Last updated: 22/October/2026

Best guide and build for Brant from WW (Wuthering Waves). Brant is a 5★ rarity character from the
Fusion element who uses the Sword type weapon.
Brant has at least one video guide available:
Last review update
Patch 3.7
Last major build/calcs update
Patch 3.0
Last profile update*
22/October/2026
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Brant check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Captain's Rhapsody
Basic Attack
Perform up to 4 consecutive attacks, dealing Fusion DMG.
Heavy Attack
Consume STA to attack the target, dealing Fusion DMG.
Heavy Attack - Rhapsodic Riff
Consume STA to attack the target, dealing Fusion DMG.
After performing Basic Attack Stage 2 or Stage 4, hold Normal Attack to perform Heavy Attack - Rhapsodic Riff.
After performing Mid-air Attack Stage 4, Press Normal Attack to perform Heavy Attack - Rhapsodic Riff.
Mid-air Attack
Perform up to 4 consecutive attacks, dealing Fusion DMG.
Press Normal Attack following Mid-air Attack Stage 1 or Stage 2 to swing to the target with Grapple. Brant will attack the target if he reaches them with the swing. Release while in action to flip backward after the attack hits; or hold Normal Attack to attack the target continuously and flip backward after the finishing move. Brant flips backward automatically after Mid-air Attack Stage 3. Press Normal Attack after each flip to perform the next stage of Mid-air Attack. Flip resets Mid-air Dodge attempts.
If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward, dealing Fusion DMG.
If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, he will drop down after a temporary suspension in mid-air.
Dodge Counter
Press Normal Attack right after a successful Dodge to attack the target, dealing Fusion DMG.
Anchors Aweigh!
Brant launches himself into the air and blasts all targets in an area, dealing Fusion DMG. While in mid-air, if Bravo is not full, Resonance Skill Anchors Aweigh! is replaced with Plunging Attack.
Plunging Attack
Plunge at the target at the cost of STA, dealing Fusion DMG, which is considered Basic Attack DMG.
If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward. Afterward, Press Normal Attack to perform Plunging Attack.
If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, Press Normal Attack to perform Plunging Attack during the suspension.
To the Horizon
Deal Fusion DMG to targets within the range and heal all nearby Resonators in the team before entering the Aflame state.
Can be cast in mid-air.
Aflame
The efficiency of gaining Bravo is increased by 100% when Normal Attack or Resonance Skill Anchors Aweigh! hits the target. Meanwhile, Forte Circuit Theatrical Moment is replaced by "My" Moment.
"My" Moment
Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 20 points of ATK, up to 2600.
Ocean Odyssey
Theatrical Moment
Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 12 points of ATK, up to 1560.
Waves of Acclaims
Heal all nearby Resonators in the team when Bravo reaches 25, 50, 75, and 100. Returned from Ashes
When Bravo is full, replace Resonance Skill Anchor Aweigh! with Returned from Ashes.
Consume all Bravo to perform Returned from Ashes, dealing Fusion DMG, considered Basic Attack DMG, and generate a shield. Casting this skill when in Aflame ends this state after Returned from Ashes ends. Bravo
Brant can hold up to 100 Bravo.
Obtain Bravo when Normal Attacks hit the target.
Obtain Bravo when Intro Skill hits the target.
Obtain Bravo when Resonance Skill hits the target.
Voyager's Blaze
Healing provided by Waves of Acclaims is increased by 20%.
Trial by Fire and Tide
Brant's resistance to interruption is increased during Mid-air Attacks and gains 15% Fusion DMG Bonus.
Applaud for Me!
Attack the target, dealing Fusion DMG, and gain Interlude Applause effect. Interlude Applause
The next Mid-air Attack begins at Stage 2. This effect ends when Brant lands early or is switched out.
The Course is Set!
Ampify the incoming Resonator's Fusion DMG by 20% and Resonance Skill DMG by 25% for 14s or until the Resonator is switched out.
Sequence Node 1
Returned from Ashes temporarily causes nearby targets to stagnate while casting. The stagnation effect is removed when Brant is switched off the field.
After casting Intro Skill Applaud for Me! or each flip following Mid-air Attack, Brant's DMG dealt is increased by 20% for 5s, stacking up to 3 times.
Sequence Node 2
Casting Mid-air Attack and Returned from Ashes increases Brant's Crit. Rate by 30%.
