Wuthering Waves (WW)EncoreBuild and Guide

Character

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Introduction

Best guide and build for Encore from WW (Wuthering Waves). Encore is a 5 rarity character from the
Fusion
Fusion element who uses the Rectifier type weapon.

A girl accompanied by one black and one white Wooly plushies. Encore, consultant from the Black Shores, is longing to create happy stories with candies, fairy tales, and her imagination.

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

Video guide

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

Update tracker

Last review update

Patch 1.3

Last major build/calcs update

Patch 2.6

Last profile update*

September 16th, 2025

*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.

To learn more about Encore 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

Wooly Attack

Basic Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Basic Attack: Wooly Strike

After the Basic Attack IV, press Basic Attack to attack the target, dealing Fusion DMG.

Heavy Attack

Encore consumes Stamina to attack the target, dealing Fusion DMG.

Mid-air Attack

Encore consumes Stamina to perform a Plunging Attack, dealing Fusion DMG.

Dodge Counter

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

Lv. 1
Part 1 Damage
28.00%
Part 2 Damage
33.30%
Part 3 Damage
33.35%*2
Part 4 Damage
19.25%*4
Woolies Damage
120.00%
Heavy Attack Damage
94.10%
Mid-Air Attack
62.00%
Dodge Counter Damage
63.34%*2
Heavy Attack Stamina Consumption
25
Mid-Air Attack Stamina Consumption
30
Resonance Skill

Flaming Woolies

Flaming Woolies

Summon Cloudy and Cosmos to attack the target with high-temperature rays, dealing Fusion DMG. Energetic Welcome

After casting Flaming Woolies, use Resonance Skill to launch Energetic Welcome to attack the target, dealing Fusion DMG.

Lv. 1
Flaming Woolies Damage
38.53%*8
Energetic Welcome Damage
170.60%
Cooldown
10
Flaming Woolies Con. Energy Regen
15
Energetic Welcome Con. Energy Regen
5
Resonance Liberation

Cosmos Rave

As Encore loses control, Cosmos breaks free and wreaks havoc on its surroundings.

Basic Attack: Cosmos: Frolicking

During Cosmos Rampage, the Basic Attack is replaced with Cosmos: Frolicking, which performs up to 4 consecutive attacks, dealing Fusion DMG, considered as Basic Attack damage.

Cosmos: Heavy Attack

During Cosmos Rampage, the Heavy Attack is replaced with Cosmos: Heavy Attack, consuming Stamina to attack the target, dealing Fusion DMG, considered as Heavy Attack damage.

Resonance Skill: Cosmos: Rampage

During Cosmos Rampage, Flaming Woolies is replaced with Cosmos:Rampage, attacking the target with uncontrollable flames, dealing Fusion DMG, considered as Resonance Skill damage.

Cosmos: Dodge Counter

During Cosmos Rampage, use Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG, considered as Basic Attack damage.

Lv. 1
Cosmos: Frolicking Part 1 Damage
45.36%*2
Cosmos: Frolicking Part 2 Damage
28.37%*3
Cosmos: Frolicking Part 3 Damage
33.19%*4
Cosmos: Frolicking Part 4 Damage
97.59%*3
Cosmos: Heavy Attack Damage
109.44%
Cosmos Rampage Damage
31.85%*4
Cosmos: Dodge Counter Damage
33.19%*4
Cosmos: Heavy Attack Stamina Consumption
25
Cosmos Rave Duration
10
Cooldown
16
Cosmos Rampage Cooldown
4
Res. Energy Cost
125
Con. Energy Regen
20
Forte Circuit

Black & White Woolies

Resonance Liberation: Cloudy Frenzy

When Encore's "Dissonance" is full, after casting a Heavy Attack, Encore will consume all "Dissonance" to enter the Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".

After the Dissonance state ends, Encore will cast Cloudy Frenzy, dealing Fusion DMG, considered as Resonance Liberation damage.

Resonance Liberation: Cosmos Rupture

During Cosmos Rampage, when casting Heavy Attack, if "Dissonance" is full, Encore will consume all "Dissonance" to enter Cosmos' Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".

After Cosmos' Dissonance state ends, Encore will cast Cosmos Rupture, dealing Fusion DMG, considered as Resonance Liberation damage.

Dissonance

Encore can hold up to 100 "Dissonance".

