





A member of Averardo Vault's security team and holder of "Best Employee" for longer than she cares to count. She has made plenty of plans for her free time, but for now, her biggest mission is simple: clocking out on time.
To learn more about Zani check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Zani 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 review update
Patch 2.3
Last major build/calcs update
Patch 2.3
Last profile update*
April 28th, 2025
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Zani 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
Routine Negotiation
Basic Attack
Perform up to 4 consecutive attacks to deal Spectro DMG.
After performing Basic Attack Stage 3, Press Normal Attack at the right time to perform Basic Attack Breakthrough, which can be followed by Basic Attack Stage 4 by pressing Normal Attack again.
Following Basic Attack Stage 3, Basic Attack Stage 4 can also be triggered by dodging and pressing Normal Attack within a certain time after Basic Attack Stage 3.
Heavy Attack
Consume STA to attack the target, dealing Spectro DMG. Press Normal Attack within a certain time to perform Basic Attack Stage 3.
Mid-air Attack
Consume STA to perform a plunging attack, dealing Spectro DMG. Press Normal Attack within a certain time to perform Basic Attack Stage 3.
Dodge Counter
Press successful Dodge to attack the target, dealing Spectro DMG. Then press Normal Attack at the right time to cast Basic Attack Breakthrough.
If Dodge Counter is not followed by Basic Attack Stage 4, press Normal Attack on the ground within a certain time to cast Basic Attack Stage 4.
Restless Watch
Standard Defense Protocol
Attack the target to deal Spectro DMG and enter a block stance. This state ends early if Zani is switched off the field. Press Normal Attack within a certain time to perform Basic Attack Stage 3, recovering 10 points of Redundant Energy and Stagnating the target on hit.
When attacked by the enemy in the block stance, reduce this instance of damage by 100% and Stagnate nearby targets, then cast Resonance Skill Pinpoint Strike, dealing Spectro DMG and additionally reducing their Vibration Strength by 5%. The DMG taken by Zani is reduced by 30% within the next 2s.
Crisis Response Protocol
When Zani is not in Inferno Mode and has full Redundant Energy, her Resonance Skill is replaced with Resonance Skill Crisis Response Protocol.
Hold Resonance Skill to enter Ready Stance. While in Ready Stance, Zani is immune to interruption. This state ends early if Zani is switched off the field. After releasing Resonance Skill button or when the stance duration ends, consume all Redundant Energy to cast Targeted Action, dealing Spectro DMG.
When attacked by the enemy in Ready Stance, reduce this instance of damage by 100% and consume all Redundant Energy to cast Forcible Riposte, dealing Spectro DMG, Stagnating the target, and further reducing their Vibration Strength by 5%. The DMG taken by Zani is reduced by 30% within the next 2s.
Casting Targeted Action or Forcible Riposte inflicts a stack of Heliacal Ember upon the target on hit and recovers Blaze before entering Sunburst mode.
Sunburst
The Spectro Frazzle DMG dealt by Zani to the target is Amplified by 20%.
Between Dawn and Dusk
Rekindle
Deal Spectro DMG and enter Inferno Mode, increasing Max Blaze from 100 to 150 and granting 50 Blazes. When in Inferno Mode, the DMG Multiplier of Basic Attack is increased.
The Last Stand
When in Inferno Mode, Resonance Liberation The Last Stand becomes available when Blaze is lower than 30 or after 8s in Inferno Mode.
Casting Resonance Liberation The Last Stand deals Spectro DMG and ends the Inferno Mode.
There Will Be A Light
Heliacal Ember
When Zani is in the team and a nearby Resonator inflicts Spectro Frazzle upon a target, immediately consume all Spectro Frazzle stacks and trigger the corresponding DMG, then convert Spectro Frazzle into an equal number of Heliacal Embers. Every time the conversion happens, Zani obtains Blaze based on the stacks of Heliacal Ember inflicted. Heliacal Ember is capped at 60 stacks, with each stack lasting for 6s. Heliacal Ember stacks are counted toward the Spectro Frazzle stacks for the Eternal Radiance Sonata Effect.
Scorching Light
When Zani is in Inferno Mode, Heavy Slash - Daybreak, Heavy Slash - Dawning, Heavy Slash - Nightfall, and Heavy Slash - Lightsmash become available, which deal Spectro DMG that is considered both Heavy Attack DMG and Spectro Frazzle DMG.
When Blaze is higher than 30, Resonance Skill Standard Defense Protocol is replaced with Resonance Skill Scorching Light.