Brant's Outro Skill The Course is Set! gains a new enhancement:
When Resonance Skill cast by the incoming Resonator (or nearby Resonators who activate Brant's Outro Skill) hits a target within 20s after Brant's Outro Skill, Brant blasts the hit target, dealing Fusion DMG equal to 440% of Brant's ATK (considered Basic Attack DMG). This explosion can be triggered 1 time per second, up to 2 explosions in total.
This effect remains active when Brant is switched off the field.
Sequence Node 3
The DMG Multiplier of Returned from Ashes is increased by 42%.
Sequence Node 4
The Shield obtained from Returned from Ashes is increased by 20%. Casting Returned from Ashes restores HP for all nearby Resonators in the team (6.60 HP for every 1% Energy Regen).
Sequence Node 5
Dealing Basic Attack DMG gives Brant 15% Basic Attack DMG Bonus for 10s.
Sequence Node 6
Mid-air Attack's DMG Multiplier is increased by 30%. Casting Returned from Ashes causes a secondary blast, dealing Fusion DMG equal to 30% of the DMG dealt by Returned from Ashes, considered Basic Attack DMG.
While the source of the materials can be quickly found in the game, when it comes Golden Fleece you will have to gather them from the map. Check our Interactive map to find them quickly:

Review
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Enough personal damage to make him a viable Sub-DPS and Main DPS depending on team composition;
Big party-wide shields and healing;
High affinity for Quickswap with characters that rely on mid-air combat;
LET THE FLAMES RISE! Epic shot! Same actor, different role!
Buffing profile is very low, so his role as a buffer is seriously underpowered. Brant mostly provides personal damage (only exception to that are his Outro buffs), and nowadays that’s not enough to suffice as the Best In Slot option to any team. In other words, he’s never the best choice anywhere;
Completely dependent on his Signature weapon to perform. Brant is an entirely forgettable character without it on any account;
Unable to be competitive as a DPS if you don’t want to Quickswap with him;
Gets interrupted what feels like all the time on his most important abilities at S0, his Forte Skill (aka his anchor) can get completely nullified by enemy attacks (which at that point means you should reset your endgame run). Plus, his Forte generation is dependent on his attacks connecting fully, so his rotations can get significantly slowed down against more mobile enemies.
Brant is a 5-star Fusion Sword Hybrid character who’s defined by his ability to deal great personal damage while being able to buff another DPS character on the team thanks to his Outro skill. He has a focus on mid-air combat and provides additional shielding and healing for your party, making him quite the multi-purpose character.
Like many other Wuthering Waves characters, Brant’s kit is centred around his Forte Circuit with the majority of his other abilities connecting to it in some way. His Forte gauge stacks up to 100 points, and when full he is able to cast the enhanced version of his Resonance Skill “Returned from Ashes” (also known as the Anchor) which deals tremendous damage and scales off Basic Attack DMG. His Anchor makes up a significant portion of his overall damage and fills up his Concerto gauge by around half, meaning building up to this Forte skill as fast as possible is a priority and should put you in a great position to trigger Brant’s Outro skill right after. Additionally, it enables him to gradually heal the party every 25 points of “Bravo” and to gain a significant amount of flat ATK for the cast - both of these are dependent on his Energy Regen.
Brant’s Forte gauge is filled in 3 ways:
Via Basic Attacks;
Via Intro Skills;
Via regular Resonance Skills (mostly unused).
His Outro is the only source of buffing in his kit, since his Signature set Tidebreaking Courage requires him to reach at least 250% Energy Regen to gain significant damage buffs (this also contributes significantly to the rest of his self-buffs tied to his Energy Regen stat). It grants 20% Fusion and 25% Skill DMG Amplification to the next character he Outros into for 14s, expiring upon swap.
The focus of Brant’s combat is in his Mid-air Attacks. They generate more Forte than his other attack strings, quicker. His Intro and Ultimate both also send him into the air if he is grounded, so it is heavily incentivized to utilize his Mid-air Attacks no matter what.
Brant has several options when it comes to mid-air combat, as beyond simply performing the equivalent of Basic Attacks in the air, he notably he has the ability to “charge” his first two Mid-air Attacks (similarly to a Heavy Attack) which can provide significant Forte gain, and he also performs some “Flips” automatically after his first 3 mid-air attacks to deal a bit of extra damage and gain a bit of extra Forte.
