ChixiaBuild and Guide

Character
Introduction

Chixia is a 4 rarity character from the
Fusion
Fusion element who uses the Pistols type weapon.

Chixia is a young Patroller who casts her jubilant figure along the streets of Jinzhou city. She's always ready to be someone's hero.

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

Video guide

This character has no video guide yet.

Last updated

Chixia profile has been last updated on June 17th, 2024.

To learn more about Chixia 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

POW POW

Basic Attack

Chixia fires up to 4 consecutive shots at a single target, dealing Fusion DMG.

Heavy Attack

Chixia enters the aiming state for a more powerful shot. The shot fired deals Fusion DMG.

Mid-air Attack

Chixia consumes Stamina to continuously shoot the target in the air, dealing Fusion DMG.

Dodge Counter

Use a Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG.

Lv. 1
Part 1 Damage
33.30%
Part 2 Damage
24.30%*2
Part 3 Damage
16.88%*4
Part 4 Damage
117.00%
Heavy Attack Damage
18.00%
Full Charge Heavy Attack Damage
40.50%
Mid-Air Attack Damage
16.20%
Dodge Counter Damage
171.00%
Mid-Air Attack Stamina Consumption
5
Resonance Skill

Whizzing Fight Spirit

Chixia unleashes a flurry of shots, dealing Fusion DMG. Whizzing Fight Spirit has 2 initial charges.

Lv. 1
Skill Damage
16.00%*8
Cooldown
9
Con. Energy Regen
10
Resonance Liberation

Blazing Flames

Chixia fires up fast shots at nearby enemies, dealing Fusion DMG.

Lv. 1
Skill Damage
480.00%+29.10%*11
Cooldown
20
Res. Energy Cost
150
Con. Energy Regen
20
Forte Circuit

Heroic Bullets

Resonance Skill: DAKA DAKA!

Hold Resonance Skill Whizzing Fight Spirit to enter DAKA DAKA!. In this state:

  • Chixia continuously consumes "Thermobaric Bullets" to attack the target, dealing Fusion DMG, considered as Resonance Skill damage.

  • Tap Basic Attack to cast Basic Attack IV, dealing Fusion DMG, considered as Basic Attack damage. Then she terminates "DAKA DAKA!".

  • If 30 "Thermobaric Bullets" have been fired when Basic Attackis activated, Chixia will cast Resonance Skill Boom Boom and terminate "DAKA DAKA!" Chixia terminates "DAKA DAKA!" when all "Thermobaric Bullets" are consumed.

Resonance Skill: Boom Boom

Chixia deals Fusion DMG, considered as Resonance Skill damage.

Thermobaric Bullets

Chixia can hold up to 60 "Thermobaric Bullets". Innate Skill Scorching Magazine increases Max "Thermobaric Bullets" by 10. Chixia obtains "Thermobaric Bullets" for every Normal Attack POW POW on hit. Chixia obtains "Thermobaric Bullets" upon casting Intro Skill Grand Entrance and Resonance Skill Whizzing Fight Spirit.

Lv. 1
Thermobaric Bullets Damage
10.00%
POW POW Damage
220.00%
DAKA DAKA! Con. Energy Regen
10
Thermobaric Bullet Con. Energy Regen
0.5
Inherent Skill

Scorching Magazine

Max "Thermobaric Bullets" is increased by 10 rounds. The damage for Resonance Skill Boom Boom is increased by 50%.

Inherent Skill

Numbingly Spicy!

Each "Thermobaric Bullets" that hits a target during Resonance Skill DAKA DAKA! increases ATK by 1% for 10s, stacking up to 30 times.

Intro Skill

Grand Entrance

Chixia makes a heroic entrance and fires rapidly with her dual pistols at the target, dealing Fusion DMG.

Lv. 1
Skill Damage
24.75%*2+12.38%*4
Con. Energy Regen
10
Outro Skill

Leaping Flames

Chixia releases a shock wave surrounding the target, dealing Fusion DMG equal to 530.00% of Chixia's ATK to enemies within the range.

Resonance Chain (Dupes)
S1

Sequence Node 1

Resonance Skill Boom Boom hits will always be Critical Hits.

S2

Sequence Node 2

During Resonance Liberation Blazing Flames, for every 1 target defeated, Chixia recovers 5 Resonance Energy, up to 20 each time.

S3

Sequence Node 3

Resonance Liberation Blazing Flames deals 40% more damage to targets whose HP is below 50%.