Hold Resonance Skill to enter Ready Stance, during which Zani is immune to interruption. This state ends early when Zani is switched off the field. Release Resonance Skill button to consume Blaze and perform Heavy Slash - Daybreak.
When attacked in a certain time after entering Ready Stance, reduce this instance of damage by 100% and Stagnate nearby targets, then perform Heavy Slash - Lightsmash, consuming Blazes and further reducing their Vibration Strength by 10%. The DMG taken within the next 2s is reduced by 30%.
After casting Heavy Slash - Lightsmash, Basic Attack is replaced with Heavy Slash - Nightfall, consuming up to 40 Blazes on hit, with each Blaze increasing the DMG Multiplier of Heavy Slash - Nightfall.
When Ready Stance ends, immediately perform Heavy Slash - Nightfall.
When Blaze is higher than 30, Basic Attack is replaced with Heavy Slash - Daybreak. After entering Inferno Mode, casting Basic Attack immediately replaces the current Basic Attack with Resonance Skill Scorching Light. Hold Basic Attack to enter Ready Stance.
After performing Heavy Slash - Daybreak, Basic Attack is replaced with Heavy Slash - Dawning when Zani has more than 30 Blazes. Heavy Slash - Dawning consumes Blazes. After performing Heavy Slash - Dawning, Basic Attack is replaced with Heavy Slash - Nightfall.
If Basic Attack is not replaced with Heavy Slash - Nightfall after a successful Dodge, press Normal Attack within a certain time to perform Heavy Slash - Lightsmash at the cost of Blazes.
Redundant Energy
Zani can hold up to 100 Redundant Energy.
Obtain Redundant Energy when Normal Attacks hit a target.
Obtain Redundant Energy when Intro Skill Immediate Execution hits a target.
Obtain Redundant Energy when casting Resonance Skill Standard Defense Protocol.
Obtain Redundant Energy when casting Pinpoint Strike.
Cannot obtain Redundant Energy while in Inferno Mode.
Blaze
Blaze is capped at 100 when not in Inferno Mode.
Blaze is capped at 150 in Inferno Mode.
Casting Targeted Action or Forcible Riposte grants 10 Blazes.
Every stack of Heliacal Ember converted from Spectro Frazzle grants 5 Blazes.
Casting Resonance Liberation Rekindle grants 50 Blazes.
Quick Response
Casting Intro Skill Immediate Execution gives 12% Spectro DMG Bonus for 14s.
Fear No Pain
When in Ready Stance, all DMG taken is reduced by 40%.
Immediate Execution
Attack the target, dealing Spectro DMG.
Beacon For the Future
Attack the target, dealing Spectro DMG equal to 150% of Zani's ATK and removing all stacks of Heliacal Ember inflicted upon the target. Each stack increases the DMG dealt by 10%. This DMG is considered Spectro Frazzle DMG. The Spectro DMG dealt by other Resonators in the team to the target marked by Heliacal Ember is Amplified by 20% for 20s.
Sequence Node 1
Casting Targeted Action or Forcible Riposte gives 50% Spectro DMG Bonus for 14s.
Immune to interruptions while casting Resonance Skill Heavy Slash - Nightfall.
Sequence Node 2
Crit. Rate is increased by 20%.
The DMG Multiplier of Targeted Action and Forcible Riposte is increased by 80%.
Sequence Node 3
When in Inferno Mode, every 1 Blaze consumed increases the DMG Multiplier of Resonance Liberation The Last Stand by 8%, maxed at 1200%.
Sequence Node 4
When Intro Skill Immediate Execution is cast, ATK of all Resonators in the team is increased by 20% for 30s.
Sequence Node 5
The DMG Multiplier of Resonance Liberation Rekindle is increased by 120%.
Sequence Node 6
The DMG Multipliers of Heavy Slash - Daybreak, Heavy Slash- Dawning, Heavy Slash - Nightfall, and Heavy Slash - Lightsmash are increased by 40%.
Gain following effects when in Inferno Mode:
When Blaze is lower than 70, restore 70 Blazes immediately. This effect is triggered once in Inferno Mode.
Within 8s after entering Inferno Mode, Zani will remain standing with at least 1 HP if hit by a fatal blow.
While the source of the materials can be quickly found in the game, when it comes Sword Acorus you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Tower of Adversity
Whimpering Wastes
Very high baseline Cleave damage with potential for improvement, thanks to lots of optional Swap Cancel windows during her Ultimate;
Easy to use thanks to a good ability to tank damage as well as simple combos;
Deals both Spectro Frazzle and Heavy Attack DMG at once, allowing for several options to buff her damage;
Able to parry enemy attacks to enhance her combos and stun them faster by depleting their Vibration bar quicker;
Looks REALLY cool in her Ultimate stance (factually speaking).
