DanjinBuild and Guide

Character
Introduction

Danjin is a 4 rarity character from the
Havoc
Havoc element who uses the Sword type weapon.

With a vengeful blade of condensed blood in hand, Ranger Danjin hunts down thieves and bandits for retribution. She journeys to distant lands in pursuit of justice.

To learn more about Danjin 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

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

To learn more about Danjin 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

Execution

Basic Attack

Danjin performs up to 3 consecutive attacks, dealing Havoc DMG.

Heavy Attack

Danjin combines her Forte with the blade in her hand and consumes Stamina to launch consecutive attacks, dealing Havoc DMG.

Mid-air Attack

Consumes Stamina to perform a mid-air Plunging Attack, dealing Havoc DMG.

Dodge Counter

Use Basic Attack after a successful Dodge to launch an attack, dealing Havoc DMG.

Dodge Counter: Ruby Shades

After a successful Dodge Counter, Danjin can use the Resonance Skill Crimson Fragment to cast the Resonance Skill Crimson Erosion.

Lv. 1
Part 1 Damage
28.80%
Part 2 Damage
29.60%
Part 3 Damage
40.00%
Heavy Attack Damage
18.67%*3
Mid-air Attack Damage
49.60%
Dodge Counter Damage
32.00%*3
Heavy Attack Stamina Consumption
20
Mid-Air Attack Stamina Consumption
30
Resonance Skill

Crimson Fragment

When casting Incinerating Will, each attack consumes 3% of Danjin's max HP. When Danjin's HP is less than 1%, this no longer consumes HP.

Carmine Gleam

Danjin attacks the target, dealing Havoc DMG.

Crimson Erosion

After Basic Attack II, Dodge Counter or Intro Skill Vindication, use Resonance Skill to perform up to 2 consecutive strikes, dealing Havoc DMG. When Crimson Erosion II hits a target, apply Incinerating Will to it.

Incinerating Will

Danjin's damage dealt to targets marked with Incinerating Will is increased by 20%.

Sanguine Pulse

Use Resonance Skill after Basic Attack III to perform up to 3 consecutive attacks, dealing Havoc DMG.

Lv. 1
Carmine Gleam Damage
19.20%*2
Crimson Erosion Part 1 Damage
32.40%*2
Crimson Erosion Part 2 Damage
30.00%*2
Sanguine Pulse Part 1 Damage
28.20%*2
Sanguine Pulse Part 2 Damage
21.60%*3
Sanguine Pulse Part 3 Damage
32.40%*3
Incinerating Will Duration
12
Cooldown
0
Resonance Liberation

Crimson Bloom

Danjin's anger intensifies as she frantically swings her dual blades, performing multiple rapid consecutive attacks, and 1 Scarlet Burst attack(s), dealing Havoc DMG.

Lv. 1
Continuous Attack Damage
24.69%*8
Scarlet Burst Damage
197.50%
Cooldown
16
Res. Energy Cost
100
Con. Energy Regen
20
Forte Circuit

Serene Vigil

Heavy Attack: Chaoscleave

After accumulating 60 "Ruby Blossom", long press Basic Attack to consume all "Ruby Blossom" to cast Chaoscleave, dealing Havoc DMG, considered as Heavy Attack damage, and restoring HP to Danjin.

If current "Ruby Blossom" exceeds 120, this consumes 120 "Ruby Blossom" to increase the damage multiplier of Chaoscleave and Scatterbloom performed this time.

Heavy Attack: Scatterbloom

Use Basic Attack after Heavy Attack Chaoscleave to launch Shatter to attack the target, dealing Havoc DMG, considered as Heavy Attack damage.

Ruby Blossom

Danjin obtains "Ruby Blossom" when using Resonance Skill Crimson Fragment.

