Skirk’s N2 on repeat - as is the case for almost all of Skirk’s best combos - players will run into the Dash cooldown after doing so twice due to how fast they can be performed. This is then circumvented in one of the following ways:
Using her special Burst instead of her Dash. This is typically done the first time Skirk hits the Dash cooldown to ensure she still receives the full benefit of her special Burst buff. Not applicable for Hybrid Skirk rotations.
Using her Charged Attack instead of her Dash. While this does not cancel the animation per se, Skirk’s Charged Attack needs to be used at least once during her Combos to absorb Void Rifts regardless.
Continuing her attack string, then cancelling it on a later hit. This is the default option when she does not need to use her Special Burst or Charged Attack.
Skirk’s Walk Cancels are typically used to reset her attack string, most commonly used after her 3rd Normal Attack when it sees use. It can be performed with a well-timed single tap, a well-timed double tap, or by spamming the forward movement input until Skirk moves; for her N3, the timing tends to be as soon as Skirk touches the ground after her backflip.
An important facet of Skirk’s first Normal Attack is that the attack only starts when the button is released, and not when it is input. This is because it shares an input with her Charged Attack, with the game waiting till the input is released to decide whether a Normal or Charged Attack was input.
Skirk is especially impacted by this, with her N1 coming out noticeably quicker when the tap for its input is performed as quickly and as briefly as possible. Since Skirk can end up using her N1 multiple times in her best combos, a delay in executing her N1s can add up! Her Tap Skill has a similar mechanic for the game to decide whether her Tap or Hold Skill is being used, meaning shortening the time on her tap is also relevant for it.
For players using a keyboard and mouse, one trick is to bind the Normal Attack input to the mouse’s scroll wheel due to it typically having a quicker input. However, this is not necessary, and her N1 can be executed well with practice on any device.
Since Skirk does not rely on precise reaction timings, her combos are optimized purely based on maximizing the total multiplier on her attacks delivered during her Seven-Phase Flash state. Furthermore, as the input times on her combos can vary, players may find more success by repeating a basic set of attacks within the general framework of her combos.
At a fundamental level, Skirk’s advanced combos centre around maximizing N2 usage. However, as covered above, Skirk has to find an alternative to her Dash when hitting the cooldown - her special Burst or Charged Attack are both options, but are often only used once a rotation. Generally, she instead defaults to extending her attack string and cancelling it at a later point. This gives rise to two options as the building block of her combos: 223 and 225.
Both do two sets of Normal Attacks; the former follows it up with an N3 alongside a walk cancel so as to not hit the Dash cooldown again prematurely, while the latter, using a full N5 string, gives enough time to allow Skirk to simply use a Dash to cancel it. The inputs are laid out in full below.
223: N1 → N2 → Dash → N1 → N2 → Dash→ N1 → N2 → N3 → Walk
225: N1 → N2 → Dash → N1 → N2 → Dash→ N1 → N2 → N3 → N4 → N5 → Dash
When subsequently incorporating her special Burst and Charged Attack, the general framework for Skirk’s combo thus goes as follows:
Opener: Tap Skill → N2D → N2D → N2 → Special Burst (for on-field) OR Charged Attack (for Hybrid Skirk),
Repeat 223 or 225 strings in full. At any point when Void Rifts are available and before Serpent’s Subtlety expires,
N2D → N2D → N2 → Charged Attack,
Repeat 223 or 225 strings until Serpent’s Subtlety expires,
Optionally, if Serpent’s Subtlety is just about to expire, extend the current attack string and swap cancel the next hit to restart your rotation.
On-field: E N2D N2D N2Q 2(N2D N2D N3W) N2D N2CD N3W N2 (Footage shown in this combo button)
Hybrid: Q E N2D N2D N2C 2(N2D N2D N3W) N2D N2CD N3W N2
This combo delivers the N2 string 10 times and the N3 string 3 times, thus sometimes being abbreviated to 10N2 3N3.
