Last updated: 22/October/2026

Best guide and build for Ciaccona from WW (Wuthering Waves). Ciaccona is a 5★ rarity character from the
Aero element who uses the Pistols type weapon.
Ciaccona 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 Ciaccona check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Quadruple Time Steps
Basic Attack
Perform up to 4 consecutive attacks, dealing Aero DMG. Basic Attack Stage 4 inflicts 1 stack of Aero Erosion upon the target hit.
When the first three stages of Ciaccona's Basic Attack are interrupted by dodging, press Basic Attack in time to resume the attack cycle and cast the corresponding Basic Attack stage.
After Basic Attack Stage 4, Ciaccona starts a Solo Concert. If Ciaccona's Basic Attack Stage 4 or Solo Concert ends early (proactively or being interrupted), an Ensemble Sylph is generated.
Solo Concert
When Ciaccona or Ensemble Sylph performs Solo Concert, they give 24% Aero DMG Bonus to all nearby Resonators in the team. This effect is not stackable.
Ensemble Sylph
Up to 2 Ensemble Sylphs may exist simultaneously.
If Ciaccona's Basic Attack Stage 4 is interrupted, the Ensemble Sylphs generated will finish the attack for Ciaccona and enter Solo Concert.
If Ciaccona's Solo Concert is interrupted, the Ensemble Sylphs generated will continue the Solo Concert for Ciaccona.
Aside from the two situations mentioned above, Ensemble Sylphs generated by Resonance Skill will finish Ciaccona's current attack without entering Solo Concert.
Heavy Attack
Consume STA to jump into mid-air and attack the target, dealing Aero DMG.
Aimed Attack
Press Aim to enter Aiming Mode to fire charged shots, dealing Aero DMG, considered Heavy Attack DMG.
Mid-air Attack
Consume STA to perform up to 2 consecutive attacks, dealing Aero DMG.
Press Normal Attack after Mid-air Attack Stage 2 to cast Basic Attack Stage 4.
Dodge Counter
Follow up successful Dodges with Basic Attack to attack the target, dealing Aero DMG.
Harmonic Allegro
Move a certain distance, dealing Aero DMG and inflicting 1 stack of Aero Erosion on the target upon hit.
Press Normal Attack in time to cast Basic Attack Stage 2.
When Ciaccona interrupts Basic Attack, Heavy Attack, Mid-air Attack, or Solo Concert with Resonance Skill, an Ensemble Sylph is generated.
Ciaccona's Resonance Skill can be cast in mid-air.
Singer's Triple Cadenza
Ciaccona and Ensemble Sylphs perform an Improvised Symphonic Poem together, dealing Aero DMG once to the nearby targets and entering Recital.
Recital
When in Recital, sound waves will periodically radiate around Ciaccona. When the sound wave overlaps with the circle indicator, press the green or yellow buttons to generate Symphonic Poem: Tonic of the corresponding color and recover a certain amount of Concerto Energy.
During Recital
Switching to another Resonator doesn't end Recital, but automatically generates a Symphonic Poem: Tonic matching the color of the last generated Tonic before switching. A green Symphonic Poem: Tonic is generated by default if no interaction input is given before switching to another Resonator.
Ciaccona is immune to interruptions and takes 50% less DMG.
Exit Recital by pressing Resonance Liberation again or switching Ciaccona back onto the field.
Ensemble Sylphs can now directly grant Aero DMG Bonus provided by Solo Concert.
Symphonic Poem: Tonic
Green Tonic: Deal Aero DMG to nearby targets and inflict a stack of Aero Erosion on targets hit.
Yellow Tonic: Deal Aero DMG to nearby targets and inflict a stack of Spectro Frazzle on targets hit.
Symphony of Wind and Verse
Heavy Attack - Quadruple Downbeat
When there are 3 segments of Musical Essence, Heavy Attack is replaced with Heavy Attack - Quadruple Downbeat.
Consume all Musical Essence to shoot Downbeat Notes forward to deal Aero DMG, pulling in the nearby targets and inflicting 1 stack of Aero Erosion on the target hit.
