CalcharoBuild and Guide

Character
Introduction

Calcharo is a 5 rarity character from the
Electro
Electro element who uses the Broadblade type weapon.

Leader of the "Ghost Hounds", an international mercenary group. Ruthless, vengeful, unforgiving. A potential client must be mindful of the price to pay before making him an offer.

To learn more about Calcharo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Calcharo has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Last updated

Calcharo profile has been last updated on July 22nd, 2024.

To learn more about Calcharo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Gameplay and teams

Calculations

Profile

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

Gnawing Fangs

Basic Attack

Perform up to 4 attacks, dealing Electro DMG.

Heavy Attack

Consume Stamina to attack the target, dealing Electro DMG.

Mid-air Attack

Consume Stamina to perform a Mid-Air Plunging Attack, dealing Electro DMG.

Dodge Counter

Using Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.

Lv. 1
Part 1 Damage
23.00%*2
Part 2 Damage
50.00%
Part 3 Damage
42.84%+21.42%*3
Part 4 Damage
39.99%*2+53.32%
Heavy Attack Damage
20.80%*5
Mid-Air Attack Damage
62.00%
Dodge Counter Damage
33.44%*3+42.99%
Heavy Attack Stamina Consumption
30
Mid-Air Attack Stamina Consumption
30
Resonance Skill

Extermination Order

Cast up to 3 attacks. Deal Electro DMG.

If this Character is switched or Resonance Skill Extermination Order is not repeated in a while, it will be put on a Cooldown. Resonance Skill Extermination Order does not reset your Basic Attack stage.

Lv. 1
Extermination Order Part 1 Damage
25.94%*2+34.59%
Extermination Order Part 2 Damage
38.91%*2+51.88%
Extermination Order Part 3 Damage
108.08%*2
Cooldown
10
Extermination Order Con. Energy Regen
4
Resonance Liberation

Phantom Etching

Calcharo attacks the target, dealing Electro DMG and enters Deathblade Gear state. After Resonance Liberation Deathblade Gear state ends, Calcharo's next Intro Skill is replaced with Intro Skill "Necessary Means", which deals Electro DMG, considered as Intro Skill damage.

Deathblade Gear

Basic Attack is replaced with Basic Attack Hounds Roar. Dodge Counter deals increased damage, considered as Resonance Liberation damage.

Hounds Roar

Perform up to 5 consecutive attacks, dealing Electro DMG, considered as Basic Attack Damage.

Lv. 1
Skill Damage
300.00%
Necessary Means Damage
100.00%*2
Hounds Roar Part 1
44.30%
Hounds Roar Part 2
17.72%*2+26.58%*2
Hounds Roar Part 3
82.41%
Hounds Roar Part 4
17.52%*6
Hounds Roar Part 5
75.54%*2
Heavy Attack Damage
31.20%*5
Dodge Counter Damage
28.67%*6
Heavy Attack Stamina Consumption
30
Deathblade Gear Duration
11
Cooldown Time
20
Res. Energy Cost
125
Con. Energy Regen
20
Forte Circuit

Hunting Mission

Heavy Attack: "Mercy"

When Calcharo has 3 "Cruelty", his Heavy Attack is replaced with Heavy Attack "Mercy". When casting Heavy Attack "Mercy", Calcharo consumes 3 "Cruelty" to deal Electro DMG, considered as Heavy Attack damage, and recovers Resonance Energy and Concerto Energy.

"Cruelty"

Calcharo can hold up to 3 "Cruelty". Under Resonance Liberation Deathblade Gear state, "Cruelty" cannot be acquired. When Resonance Skill Extermination Order hits the target, gain 1 "Cruelty".

Heavy Attack: "Death Messenger"

When Calcharo has 5 "Killing Intent", his Basic Attack is replaced with Heavy Attack "Death Messenger". When casting Heavy Attack "Death Messenger", Calcharo consumes 5 "Killing Intent" to deal Electro DMG, considered as Resonance Liberation damage, and recovers Resonance Energy and Concerto Energy.

