Last updated: 22/October/2026

Best guide and build for Buling from WW (Wuthering Waves). Buling is a 4★ rarity character from the
Electro element who uses the Rectifier type weapon.
This character has no video guide yet.
Last review update
Patch 3.7
Last major build/calcs update
Patch 3.7
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 Buling check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Hexagram Calls, Lightning Falls
Basic Attack
Perform up to 4 consecutive attacks, dealing Electro DMG.
Heavy Attack - Mountain Over Thunder
Hold Normal Attack to consume the highlighted Trigram - Mountain and Trigram - Thunder from left to right and cast Heavy Attack - Mountain Over Thunder, dealing Electro DMG.
Heavy Attack - Thunder Over Mountain
Hold Normal Attack to consume the highlighted Trigram - Thunder and Trigram - Mountain from left to right and cast Heavy Attack - Thunder Over Mountain, dealing a small amount of Electro DMG and additionally reducing the target's Vibration Strength.
Heavy Attack - Twin Mountains
Hold Normal Attack to consume the highlighted 2 Trigrams - Mountain from left to right and cast Heavy Attack - Twin Mountains, healing all nearby Resonators in the team.
Heavy Attack - Twin Thunders
Hold Normal Attack to consume the highlighted 2 Trigrams - Thunder from left to right and cast Heavy Attack - Twin Thunders, healing all nearby Resonators in the team once per second for 8s.
Heavy Attack - Ghost Gate Omen
When holding Normal Attack with fewer than 2 Trigrams, Buling fails the divination, becoming temporarily immobilized and losing all Trigrams and 20% of her current HP. This effect will not consume HP if Buling's current HP is below 1%.
Mid-air Attack
Consume STA to perform Mid-air Attack, dealing Electro DMG.
Dodge Counter
Press Normal Attack right after a successful Dodge to perform Basic Attack Stage 3, dealing Electro DMG.
After performing Dodge Counter, press Normal Attack to perform Basic Attack Stage 4.
Trigram
Buling can hold up to 4 Trigrams. When Trigrams reach the max number, gaining new Trigrams moves all Trigrams 1 slot to the left, and the original leftmost Trigram will be removed.
Trigram - Mountain is obtained when Basic Attack Stage 2 deals damage.
Trigram - Thunder is obtained when Basic Attack Stage 4 or Mid-air Attack deals damage.
Trigram - Thunder is obtained when casting Resonance Skill - In Shadow Thunder Stirs.
In Shadow Thunder Stirs
Attack the target, dealing Electro DMG and continuously pulling in nearby targets.
Right after casting Resonance Skill, press Normal Attack to perform Basic Attack Stage 4.
Flashing Thunder Spell
Attack the target, dealing Electro DMG.
Thunder Begets Life
Yin-Yang Balance
When Buling obtains Minor Yin and Minor Yang, she enters the Yin-Yang Balance state, replacing her Resonance Liberation - Flashing Thunder Spell with Resonance Liberation - Flashing Thunder Spell: Harmony.
Flashing Thunder Spell - Harmony
Attack the target, dealing Electro DMG and generating a Five Thunders Spell Array at the target area. The array deals Electro DMG and inflicts 2 stacks of Electro Flare on all targets within it every 2s, lasting for 24s. When Five Thunders Spell Array is active, all Resonators in the team enter the Thunder Spell - Primordial Qi state.
While in the Thunder Spell - Primordial Qi state, when any Resonator in the team casts Intro Skill, Thunder Spell - Primordial Qi becomes Thunder Spell - Yin and Yang.
Thunder Spell - Yin and Yang grants 10% Resonance Skill DMG Bonus to all active Resonators in the team. When any Resonator in the team casts Intro Skill during this state, Thunder Spell - Yin and Yang becomes Thunder Spell - Heaven, Earth, Mind.
Thunder Spell - Heaven, Earth, Mind grants 25% Resonance Skill DMG Bonus to all active Resonators in the team.
Minor Yang and Minor Yin
Minor Yang is obtained after casting Heavy Attack - Mountain Over Thunder or Heavy Attack - Thunder Over Mountain.
Minor Yin is obtained after casting Heavy Attack - Twin Mountains or Heavy Attack - Twin Thunders.
Time Arrives, Evil Declines
Buling gains 25% Healing Bonus when restoring HP for Resonators with less than 50% HP.
Earthly Immortal is Here!
Targets damaged by Intro Skill - Summon and Smite obtain 4 stacks of Electro Flare. This effect is triggered once every 10s.
Summon and Smite
Attack the target, dealing Electro DMG and healing all nearby Resonators in the team.
Exorcism Spell
Heal the active Resonator in the team by 18% of Buling's ATK per second for 16s. All nearby Resonators in the team have their DMG Amplified by 15% for 30s.
