Ju FufuBuild and Guide

Character
Introduction

Ju Fufu is an
S Rank
rank character with the Fire attribute who belongs to the
Stun
Stun Specialty and who is part of the Yunkui Summit faction.

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

Video guide

Ju Fufu 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/pros & cons update

Patch 2.0

Last build/calcs update

Patch 2.0

Last teams/synergies update

Patch 2.0

Last profile update*

June 30th, 2025

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

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

Profile

Review

Build

SD/DA Analytics

Teams & Synergy

Calculations

Profile

Core skills
Core

Core Passive Fu-rocious Might

Lv. 1

When Ju Fufu isn't using Hu Wei, it will automatically attack enemies and gain Might upon hitting them.

When Hu Wei hits an enemy and has at least 100 Might, and Ju Fufu is not the currently active character, Ju Fufu will launch Chain Attack: Suppressing Tiger Cauldron centered around the target enemy. Upon activation, all squad members gain the Tiger's Roar effect: CRIT DMG increases by 10%, and when Ju Fufu's initial ATK is greater than or equal to 2,800, every additional 100 ATK further increases CRIT DMG by 5%, up to a maximum additional increase of 30%.

While in the Tiger's Roar state, character Chain Attack/Ultimate DMG increases by 10/20%.

The Tiger's Roar state lasts for 30s. Repeated triggers reset the duration. While Ju Fufu is in the Tiger's Roar state, Impact increases by 25.

CRIT Rate: 0

BASE ATK: 0

Core

Additional Ability Aura of Authority

When another character in your squad is an Attack or Rupture character:

The maximum Decibels for all characters in the squad increases by 1,000. When an Attack or Rupture character uses an Ultimate, that character gains 300 Decibels.

Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

Basic Attack: Tiger Seven Forms - Flaming Claw

Press to activate: Slash forward up to four times, dealing Physical DMG and Fire DMG. During the 3rd hit, repeatedly press to maintain the combo and keep striking the enemy. During the 3rd hit, hold or pause before pressing to chain into the 4th hit. During the 3rd hit, Anti-Interrupt Level is increased, and DMG received is reduced by 40%.

Lv. 1
1st-Hit DMG Multiplier
42.50%
1st-Hit Daze Multiplier
48.50%
2nd-Hit DMG Multiplier
45.20%
2nd-Hit Daze Multiplier
39.10%
3rd-Hit DMG Multiplier
31.50%
3rd-Hit Daze Multiplier
48.50%
4th-Hit DMG Multiplier
218.40%
4th-Hit Daze Multiplier
133.90%
Core

Basic Attack: Hu Wei

During combat, Hu Wei will automatically attack enemies, dealing Fire DMG. Upon hitting an enemy, gain 20 points of Might, triggering up to once per use of a skill. The maximum for Might is 200.

Lv. 1
DMG Multiplier
92.40%
Daze Multiplier
69.30%
Core

Dodge: Tiger Seven Forms - Tigerwind

Press to activate. A quick dash dodge. Character is invulnerable while using this skill.
Core

Dash Attack: Tiger Seven Forms - Tiger Charge

Press during a dodge to activate: Perform a quick slash forward, dealing Physical DMG.

Lv. 1
DMG Multiplier
36.80%
Daze Multiplier
18.40%
Core

Dash Attack: Tiger Seven Forms - Mountain King's Game

After using Dash Attack: Tiger Seven Forms - Tiger Charge, hold to activate: Enter a high-speed spinning state. While in this state, use the stick/joystick to move and deal Physical DMG upon contact with enemies. After Ju Fufu gains Momentum from other skills, she will be surrounded by flames in the high-speed spinning state. Upon contact with enemies, 1 point of Momentum is consumed, changing the DMG to Fire DMG and granting 25 points of Might. The maximum for Momentum is 15. When dealing Fire DMG, if Might is above 100 points, 100 points of Might will be automatically consumed to trigger Chain Attack: Suppressing Tiger Cauldron. Releasing will have Ju Fufu exit the spinning state and throw Hu Wei to attack enemies. When switching to another character, Ju Fufu will remain in the spinning state and attempt to collide with the nearest enemy. While Ju Fufu is the currently active character, DMG taken during the skill is reduced by 40%, and Anti-Interrupt Level is increased. If not the active character, she becomes Invulnerable.