Heavy Attack - Quadruple Downbeat can be cast in mid-air close to the ground.
Musical Essence
Ciaccona can hold up to 3 segments of Musical Essence.
Casting Basic Attack Stage 4 or Intro Skill recovers 1 segment of Musical Essence.
Interlude Tune
Casting Resonance Liberation Singer's Triple Cadenza grants Ciaccona a Shield equal to 100% of her Max HP for 4s. Switching out Ciaccona removes the Shield.
Winds of Rinascita
Increase Heavy Attack - Quadruple Downbeat's DMG by 30%.
Roaming with the Wind
Attack the target to deal Aero DMG and inflict a stack of Aero Erosion.
Follow up with Basic Attack in time to cast Basic Attack Stage 3.
Windcalling Tune
Aero Erosion DMG dealt to targets near the active Resonator is Amplified by 100% for 30s.
Sequence Node 1
Casting Resonance Skill Harmonic Allegro grants Ciaccona immunity to interruption for 3s. Casting Basic Attack increases Ciaccona's ATK by 35% for 10s.
Sequence Node 2
During Resonance Liberation Singer's Triple Cadenza, Resonators in the team gain 40% Aero DMG Bonus.
Sequence Node 3
Casting Basic Attack Stage 4 additionally grants 1 segments of Musical Essence. Resonance Skill Harmonic Allegro gains 1 more charge.
Sequence Node 4
Ciaccona ignores 45% of the targets' DEF when dealing damage with Heavy Attack Quadruple Downbeat.
Ciaccona ignores 45% of the targets' DEF when dealing Resonance Liberation DMG.
Sequence Node 5
Gain 40% Resonance Liberation DMG Bonus.
DMG taken by Resonators within and around the range of Resonance Liberation Singer's Triple Cadenza is reduced by 30%.
Sequence Node 6
When in Solo Concert, Ciaccona or Ensemble Sylph deals Aero DMG equal to 220% of Ciaccona's ATK to nearby targets, considered Resonance Liberation 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.
Good general Aero buffs party-wide and low rotation time for good personal damage can make her a valid 3rd slot option for Aero damage dealers;
Access to Aero Erosion allows for explicit synergy with Cartethyia;
Very quickswap-friendly, optimization ceiling is big in a variety of teams.
Her value effectively dies as a Best In Slot alongside Aero Erosion, which hasn’t received any new damage dealer since Cartethyia. The team still deals high damage in Quickswap, but the baseline performance for that team has fallen out of fashion a long time ago;
Can apply Spectro Frazzle, but that’s effectively useless because it hasn’t received updates for a very long time and is long since powercrept;
Signature weapon is a strong party-wide utility and you can lose out on a lot of her value if you skip it;
Very low Sequence value across the board, vertical investment isn’t really an option on her beyond getting her Signature weapon.
Ciaccona is a 5-star Aero Pistol DPS whose primary point of interest is her ability to apply Aero Erosion (mostly via her Ultimate). She can also apply Spectro Frazzle through it, though that’s quite underutilized nowadays. She also amplifies Aero Erosion DMG and boosts Aero DMG in several ways, and is characterized by her ability to rotate quickly while dealing good damage and providing good party-wide buffs.
Ciaccona’s rotations revolve around building up to her Forte and finishing her rotation off with her Ultimate. This is because her Forte has 3 charges, building it up fully allows her to cast a Forte Heavy Attack that restores significant amounts of Concerto quickly. On the other hand, Ciaccona’s Ultimate glues her in place and significantly limits her on-field actions. If swapped out and swapped back in, the Ultimate gets cancelled. In other words: build up towards her Forte Heavy, finish her rotation off with her Ultimate.
Ciaccona applies 1 stack of Aero Erosion through the following Skills:
Intro
Basic 4
Skill
Forte Heavy
Ultimate (1 stack every 1.6s) → Can also be switched to Spectro Frazzle after about 0.5s of extra field time if needed (nowadays not really utilized in any of Ciaccona’s best use cases).