Lv. 1
Chaoscleave Damage
30.00%*7
Scatterbloom Damage
90%
Full Energy Chaoscleave Damage
72.00%*7
Full Energy Scatterbloom Damage
216.00%
Chaoscleave Healing
36
Chaoscleave Con. Energy Regen
50
Inherent Skill

Crimson Light

The damage of the Resonance Skill Crimson Erosion triggered by Dodge Counter: Ruby Shades is increased by 20%. The HP cost and stacks of "Ruby Blossom" recovered are doubled.

Inherent Skill

Overflow

After casting the Resonance Skill Sanguine Pulse, Danjin's Heavy Attack damage is increased by 30% for 5s.

Intro Skill

Vindiction

With unwavering determination, Danjin unleashes a strike, dealing Havoc DMG.

Lv. 1
Skill Damage
25.00%*4
Con. Energy Regen
10
Outro Skill

Duality

The next character (or other characters on a nearby team that activates an Outro Skill) gains 23% Havoc DMG Deepen for 14 seconds or until the Character is switched.

Resonance Chain (Dupes)
S1

Sequence Node 1

When Danjin attacks a target with Resonance Skill's Incinerating Will, her ATK is increased by 5% for 6s, stacking up to 6 times. Danjin loses 1 stacks of this effect each time she takes damage.

S2

Sequence Node 2

When Danjin attacks a target with Resonance Skill's Incinerating Will, her damage dealt is increased by 20%.

S3

Sequence Node 3

Resonance Liberation DMG Bonus is increased by 30%.

S4

Sequence Node 4

When Danjin has more than 60 Ruby Blossom, her Crit. Rate is increased by 15%. This effect lasts until the end of Heavy Attack: Scatterbloom even after all "Ruby Blossom" is consumed when casting Heavy Attack: Chaoscleave.

S5

Sequence Node 5

Danjin's Havoc DMG Bonus is increased by 15%, and further increased by another 15% when her HP is lower than 60%.

S6

Sequence Node 6

Heavy Attack Chaoscleave increases the ATK of all team members by 20% for 20s.

Minor Fortes (Total)
Stat
Havoc DMG
+12%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
9438
Stat
ATK
263
Stat
DEF
1149
Stat
Max Energy
100
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Havoc DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x Crude Ring
  • 12x Basic Ring
  • 12x Improved Ring
  • 4x Tailored Ring
  • 46x Strife Tacet Core
  • 60x Belle Poppy
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x Crude Ring
  • 28x Basic Ring
  • 40x Improved Ring
  • 57x Tailored Ring
  • 25x Inert Metallic Drip
  • 28x Reactive Metallic Drip
  • 55x Polarized Metallic Drip
  • 67x Heterized Metallic Drip
  • 26x Unwarranted Feather
  • 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
Sophie Colquhoun
JPN
Miho Okasaki
CN
Yi KouJing
KR
Lee Hyeon-jin

Review

Mini-review

Danjin is a 4-Star Havoc Sword wielder that can function as either a Hybrid character which offers Support as well as secondary DPS, or a High DPS unit in teams completely centered around her. This is thanks to her ability to execute high damage and consistent combos throughout a fight outside of her cooldown-based abilities. However, it is worth noting that playing Danjin in this way will deplete her HP quickly, even if you bring a healer, due to her berserker-style kit.

True to the berserker archetype, consuming her HP is what builds up her Forte Gauge. The Gauge has two milestones; at 50% capacity, it will allow her to use her most powerful attack - Chaos Cleave. This can be quickly succeeded by Scatterbloom, dealing tremendous damage and also healing Danjin for a considerable amount. At 100%, the damage multiplier for both skills is increased, and as such it is advised to only trigger Chaos Cleave when Danjin’s Forte Gauge is 100% full to maximize her damage potential.

Danjin’s skill is centered around converting her basic attacks into multiple possible combos as follows:

  • Single basic attack followed by a single skill.

  • Two basic attacks followed by two skills - This will inflict the hit enemies with Incinerating Will, which increases the damage taken by Danjin’s other attacks. It is important to keep this active on your primary target whether you are using Danjin as Sub DPS or Main DPS.