Lv. 1
Mountain King's Game DMG Multiplier
18.40%
Mountain King's Game Daze Multiplier
18.40%
Mountain King's Game - Momentum DMG Multiplier
19.20%
Mountain King's Game - Momentum Daze Multiplier
8.70%
Core

Special Attack: Tiger Seven Forms - Mountain-Descending Tiger

Press to activate. Perform a spinning slash forward, followed by a falling slash, dealing Fire DMG. Anti-Interrupt level is increased while using this skill.

Lv. 1
DMG Multiplier
66.10%
Daze Multiplier
66.10%
Core

EX Special Attack: Tiger Seven Forms Alt - Mountain-Descending Savage Tiger

With enough Energy, press to activate. Swing Hu Wei forward for a powerful strike, dealing massive Fire DMG. Upon activation, gain 3 points of Momentum and 80 points of Might. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
526.50%
Daze Multiplier
344.10%
Energy Cost
60
Core

Chain Attack: Tiger Cauldron Collapse

When a Chain Attack is triggered, select the character to activate: Swing Hu Wei to deliver a powerful strike to enemies in a small area ahead, dealing massive Fire DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
668.10%
Daze Multiplier
160.50%
Core

Chain Attack: Suppressing Tiger Cauldron

With at least 100 points of Might, after triggering a Chain Attack, automatically activate: Consume 100 Might to open Hu Wei and fire flames and popcorn at enemies, striking them in a small area ahead, dealing massive Fire DMG. If Momentum is available, and while not the active character, Fiery Spin will activate after the skill ends. This is an Aftershock. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
354.50%
Daze Multiplier
221.60%
Core

Ultimate: Tiger Seven Forms - Raging Tiger Explosion

When Decibel Rating is at Maximum, press to activate. Perform two downward attacks with Hu Wei, dealing massive Fire DMG. Upon activation, gain 6 points of Momentum and 100 points of Might. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
1663.80%
Daze Multiplier
1090.70%
Core

Quick Assist: Decisive Stomp

When the active character is launched, press to activate. Slashes enemies in front, dealing Fire DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
75.30%
Daze Multiplier
37.70%
Core

Defensive Assist: Steadfast Crouching Tiger

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
201.30%
Heavy Defensive Daze Multiplier
272.80%
Chain Defensive Daze Multiplier
136.80%
Core

Assist Follow-Up: Feral Blazing Maw

Press after a Defensive Assist to activate: Slash forward at enemies, then use Hu Wei to follow up with a downward attack, dealing Fire DMG. Gain 1 point of Momentum upon activation at most once every 10s. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
407.20%
Daze Multiplier
256.30%
Mindscapes
M1

Super Scary Little Tiger

Mindscape 1

Upon entering combat, Ju Fufu's CRIT Rate increases by 12%, and she immediately gains 100 Might. When Ju Fufu's Chain Attack hits an enemy, when the target is Stunned, the target's Stun DMG Multiplier increases by 35%, lasting for 30s.
M2

Almighty Qingming Warrior

Mindscape 2

While in the Tiger's Roar state, character CRIT DMG increases by an additional 22%. Whenever any character activates an Ultimate, Ju Fufu gains 3 points of Momentum.
M3

Righteous Young Hero

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Monster-Slaying Tiger Mystic

Mindscape 4

While Ju Fufu is in the Tiger's Roar state, her CRIT DMG increases by 35%.
M5

Unrivaled Almighty Senior

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Roar of My Inner Tiger

Mindscape 6

Ju Fufu's Chain Attack DMG increases by 30%. Upon consuming Momentum and hitting an enemy in the high-speed spinning state, fire 3 popcorns, each dealing 160% of Fufu's ATK as DMG. This DMG is treated as Chain Attack DMG.
Stats (Level 60)

Ju Fufu Stats at level 60 (including Core passive bonuses).

Stat
HP
8250
Stat
DEF
597
Stat
ATK
765
Stat
CRIT Rate
19.4%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
118
Stat
Anomaly Mastery
93
Anomaly Proficiency
96
Stat
Energy Regen
1.2
Voice Actors
ENG
-
JPN
-
CN
-
KR
-
Gallery

Ju Fufu images aren't available yet. They will be added soon!