"Killing Intent"

Under Resonance Liberation Deathblade Gear state, Calcharo's Forte Gauge is replaced with "Killing Intent", stacking up to 5. When Basic Attack Hounds Roar hits the target, Calcharo gains 1 "Killing Intent".

Lv. 1
Mercy Damage
19.67%*8+39.34%
Death Messenger Damage
49.18%*8+98.35%
Mercy Con. Energy Regen
6
Death Messenger Con. Energy Regen
10
Mercy Con. Energy Regen
6
Death Messenger Resonance Energy Regen
5
Inherent Skill

Bloodshed Awaken

When casting Heavy Attack "Mercy", Calcharo's Resonance Liberation DMG Bonus is increased by 10% for 15s.

Inherent Skill

Revenant Rush

When Heavy Attack "Death Messenger" hits the target, the damage taken by Calcharo is reduced by 15% for 5s.

Intro Skill

Wanted Outlaw

Attack the target, dealing Electro DMG.

Lv. 1
Skill Damage
20.00%*2+30.00%*2
Con. Energy Regen
10
Outro Skill

Shadowy Raid

Calcharo summons Phantom to support the Resonator, clearing the targets in front with a slash. The Phantom's attack deals Electro DMG equal to 195.98%+391.96% of Calcharo's ATK.

Resonance Chain (Dupes)
S1

Sequence Node 1

When Resonance Skill Extermination Order hits a target, it additionally recovers 10 Resonance Energy. This can be triggered once every 20 seconds.

S2

Sequence Node 2

After Calcharo casts Intro Skill Wanted Criminal or Intro Skill "Necessary Means", his Resonance Skill DMG Bonus is increased by 30% for 15s.

S3

Sequence Node 3

During the Resonance Liberation Deathblade Gear state, Calcharo's Electro DMG Bonus is increased by 25%.

S4

Sequence Node 4

After casting Outro Skill Shadowy Raid, Electro DMG Bonus of all team members is increased by 20% for 30s.

S5

Sequence Node 5

Intro Skill Wanted Criminal and Intro Skill "Necessary Means: deal 50% more damage.

S6

Sequence Node 6

When casting Resonance Liberation "Death Messenger", Calcharo will summon 2 Phantoms to perform Coordinated Attacks. Each Phantom deals Electro DMG equal to 100.00% of Calcharo's ATK, which is considered Resonance Liberation damage.

Minor Fortes (Total)
CRIT DMG
CRIT DMG
+16%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
10500
Stat
ATK
438
Stat
DEF
1186
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Electro DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x Crude Ring
  • 12x Basic Ring
  • 12x Improved Ring
  • 4x Tailored Ring
  • 46x Thundering Tacet Core
  • 60x Iris
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x Crude Ring
  • 28x Basic Ring
  • 40x Improved Ring
  • 57x Tailored Ring
  • 25x Waveworn Residue 210
  • 28x Waveworn Residue 226
  • 55x Waveworn Residue 235
  • 67x Waveworn Residue 239
  • 26x Monument Bell
  • 2 030 000 Shell Credits

While the source of the materials can be quickly found in the game, when it comes Iris you will have to gather them from the map. Check our Ascension material map guide to find them quickly:

Voice Actors
ENG
Ben Cura
JPN
Morikawa Toshiyuki
CN
Xu Xiang
KR
Park Min Gi

Review

Mini-review

Calcharo is a 5-star Electro Broadblade wielding DPS that can function as either Main DPS in a Hyper Carry styled team with other units meant to support his kit, or as a dual DPS in Quick-Swap teams. Regardless of which scenario you pick, Calcharo usually dominates most of the teams’ focus due to either his kit’s extreme demands in regards to field time, a lot of precision and tricks, or in some scenarios, both.