Expensive to access her maximum damage potential: really likes being paired with Phoebe due to massive DMG Amplification boosts, RES Shred etc, with Zani and Phoebe’s signatures both contributing to that Amplification among other things - in short, without Phoebe lots of potential damage is lost;
Her full combos are inaccessible without enough Spectro Frazzle applied to get the maximum amount of Blaze Forte points (currently only Confession Phoebe allows for this). This joins an issue of team flexibility — Zani is locked into one team archetype to maximize damage.
Zani is a 5-star Spectro Gauntlets DPS who specializes in dealing high damage during the stance she enters in her Ultimate called “Inferno Mode”. Her kit is centered around certain key elements, the most important one being Spectro Frazzle which she passively and instantly converts into “Heliacal Ember” in order to charge her Ultimate Forte points, called “Blaze” which she needs in order to execute her combos to access her damage. Generally speaking, Zani has attacks that have a good Cleave range, meaning she’s able to handle clumps of enemies well, and she has increased damage resistance as well as parries built into her kit, all of this making her tanky while able to deal lots of damage.
When put this way, this type of character sounds a lot like a tank, slow and tanky but hits hard — however, worry not as while Zani has some animations that are pretty lengthy, she actually ends up rotating pretty smoothly. With that being said, Zani has a very complex kit packed with details, so we’ll focus on explaining what’s being used in her actual rotations in detail (we’ll only mention other elements briefly).
As said earlier, Zani’s main focus will be to build up Blaze for her to use during her Inferno Mode stance. It stacks up to 150 points, so the goal with Zani will be to reach that threshold. There are a few ways to do this:
Entering Inferno Mode (via her Ultimate, 50 points);
Using her Enhanced Skill “Crisis Response Protocol” (10 points);
Converting Spectro Frazzle into Heliacal Ember (5 points per stack).
Heliacal Ember works as a variant to Spectro Frazzle which stacks up to 60 times, but any Spectro Frazzle-related buffs don’t apply (for things such as Spectro Rover’s Shimmer effect, Confession Phoebe’s Spectro Frazzle depletion extension rate, Absolution Phoebe’s DMG Amplification on Heavy Attack Starflash etc). The only exception is they serve as a way to activate the Eternal Radiance set effects. However, the damage granted by Heliacal Ember is instantaneous and equivalent to the damage Spectro Frazzle would’ve normally dealt.
As Zani cannot apply any Spectro Frazzle by herself and this is dependent on the gameplay of her teammates, the main point of interest is casting this Enhanced Skill. To do this, she needs to build 100 points of “Redundant Energy” which is her Forte bar outside of her Ultimate stance. Additionally, it gives her an extra Heliacal Ember to activate Eternal Radiance Echo bonuses and a 20% Spectro Frazzle DMG Amplify effect for 14s to further increase her Inferno Mode damage potential, making it especially important to build before using her Ultimate. There are a few ways to do this:
Using her Basic Attacks;
Using her skill “Standard Defense Protocol” and its parry variant “Pinpoint Strike”;
Using her Intro Skill.
Zani’s Resonance Skill indeed allows her to first do a small hit of damage (Standard Defense Protocol) and then enter a parry stance that she can hold for up to 2 seconds, during which she takes no damage for 1 attack (and 30% reduced DMG in the 2 seconds that follow). If an attack is successfully parried, she will execute Pinpoint Strike for extra damage and Redundant Energy, which is enough to cast her Enhanced Skill after an Intro. To get all 100 Redundant Energy points without a parry, following an Intro Skill with Standard Defense Protocol into Basic Attack 3 should be all that’s needed for quick access to her Enhanced Skill. However, in the case that all hits don’t connect, Basic Attack 4 may also be necessary (which is still fine to do). Regardless, once this is achieved, Zani is ready to activate her Ultimate and enter Inferno Mode.