Sequence Node 1
The Crit. Rate of Resonance Liberation - Flashing Thunder Spell: Harmony is increased by 20% upon dealing damage.
Sequence Node 2
Buling restores 25 points of Resonance Energy when she enters the Yin-Yang Balance state. This effect is triggered once every 24s.
Sequence Node 3
While Five Thunders Spell Array lasts, whenever the HP of Resonators in the team drops below 50%, immediately restore their HP by 350+150% of Buling's ATK. This effect can be triggered once every 24s.
Sequence Node 4
Buling gains 20% Healing Bonus.
Sequence Node 5
Five Thunders Spell Array instantly inflicts another 6 stacks of Electro Flare on all targets within its range upon generation.
Sequence Node 6
The Thunder Spell - Heaven, Earth, Mind state now grants 50% Resonance Skill DMG Bonus to the active Resonator in the team.
While the source of the materials can be quickly found in the game, when it comes Pecok Flower 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.
Good generalist buffing reminiscent of already known viable Supports like Verina and Baizhi, featuring her own constant off-field healing while being able to inflict Electro Flare on enemies (very relevant in Hsin teams, her current best use case);
Needs close to no investment whatsoever to perform - at S2+, she can be used on her Trial build in Endstate Matrix and will need literally no investment at all to perform there;
As a 4-star character, she is quite easy to access permanently alongside Sequence nodes;
Basically always better than Baizhi. A 4-star that has a solid use case for once!
Almost always worse than Verina/Shorekeeper as a generalist. For endgame-level accounts that already own the two stronger generalists, or Supports for specialized teams (different forms of Rover, Chisa, Lupa, Suisui, etc.), she will only ever find use in Matrix;
A lot of her general buffing potential is tied to Skill damage dealers and Electro Flare characters, which limits teams where she stands out, as well as her S6, which is not easily accessible in the short-term.
Buling is a 4-star Electro Rectifier Support character with abilities ranging from healing, to Electro Flare application, to general and specialized buffs oriented towards Skill damage dealers. Specialized in buffing Skill damage Main DPS characters like Hsin, Carlotta and Phrolova, while retaining more generically applicable buffs for account-wide use, Buling is a character with easy gameplay yet pretty viable buffs that are definitely worth checking out.
Buling’s kit allows her to provide the team with the following array of buffs & utilities when fully executing her rotation:
10% team-wide Skill DMG Bonus for 24s after casting her Enhanced Ultimate and any character’s Intro, which can go up to 25% when a Second Intro is cast (goes up to 50% at S6);
15% team-wide General DMG Amplification for 30s when casting her Outro (doesn’t expire when swapping);
25% team-wide ATK for 20s with the Rejuvenating Glow Echo set and Fallacy of No Return (which she should always run in her current teams);
Healing on her Intro, some of her Heavy Attacks and her Outro (constant off-field healing to the active character);
Periodic Electro Flare application via her Intro and enhanced Ultimate (turns into Electro Rage at 10 stacks or above - deals periodic damage to afflicted enemies, possibly enhanced if Electro Rage is also applied up to 10 stacks);
Small amounts of enemy grouping via her Skill.
As can be seen above, a lot of her kit revolves around building up to an Enhanced Ultimate, and that is indeed the focus of her kit; obtained by activating 2 of her unique set of Heavy Attacks, Buling’s gameplay revolves around generating and consuming at least 4 Trigrams in order to access her Enhanced Ultimate to apply the majority of her buffs to then end her rotation.
Aside from some specific Heavy Attacks, Buling will always use almost all of her moveset to execute her rotations so all of her available moves are worth using. They all revolve around accomplishing the goal of generating enough Trigrams to access her enhanced Ultimate.
Buling possesses several ways to generate Trigrams, including her Basic 2, Basic 4, Skill and Mid-Air Attack. We make use of all of these features in her rotation. She can generate Thunder Trigrams and Mountain Trigrams, the former being acquired via her Basic 4, Skill and Mid-Air Attack while the latter is only acquired via her Basic 2. This causes an imbalance of Trigrams and she will tend to generate many more Thunder than Mountain Trigrams. Different Heavy Attacks exist depending on the combinations of Trigrams, but in practice we will use the “Mountain over Thunder” and “Twin Thunders” attacks to execute our rotations (since they can be generated in this order the quickest).
To do so, we generate a Mountain and Thunder Trigram by executing a Basic Attack 2 into Basic Attack 4 (without an Intro available, to generate extra Concerto Energy) or Mid-Air Attack (with an Intro available, since her Intro gives the Concerto needed for this), then we can use her Skill which directly combos into her Basic 4 for 2 quick extra Thunder Trigrams. Since we’re holding the max of 4 Trigrams, we can then cast her Heavy Attacks to access our Enhanced Ultimate and finish her rotation.
