EncoreBuild and Guide

Character
Introduction

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:

Last updated

Encore profile has been last updated on July 25th, 2024.

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 Ascension material map guide to find them quickly:

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

Review

Mini-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.

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.

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.

T0.5

Tower of Adversity

Video guides

Build

Best Weapons

114.55%

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

Yinlin's signature Rectifier that stands far above all other options currently in the game for Rectifier damage dealers, thanks to its unethical amount of CRIT RATE and generic damage boost on top of a reasonably easy to active ATK% boost.

100%

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

An excellent Rectifier, only in competition with some 4★ Weapons with multiple dupes. Offers high base ATK, ATK%, a good amount of Energy Regen to save at least 1 sub-stat on gear to be reallocated to better uses and a stackable Basic ATK DMG% bonus that ramps up as you use more and more Basics.

88.57%

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

Outstanding generic Rectifier option, offering base CRIT RATE for excellent scaling but also an easily activatable and maintainable bonus ability granting ATK% after the wearer's Resonance Liberation is activated. Almost any character who can use CRIT RATE and ATK will be more than happy to have this weapon available only losing to 5★ options.

84.88%

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

A good alternative 4★ Rectifier to Augment, offering an easy to maintain bonus ability granting ATK% after using an Intro skill and a good amount of ATK% as a main stat.

77.22%

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.

76.80%

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

Best Echo Sets

100%

2 Set: Fusion DMG% increases by 10%.

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

94.59%

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.

91.42%

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%.

88.91%

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).

88.38%

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.

87.42%

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 > Basic 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.

  • ATK: 1800-2400+

  • HP: 15000+

  • DEF: 1200+

  • FUSION DMG%: 52%-82%+

  • CRIT RATE%: 50-70%+

  • CRIT DMG% 100-140%+

  • Energy Regen:

    • How much Energy Regen you'll need on Encore will depend on how you plan to play her - specifically how frequently you plan to make use of her Ultimate.

    • In the Quick Swap teams, Encore's ultimate is not the focus of her value so you can run minimal or even no Energy Regen and get away with it (0-20%).

    • When playing Encore with a focus on her Ultimate in Hyper Carry teams where much of your damage is dealt during its duration aim for 15-25% Energy Regen as a conservative estimate - although you may find yourself able to get away with less.

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

This is the optimal rotation for the character. The total time needed to perform it is 11.45 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 waiting for 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. When playing Encore ensure all of the following abilities are always utilized in order to extract maximum damage from her kit, it's especially important to manage these cooldowns when playing Encore in Quick Swap teams where she has less field time to make use of her ultimate.

  • Use Resonance Skill P1 Flaming Woolies on cooldown and after casting immediate switch cancel it and begin playing another character while Encore finishes the cast in an immune state.
  • Keep using Encore's echo on cooldown, especially if that echo is Inferno Rider - perform any switch cancels where necessary. When playing Encore in teams where her ultimate has time to be made use of, ensure you time your echo so its buff will be active during Encore ultimate duration.
  • When Encore's Forte gauge is full perform a charged Heavy ATK and immediately switch cancel to your next character. If possible try to align the use of Encore Forte gauge with her ultimate for a large increase to its damage.
EASY & BASIC BURST COMBO

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

Ending Encore's Ultimate window early and casting Rupture before the duration concludes can be a viable strategy in quick swap teams so you don't waste other damaging characters cooldowns. But in teams where Encore is the only damage dealer and is being buffed by teammates this is generally not advised.

  • 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 (Switch Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming for more damage when playing Encore and who are confident in their mechanical abilities there is a number of tricks you can perform to raise her damage but also difficulty in battle, the result of this is being able to execute more basic attacks each ultimate. Here is what you'll need to change:

  • The core of this new rotation is focusing on cancelling the animation of Encore's 4th enhanced basic attack, enabling you to get started on your next action much faster. This can be done by interrupting it with the use of her skill or a dash, you'll be performing one of these cancels 3 times during her ultimate using this rotation.
  • The other part of this rotation is that it gives up one enhanced skill use in favor of 4 more basic attacks - this absolutely results in more damage overall but leaves very very little time for you to execute the entire combo with you often losing out on the 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 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 (Switch Cancel the moment Encore begins channelling)
  • Outro
Synergies

A large bulk of Encore's damage during her ultimate are Basic Attacks which Sanhua can buff with her Outro skill - that increases Basic ATK DMG by 38% "Deepen", increasing Encore damage substantially. Sanhua's Outro is excellent but her field time is also some of the shortest of the game allowing Encore and the support of your choosing more time for themselves or simply a faster rotation. At higher Sequences Sanhua's supportive capabilities only improve further specially at Sequence 6 offering a 20% ATK team wide buff.

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

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

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

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

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

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

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

Example Teams

Team #1 - Quick Swap

Team #2 - Hyper Carry


Here's the Quick Swap team in action:

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.

Encore in 1 Target scenario

Rotation time: 11.45s

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 11.45 seconds.

WARM UP

When waiting for 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. When playing Encore ensure all of the following abilities are always utilized in order to extract maximum damage from her kit, it's especially important to manage these cooldowns when playing Encore in Quick Swap teams where she has less field time to make use of her ultimate.

  • Use Resonance Skill P1 Flaming Woolies on cooldown and after casting immediate switch cancel it and begin playing another character while Encore finishes the cast in an immune state.
  • Keep using Encore's echo on cooldown, especially if that echo is Inferno Rider - perform any switch cancels where necessary. When playing Encore in teams where her ultimate has time to be made use of, ensure you time your echo so its buff will be active during Encore ultimate duration.
  • When Encore's Forte gauge is full perform a charged Heavy ATK and immediately switch cancel to your next character. If possible try to align the use of Encore Forte gauge with her ultimate for a large increase to its damage.
EASY & BASIC BURST COMBO

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

Ending Encore's Ultimate window early and casting Rupture before the duration concludes can be a viable strategy in quick swap teams so you don't waste other damaging characters cooldowns. But in teams where Encore is the only damage dealer and is being buffed by teammates this is generally not advised.

  • 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 (Switch Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming for more damage when playing Encore and who are confident in their mechanical abilities there is a number of tricks you can perform to raise her damage but also difficulty in battle, the result of this is being able to execute more basic attacks each ultimate. Here is what you'll need to change:

  • The core of this new rotation is focusing on cancelling the animation of Encore's 4th enhanced basic attack, enabling you to get started on your next action much faster. This can be done by interrupting it with the use of her skill or a dash, you'll be performing one of these cancels 3 times during her ultimate using this rotation.
  • The other part of this rotation is that it gives up one enhanced skill use in favor of 4 more basic attacks - this absolutely results in more damage overall but leaves very very little time for you to execute the entire combo with you often losing out on the 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 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 (Switch 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%)

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.