If you prefer Hyper Carry Calcharo, he is in a bit of a weird spot. When played at the highest level possible, he wants his burst rotation to be Swap-Cancelled in the middle of his Ultimate buffed state. This ultimately limits his potential as a Hyper Carry, as he loses the majority of outro amplification buffs when played like this. The only way around this is to pair him up with characters whose outro amplifications linger even during swaps, such as Verina and Baizhi.

On the other hand, Calcharo is much more often played in Quick-Swap double DPS teams that facilitate his desire to Swap-Cancel his Empowered Heavy Attacks. In these he is most often paired with Yinlin, as she also wants to be swapped often, but can also find solace in teams with Encore or Havoc Rover.

Everytime Calcharo uses his Resonance skill, his Forte Gauge is filled and accumulates Cruelty charges. Upon acquiring the maximum of 3 charges, he is able to execute an empowered Heavy Attack (Mercy). In addition, during Calcharo’s Ultimate his Forte gauge is enhanced and he loses access to his standard gauge.

Calcharo’s skill consists of 3 parts which can be used independently of each other, however should you wait too long or switch him off the field, they will enter a cooldown. His skill’s primary usage is to generate Resonance Energy and “Cruelty” charges for his standard Forte Gauge.

Lastly, his Ultimate skill deals a huge amount of Electro DMG, as well as transitioning him to Deathblade Gear state, which empowers his basic attacks, Forte Gauge and Heavy Attacks. Furthermore, using his Ultimate allows him to gain an immediate stack of 5 “Killing Intent” (his empowered Forte Gauge) and upon consuming 5 "Killing Intent" stacks he casts Death Messenger - a high Electro DMG nuke, which makes up for bulk of his damage. Otherwise, for every enhanced basic attack used, Calcharo gains a single charge of “Killing Intent”. Calcharo’s goal during his ultimate is to build and spend as many killing intent stacks on Death Messenger’s as possible.

As you might have guessed from the information above, Calcharo features a highly complicated kit requiring a lot of skill. This translates to his field time varying vastly depending on the playstyle you have chosen and your skill. While using Calcharo as Main DPS, his optimal burst rotation includes 3 Heavy Attack Death Messengers, each of which have an animation of 2 seconds, however all of them can be Swap-Cancelled immediately after starting, making a less skilled player amass a 6 second field time gap. This is further extended if you include his warm-up rotation that contains another 2 second cast from Mercy. As a consolation to the high level of skill required to play him optimally, when being played at perfection, he competes for some of the highest DPS in the game.

If the previous paragraph wasn’t clear to you, yes, Calcharo is currently by far the hardest character to play in the game to his max potential, and the second place is not even close. To play him at peak condition, you will need to perfectly time his burst rotation when it can be fully executed, while timing the Swap-Cancels just right. Failure to do so will cost you a large portion of his damage, Concerto and Resonance energy generation. Pairing him in team compositions such as Yinlin-Calcharo will increase the skill required even further than this.

Calcharo is a trick-intensive character, much more than anyone else in the roster. Adding to the Death Messenger complexity, you will want to Swap-Cancel them not only to protect him during animation, but also to increase team DPS, as you can quickly spam other characters’ skills.

If this wasn’t daunting enough, playing him optimally also requires mastering his Basic Attacks, which are needed before Death Messenger can be executed. His Basic Attacks 4 and 5 have unfortunately long animation times, which need to be avoided to provide optimal DPS. To that end, executing the first 3 Basic Attacks, then interrupting his Basic Attack chain using a dash or a skill to reset back to Basic Attack 1 results in overall faster access to Death Messenger. Thus optimally, you would be using Basic Attack 1, 2, 3, Interrupt 1, 2 instead of Basic Attack 1-5 chain, allowing you to save precious seconds leading to his Ultimate.

Regardless of how you use Calcharo or your skill level with him, he will always be focused on dealing as much damage as possible, thus he will always make great use of DPS echo and accompanying set bonuses.