During Inferno Mode, Zani gets a new kit featuring new Basic Attacks, a new parry Skill with a new counter (which also doubles as a Dodge Counter), and she utilizes her other Forte bar to execute all of these actions. She gets 50 Blaze points which she’ll consume to execute her combos in Inferno Mode (with the cap extended from 100 to 150 and her Ultimate filling those missing 50 points). All of the damage she can deal during this stance is considered Heavy Attack DMG and Spectro Frazzle DMG simultaneously, so all related buffs apply. In total, factoring in the Enhanced Skill’s 10 and the Ultimate’s 50 Blaze, 90 points need to be filled via Spectro Frazzle application which requires 18 Spectro Frazzle to be converted into Heliacal Ember in total. Luckily, for her main Ultimate combo, only 140 points are needed which lowers the total down to 16 Spectro Frazzle. She also gets a 25% multiplier increase to her Basic Attacks, but this doesn’t apply to the new ones she acquires so it can be ignored (it only applies to her regular Basics that only occur if Forte points aren’t available to consume).
Now to get into the details, Zani’s new Basic Attacks are called “Daybreak”, “Dawning”, and “Nightfall”. These are the center of her Inferno Mode kit. The simplest possible rotation only requires you to perform her Basic Attack string 2 times, which casts each of these skills twice. Simple and effective. Daybreak consumes 10 Blaze, Dawning consumes 20 Blaze and Nightfall consumes up to 40 Blaze, with each Blaze consumed giving an extra multiplier increase to Nightfall specifically (other attacks do not benefit from this). So as said earlier, her standard combo consumes 140 Blaze.
However, other options are available. Her Skill allows you to immediately enter a parry stance for up to 2 seconds during which she will take up to 70% reduced damage. Parrying any attack triggers an equivalent to Dawning called “Lightsmash” which consumes 20 Blaze, after which Zani can immediately follow with Nightfall. This combo therefore only costs 60 Blaze. The exact same thing occurs if a Dodge Counter is executed. This can be important to factor in if your team can’t generate the full 150 Blaze consistently for Zani.
Finally, once Zani has consumed enough Blaze and has 30 left or less (the threshold is indicated above her Forte bar), then she can cast another Ultimate called “The Last Stand” which deals noteworthy damage, stops ingame timers and prevents you from switching out during it like any regular Ultimate would, and this also ends her rotation as it ends Inferno Mode at the same time. Note that this may not deal more damage than a fully powered Nightfall as Spectro Frazzle and Heavy Attack DMG buffs do not apply to The Last Stand. Once she has performed all of these actions, she’s ready to switch out and cast her Outro which is considered Spectro Frazzle DMG as it deals a final burst of damage dependent on the stacks of Heliacal Ember present on enemies, consumes all Heliacal Ember stacks present on targets, and also amplifies the Spectro DMG of all characters except Zani by 20% if they have Heliacal Ember applied, which is typically a small DMG boost for your Supports but has little usage beyond that.
This explains Zani’s kit, so let’s further detail her potential as a character. She deals a lot of damage, this much is undeniable, however it comes at a cost. Confession Phoebe is currently the only character able to quickly and consistently apply all of the Spectro Frazzle Zani needs by herself; this makes her especially desirable in Zani teams as without her it’s difficult to fully execute Zani’s Ultimate combos. But on top of this, Confession mode Phoebe also gives 100% Spectro Frazzle DMG Amplify on her Outro and an extra 30% with her Signature weapon, making her a necessity in Zani teams to reach her maximum potential. Zani can still easily function as a character when separated from Phoebe due to really high baseline damage but it does undeniably strip away a lot of her potential. Additionally, Zani’s weapon is an especially important grab as it gives an extra 50% Spectro Frazzle DMG Amplify effect and an 8% DEF reduction on enemies with pretty much permanent uptime. In other words: she’s expensive, as all of those upgrades contribute loads to her potential. We will reiterate this does not strip away your possibilities of using Zani without any of these upgrades involved, but her damage will tank a significant amount. This is her biggest weakness.
Beyond this, her team comps are pretty restrictive as a Spectro Frazzle applier needs to be present in some form on your team. Finally, as Zani will end up dealing a lot of the team’s damage potential, buffing her own damage as heavily as possible is highly recommended, so she’ll pretty much always end up in a core of Zani herself, a Spectro Frazzle applier, and a generalist Support. It’s difficult to justify other team comps in the current meta and makes her playstyle much more restrictive than other characters we’ve previously seen — while teambuilding freedom exists around Zani, her performance will take a hit as a result of attempting that.
However, it’s absolutely undeniable that as things currently stand, Zani’s damage potential is very high and under the right conditions, she can carry your account across all forms of currently available endgame content. She’s an amazing DPS that has all the tools she needs for all kinds of players, whether competitive or casual, to enjoy playing the game.
In conclusion, while Zani has a couple of weaknesses in regards to her restrictiveness, it is undeniable that her strengths far outweigh those weaknesses. Her damage potential is high enough to justify her being a top tier DPS character without a doubt, and as she has no issues with receiving damage, or dealing damage in both AoE and single-target situations, she’s suited to all kinds of enemy encounters and is likely to make your gameplay experience smooth and easy!