Ciaccona’s Forte is restored through casting her Basic 4 or Intro (1/3 stacks per). Basic 4 can additionally be finished by something called an “Ensemble Sylph” if interrupted early. They act as “ghosts” of Ciaccona’s silhouette that finish Basic 4’s and upkeep buffs in her stead. Indeed, these same Ensemble Sylphs provide 24% Aero DMG Bonus for the whole team when generated, for an indefinite amount of time.
Finally, Ciaccona’s Outro amplifies the Aero Erosion DMG of the whole team by 100% for 30s, which doesn’t expire upon switching between characters. If her Signature weapon is owned, it also shreds enemy Aero RES by 10% upon applying and hitting an enemy with Aero Erosion (this can easily be upkept permanently in a fight).
Ciaccona has a lot of combos and cancels that are all used in her rotations to make the most of the speed her kit provides her. Notably, we make use of the following properties:
Ciaccona’s Basic 4 can be freely interrupted on cast and fully finished by her Ensemble Sylphs;
Ciaccona’s Intro leads her to start her Basic chain from Basic 3;
Ciaconna’s Mid-air Attack 1 and 2 (her plunge) combo immediately into her Basic 4;
Ciaccona’s Forte Heavy Attack can be animation cancelled by her Ultimate as soon as the projectile is shot from her gun. The rest of the damage will occur during the Ultimate animation;
If switched into combat from mid-air, Ciaccona will immediately plunge downwards (Mid-air Attack 2). This combos into her Basic 4 almost instantly if close to the ground.
Outside of this, her Skill gives her a big burst of instant Concerto, and so does her Forte Heavy Attack, so we want to cast them after an Intro and fully charging up her Forte Heavy. Alongside her Ultimate, this generates enough Concerto to Outro extremely fast, leading Ciaccona to be one of the fastest Hybrid characters in the game.
In the meta, Ciaccona has a meta niche completely carved out for her. Her value essentially dies alongside that of Aero Erosion, since that’s her best use case as the only source of Aero Erosion application other than Cartethyia (a main damage dealer). The issue is, Cartethyia is the only DPS that revolves around this mechanic. While her and Ciaccona were intended to play together from the get-go, the team dates from version 2.4 (2.8 if you include Chisa, but she was barely an upgrade to the on-release team). In other words: the team is quite outdated by today’s standards.
One of the Aero Erosion team’s huge strengths is its affinity for Quickswap. Ciaccona can cast more than one Forte Heavy per rotation if the rest of the team’s Swap Cancel windows are fully properly utilized, sometimes 2, 3 or even 4 Forte Heavies can be cast per full team loop depending on how experienced the player is. If the Aero Erosion team is fully mastered, to this day, it’s a highly meta-relevant team. However, for more than 99% of the playerbase, that team is quite outdated and will face issues in endgame content when played at a baseline level.
Hence, Ciaccona can still find uses for more casual players as 3rd slot in Aero DPS teams. We see this in teams like Qingxiao/Lynae/Ciaccona, Iuno/Lynae/Ciaccona or Sigrika/Qiuyuan/Ciaccona. This is because she retains high personal damage and party-wide buffs, through her Echo Set Gusts of Welkin, giving 15% Aero DMG Bonus to the team, her permanent 24% Aero DMG Bonus through her Ensemble Sylphs, and most importantly of all, her Signature weapon. Indeed, 10% Aero RES shred is a very rare buff that Ciaccona is lucky to provide, especially considering all of her buffs are very easy to upkeep permanently when properly played. However, it’s dependent on that bit of extra investment to actually own her Signature weapon, before she can utilize the full extent of her party-wide buffing strength. On the other hand, her Spectro Frazzle mode sees no use in endgame content nowadays, and was mostly a thing to give her some teams to play on her release before Cartethyia released. It’s long since powercrept and sees no use in the top Spectro Frazzle teams though, where Phoebe and Spectro Rover are heavily favoured over her.