Overall, Calcharo is currently one of the best DPS in the game for Tower of Adversary, especially when paired with his ideal teammate Yinlin, but as stated earlier, this raises the difficulty of playing him substantially. While he is still a competitive pick when not played to his maximum potential, he simply loses edge compared to some easier to play characters.

Pros & Cons
Pros

  • Incredibly high damage when played perfectly

  • Absurdly high skill ceiling rewarding excellent players

  • Some of the most active gameplay of any character, you’ll always have something to do when he’s in the team

  • Great synergy with many of the other strongest characters currently in the game

Cons

  • Hardest character to play in the game when aiming for his maximum potential

  • Making mistakes costs Calcharo more severely compared to other characters

  • Calcharo has long animations on most of his most powerful moves (Can be Swap-Cancelled, but if you choose not to you’ll definitely feel it in boss battles)

  • Can be damaged but also stunned out of a lot of his most powerful moves if not timed correctly

Ratings

This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.

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.

T1.5

Tower of Adversity

Video guides

Build

Best Weapons

100%

Stats at Level 90: ATK: 587 | ATK: 36.4%

Top Broadblade option only in competition with some 4★ weapons with multiple copies invested or limited 5★ weapons. Offers high base ATK, ATK%, a good amount of Energy Regen to save at least 1 sub-stat on gear to be reallocated to better uses and a stackable Resonance Liberation ATK DMG% bonus that ramps up as you use Resonance Skills.

96.58%

Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%

Jiyan's signature weapon that's not only fantastic for him but also usable on all damage-focused Broadblade users. Offers a huge main stat of CRIT DMG% granting excellent scaling, 12% permanent generic DMG% and up to 48% increased Heavy ATK DMG% after using 1/2 skills and or a Resonance Liberation.

94.40%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Strongest 4★ Broadsword option, granting main stat CRIT RATE for excellent scaling and an incredibly easy to access bonus ability which grants a stacking ATK% buff that only requires you to use Basic or Heavy attacks during your rotation.

82.78%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Strongest 4★ Broadsword option, granting main stat CRIT RATE for excellent scaling and an incredibly easy to access bonus ability which grants a stacking ATK% buff that only requires you to use Basic or Heavy attacks during your rotation.

80.74%

Stats at Level 90: ATK: 412 | ATK: 30.3%

A generic option, granting a stacking ATK% buff after using your Resonance Skill that starts at 0 and grants 1 stack every 2 seconds up to 4 stacks - reaching a maximum after 8 seconds. Buff resets shortly after the stack cap limit is reached after which you'll have to repeat the cycle anew. Falls behind other options due to it's buff being inconsistent but still a viable option if you don't have better.

80.17%

Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%

Another generic Broadblade option with a mix of utility and offense, granting a large amount of Energy Regen as a main stat. Also a reasonably strong and easy to maintain bonus ability that offers an ATK% buff as long as you remain above 80% HP. Our calculations assume you'll stay above 80% for the whole fight, if you can't you can lower this weapons performance.

78.68%

Stats at Level 90: ATK: 412 | ATK: 30.3%

A generic option, granting a stacking ATK% buff after using your Resonance Skill that starts at 0 and grants 1 stack every 2 seconds up to 4 stacks - reaching a maximum after 8 seconds. Buff resets shortly after the stack cap limit is reached after which you'll have to repeat the cycle anew. Falls behind other options due to it's buff being inconsistent but still a viable option if you don't have better.

76.54%

Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%

Another generic Broadblade option with a mix of utility and offense, granting a large amount of Energy Regen as a main stat. Also a reasonably strong and easy to maintain bonus ability that offers an ATK% buff as long as you remain above 80% HP. Our calculations assume you'll stay above 80% for the whole fight, if you can't you can lower this weapons performance.

71.82%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Easily accessible 3★ weapon that despite having lower base attack makes up for it with a high ATK% bonus at higher dupes. It does not have enough stats to compete with 4-star weapons but is a reasonable option if it's all you have. The only downside is that the buff only lasts 10 seconds, meaning it may fall off in the hands of a Main DPS character who takes up more field time.