His Ultimate also provides 2 significant self-buffs that are key to his rotations: the ATK increase from his Forte based on his Energy Regen is 2/3 (66%) stronger, and importantly, his Forte generation from all his attacks is doubled. Except for his Intro, which always fills his Forte gauge by about a quarter and allows him to start his Mid-air Attack string from Mid-air Attack 2.
In practice, the fastest way to build up to his Forte after an Intro is by immediately casting his Ultimate to benefit from the doubled Forte gain, then to cast Mid-air Attack 2, charge it, and perform Mid-air Attack 3. That’s enough to charge up his Anchor Forte Skill and finish his rotation by casting it.
Let’s get something important out of the way first: Brant is a very expensive character to build, both Echoes-wise and Astrite investment-wise. His Signature weapon provides him with a massive 77% Energy Regen boost. His Energy Regen requirement for his Signature Echo set (which is a big damage boost) is 250% at minimum, and it can go up to 280% Energy Regen when it comes to Flat ATK increases from his Forte/Ultimate.
Not only that, but Brant is a character very dependent on his personal damage to perform. A good Echo build is in order, but that means getting at the minimum CRIT and Energy Regen stats on every Echo (or almost every with his Signature). Not only is owning his Signature weapon practically a requirement in order to build him properly, he will take a lot more Echoes to roll than the average character in order to get satisfactory performance out of him. This places big constraints on what his pull value can be for most players.
Brant does have his strengths when he is fully geared though: he is multi-roled, as he deals great personal damage for his rotation time of about 8 seconds, he can buff your Main DPS via his Outro skill, and he can provide big healing and shielding for the whole party, so his sustain capabilities are appreciated too.
The issue is that even with all of these facets that could make him a great secondary damage dealer, buffer, and sustain, he has the classic problem of being a jack of all trades, master of none. Brant’s buffing potential is only limited to his Outro, while basically every other Hybrid buffer can at least run an Echo set for higher buffing potential, and in most cases have extra buffs packed into their kit. Brant deals good personal damage, but it’s nowhere near that of a Main DPS (unless you explicitly lengthen his rotations to do so). His sustain capabilities are great, but non-essential to endgame clears.
Overall, Brant is quite the forgettable character in today’s meta. He had his time to shine in the 2.x Rinascita era as one of the best Fusion characters you could get, but his main role was on teams with Lupa. Nowadays, Lupa is better off using more modern Fusion characters and Mornye for general buffing, since she has a great Outro skill of her own. The only Fusion/Skill damage dealer in this game is Changli, so his Outro has not been utilized to its fullest potential since a character significantly pre-dating his release, that has long since been powercrept herself.
In conclusion, Brant is not a recommended pull in today’s Wuthering Waves meta. His heavy build requirements do not justify the rewards you get for building him, as he is a jack of all trades, master of none kind of character. More specialized Supports for modern damage dealers are recommended over him, as they tend to be cheaper to build and bring modern DPS to higher ceilings. In the Fusion archetype, Lupa and Mornye are more recommended as well. However, if you wish to utilize Brant’s strengths, because you already own him or simply like the character, he can still clear Tower of Adversity and Endstate Matrix when surrounded by proper teammates, with a good enough playstyle and the right amount of investment (though he will struggle in Whimpering Wastes). Keep this in mind if you wish to acquire him today or want to get around to building him now!
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).
Brant calculations were done using added buffs from the following teammates:
Flaming Clawprint
Lamp of Nether Road
100.00%
76.30%
74.30%
72.00%
69.90%
Offers a 10% unconditional Fusion DMG% boost and an additional 30% Fusion DMG% after using a Resonance Skill for a grand total of 40% additional Fusion DMG bonus. On Brant, this set is significantly worse damage-wise than Tidebreaking Courage if it is possible to use it, however provided you cannot reach his Energy Regen requirements then this is the best set to use. Make sure to start casting a Skill and cancel it via Brant's Ultimate when his rotation starts to exploit this set's full effect!
Below you can find Main Echo options:
Brant's best set provided he can reach its tremendous Energy requirements, due to providing its total of 10% Energy Regen, 15% ATK and 30% DMG Bonus at 250% Energy Regen or above. This requires very good Echoes or his Signature weapon to achieve, and while its activation conditions are very high, the reward in terms of damage increase makes this set worth the investment.
Below you can find Main Echo options:
Substats: Energy Regen (Until 250%) > CRIT Rate = CRIT DMG > Energy Regen (Above 250%) > Basic Attack DMG% > ATK% > ATK
ER/Fusion main stats are only realistically attainable with Brant's Signature (if his Energy Regen surpasses 280% with an Energy Regen main stat). Otherwise, always privilege ER/ER.