In conclusion, Ciaccona is still a meta-relevant character for the Aero Erosion team with Cartethyia. Outside of this, she can still find use as a 3rd slot Support to Aero DPS teams, but this is heavily dependent on owning her Signature weapon in order to be worth considering. The Cartethyia team has also fallen out of fashion for the majority of players in the game. So while Ciaccona still has her strengths, she is generally not a recommended pull for new players, and casual players in general. Consider carefully before choosing to pull her: make sure she’s surrounded by the correct teammates, has her Signature if used in the 3rd slot, and is played properly in the Aero Erosion team to keep up with the meta.
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).
Ciaccona calculations were done using added buffs from the following teammates:
Windward Pilgrimage
Thread of Severed Fate
100.00%
87.30%
84.20%
84.10%
80.20%
79.30%
72.70%
100.00%
Best set for Aero Erosion supports. Allows characters that can apply Aero Erosion to gain a total of 40% Aero DMG Bonus, an equivalent to Sierra Gale. However, it gains an edge over this set by being able to give 15% of that Aero DMG Bonus to the whole team for 20s, providing both offensive and supportive benefits. This set is only favoured on Ciaccona if an Aero Main DPS is present in the team. Use Moonlit Clouds if this doesn't apply.
Below you can find Main Echo options:
75.35%
Best set for Ciaccona in all non-Aero teams. This set sacrifices Ciaccona's personal damage in order to provide higher buffing to a single character. It provides an extra 10% Energy Regen to the wielder unconditionally and gives 22.5% ATK to the incoming character for 15s after casting Outro skill, making it one of the strongest sets to buff any ATK-scaling DPS.
Below you can find Main Echo options:
Used with Main DPS Ciaccona. Best set for Aero Main DPS characters who can apply Aero Erosion or have an Aero Erosion applier on the team. Grants 10% Aero DMG Bonus and an extra 30% Aero DMG Bonus as well as 10% CRIT Rate for 10s when attacking targets inflicted with Aero Erosion. Offers an extra 10% CRIT Rate over the other Aero sets such as Gusts of Welkin or Sierra Gale, providing extra overall damage so long as Aero Erosion is present on the enemy.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > ATK
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: 16500+
DEF: 1150+
ATK: 2000-2200+
CRIT Rate: 55-80%+
CRIT DMG: 225-280%+
Energy Regen: 115%+
Aero DMG Bonus: 30-80%+
Below you can find the order of leveling the abilities for Ciaccona.
Res. Liberation
Basic Attack
Forte Circuit
Intro Skill
Res. Skill
Skill and Intro can be skipped when levelling to save on resources at a minimal damage loss.
Gameplay and teams
In most cases, Ciaccona’s rotation goal is to build towards her Forte Heavy Attack as quickly as possible by gaining 3 Forte stacks: 1 through her Intro and 2 through 2 Basic 4’s. To do this, she has a lot of animation cancels we strongly recommend executing, even at a baseline level, to make her a very fast secondary character.
Skip using Nightmare: Kelpie’s active Echo cast and only rely on the Summon executed upon Outro. If on Reminiscence: Fleurdelys, cast it at any point in her rotation (try to activate her self-buffs and other team buffs before using it on the first rotation though).
If you want to use Ciaccona on Frazzle mode, make sure to switch to it after her Ultimate before her Outro. This adds about 0.5s of rotation time.
Used in most cases in most teams if an Intro is available.
Intro
Basic 3
Basic 4 (Cancel animation on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Cancel animation on cast via Skill)
Skill
Heavy: Quadruple Downbeat (Cancel animation when shot via Ultimate)
Ultimate
Outro
At S6, we still end up using the above rotation because the S3-S5 rotation barely saves any time and the extra multiplier on Basic 4’s at S6 is too advantageous to pass up.
If using Ciaccona as a 3rd slot, she can start the team’s rotation without an Intro like so:
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Cancel animation on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Cancel animation on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Cancel animation on cast via Skill)
Skill
Heavy: Quadruple Downbeat (Cancel animation when shot by Ultimate)
Ultimate
Outro
At S3 and higher, you can remove 1 Jump, Mid-Air Attack, Basic 4 string from the above rotation to speed it up significantly.