  • Three basic attacks followed by three skills - outside of the previous combo to keep Incinerating Will active, Danjin should be primarily utilized to perform this combo as it not only deals the highest damage of the 3 choices, but also generates the highest amount of Forte Gauge, which is essential to her gameplay.

Lastly, Danjin’s Ultimate is a simple on-demand high Havoc DPS nuke that targets everything in front of her. Despite the fact that it features an incredibly long casting time, it is an excellent choice as a burst damage option as it freezes most time-based clocks for its entire duration.

When it comes to staying on the field and what she can provide, Danjin is flexible depending on which playstyle you prefer for her. She can stay on field for a significant amount of time with her extended combos, providing excellent sustained damage as a primary damage dealer. Alternatively, she can spend minimum time cycling her cooldowns and maintaining her Incinerating Will debuff, providing fantastic burst damage as a hybrid Sub DPS while also buffing Havoc DMG% amplification.

When it comes to playing her, it has to be noted that your experience can largely differ on the basis of the role you choose. If you wish to use Danjin as primary DPS, it means dealing with her berserker-styled gameplay. That is to say, she will continuously be living on the edge of her HP pool, relying on her Forte skills to replenish it. The recovery won’t last long however; she will chew through her recovered HP, making it imperative that you must master the art of dodging for it is about to turn into a Souls Game. Even with a healer on field, she is unlikely to survive a hit due to how fast she burns her HP pool. On other hand, if you prefer the Sub DPS & Support Hybrid Danjin, she will stay reasonably healthy most of the time with assistance of a healer, allowing you to play more relaxedly.

Danjin’s Outro provides 23% Havoc Amplification, which offers a significant damage boost to any Havoc character switching in. Regardless of which role you prefer for Danjin - be it Main DPS or Sub DPS & Support Hybrid, she would prefer a full damage build. No matter how much time she spends on the field, she can deal a significant chunk of damage, making Dreamless Echo and 5P Havoc Set the best choice for her.

Overall, Danjin has no problems being the Solo DPS in teams centered around her, should she have a skilled player controlling her. As a 4-star while her damage at S0 is slightly less than her 5-star counterparts, investing in Sequences increases her damage potential greatly. But she’s also excellent when played alongside Havoc Rover as a Sub DPS & Support Hybrid.

Pros & Cons
Pros

  • Can be played as a Solo DPS or as a Sub DPS in a more supporting role

  • Deals excellent damage for a 4-star with great potential to grow with Sequences

  • Can make use of one of the best Echoes in the game effectively; the Dreamless Echo

  • Has incredible parrying abilities making bosses easier to deal with

  • High-risk high-reward play style

Cons

  • You’re almost always 1 hit from death, which can be a problem when fighting multiple enemies, especially ranged ones

  • Damage at S0 is lesser compared to other 5-star damage dealers

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

Danjin guide videos aren't available yet.

Build

Best Weapons

100%

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

Outstanding Sword choice, offering significantly higher base damage due to its 5★ rarity, as well as a stackable ATK% buff almost every character can effortlessly get 1 stack of (but with 2 also being easily achievable by most when played correctly). Additionally has a good amount of Energy Regen, which on most characters will allow one sub-stat of Energy Regen to be allocated elsewhere to increase damage even further. Best Sword choice across the board with only S5 4★ Swords having a chance to compete with it.

79.69%

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

Exceptional all-around generic Sword gaining its bonus close to unconditionally as most Resonators almost always aim to make use of their Intro skill and very few characters spend more than 15 seconds on field during their duration.

77.52%

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

Sword option for Heavy and Basic ATK users with an easy to trigger passive - with the only downside being its 10 second time limit. For characters that use their Skill multiple times per rotation, this downside is a non-issue but for Main DPS characters who take up a lot of field time and don't use their skill often this sword can lose value.

76.90%

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

Powerful sword for Resonators spending minimal time on the field - the shorter the better. Best for Hybrid characters executing their rotation fast and infrequently, but less powerful on Main DPS characters that aim to spend extended time on field.