Review

Pros & Cons
Pros

  • Off-field Daze, damage, and buffing — all-in-one;

  • Able to increase the Decibel cap and refund Decibels at no cost;

  • Works in several teams and is the best choice for one of the best DPS currently, Yixuan. Even able to substitute for the high-demand Astra Yao in certain teams;

  • Super easy to play. Just need to manage her resources, other than that works automatically off-field;

  • Buffs are easy to upkeep permanently throughout a whole fight across your whole party;

  • Low dependence on her Signature W-Engine, very budget-friendly;

  • CUTE. Who's a good tiger?

Cons

  • Near-impossible to maximize her buffs without her Signature W-Engine. SERIOUSLY good Disc Drives are needed for that;

  • Additionally difficult to ensure the 50% CRIT Rate requirement from King of the Summit while keeping good ATK for her CRIT DMG buff;

  • To further add to her cost problem, all skills are important to level (save for her Dash Attack);

  • While she is highly flexible in terms of teams, it's only to a certain extent of effectiveness — beyond Yixuan teams, there are always other Agents who outshine her by a good margin. Trigger, Lighter and Astra Yao are the best examples of this.

Review

Ju Fufu is an S-Rank Fire Stun Agent who can inflict lots of Daze and damage on enemies while buffing the party all at once. Indeed, Ju Fufu is capable of accomplishing many feats, not only limited to her role as a Stun Agent. She inflicts Aftershock damage from off-field, reminiscent of Agents like Trigger; she increases the maximum Decibel capacity of your party and refunds Decibels; she increases CRIT DMG, Chain Attack and Ultimate DMG. Ju Fufu’s kit may sound loaded with complexity due all of these qualities we listed, but you will be pleased to find out that once you understand her gimmicks, she’s one of the easiest plug-and-play Agents out there. Without further ado, let’s explain her kit:

The central mechanic of her kit is a cute mechanical tiger, Hu Wei! Hu Wei stays on the field even if Ju Fufu herself is switched out. It performs attacks on the closest enemy every 4 seconds, which generates 20 of a resource visible below her character icon in-game, “Might”. Along with another unique resource, “Momentum”, managing these 2 resources sums up the majority of Ju Fufu’s gameplay. So let’s dive into how they function, starting with Momentum:

  • Momentum is visible as a buff icon indicated below Ju Fufu’s Energy bar (on the left side) with a purple/pink-coloured fist icon. It is stackable up to 15 times.

  • It is obtained in 3 ways: via her EX Special (3 points), via her Ultimate (6 points) and via her Assist Follow-Up (1 point at most every 10s).

  • Consuming 1 Momentum grants 25 Might and changes Hu Wei’s attack from Physical to Fire DMG. Consuming Momentum is done in this manner:

  • If at 100 points of Might or higher, 100 Might will be consumed along with 1 Momentum to begin casting an off-field Chain Attack called “Fiery Spin”. This activates a buff called “Tiger’s Roar” (more details later).

To give further explanations on Fiery Spin, it is a sequence of off-field attacks that are activated when Hu Wei activates an attack of his own while Ju Fufu’s Might is at 100 or higher. This will consume 100 of Ju Fufu’s Might as well as all of the Momentum she has available to cast several off-field Fiery Spin Chain Attacks in a row until Momentum is exhausted.

Now to discuss Might. Might is generated in several ways:

  • 20 Might per 4 seconds via Hu Wei’s attack;

  • 25 Might every 1 Momentum consumed;

  • 80 Might when Ju Fufu uses EX Special;

  • 100 Might when Ju Fufu uses Ultimate.

The mechanics behind Might are very simple:

  • Might caps out at 200 points, separated in two halves indicated with a bar in the middle of Ju Fufu’s Might meter;

  • 100 Might is consumed to begin casting Ju Fufu’s Fiery Spin (and activate Tiger’s Roar along with consuming Momentum).

Now let’s discuss what Tiger’s Roar does in more detail, since we mentioned it earlier:

  • Tiger’s Roar is a buff activated for all party members whenever Ju Fufu’s off-field Chain Attack occurs.