70.23%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Best Echo Sets

101.55%

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

Lingering Tunes requires time to ramp up and is reset after switching characters (which is a VERY common team tactic in the endgame). This set of calculations assumes that for this character's entire burst window, they are not switched out until the very end.

100%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

95.04%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

94.92%

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

Lingering Tunes requires time to ramp up and is reset after switching characters (which is a VERY common team tactic in endgame). This set of calculations displays expected performance if you switched the character constantly never maintaining the buff (switch every 1.5 seconds or faster).

94.70%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

92.85%

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

Best Main Echoes

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.

Set

Void Thunder

Strong all around choice specifically when using 5P Void Thunder. Can be immediately swap cancelled on use for burst damage in which the Echo will deal damage equal to 4 tail swipes but no claw damage. Alternatively, can be fully cast or swap cancelled as soon as the claw attack starts to gain a 12% Electro, Heavy DMG boost and more resonance energy at the cost of higher field time.

Option 1 offers higher echo dps but Option 2 offers a little more resonance energy and a buff. Which will be more effective for you will depend on playstyle, team and the fight you're up against.

Thundering Mephis is most effective when fully used for its entire duration. Fully using this Echo demands a tremendous amount of field time making it unsuitable for many players, teams and situations so only use it if it makes sense for you. If you do decide to use it, this echo will generate a very large amount of Resonance Energy, deal reasonable total damage (much less when compared to a DPS's burst window in similar time) and upon the final strike grant a 12% Electro and Liberation DMG% bonus.

Set

Void Thunder

Set

Lingering Tunes

A more challenging echo to use that requires the user press and hold the echo attack button to channel a beam which deals good damage, and generates resonance energy and concerto energy. This echo can be fully channelled - or if timed just right can be swap cancelled - while still yielding most of it's effect. At a minimum this echo will deal 3 instances of damage but the longer you channel before swap cancelling it the more it will deal. Not as easy or popular as either Mephis or Mech Abomination.

Set

Lingering Tunes

Very easy echo to use that should be used at the very beginning of the burst window right after the Intro. Thanks to its instant cast there is no thinking required and you can enjoy your ATK% boost and some nice burst damage.

Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Stat
Electro DMG
3 cost
Stat
Electro DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%
4-4-1-1-1:
4 cost
CRIT Rate
CRIT Rate
4 cost
CRIT DMG
CRIT DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK = Liberation DMG%

Comparison of 4-3-3-1-1 and 4-4-1-1-1
Echo setup comparison
Best Endgame Stats (Level 90)

Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.

  • ATK: 2000-2400+

  • HP: 15000+

  • DEF: 1200+

  • ELECTRO DMG%: 40%-70%+

  • CRIT RATE%: 50-75%+

  • CRIT DMG% 100-150%+

  • Energy Regeneration (Minimum): 10-20% - Calcharo is a skill-based character and a good chunk of his energy generation is gated behind executing combos with long sequences. If you're confident in completing his warm-up phases and triple Death Messenger combo without issue go with this range of energy.

  • Energy Regeneration (Conservative): 30-40% - If you're less confident in executing Calcharo's combo or warm-up phase without messing up and or want to skip a portion of his combo or warm-up phase stick with this range of energy instead.

Skill Priority

Below you can find the order of leveling the abilities for Calcharo.

Forte Circuit

Res. Liberation

Res. Skill

Intro Skill

Basic Attack

Gameplay and teams

Rotation

This is the optimal rotation for the character. The total time needed to perform it is 11.91 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.