Build
Zani weapons performance varies depending on whether you pair her with Phoebe or not. That's why we have prepared two sets of calculations - the top number (yellow) shows the performance 'solo' (or rather Spectro Rover) and the bottom number (orange) with Phoebe (and her Sig).
137.21%
125.10%
Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%
115.36%
117.97%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
108.63%
106.35%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
100%
100%
Stats at Level 90: ATK: 587 | ATK: 36.4%
90.53%
90.65%
Stats at Level 90: ATK: 462 | ATK: 18.2%
86.96%
86.94%
Stats at Level 90: ATK: 462 | ATK: 18.2%
87.14%
85.07%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
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: Spectro DMG +10%.
5 Set: Inflicting enemies with Spectro Frazzle increases Crit. Rate by 20% for 15s. Attacking enemies with 10 stacks of Spectro Frazzle grants 15% Spectro DMG Bonus for 15s.
Offers a 10% unconditional Spectro DMG% boost, a 20% CRIT RATE buff for 15 seconds after inflicting Spectro Frazzle and further 15% Spectro DMG% boost for 15 seconds after attacking an enemy that has 10 Spectro Frazzle Stacks. For characters that have the capability to inflict Spectro Frazzle in their kit the 20% CRIT RATE boost is close to permanent, while the 15% Spectro DMG boost should maintain decent uptime in Spectro Frazzle focused teams. Generally the best in slot set for all DPS characters capable of inflicting Spectro Frazzle.
Below you can find Main Echo options that you should be using with the set:
Substats: Energy Regeneration (Until Satisfied) >= CRIT RATE = CRIT DMG > ATK% > Heavy ATK DMG% > Flat ATK
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: 1900 - 2500+
HP: 15000+
DEF: 1200+
SPECTRO DMG%: 40% - 82%+ (Before Combat)
CRIT RATE%: 55 - 70%+ (Before Combat)
CRIT DMG%: 120 - 160%+
Energy Regeneration: 15-20%
How much Energy Regen % Zani needs is, like most characters, dependent on the teammates she's played alongside,
Based on her most common teams, we recommend 15 - 20% ER.
Below you can find the order of leveling the abilities for Zani.
Forte Circuit
Res. Liberation
Res. Skill
Intro Skill
Basic Attack
Gameplay and teams
Below you can find optimal rotation (or rotations) for Zani. The total time needed to perform it is 12.42 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.
Standard DPS Rotation
Zani's kit requires another character assist her by applying Spectro Frazzle to her target in order to help her with generating her secondary Forte Gauge Blaze. Outside of this fact, her rotation is relatively simple and revolves around the usual affair of building and spending resources while aiming for 100 concerto energy. There are two approaches to this, a standard approach and a double intro approach.
- Intro
- Skill: Standard Def Protocol
- Basic P3
- Skill: Targeted Action
- Ultimate: Rekindle
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Ultimate: The Last Stand
- Outro
Double Intro DPS Rotation
If you're finding yourself frustrated with the rotation above and frequently missing a few points of concerto due to missing one or two hits, the double intro rotation might be what you're looking for as it cuts two of the most frustrating attacks to land out. The downside of this rotation is using another intro one of your other characters might need.
- Intro
- <-- Swap -->
- Intro
- Skill: Targeted Action
- Ultimate: Rekindle
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Ultimate: The Last Stand
- Outro
Below you can find a list of some of the stronger synergies between this character and others.
Best Team
No Phoebe Team
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
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.
Important!
Zani has two set of calculations compared to most characters only having one.
The intent behind making both available is to allow for better decision making for those with and without Phoebe on their account.
Rotation time: 12.42s (Post S6: 16.34s)
Rotation time: 12.42s (Post S6: 16.34s)
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.
Standard Rotation
- Intro
- Skill: Standard Def Protocol
- Basic P3
- Skill: Targeted Action
- Ultimate: Rekindle
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Forte: Heavy Slash - Daybreak
- Forte: Heavy Slash - Dawning
- Forte: Heavy Slash - Nightfall
- Ultimate: The Last Stand
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 587 | ATK: 36.4%
2 Set: Spectro DMG +10%.
5 Set: Inflicting enemies with Spectro Frazzle increases Crit. Rate by 20% for 15s. Attacking enemies with 10 stacks of Spectro Frazzle grants 15% Spectro DMG Bonus for 15s.
Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)
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