S4

Sequence Node 4

Resonance Liberation Blazing Flames grants 60 “Thermobaric Bullets” and immediately resets the Cooldown of Resonance Skill Whizzing Fight Spirit.

S5

Sequence Node 5

When the Inherent Skill Numbingly Spicy! reaches max stacks, ATK is additionally increased by 30%.

S6

Sequence Node 6

Resonance Skill Boom Boom increases the Basic Attack DMG Bonus of all team members by 25% for 15s.

Minor Fortes (Total)
Stat
Fusion DMG
+12%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
9088
Stat
ATK
300
Stat
DEF
953
Stat
Max Energy
150
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Fusion DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Whisperin Core
  • 12x MF Whisperin Core
  • 12x HF Whisperin Core
  • 4x FF Whisperin Core
  • 46x Rage Tacet Core
  • 60x Belle Poppy
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Whisperin Core
  • 28x MF Whisperin Core
  • 40x HF Whisperin Core
  • 57x FF Whisperin Core
  • 25x Impure Phlogiston
  • 28x Extracted Phlogiston
  • 55x Refined Phlogiston
  • 67x Flawless Phlogiston
  • 26x Monument Bell
  • 2 030 000 Shell Credits

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

Voice Actors
ENG
Harriet Carmichael
JPN
Anna Nagase
CN
Cai Na
KR
Kang Eun-ae

Review

Mini-review

Chixia is a free 4-star Fusion Pistol wielding Main DPS that features one of the hardest hitting Ultimates in game, along with her unique run’n’gun channeled Forte. She is generally played in teams where she gets ample field time in order to channel her Forte for damage maximization.

Chixia’s defining ability is her Forte gauge that allows her to accumulate Thermobaric Bullets with her Basic Attacks, Intro skill and Standard Resonance Skill. She can expend these bullets by using an alternative mode of her resonance skill accessed by pressing and holding her resonance skill. This performs a channeled barrage called DAKA DAKA which will constantly deal damage and deplete all your stored bullets until you stop or are completely out. After consuming 30 total bullets during DAKA DAKA Chixia will have the option to end it and perform a BOOM BOOM finisher for massive damage. While in DAKA DAKA you can move slowly, but cannot dodge or use other attacks as it will immediately end the effect. For best gains, aim to accumulate 30 bullets before entering DAKA DAKA so you have enough to trigger the BOOM BOOM finisher.

Her Resonance skill (accessible by a tap) is versatile, with two charges that allow for strategic deployment depending on your needs. She will leap backwards while firing a volley of bullets at her primary target, dealing moderate Fusion Damage while generating moderate Concerto and Resonance Energy. This skill shares the same button, cooldown and charge system with the Resonance skill mentioned in her Forte write-up, just with a different method of execution.

Chixia’s Ultimate is a high-cost, high-reward maneuver, expending 150 Resonance Energy to deliver a devastating AoE Fusion attack, complemented by a surge in Concerto Energy generation.

To unleash her full potential, Chixia demands significant field time. Her Forte Gauge requires a 4-second channel to consume 30 bullets to activate her explosive BOOM BOOM ability, necessitating multiple long channels throughout a battle. Chixia brings a mix of strong ranged ST and a dash of AoE damage to the fray. Her mobility is a key asset, ensuring she can hit targets without hindrance.

Despite her accessibility as a 4-star character, mastering Chixia’s kit is a challenge, especially in endgame scenarios. Her Forte ability, which is central to her damage output, requires precise timing and positioning as you cannot dodge during it, making her vulnerable to bosses or large groups of enemies. Also, while her Forte wants you to put a distance between herself and enemies for ease of usage, her Ultimate and preferred Echo (Inferno Rider) would have you rather in the thick of enemies leading to weaving between ranged and melee combat.

Chixia plays as a damage dealer in all teams she’s present in and will always use a 5P damage-focused set.

In the current Tower of Adversary (ToA) meta, Chixia isn’t a top-tier pick. Her preference for single-target engagement, high field time requirements, and the complexity of her Forte channels often lead players to opt for other characters, unless they are particularly fond of Chixia’s playstyle.

Pros & Cons
Pros

  • Many strong ranged abilities, you’ll always have a tool to hit most enemies even while they’re dodging or flying

  • Simple gameplay to understand

  • Strong resonance skill damage potential when things go her way

  • Has mobility built into multiple of her skills allowing her to reposition while dealing damage

  • She’s free!