Buling’s Dodge Counter also allows her to directly transition into her Basic Attack 3, which means it’s perfectly usable to follow with the rest of your rotation if necessary.
Buling’s meta position has changed a lot since her initial release. Most notably, the release of Hsin and Endstate Matrix have allowed her to find a lot more use on many accounts. She is generally always better than Baizhi, possesses 2 Vigor, and has a brand new Electro Flare and Skill Damage team synergy in the form of Hsin. This allows her to find use on the majority of the accounts in the game.
Indeed, she almost does not need any investment, as her Trial build does the job completely fine for Endstate Matrix at S2+ (for Energy Regen purposes). At S0, some uninvested Rejuvenating Glow echoes with enough Energy Regen to scrape by, make her very easily usable with minimal investment as well. She is optimizable for a bit more damage if you really want to, and her S6 is a big increase to her relevancy in teams like Phrolova and Carlotta, as it allows her to provide bigger Skill damage buffs (where she’d otherwise just be outclassed by Verina significantly, Buling matches her with her S6).
In conclusion, Buling is a decent F2P-friendly generalist Support. For budget Electro Flare/Skill damage teams, or just as a better generalist than Baizhi in Endstate Matrix, she is very likely to find a use case somewhere in your Matrix runs, even though it’s unlikely you use her in other places unless you’re a beginner. As a 4-star Support though, she gets the job done quite well, so consider giving her a go for your next Matrix run if you haven’t already.
Buling guide videos aren't available yet.
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).
1
2
3
4
5
6
1
Offers a 10% unconditional Healing% boost and an most importantly a 15% ATK% boost for the entire team, lasting 30 seconds whenever you heal yourself or any of your allies. This bonus can be triggered by character abilities and weapon effects, is easy to keep active 100% of the time and is a big help for all party members.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > ATK
An Energy Regen 3-cost may prove necessary before S2 without good sub-stats. Energy Regen requirements become much lower at S2 onwards.
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: 15000+
DEF: 1150+
ATK: 1500-2000+
CRIT Rate: 60%-80%+
CRIT DMG: 215-280%+
Energy Regen: 125%-180%+
Can vary between 125-135% (S2) on teams with Carlotta (lower end) and Phrolova (higher end), as well as 160-180% in those same teams before S2.
Electro DMG Bonus: 0-60%+
Since Buling is a Support character who deals very little personal damage, calculating her Sequence value won’t paint the proper picture of how valuable they are. For this reason, we’re instead providing notes on her Sequences to illustrate each of their value for Buling:
Below you can find the order of leveling the abilities for Buling.
Forte Circuit
Basic Attack
Res. Skill
Intro Skill
Res. Liberation
Skill, Intro and Liberation can be skipped when levelling to save on resources at a minimal damage loss.
Gameplay and teams
Buling’s gameplay loop is rather simple and leaves little room for optimization beyond learning her rotation correctly. Lacking in strong Swap Cancel windows and having a very straightforward rotation makes her a linear Support character that works in a simple, yet quite effective manner.
To generate her 4 Trigrams necessary to conclude her rotation, she must use several key abilities being her Basic 2, Basic 4, Skill and Mid-Air Attack, which we can combine to create the following rotatuions:
Best used right before Outro to maximize buff uptime.
As Buling is the Support of the teams where she’s involved, she will want to open the team’s rotation cycle without an Intro available, as follows:
Basic 1
Basic 2
Basic 3
Basic 4 (Cancel animation endlag via Skill)
Skill
Basic 4
Heavy: Twin Thunders
Heavy: Mountain Over Thunder (Cancel animation endlag via Ultimate)
Ultimate: Flashing Thunder Spell - Harmony
Outro
However, this rotation is also the fastest one she has, as her Intro is quite slow to cast and doesn’t provide much benefit other than extra Electro Flare application. For this reason, if her teammates (e.g Electro Rover) have a significant benefit in using their own Intro twice, she can do the above rotation indefinitely and let that extra Intro go to other characters on the team.
When Buling casts an Intro, she applies 4 stacks of Electro Flare to the enemy. It also gives her 10 extra Concerto Energy. This allows her to use the following rotation:
Intro
Basic 1
Basic 2 (Cancel animation endlag via Jump)
Jump
Basic: Mid-air Attack (Cancel animation endlag via Skill)
Skill
Basic 4
Heavy: Mountain Over Thunder
Heavy: Twin Thunders
Ultimate: Flashing Thunder Spell - Harmony
Outro
However, it’s quite a bit slower than rotating without an Intro, so if any of Buling’s teammates have a significant benefit from casting their own Intro twice, it’s recommended you do so.
Calculations