WARM UP

When awaiting cooldowns, building energy for Calcharo and cycling through your team for Concerto, aim to execute the following warm up moves. Use one of these combos before your ultimate combo to build up resonance energy (this will also enable many weapon bonuses buffs to be active for your burst combo):

Option 1 (generates more concerto and resonance energy and enables more weapon bonuses to be active during burst but is more risky)

  • Basic P1
  • Skill: Extermination Order P1
  • Basic P2
  • Skill: Extermination Order P2
  • Basic P3
  • Basic P4
  • Skill: Extermination Order P3 (Can be used to animation cancel the less effective portion of Basic P4)
  • Heavy ATK: Mercy (Swap Cancel if you can for higher damage and to protect Calcharo)

Option 2 (faster to execute, safer and can be done in between dodging)

  • Skill: Extermination Order P1
  • Skill: Extermination Order P2
  • Skill: Extermination Order P3
  • Heavy ATK: Mercy (Swap Cancel if you can for higher damage and to protect Calcharo)
OPTIMIZED BURST COMBO

Below is an optimized combo that implements either a skill cancel or dash cancel to allow Calcharo to accumulate Killing Intent faster. The slowest part of the 5 attack Hounds Roar combo needed to generate 5 Killing Intent to cast Death Messenger is part 4 and 5 - by interrupting the combo after the third attack with a skill or dash you can reset the combo back to the start and gain the last 2 charges with another part 1 and 2 speeding up your access to Death Messengers. This combo can be more challenging to execute in the heat of the moment but will offer you a higher chance of pulling off 3 death messengers and minimize some of your time stuck in long attack animations.

When playing Calcharo without quick swaps we recommend using skill cancels as it will generate more Resonance and Concerto Energy alongside dealing more damage and being easier to use. When using swap cancels Calcharo's skill will be placed on cooldown after one use, forcing you to use a dash cancel to continue the combo. Both approaches are valid we recommend trying each to find what works for you or refer to the easier combo below.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Ultimate
  • Heavy ATK: Death Messenger (Optionally swap cancel if you can - for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Skill: Extermination Order P1 OR Dash Cancel (Use Skill Right after you gain a charge of the forte)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Heavy ATK: Death Messenger (swap cancel if you can - for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Skill: Extermination Order P2 OR Dash Cancel (Use Skill right after you gain a charge of the forte)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Heavy ATK: Death Messenger (swap cancel if you can - for higher damage and to protect Calcharo)
  • Outro
EASY BUT RISKY BURST COMBO

If you struggle with weaving in skills in the basic attack sequence you can simply spam left mouse button to execute the combo. This will lead to less DPS, more vulnerabilities in the combo and less overall time to execute all Death Messengers but is easier to execute even if less effective and more dangerous.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Ultimate
  • Heavy ATK: Death Messenger (Optionally Swap Cancel if you can for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Basic ATK: Hounds Roar P4
  • Basic ATK: Hounds Roar P5
  • Heavy ATK: Death Messenger (Swap Cancel if you can for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Basic ATK: Hounds Roar P4
  • Basic ATK: Hounds Roar P5
  • Heavy ATK: Death Messenger (Swap Cancel if you can for higher damage and to protect Calcharo)
  • Outro
Synergies

Verina as a healing support can easily accommodate running the 5P Rejuvenating Glow set alongside a Bell-Borne Geochelone echo, offering the team a wide array of offensive and defensive buffs already bringing a tonne of worth just from that alone.

Additionally Verina's many rotational options to access her Ultimate and Concerto are all fast and relatively easy to execute, leaving ample field time for the rest of team mates to execute their combos. Verina's Outro is by far the most flexible and powerful Outro in the game granting all allies 15% generic DMG% "Deepen" for 30 seconds. Most units only grant 1 type and only for the very next unit to switch in locking them into staying on field less they lose the buff but Verina grants it to all allies completely unrestricted.

On top of this Verina grants an additional 20% ATK and a Cheat Death ability preventing one death every 10 minutes. She's universal, flexible, takes little field time and outstanding in every team.

While Jianxin doesn't really have any buffs in her kit to improve the team's damage (besides the Deepen buff on Outro), she can be equipped with the healing weapon (Originite: Type IV) to allow her to easily trigger the Healing set (Rejuvenating Glow) and focus on her impressive gathering abilities while also providing buffs that come from the Healing set and Bell-Borne Echo.