Cons

  • Mostly single target outside of her Ultimate and Echo

  • Less parrying options as a mostly ranged character

  • Tied for highest Ultimate energy cost in game among damage dealers

  • Takes up a large amount of field time to execute her best damaging combos

  • Vulnerable to interruption while channeling her Forte charged Resonance skill, which if canceled will result in large damage losses.

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.

T2

Tower of Adversity

Video guides

Chixia guide videos aren't available yet.

Build

Best Weapons

100%

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

Best gun in the game by a landslide, offering main stat CRIT RATE, granting better Crit ratios (and as a result scaling), great base damage, and a good amount of Energy Regen (which saves you at least 1 sub-stat on gear). Also currently the only weapon in the game that offers any form of team-supportive ability granting the next character to switch in via intro an ATK boost synergising immensely with the hybrid playstyle.

82.47%

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

Usable gun by all Resonators offering good bonuses to ATK but reliant on dodging 3 times during your rotation for maximum value with continual dodges after that. Should only be used by those willing to perform dodges at the start of their rotation and consistently after. Calculations assume you perform dodges as soon as possible and maintain the buff.

82.19%

Stats at Level 90: ATK: 387 | ATK: 36.4%

Generic gun option usable by all characters but with a significant ramp-up time on its bonus. Also requires the player not to be hit to extract full value. If you do get hit this weapon will fall behind (calculations assume you don't get hit even once).

81.94%

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

One of the top gun options for Resonators that deals primarily Resonance Skill DMG with little to no conditions to worry about thanks to its effect being tied to Intro skills. Almost all characters make use of Intros in their rotation and the bonus lasts for 15 seconds - long enough for most Main DPS to finish their burst window making this a strong consistent option.

79.86%

Stats at Level 90: ATK: 387 | ATK: 36.4%

Alternative gun option to Undying Flame for Resonance Skill focused damage characters, assuming they weave in several Basic Attacks in their rotation.

72.41%

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.
Best Echo Sets

100%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

98.99%

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%.

93.05%

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%.

90.70%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% 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%.

87.36%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% 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.

86.33%

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

Molten Rift

The Inferno rider deals tremendous cleave damage in a massive forward facing arc while also generating a huge amount of Resonance Energy and also granting a Fusion and Basic ATK DMG% boost, making it a fantastic echo but with a catch.

The Inferno Rider's animation is long and while it can be switch cancelled, it will take a bit of practice to get just right. Your goal when using Inferno Rider is to spam left mouse button to perform slashes and switch cancel the echo right after the third slash starts. You can observe when this happens by looking at the cooldown gauge of the echo (when it reads ~16-18 seconds on the dial it's ready). To maximize the benefit of this echo, use it and perform the cancel right before your burst combo to ensure the buff it grants is present for your upcoming rotation.

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
Fusion DMG
3 cost
Stat
Fusion DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

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

Comparison of 4-3-3-1-1 variants
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: 1700-2000+

  • HP: 13500+

  • DEF: 1000+

  • FUSION DMG%: 52%-82%+

  • CRIT RATE%: 50-70%+

  • CRIT DMG% 100-140%+

  • Energy Regeneration: 35-45%

    • Chixia has one of the most expensive damage-focused ultimates in the game - costing a whopping 150. She is also on the lower end when it comes to Resonance Energy generation, meaning she needs quite a bit of help from her team and the energy regeneration stat. To ensure she has access to her Ultimate at S0 each rotation we recommend at least 35-45% energy regeneration.

    • While Chixia's ultimate isn't essential for her to function it is a massive part of her damage profile, meaning playing without it will hinder your output considerably but isn't a complete deal breaker.

Skill Priority

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

Forte Circuit

Res. Liberation

Basic Attack

Res. Skill

Intro Skill

Gameplay and teams

Rotation

This is the optimal rotation for the character. The total time needed to perform it is 9.63 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 Chixia and cycling through your team for Concerto aim to execute the following:

  • Keep using a charge of your Resonance Skill on cooldown at all times outside of your burst window in order to generate much needed Resonance Energy but also a portion of Chixia's Forte Gauge. As a guideline try to fit in two Resonance Skill activations in the warm-up phase but ensure you have 1 Charge ready before entering your burst combo unless you possess Chixia's Sequence 4 which allows greater skill use flexibility. By executing 2 resonance skills in the warm up phase you'll build the majority of Chixia's Forte Gauge ready for the burst combo.
  • When executing Resonance Skills in the warm-up phase remember you can immediately switch cancel them saving time (they have quite a long animation time all of which you can save with a switch).
BURST COMBO

Chixia's burst combo is one of the hardest sequences of attacks to successfully complete in endgame scenarios - there are multiple reasons for this. Before starting Chixia's burst combo ensure you make use of her Echo first, specifically if it's a buff related one like Inferno Rider or Mech Abomination. With her Echo buff active move away from your target to build some distance between yourself and them to make landing your combo easier then trigger her intro.