When Normal Attack Wooly Attack hits the target, Encore restores "Dissonance". When Resonance Skill Flaming Woolies hits the target, Encore restores "Dissonance". When Resonance Skill Energetic Welcome hits the target, Encore restores "Dissonance". When Intro Skill Woolies Helpers hits the target, Encore restores "Dissonance".

During the duration of Resonance Liberation Cosmos Rampage, hitting targets will restore "Dissonance" to Encore.

Lv. 1
Cloudy: Frenzy Damage
168.00%
Cosmos: Rupture Damage
23.35%*6+249.08%
Cloudy: Frenzy Con. Energy Regen
10
Cosmos: Rupture Con. Energy Regen
10
Inherent Skill

Angry Cosmos

During the Resonance Liberation Cosmos Rave, when Encore's HP is above 70%, DMG dealt is increased by 10%.

Inherent Skill

Woolies Cheer Dance

When Resonance Skill Flaming Woolies or Resonance Skill Cosmos: Rave is cast, Encore's Fusion DMG Bonus is increased by 10% for 10 seconds.

Intro Skill

Woolies Can Help!

Encore pounces at the enemies with Cosmos, dealing Fusion DMG.

Lv. 1
Skill Damage
100.00%
Con. Energy Regen
10
Outro Skill

Thermal Field

Encore generates a Flame Zone centered around skill target, with a radius of 3m. Targets inside the Flame Zone are continuously burned, suffering Fusion DMG equal to 176.76% of Encore's ATK every 1.5s for 6s.

Resonance Chain (Dupes)
S1

Sequence Node 1

When Basic Attack hits a target, Encore's Fusion DMG Bonus is increased by 3%, stacking up to 4 times for 6s.

S2

Sequence Node 2

Encore additionally restores 10 Resonance Energy when casting Basic Attack Woolies Attack or Resonance Skill Energetic Welcome. This can be triggered once every 10s.

S3

Sequence Node 3

The DMG multiplier of Resonance Liberation Cloudy: Frenzy and Resonance Liberation Cosmos: Rupture is increased by 40%.

S4

Sequence Node 4

Resonance Liberation Cosmos: Rupture increases the Fusion DMG Bonus of all team members by 20% for 30s.

S5

Sequence Node 5

Resonance Skill DMG Bonus is increased by 35%.

S6

Sequence Node 6

During Resonance Liberation Cosmos: Rave, Encore gains 1 stack(s) of "Lost Lamb" every time she deals damage, each stack increasing her ATK by 5% for 10s, stacking up to 6 time(s).

Minor Fortes (Total)
Stat
Fusion DMG
+12%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
10513
Stat
ATK
425
Stat
DEF
1247
Stat
Max Energy
125
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 Pecok Flower
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Whisperin Core
  • 28x MF Whisperin Core
  • 40x HF Whisperin Core
  • 57x FF Whisperin Core
  • 25x Lento Helix
  • 28x Adagio Helix
  • 55x Andante Helix
  • 67x Presto Helix
  • 26x Unending Destruction
  • 2 030 000 Shell Credits

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

Voice Actors
ENG
Carina Reeves
JPN
Chikano Ibuki
CN
Hao Sibai
KR
Lee Serena

Review

Ratings

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.

DPS
T1.5

Tower of Adversity

T1.5

Tower of Adversity (Sig)

T3

Whimpering Wastes

T3

Whimpering Wastes (Sig)

Pros & Cons
Pros

  • Can be played as a Hyper Carry or in Quick-Swap double damage teams.

  • Can be played in far more teams than many other characters in the game thanks to her flexibility.

  • Very easy character to pick up and play.

  • Incredible Resonance energy generation for herself and the team.

  • Has a pet sheep.

Cons

  • Forte-charged Heavy Attacks have a small input window that can leave Encore vulnerable before having a chance to switch.

  • Has limited parrying potential during non-Ultimate form.

  • More challenging-to-use Echo options than other elements.

Review

Encore is a 5-star Fusion Rectifier wielder that can be played as a Hyper Carry in teams focused on powering her up as the sole damage dealer or in Quick-Swap teams where she’s played alongside another damage dealer. Depending on the style you prefer, you can adjust accordingly - If playing Encore as a Hyper Carry you’ll focus mostly on landing as many buffs onto her before she uses her Ultimate to empower her burst rotation. Alternatively, if playing Encore in a Quick-Swap double DPS team you’ll instead focus on keeping her standard Resonance skill and Echo on cooldown as much as possible while also cycling through the rest of your team. While Encore's Ultimate is still considered powerful in these teams, it is mostly used to fill downtime between each character’s cooldowns.