76.85%

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

Sword with decent base stats but a passive that only activates after taking sufficient damage after which it offers a sizable increase Heavy Attack DMG. Primarily suitable only for berserker characters that sacrifice their life to deal damage like Danjin, but can be used strategically after multiple copies have been merged (only calculated with bonus active on characters that consume their life to deal damage).

68.55%

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: Havoc DMG increases by 10%.

5 Set: Upon using Basic Attack or Heavy Attack, Havoc DMG increases by 7.5%, stacking up to four times for 15s.

99.05%

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%.

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.

97.39%

2 Set: Havoc DMG increases by 10%.

5 Set: Upon using Basic Attack or Heavy Attack, Havoc DMG increases by 7.5%, stacking up to four times 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%.

93.98%

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).

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

Sun-sinking Eclipse

One of the strongest burst damage Echoes in the game that also generates a sizeable chunk of Resonance Energy. What makes this Echo strong is that its damage is delivered in a massive 360 degree area around the target it fixates on and is immediately swap cancellable the second it's used with 0 downsides. When using this Echo, always use it and immediately switch out so it deals it's damage and finishes its animation while the caster of the Echo is off the field. Due to this fact this Echo is normally used outside of characters burst windows.

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
Havoc DMG
3 cost
Stat
Havoc 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: CRIT RATE = CRIT DMG > ATK% > Flat ATK > Heavy DMG% > Resonance Skill 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: 1700-2000+

  • HP: 14000+

  • DEF: 1200+

  • HAVOC DMG%: 40%-70%+

  • CRIT RATE%: 50-70%+

  • CRIT DMG% 100-140%+

  • Energy Regen: 0%

    • Danjin does not require any Energy Regen in order to function and it's not specifically recommended for her build, but if you can gain some without it costing you, having more frequent Ultimates will lead to more total damage in fights

Skill Priority

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

Forte Circuit

Res. Skill

Res. Liberation

Basic Attack

Intro Skill

Gameplay and teams

Rotation

This is the optimal rotation for the character. The total time needed to perform it is 11.16 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.


MAINTENANCE

Due to the nature of Danjin's kit and the flexibility of her Burst rotation, she has no specific actions needed before performing it. With that said there are a few things you should aim to maintain throughout combat even if she doesn't need to achieve certain energy thresholds at specific times like other characters.

  • Keep Danjin's Incinerating Will active at all times to ensure your damage is always amplified, to do this weave in the following combo throughout battle on top of during your normal burst combo listed below:
    • Basic P1 OR Skill: Carmine Gleam
    • Basic P2
    • Skill: Crimson Erosion I
    • Skill: Crimson Erosion II

Keep using Danjin's Echo on cooldown. When using Dreamless ensure you switch cancel it as soon as it's available. When using an alternative Echo - such as a buffing echo - aim to use it before executing a long burst combo.

If your ultimate becomes available at any point earlier than planned, as long as your Incinerating Will is active on the enemy, use it immediately so as not to waste energy unless running a team that aims to enhance it with Deepen Outros in which you should stack those first.

BURST COMBO

Danjin's burst combo does not specifically need to be executed uninterrupted - making use of dodges or switches to other characters only to then return to Danjin to finish the combo is perfectly fine as her usual echo of choice (Dreamless) has no buff associated with it and her kit has no strict durations to fit damage into. If using a team with specific Deepen amplification effects that prohibit switching consider that first before performing a switch mid combo.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Skill: Crimson Erosion I
  • Skill: Crimson Erosion II
  • Ultimate
  • Basic P1
  • Basic P2
  • Basic P3
  • Skill: Sanguine Pulse I
  • Skill: Sanguine Pulse II
  • Skill: Sanguine Pulse III
  • Skill: Carmine Gleam
  • Basic P2
  • Basic P3
  • Skill: Sanguine Pulse I
  • Skill: Sanguine Pulse II
  • Skill: Sanguine Pulse III
  • Heavy Attack: Chaoscleave Full
  • Heavy Attack: Scatterbloom Full
Synergies

Mortefi excels at buffing Heavy ATK DMG with his "Deepen" Outro which acts as an immense multiplier thanks to the special "Deepen" scaling mechanic of which Danjin deals quite a bit with her fully charged Chaos Cleaves. Danjin desires high field time and Mortefi takes up very little making the pair a strong combo of high DPS and buffs with plenty of wiggle room to fit in a support or even more field time for Danjin.