On-field: E N2D N2D N2Q N2D N2D N5D N2D N2C N2D N2D N5 (Footage shown in this combo button)
Hybrid: Q E 2ND N2D N2C N2D N2D N5D N2D N2C N2D N2D N5
This combo delivers the N2 string 9 times and the N5 string twice, thus sometimes being abbreviated to 9N2 2N5.
All combos covered above are dependent on the player’s execution; while they can output around 30% more damage than the easy combos mentioned at the start, attempting them can also easily perform worse if not properly using the various techniques covered that are required to achieve it.
Due to Skirk’s extremely fast attacks and the aforementioned behaviour of her only registering input when releasing the Attack button, Skirk has limited time to “buffer” her inputs - that is, queueing her next input in advance during her current input. This makes it so that extremely precise clicks can speed up how quickly her attacks come out even before cancels are considered; the more realistic alternative to this is spam clicking, using quantity over quality to get as close to the timing as possible.
This quirk means that Skirk’s combos also depend on the device’s frame rate, as these can impact when the input is registered. It can be advisable if looking to maximize Skirk’s damage to crank the game’s frame rate as high as your device can handle; if necessary, graphics quality can be reduced to enable this smoothly.
The difference in doing so can be an extra N2 on Skirk’s combos - for example, 11N2 4N3 instead of 10N2 4N3. While seemingly minor, when considering the damage each Normal Attack deals the difference can be noticeable. Nonetheless, she performs well even without such optimizations.
Finally, some players who use mouse and keyboard opt to bind the Normal Attack input to the mouse’s scroll wheel due to it typically having a quicker input. However, this is not necessary and her ceiling can theoretically be reached on any device.
Due to Skirk’s C2 offering her a massive 70% ATK steroid after using her Special Burst, it becomes optimal to shift her special Burst to be used as early in the combo as possible. 223 and 225 strings are then repeated as detailed below.
Example:
E N2Q N2D N2D N5D N2D N2 C N2D N2D N5 N2D N2D
Finale of the Deep GalleriesSkirk’s dedicated Artifact Set, and her general best option regardless of how Skirk is played. While it can occasionally run into uptime issues on its Normal Attack DMG% when using her standard Elemental Burst immediately before Skirk’s On-Field combos, it remains the optimal choice.
Marechaussee HunterSince Furina is one of Skirk’s best teammates, On-Field Skirk can use Marchaussee Hunter to great effect, with the Set performing similarly to Finale of the Deep Galleries for on–field Skirk. However, it performs notably worse for Hybrid or Quick-Swap playstyles and ties her to Furina, greatly limiting her flexibility.Skirk may prefer an ATK Goblet in rare cases where she is saturated on DMG% buffs, such as when using Finale in teams with Mona.
Skill
BurstUsage 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: 152,917
Azurelight50.0%
Finale of the Deep11.6%
Calamity of Eshu6.3%
Finale of the Deep Galleries [2PC] + Rainbow1.8%
Blizzard Strayer0.3%
C16.7%
C29.1%
C30.9%
C40.3%
C50.1%
C63.3%Skirk should almost always be paired with only Cryo and Hydro characters, with at least one teammate being able to apply Hydro consistently from off-field to keep up her Void Rift generation. Skirk is still able to utilize teams outside of Freeze for particular boss encounters, albeit at a huge damage loss and typically requiring vertical investment to compensate.
Relative team damage chart. Best listed team is treated as 100%.
Skirk
Skirk
Furina
Furina
Escoffier
Escoffier
Furina
Furina
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Furina
Furina
Yelan
Yelan
Escoffier
Escoffier
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Furina
Furina
Escoffier
Escoffier
Charlotte
Charlotte
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Escoffier
Escoffier
Layla
Layla
Mona
Mona
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Furina
Furina
Layla
Layla
Charlotte
Charlotte
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Skirk
Xingqiu
Xingqiu
Xingqiu
Candace
Candace
Candace
Layla
Layla
Skirk
Skirk
Skirk
Skirk
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