  • At max skill level, Tiger’s Roar increases the party’s CRIT DMG by 20%, along with an extra 5% every 100 points of initial ATK that she has above 2800, up to 30% at 3400 ATK (for a total of 50% increased CRIT DMG when maxed out).

  • On top of this, while in this state, Ju Fufu passively increases the Chain Attack DMG of all Agents by 20%, and the Ultimate DMG of all Agents by 40%.

  • Tiger’s Roar lasts for 30s, which is refreshed every off-field Chain Attack and it additionally increases Ju Fufu’s Impact by 50. Thanks to its extremely lengthy duration, this buff will in practice be permanently active on all party members at all times.

It should be worth noting maxing out this buff at 3400 ATK isn’t a necessity; depending on your W-Engine choice, your choice of Disc Drives and your overall build quality for Ju Fufu, typically leaving this buff at 3100 to 3200 ATK, granting over half its maximum effect, is more than enough (while not ideal of course, but it’s not a necessity to max this buff out).

Finally, her Additional Ability allows her to increase the maximum Decibel cap of every Agent in your team to 4000. Ultimates still cost 3000, but this ensures no Decibels will be wasted in any way. Additionally, using any Ultimate on an Attack or Rupture Agent will refund 300 Decibels back to that Agent. This is a significant boost, more than it may seem, as this gives extra Ultimate uptime on your DPS Agents, and can in some situations allow you to gain 1, 2 or even 3 Ultimates per battle in Deadly Assault (and by extension Shiyu Defense) depending on your team and gameplay — which is a pretty big deal!

Now, to discuss gameplay. It’s possible you may have noticed we barely mentioned anything outside of Ju Fufu’s EX Special, Ultimate and off-field Chain Attacks, as well as her Assist Follow-Up. This is because beyond those abilities, Ju Fufu is better left off-field, letting other Agents take the spotlight. This makes Ju Fufu particularly synergistic with Agents that want to remain on the field while the off-field Stun Agent, in this case Ju Fufu, handles providing Daze to grant them Stun windows. You may draw parallels in that sense between Ju Fufu and Trigger or even Pulchra — an accurate assessment granted they’re all capable of dealing Aftershock damage and they play fairly similarly. If you’re already used to those two Agents, Ju Fufu will feel very familiar gameplay-wise. Indeed, Ju Fufu’s gameplay sums up to the following:

  • Ensure your resources are effectively managed to make the best use of Ju Fufu. This includes both Momentum and Might.

  • Keep track of Might on Ju Fufu: you will want to switch her in to use EX Special and Ultimate when a couple of conditions are fulfilled.

  • In any case, if Assist Follow-Up can be performed, it’s a good idea to switch her in to do so, in order to generate extra Momentum on top of a big burst of Daze, which only means more Daze later via more Fiery Spins.

  • As Hu Wei generates 20 Might every attack and Fiery Spin is only activated when Hu Wei attacks, to make the most out of EX Special and Ultimate, they should only be used at specific breakpoints.

  • In the case of EX Special, use this if Ju Fufu is at 100 Might or less (80 from EX Special and 20 from Hu Wei’s attack perfectly adds up to her 200 Might cap).

  • In the case of Ultimate, use this if Ju Fufu is at 80 Might or less (same reasoning as EX Special, but Ultimate generates 100 Might instead of 80).

  • No matter what, only use EX Special and Ultimate if the enemy is out of Stun. You could be wasting precious Stun time as well as Daze if you used them during Stun!

Beyond this, here are a few relevant gameplay tips:

  • If you wish to optimize your gameplay further, try to Swap Cancel out of her EX Special as soon as it is cast (this means switching Ju Fufu out for another character as she finishes performing her EX Special). This will save a good chunk of time for your other Agents to execute their rotations quicker (or deal more damage over longer periods of time).

  • Switching into Ju Fufu as she casts Fiery Spins ends the Fiery Spin sequence. It’s fine to interrupt this sequence to save on Momentum, but only do this if Ju Fufu isn’t attacking the desired target.

  • We didn’t discuss her Basic Attacks until now, but they work similarly to Qingyi’s, where you can repeatedly press the Basic Attack button to perform a rapid sequence of Stage 3 attacks. This is useful to do if Ju Fufu is on Blazing Laurel (Lighter’s W-Engine) to maximize its buffs.