All recommended endgame stats portray a fairly good quality endgame build as a goal to aim for on most characters. However, don’t treat this as an end-all-be-all, and more of a suggestion.
All stat recommendations are given at S0 for 5-stars, S6 for 4-stars, and free characters (unless specified otherwise), based on total stats in the in-game stat-screen with the character out of combat but also active in the party (and hence some buffs may or may not apply). Any other precision may be directly specified. If not specified, Energy Regen requirements are estimated in the character’s best team.
HP: 16000+
DEF: 1300+
ATK: 1600-2000+ (Before Forte buffs)
CRIT Rate: 65-80%+
CRIT DMG: 210-260%+
Energy Regen: 250-280%
Fusion DMG Bonus: 10-40%
Below you can find the order of leveling the abilities for Brant.
Forte Circuit
Basic Attack
Res. Liberation
Intro Skill
Res. Skill
Skill and Intro can be skipped when levelling to save on resources at a minimal damage loss.
Gameplay and teams
Brant’s rotation goal is to build up his Forte as quickly as possible in order to cast his Anchor Skill and switch out after dealing a large amount of damage through that Skill. Below are some of the ways you can do so.
Use Dragon of Dirge at the very end of his rotation after his Anchor, or before his rotation starts in Quickswap. It’s also possible to skip it entirely if it doesn’t get in the way of your other characters’ Energy Regen requirements (this is recommended outside of Quickswap).
This rotation is the easiest way to get Brant’s Forte charged up fully in a quick and easy manner without any Quickswap required.
Intro
Ultimate
Basic: Mid-Air Attack 2
Heavy: Mid-Air Attack 2 Charged (Full Channel)
Basic: Mid-Air Attack 3
Skill: Returned from Ashes
Outro
While using something similar to the rotation above is most suitable for the majority of Brant builds and teams, if you specifically want to play him as a main damage dealer, you can build up his Forte twice in a row. This is a much slower, but higher-damaging process if you wish to fully lean into DPS Brant with a composition like Brant/Lupa/Mornye.
In the first rotation, Brant won’t have enough Forte to perform the rest of the rotation, so we cast a Skill and swap out in order to get there.
Opener only: Skill: Anchors Aweigh! (Swap)
Then afterwards, we can always loop the rotation below:
Intro
Basic: Mid-air Attack 2
Heavy: Mid-air Attack 2 Charged (Full Channel)
Basic: Mid-air Attack 3
Basic: Mid-air Attack 4 (Cancel animation endlag via Echo)
Echo (Swap)
—> Build up your Outro from your Secondary character here.
Intro
Skill: Returned from Ashes (Cancel animation endlag via Ultimate)
Ultimate
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Heavy: Mid-air Attack 2 Charged (Full Channel)
Basic: Mid-air Attack 3
Basic: Mid-air Attack 4 (Cancel animation endlag via Skill)
Skill: Returned from Ashes
Outro
After the Opener, if you cancel Brant’s Mid-air Attack 4 properly (upon landing at the first hit), some Forte will carry over into the following rotation. This allows you to skip having to do a Skill (Swap) on every rotation after the first.
Brant’s a very quickswap-friendly character. This can significantly improve both his Hybrid and DPS rotations. He’s also really easy to pilot in Quickswap: his Echo cast can be performed before his rotation starts optionally, but most importantly just casting a couple of Mid-Air Basic Attacks and swapping out of them is his best way to generate Forte in Quickswap.
It’s a very easy and straightforward playstyle to execute. Typically, Brant will execute Mid-air Attack 1 and 2 (sometimes 3 as well) before swapping back into another character, as that takes roughly a second to perform (a bit more if you go for a 3rd attack). Do this enough times during other characters’ Swap Cancel windows (one of his best teammates, Lupa, has a ton of them), and his Forte will be prepared fully before he even Intros in.
As a Hybrid, you’ll want to utilize his Ultimate before starting to charge up any Forte. However, as a DPS, you’ll need to charge up the first Forte gauge without the boost in Forte generation from the Ultimate. The second Forte charge can and will utilize his Ultimate, without any Quickswap involved. In both cases, you want to build up his Forte to about 75% charge so his Intro fills up what’s missing, to then immediately utilize his Anchor and let it deal its damage before Outroing back out (as a Hybrid) or using his Ultimate and building up a second one (as a DPS).
Calculations