Upon being fully charged, Encore’s Forte allows her Heavy Attack to be enhanced, turning it into a high DPS attack with a significant casting period. This ability is enhanced during her Ultimate skill and should always be cast during it for maximum effect. In addition, despite having the drawback of a significant casting period, this ability can be Swap-Cancelled, which should be executed every time it is activated. However, do note that she has a small window where she is vulnerable before she can be Swapped after attacking.

Encore’s skill is divided into two main parts: in the first part, she fires a barrage of fireballs over a lengthy casting duration, not only dealing decently high DPS, but also generating significant amounts of Resonance energy. In the second part of her skill, she generates a large fire explosion again dealing good damage, but generating much less Resonance energy. The second part of her skill is rarely used, as it requires you to immediately trigger it after the first part of her skill has finished executing, which is almost always Swap-Cancelled to prevent its lengthy casting duration.

Meanwhile, Encore’s Ultimate will send her into a frenzy, converting her gameplay from that of a ranged mage into a melee attacker. The conversion changes and empowers the majority of her abilities, significantly increasing Encore’s damage output - most of which comes from spamming her basic attacks.

As you might have guessed from the information present above, Encore is a versatile character that can stay on the field for varying amounts of time. She can bring short bursts of damage through her Resonance skill and Echo in Quick-Swap teams, a much larger sustained damage burst window in Hyper Carry teams, or a mix of both. Regardless of how you choose to play her, one thing remains consistent; at S0, all she can do is deal damage.

If her versatility didn’t already sell you on her, Encore is also one of the easiest characters in the game to play in the endgame Tower of Adversary. Her skill is one of the easiest and most forgiving Quick-Swap skills in the game, and her burst rotation is also incredibly forgiving to execute. Even if you end up dodging, you won't lose too much damage as most of her abilities also have gap-closing built into them, meaning you really can just mash attacks and get reasonable results as long as you dodge. The only challenging thing about this character is activating her Heavy Attack enhanced by her Forte skill cleanly, and switching at the right time with Inferno Rider.

Regardless of the playstyle you prefer for Encore, be it Hyper Carry or Quick-Swap build, Swap-Cancellation is an essential mechanic to her gameplay. Similarly, regardless of build, Encore plays as a damage dealer in all team’s she’s present in and will always use a 5P damage-focused set.

Overall, Encore is a solid DPS option in Hyper Carry teams in endgame, but even stronger in Quick-Swap teams, finding a place alongside many other damage dealers thanks to her flexible field time.

Video guides

Build

Best Weapons

110.0%

Stats at Level 90: ATK: 500 | CRIT Rate: 36%

Calculations assume the passive is fully active at the start of the rotation. Yinlin's signature Rectifier is famous for its wide-spread use among all Rectifier damage dealers, Encore included. Thanks to its super high amount of CRIT Rate and generic damage boost on top of an easily activated ATK% boost, it stands above all other Rectifiers as the overall best weapon in the game.

104.4%

Stats at Level 90: ATK: 500 | CRIT DMG: 72%

Calculations assume an instantly-cancelled Skill after Intro before Ultimate. Zhezhi's Signature weapon doesn't compare in terms of wide-spread usage to Stringmaster but remains fantastic on Encore thanks to its great base stats and its ramp-up Basic DMG Bonus effect when casting multiple Skills (which Encore can do just fine, while not benefitting from the off-field effect).

103.8%

Stats at Level 90: ATK: 500 | CRIT DMG: 72%

Cantarella's Signature gives good base stats and a 40% Basic Attack DMG Bonus for most of Encore's rotation, but isn't as strong in comparison to the above options as they give a higher amount of stats (as the Havoc RES Shred effect of this weapon is not exploitable by Encore at all).

103.7%

Stats at Level 90: ATK: 588 | CRIT Rate: 24.3%

Phrolova's Signature weapon has a high Base ATK and good CRIT Rate and ATK buffs on top of a Skill DMG Increase and DEF Ignore effect. While all of these effects are good, the values are on the lower end, and since the big Echo Skill DMG Amplify effect isn't fully taken advantage of by Encore, which makes this weapon rank lower than the above options.

102.3%

Stats at Level 90: ATK: 500 | Crit. Rate: 36%

100%

Stats at Level 90: ATK: 500 | ATK: 54%

Encore's strongest permanently available option, which grants her a massive ATK stat as well as a ramp-up Basic Attack DMG Bonus effect.