  • Hu Wei counts as an ally similarly to Lucy’s Guard Boars, which can be used to activate certain effects such as the Kaboom the Cannon W-Engine if present on another Agent in your party.

This wraps up how to play Ju Fufu. When it comes to her position in the game’s meta, Ju Fufu is really similar to Trigger. She has universal supportive potential, but works to her fullest in the teams that can exploit her buffs to the best extent. In Ju Fufu’s case, this is Yixuan. Yixuan is THE character for Ju Fufu and vice versa. If you have both, she can be used on any slot in the team. Thanks to her buffs to CRIT, Ultimate and Chain Attack DMG, they are perfect partners. Ju Fufu also functions well with other DPS Agents too, whether that’s Soldier 0 Anby, Ellen, Soldier 11, Evelyn, Hugo… she has lots of options and even though she’s not the best choice in most of these instances (outside of Yixuan teams), she can function perfectly fine as the off-field Stun and Support-mix Agent of the team, a role appreciated by many Attack and Rupture Agents.

In conclusion, Ju Fufu is a versatile off-field Stun Agent who plays in a very simplistic manner, mostly letting other Agents take the spotlight as she consumes her resources from off-field, occasionally switching in to regenerate them. She has lots of potential with several DPS Agents, most notably Yixuan, one of the biggest DPS powerhouses currently. This makes Ju Fufu worth considering, particularly if you own the Yunkui Summit Grandmaster to pair alongside her.

Ratings

This tier list assesses Agents (characters) based on their combat potential in Zenless Zone Zero’s most demanding contents -Deadly Assault (DA) and Shiyu Defense (SD).

SD is a similar mode to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires 2 teams of 3 Agents with good Disk Drives and W-Engines. This mode offers a reasonable mix of Boss encounters (single-target) and Elite packs (2-3 targets), allowing multiple characters to find a niche. With that being said, there is a bias towards single-target performance, which may reflect in select character ratings. Additionally, since this content’s goal is to kill all enemies within the shortest time frame possible, Agents who dish out lots of damage quickly instead of damage over time are favoured. This Tier List focuses on Agents’ ability to clear within 150s (2m30s) out of the 300s (5m) needed to obtain all rewards.

DA is a very unique mode in Zenless Zone Zero which offers Boss encounters exclusively, meaning other types of damage than single-target are rarely impactful (if ever). It requires a total of 3 teams to maximize all possible rewards, however only 2 well-geared teams are necessary to maximize Polychrome (premium pull currency) rewards (which are the most important and as a result are what we consider for this Tier List). The goal of this gamemode is to inflict as much damage to a boss as possible in a total time span of 3 minutes, meaning sustainable damage within long time windows is favoured. A maximum of 65000 score points can be obtained by fully depleting a boss’s HP, however this is unrealistic for the overwhelming majority of players while being unnecessary to maximize rewards. Only 20000 points is needed to maximize said rewards, with up to 5000 points being obtainable via Performance (obtained via performing certain actions on specific Boss enemies). Agents’ ability to reach this threshold of 20000 points is what the Tier List focuses upon.

Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero 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.

Stun
T0.5

Endgame Modes

Build and teams

Best W-Engines

The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.

The top number shows the performance of the W-Engine when applying Daze while the bottom number when dealing Damage. You can find more information about them in the Calculations tab.

100%

100%

The Daze dealt by the equipper's EX Special Attack, Chain Attack, and Ultimate increases by 28/32.2/36.4/40.6/44.8%.

When using a Chain Attack or Ultimate to deal Fire DMG, the DMG dealt by all squad members increases by 10/11.5/13/14.5/16%, stacking up to 2 times and lasting 30s. The duration of each stack is calculated separately. Triggers once per use of a skill. Only one instance of this effect can exist in the same squad.

Base ATK (Lv 60): 713
Attack (Lv 60): 30%
Ju Fufu's Signature W-Engine is her best as it gives her a lot of unconditional Daze & ATK and provides a 20% DMG Boost to the whole party which is easily upkept permanently. This W-Engine gives Ju Fufu the easiest time with her build since it's highly dependent on her ATK and it also gives her the highest personal damage, however if your build is of a higher quality this W-Engine is not a necessity (while still being the best choice).