The rotation below is faster than the standard one at S3-S5 by making use of the extra Skill charge and Forte generation provided by the S3. Not utilized at S6 because of much lower damage than the standard rotation.
Intro
Basic 3
Basic 4 (Animation cancel on cast via Skill)
Skill (2 times)
Heavy: Quadruple Downbeat (Animation cancel when shot via Ultimate)
Ultimate
Outro
If you want to play Ciaccona as a Main DPS with Sanhua, she can use the rotation below to cast multiple Forte Heavies per on-field rotation and deal more damage (generally not recommended and off-meta, but we included it to be complete):
Intro
Basic 3
Basic 4 (Animation cancel on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Skill)
Skill
Heavy: Quadruple Downbeat (Animation cancel when shot via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Jump)
Jump
Heavy: Quadruple Downbeat (Animation cancel when close enough to the ground via Ultimate)
Ultimate
Outro
To optimize the Opener rotation, at the very start of the fight, Ciaccona can cast Jump, Mid-air 1-2, Basic 4 and Ultimate (Swap), to immediately give the party 24% Aero DMG Bonus (including herself) and start ramping up some Ultimate/Aero Erosion damage.
Same concept as the above rotation, but utilizes extra Forte generation from S3 to cast 3 Forte Heavies. Makes the most sense to use at S6, where Ciaccona gains sufficient Basic 4 damage multipliers to compete with other main damage dealers, but can be used beforehand too.
Intro
Basic 3
Basic 4 (Animation cancel on cast via Dash)
Dash
Heavy: Quadruple Downbeat (Animation cancel when shot via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Skill)
Skill
Heavy: Quadruple Downbeat (Animation cancel when shot via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Jump)
Jump
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic 4 (Animation cancel on cast via Skill)
Skill
Heavy: Quadruple Downbeat (Animation cancel when shot via Ultimate)
Ultimate
Outro
To optimize the Opener rotation, at the very start of the fight, Ciaccona can cast Jump, Mid-air 1-2, Basic 4 and Ultimate (Swap), to immediately give the party 24% Aero DMG Bonus (including herself) and start ramping up some Ultimate/Aero Erosion damage.
Ciaconna is a very Quickswap-friendly character, much like the rest of the Aero Erosion team members. In her specific case, the best Quickswap she has access to involves her swapping in combat in mid-air in order to immediately cast her Mid-air 2 (the plunging attack) and follow up with a Basic 4 in record times.
With that being said, her Heavy: Quadruple Downbeat is also a good Swap Cancel window (particularly good following a Jump Cancel Basic 4), and generally speaking she can weave in Jump → Mid-Air 1-2 → Basic 4 Combos to deal some good damage during other characters’ Quickswap windows. This can also allow her to cast more than one Heavy: Quadruple Downbeat per rotation, so long as she generates the necessary Forte stacks.
It’s also possible to switch out of a Jump Mid-air 1 and cast Mid-air 2 upon coming back, though this is an extremely tight window used by the most advanced players only.
Mix and match these Quickswap combos to create fast and high-damaging Quickswap team rotations!
Team #1: Best Team
Team #2: Cartethyia Team
Chisa is only stronger than Aero Rover with her Signature. Shorekeeper is also mostly usable in the third slot in Whimpering Wastes since Aero Erosion won't have time to ramp up to 6.
Team #3: Jiyan Iuno Dual DPS
Team #4: Other Aero Teams
Iuno + Lynae + Ciaccona is also one of DPS Iuno's strongest teams by far, exceeding the teams shown here if you have access to it.
Team #5: Spectro Frazzle Teams
Shorekeeper will only really see use on DPS Phoebe teams in Whimpering Wastes, however it is DPS Phoebe's best Whimpering Wastes team and is worth mentioning.
Team #6: Main DPS Ciaccona
Calculations