But please keep in mind that this playstyle comes at the cost of her damage output and part of her kit - as you will mostly Quick Swap into her to use the gathering and trigger the buffs and then go back to the damage dealers.

If you don't have Verina, Baizhi is a good alternative with very similar buffs and capabilities albeit in a much more restricted fashion. Her Outro instead of buffing all units only buffs the next unit, her ATK% boost is only 20% and requires the on field character interact with a special collectable dropped by Baizhi on the ground, she takes up more field time, generates less concerto and resonance energy and heals less.

A downgrade across the board but still a potent option for all the same reasons of Verina just on a smaller scale. Verina can only be in one team if you have her at all so Baihzi is a good next pick.

Example Teams

Team #1 - Quick Swap

  • Insane damage potential team but also insanely hard (like by far the hardest team in the game) to play at the highest level.
  • Calcharo can take advantage of Yinlin's Outro Electro and Liberation amplification but due to the quick swap nature of both character's it can lose impact unless specifically played around perfectly.

Team #2 - Hyper Carry

Calculations

Damage Profile
Calcharo damage profile
Damage Output
Additional information

The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.

Calcharo in 1 Target scenario

Rotation time: 11.91s

Additional information

Here is the damage difference between the two different rotation's that can be used on Calcharo. The Basic rotation is the standard full string of 5 basic attacks per Death Messenger during Calcharo's Ultimate where as the Advanced rotation involves performing 3 basics then a skill to reset the basic string then 2 more basics. The Advanced rotation is faster and leaves Calcharo less vulnerable while also dealing more damage but generates slightly less concerto and isn't as simple.

As we've received quite a lot of questions about the difference between fitting in 3 DM into the rotation compared to only 2 (at S0):

You gain substantially more Energy and Concerto when pulling off the 3 DM, so make sure to check out the Energy requirements section for more info on how to account for this.

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 11.91 seconds.

OPTIMIZED BURST COMBO

Below is an optimized combo that implements either a skill cancel or dash cancel to allow Calcharo to accumulate Killing Intent faster. The slowest part of the 5 attack Hounds Roar combo needed to generate 5 Killing Intent to cast Death Messenger is part 4 and 5 - by interrupting the combo after the third attack with a skill or dash you can reset the combo back to the start and gain the last 2 charges with another part 1 and 2 speeding up your access to Death Messengers. This combo can be more challenging to execute in the heat of the moment but will offer you a higher chance of pulling off 3 death messengers and minimize some of your time stuck in long attack animations.

When playing Calcharo without quick swaps we recommend using skill cancels as it will generate more Resonance and Concerto Energy alongside dealing more damage and being easier to use. When using swap cancels Calcharo's skill will be placed on cooldown after one use, forcing you to use a dash cancel to continue the combo. Both approaches are valid we recommend trying each to find what works for you or refer to the easier combo below.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Ultimate
  • Heavy ATK: Death Messenger (Optionally swap cancel if you can - for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Skill: Extermination Order P1 OR Dash Cancel (Use Skill Right after you gain a charge of the forte)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Heavy ATK: Death Messenger (swap cancel if you can - for higher damage and to protect Calcharo)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Basic ATK: Hounds Roar P3
  • Skill: Extermination Order P2 OR Dash Cancel (Use Skill right after you gain a charge of the forte)
  • Basic ATK: Hounds Roar P1
  • Basic ATK: Hounds Roar P2
  • Heavy ATK: Death Messenger (swap cancel if you can - for higher damage and to protect Calcharo)
  • Outro

And here are the Echoes and Weapons used in the calculations.

Stats at Level 90: ATK: 587 | ATK: 36.4%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

4 cost
CRIT Rate
CRIT Rate
3 cost
Stat
Electro DMG
3 cost
Stat
Electro DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.