94.4%

Stats at Level 90: ATK: 412 | CRIT DMG: 40.5%

Calculations assume an instantly-cancelled Skill after Intro before Ultimate. The newest Battle Pass-exclusive provides a CRIT DMG secondary stat as well as an ATK and Basic Attack DMG Bonus increase when casting Skill, easily maintained throughout all of Encore's rotation, making it a great 4-star choice overall.

94.4%

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

Battle Pass-exclusive weapon that gives lots of ATK and CRIT Rate. A simple yet effective choice.

87.7%

Stats at Level 90: ATK: 462 | ATK: 18.2%

Calculations assume an instantly-cancelled Skill after Intro before Ultimate. Great weapon choice to ease Energy Requirements thanks to its good ATK increasing effects paired with a flat Energy restoration when casting Skill.

83.2%

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

A permanently available choice obtained either at the start of the game via a selection box or via gacha. Overall Encore's best F2P option as it gives a good amount of ATK, which is further boosted when casting Intro skill. Pales in comparison to above options due to not doing much else.

78.9%

Stats at Level 90: ATK: 462 | ATK: 18.2%

Best Echo Sets

Best Echo Sets show the best sets that support the main character playstyle and work out of the box while the Special Echo Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

100%

2 Set: Fusion DMG% increases by 10%.

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

Offers a 10% unconditional Fusion DMG% boost and an additional 30% Fusion DMG% after using a Resonance Skill for a grand total of 40% additional Fusion damage. On Encore, if using her standard rotation, make sure to cast a Resonance Skill right before casting Ultimate (you can cancel it instantly to save time while still activating the effect!)

Below you can find Main Echo options that you should be using with the set:

  • Sentry Construct
    Nightmare: Inferno Rider
    - Offers an unconditional 12% Fusion DMG and 12% Resonance Skill DMG boost when placed in the Main Echo slot, making it a solid choice for Fusion focused resonators who emphasize Resonance Skill damage. While Resonance Skill damage isn't Encore's main damage type, it does provide a solid enough boost to warrant usage due to how easy it is to activate this Echo skill comparatively to the non-nightmare variant.
  • Echo Image
    Inferno Rider
    - Gives a 12% Basic Attack DMG bonus and 12% Fusion DMG bonus after being transformed into and its last of 3 hits was dealt, for a duration of 15 seconds. This makes this Echo preferable for characters who prefer Basic DMG over Skill DMG, but this option is more difficult to incorporate in rotations than the Nightmare variant, often requiring Swap Cancelling to be smooth. Still Encore's best choice overall if you can manage it properly.

96.6%

2 Set: Fusion DMG + 10%.

5 Set: Casting Resonance Liberation grants all Resonators in the team 15% Fusion DMG Bonus and the caster 20% Resonance Liberation DMG Bonus, lasting for 35s.

Increases Fusion DMG Bonus by 10% unconditionally and gives all party members 15% Fusion DMG Bonus when casting Ultimate on top of giving the equipper 20% Liberation DMG Bonus, all of these effects lasting 35s (which means they can be permanently applicable if maintained). Note that this effect does not stack if running the set multiple times in the same team. Not optimal on Encore in her best teams, but definitely worth using in a Dual DPS team with Changli or Brant to also increase their damage. Note that this set forces Encore into using her Ultimate-enhanced Forte Heavy Attack due to boosting Liberation damage significantly.

Below you can find Main Echo options that you should be using with the set:

  • Echo
    Lioness of Glory
    - Increases Liberation and Fusion damage by 12% when equipped in the Main Slot, a simple Summon Echo that deals damage and doesn't cost any time or have any condition on the cast. The best and only option that the Flaming Clawprint Echo set has.
Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Stat
Fusion DMG
ATK
ATK%
3 cost
Stat
Fusion DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > ATK > Basic DMG% > Skill DMG%

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.