Mortefi's ultimate unleashes a slew of Coordinated Attacks over its duration but requires a high hit counter to maximize its effects, Danjin doesn't make perfect use of this but does a pretty decent job of getting some value at S0 - at S1 though Mortefi fires additional Marcatos per Resonance Skill improving the synergy.

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

Unlike most characters Danjin is completely content fighting by herself thanks to her incredible sustained damage that stays stable even over incredibly long fights and very low reliance on her ultimate. Where most characters need to switch out to teammates to recharge their cooldowns or ultimate energy Danjin can keep going. Danjin can still benefit from a team but it is certainly not the only way or even most popular way to play her. But in case you want to play her in a team, here's an example one you can use:

Team #1

Team #2

Calculations

Damage Profile
Danjin 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.

Danjin in 1 Target scenario

Rotation time: 11.16s

Details about the calculations

Disclaimer: The calculations for Danjin do not include the Dodge Counter damage as it lies outside of the simulation rules. Still, if you will be able to use them consistently, her damage output will improve by a lot.

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 11.16 seconds.

MAINTENANCE

Due to the nature of Danjin's kit and the flexibility of her Burst rotation, she has no specific actions needed before performing it. With that said there are a few things you should aim to maintain throughout combat even if she doesn't need to achieve certain energy thresholds at specific times like other characters.

  • Keep Danjin's Incinerating Will active at all times to ensure your damage is always amplified, to do this weave in the following combo throughout battle on top of during your normal burst combo listed below:
    • Basic P1 OR Skill: Carmine Gleam
    • Basic P2
    • Skill: Crimson Erosion I
    • Skill: Crimson Erosion II

Keep using Danjin's Echo on cooldown. When using Dreamless ensure you switch cancel it as soon as it's available. When using an alternative Echo - such as a buffing echo - aim to use it before executing a long burst combo.

If your ultimate becomes available at any point earlier than planned, as long as your Incinerating Will is active on the enemy, use it immediately so as not to waste energy unless running a team that aims to enhance it with Deepen Outros in which you should stack those first.

BURST COMBO

Danjin's burst combo does not specifically need to be executed uninterrupted - making use of dodges or switches to other characters only to then return to Danjin to finish the combo is perfectly fine as her usual echo of choice (Dreamless) has no buff associated with it and her kit has no strict durations to fit damage into. If using a team with specific Deepen amplification effects that prohibit switching consider that first before performing a switch mid combo.

  • Echo (Use before combo but refer to echo recommendations for exact specifics for your chosen echo)
  • Intro
  • Skill: Crimson Erosion I
  • Skill: Crimson Erosion II
  • Ultimate
  • Basic P1
  • Basic P2
  • Basic P3
  • Skill: Sanguine Pulse I
  • Skill: Sanguine Pulse II
  • Skill: Sanguine Pulse III
  • Skill: Carmine Gleam
  • Basic P2
  • Basic P3
  • Skill: Sanguine Pulse I
  • Skill: Sanguine Pulse II
  • Skill: Sanguine Pulse III
  • Heavy Attack: Chaoscleave Full
  • Heavy Attack: Scatterbloom Full

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

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

2 Set: Havoc DMG increases by 10%.

5 Set: Upon using Basic Attack or Heavy Attack, Havoc DMG increases by 7.5%, stacking up to four times for 15s.

4 cost
CRIT DMG
CRIT DMG
3 cost
Stat
Havoc DMG
3 cost
Stat
Havoc 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.