Following the intro immediately use her Resonance Skill consuming the Forte Gauge you built up in the warm-up phase - channel this until you reach the indicator on her Forte gauge and then tap Basic Attack to fire BOOM BOOM. A full channel of this ability takes 4 seconds and while you can move during it failing to complete the full duration and casting BOOM BOOM will result in a massive damage loss.

When channelling Chixia's Forte Gauge aim to consume exactly 30 Bullets - channelling to long and consuming more will leave you without enough for your next channel. Channelling Chixia's Forte will grant her a large attack boost which is why we use it before the next action, her Ultimate which should be cast immediately after. After the Ultimate cast another full forte channel into BOOM BOOM then outro and repeat.

It's very important to note that while grouping Chixia's Forte Skills and ultimate together increases their potency it's far more important you land them in the first place. For this reason you can feel free to completely ignore the sequence below and use each ability as you have the opportunity to even if it means a damage loss.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Skill: Forte: Thermobaric Bullets
  • Skill: Forte: BOOM BOOM
  • Ultimate
  • Skill: Forte: Thermobaric Bullets
  • Skill: Forte: BOOM BOOM
  • 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

chixia teams aren't available yet. They will be added soon.

Calculations

Damage Profile
Chixia 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.

Chixia in 1 Target scenario

Rotation time: 9.63s

Details about the calculations

Disclaimer: Due to Chixia's reliance on channeled abilities to do damage, achieving this damage output against enemies that move around or force you to dodge is nearly impossible.

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 9.63 seconds.

WARM UP

When awaiting cooldowns, building Energy for Chixia and cycling through your team for Concerto aim to execute the following:

  • Keep using a charge of your Resonance Skill on cooldown at all times outside of your burst window in order to generate much needed Resonance Energy but also a portion of Chixia's Forte Gauge. As a guideline try to fit in two Resonance Skill activations in the warm-up phase but ensure you have 1 Charge ready before entering your burst combo unless you possess Chixia's Sequence 4 which allows greater skill use flexibility. By executing 2 resonance skills in the warm up phase you'll build the majority of Chixia's Forte Gauge ready for the burst combo.
  • When executing Resonance Skills in the warm-up phase remember you can immediately switch cancel them saving time (they have quite a long animation time all of which you can save with a switch).
BURST COMBO

Chixia's burst combo is one of the hardest sequences of attacks to successfully complete in endgame scenarios - there are multiple reasons for this. Before starting Chixia's burst combo ensure you make use of her Echo first, specifically if it's a buff related one like Inferno Rider or Mech Abomination. With her Echo buff active move away from your target to build some distance between yourself and them to make landing your combo easier then trigger her intro.

Following the intro immediately use her Resonance Skill consuming the Forte Gauge you built up in the warm-up phase - channel this until you reach the indicator on her Forte gauge and then tap Basic Attack to fire BOOM BOOM. A full channel of this ability takes 4 seconds and while you can move during it failing to complete the full duration and casting BOOM BOOM will result in a massive damage loss.

When channelling Chixia's Forte Gauge aim to consume exactly 30 Bullets - channelling to long and consuming more will leave you without enough for your next channel. Channelling Chixia's Forte will grant her a large attack boost which is why we use it before the next action, her Ultimate which should be cast immediately after. After the Ultimate cast another full forte channel into BOOM BOOM then outro and repeat.

It's very important to note that while grouping Chixia's Forte Skills and ultimate together increases their potency it's far more important you land them in the first place. For this reason you can feel free to completely ignore the sequence below and use each ability as you have the opportunity to even if it means a damage loss.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Skill: Forte: Thermobaric Bullets
  • Skill: Forte: BOOM BOOM
  • Ultimate
  • Skill: Forte: Thermobaric Bullets
  • Skill: Forte: BOOM BOOM
  • Outro

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

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

4 cost
CRIT Rate
CRIT Rate
3 cost
Stat
Fusion DMG
3 cost
Stat
Fusion 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.