  • HP: 15000+

  • DEF: 1200+

  • ATK: 2000-2600+

  • Crit Rate: 60%-75%+

  • Crit DMG: 115%-185+

  • Energy Regen: 5%-30%

  • Fusion DMG%: 40%-70%+

Skill Priority

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

Quick Swap Variant

Res. Skill

Forte Circuit

Res. Liberation

Intro Skill

Basic Attack

Hyper Carry Variant

Res. Liberation

Forte Circuit

Res. Skill

Intro Skill

Basic Attack

Gameplay and teams

Rotation

Below you can find optimal rotation (or rotations) for Encore. The total time needed to perform it is 11.69 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 Encore and cycling through your team for Concerto or playing Encore in Quick Swap, aim to execute the following warm-up moves on cooldown. Ensure all of the following abilities are always utilized to maximize her damage, this is even more so important when playing Encore in Quick Swap teams, where she has less field time to utilize her Ultimate.

  • Use Resonance Skill P1 Flaming Woolies on cooldown and immediately Swap-Cancel it after casting, allowing you to play another character while Encore finishes the cast in an immune state.
  • Use Encore’s Echo on cooldown, especially if Inferno Rider, performing any Swap-Cancels where required. When playing Encore in teams with ample time for her Ultimate usage, ensure Echo buff is active throughout her Ultimate duration.
  • Use Charged Heavy Attack whenever Encore’s Forte Gauge is full and Swap-Cancel to the next character immediately. Whenever possible, align usage of Forte Gauge with her Ultimate for a large increase in its damage.
EASY & BASIC BURST COMBO

When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.

Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.

  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Skill: Cosmos: Rampage
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Heavy ATK: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:

  • Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
  • The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up. up.
  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Heavy ATK: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
  • Outro
No Forte Rotation

Encore’s best rotation, detailed below, requires precise Animation Cancel timings but will lead to the highest damage increases if performed successfully. In this rotation, we choose to forfeit performing her Forte Heavy Attack entirely in favour of a third Cosmos Rampage Skill cast, which can’t usually be done while ensuring the Forte Heavy Attack is cast within the duration of Encore’s Ultimate transformation.

Securing this third Skill cast while ensuring 3 Basic Attack 4’s are cast is complex and barely possible (note that you should always prioritize doing at least 3 Basic Attack 4’s per rotation as it is the bulk of Encore’s damage).

Additionally, swapping back to cast Encore’s Energetic Welcome is an advanced technique which requires you to pay close attention to your gameplay so this rotation might not be feasible to all players, but it is the theoretical best.

Encore’s Forte Heavy Attack can be performed while your other characters are rotating, but due to Encore’s tendency to rotate quickly this will not be feasible in most teams. However, it should be commonly usable in Mono Fusion teams (and teams featuring Lupa in general) due to their longer rotation durations.

Similarly, Encore’s Energetic Welcome which we cast at the end of her rotation after her Outro requires you to swap back into Encore immediately, which should always be performed as it will lead to a steep damage loss to miss out on this damage.

One practical advantage of using this rotation is that having to perform Dodge Counters isn’t an issue at all — using this rotation, you don’t need to pay attention to your Ultimate’s duration as you can check your Skill cooldown for that. As long as it’s used on cooldown, you should know that when the third Skill comes back up, your Ultimate duration is about to end. Using other rotations, it may be tricky to time your Forte Heavy Attack right before your Ultimate ends if Dodge Counters have to be performed, but this is not an issue here.

Here’s what it looks like:

  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Skill: Cosmos Rampage
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Basic P4)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Basic P4)
  • —> Ultimate duration expires
  • Skill: Flaming Woolies (swap)
  • Outro
  • Skill: Energetic Welcome (come back on Encore immediately to cast this, then immediately swap out again)
Synergies

Below you can find a list of some of the stronger synergies between this character and others.

Example Teams

Best Team

The Shorekeeper
The Shorekeeper
Brant
Brant
Changli
Changli
  • If using Brant, put him in the second slot buffed by Lupa and have him buff Encore.

With Sanhua

Best Team (Dual DPS)

Calculations

Damage Profile
Encore 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.

Do note that DPS and DMG aren’t perfect metrics for a character’s individual value and should be taken with a grain of salt. Anything pertaining a character’s relevance in the meta is addressed in our Review and Tier List, which the numbers below shouldn’t be used for as an end-all-be-all to. Instead, DPS and DMG are good metrics for a character’s sequence value and comparison between an individual character’s different rotations. We recommend using those metrics for such purposes.

Encore in 1 Target scenario

Rotation time: 11.69s

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.

EASY & BASIC BURST COMBO

When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.

Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.

  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Skill: Cosmos: Rampage
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Heavy Attack: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:

  • Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
  • The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up.
  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Heavy Attack: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
  • Outro

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

Stats at Level 90: ATK: 500 | ATK: 54%

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%)