107.82%

81.29%

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% for 8s. When the equipper launches and hits an enemy with a Basic Attack, apply Wilt to the target for 30s, stacking up to 20 times, repeated triggers reset the duration. When any squad member hits an enemy, for every stack of Wilt applied to the target, the CRIT DMG of the Ice DMG and Fire DMG dealt by that attack increases by 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%
Lighter's W-Engine works fantastically on Ju Fufu thanks to its many desirable stats linked to increasing Impact and Fire and Ice CRIT DMG of the party when doing Basic Attacks, which Ju Fufu can do a lot of in quick succession thanks to her Basic 3 being similar to Qingyi's. It can be her best option with a Fire or Ice Main DPS, outside of that it will see little use over her Signature though.

99.54%

73.10%

When off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 10/12.5/15/17.5/20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%
The best generalist non-limited choice for Ju Fufu, Koleda's W-Engine works fantastically on most Stun Agents thanks to its big Impact and Energy Regen boosts. It gives Ju Fufu an easy time generating lots of Momentum which contributes to a lot of extra Daze allowing for stun speeds approaching her Signature.

99.12%

70.12%

When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%
The best F2P choice for almost every Stun Agent. This craftable W-Engine grants a ton of extra Daze when attacking enemies with high HP. In Deadly Assault, this W-Engine gives Ju Fufu the highest potential Daze per second, however due to its low base ATK it will also give her the hardest time getting her CRIT DMG buff up as it scales off of ATK. Nonetheless an amazing choice for her all around.
Best Disk Drives Sets

1

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

New best Stun set, to be used on any Stun character in almost any team with very few exceptions. Gives 6% increased Daze on the 2-piece and up to 30% CRIT DMG for the entire squad for 15s when casting EX Specials and Chain Attacks on the condition that the equipper has 50% CRIT Rate or higher, a requirement which must be ensured, although on Ju Fufu this can prove difficult it remains highly important. Uptime on this buff is almost always easily maintained permanently, however be mindful this set will not be effective if you aren’t building the rest of your team on CRIT, in which case alternatives will be preferred, and that you cannot run this set multiple times on the same team.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended for general use)
  • Woodpecker Electro (Recommended if needed to reach 50% CRIT Rate)
  • Astral Voice/Hormone Punk
  • Swing Jazz

2

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

One of the best supportive set options. Grants the entire squad a 15% DMG increase for 12 seconds following a Chain Attack or Ultimate, which is easy to time with a Stun window for optimal buff uptime. Additionally grants 20% Energy Regen on the 2-piece to ensure EX Special uptime if necessary on the equipped character, generally used if another Agent in the squad already uses Astral Voice. Only used on Ju Fufu if King of the Summit is already wielded by another Agent in the party. Should also only be used on Ju Fufu if King of the Summit is already wielded by another Agent in the party.

Best combined with your choice of 2-PC Set:

  • King of the Summit (Recommended for general use)
  • Shockstar Disco
  • Astral Voice/Hormone Punk

3

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

Niche supportive set used for teams that are in the position of triggering Perfect Assists often. Grants the entire party 15% increased DMG for 10s when triggering a Perfect Assist. This set's value is significantly diminished if the player isn't comfortable with timing Perfect Assists, in which case other sets will be favoured such as 4P Swing Jazz. Alternative to Swing Jazz and should also only be used on Ju Fufu if King of the Summit is already wielded by another Agent in the party.

Best combined with your choice of 2-PC Set:

  • King of the Summit (Recommended)
  • Astral Voice/Hormone Punk
  • Swing Jazz

4

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

Provides the highest Daze output of any Disk Drive set in the game. However, the difference between the 4-piece effect increase in Daze is marginal compared to simply using the 2-piece effect, meaning it almost always yields better results to use a supportive set like King of the Summit or Astral Voice to buff your team further, instead of the extra Daze which only gives extra Stun windows against bosses in very specific situations. If an extra Stun window is enabled by using this set it will perform the best, however this only very rarely happens, causing it to be left behind in favour of other sets.

Best combined with your choice of 2-PC Set:

  • King of the Summit (Recommended)
  • Astral Voice/Hormone Punk
  • Swing Jazz
Best Disk Drives Stats
Disk 4
CRIT Rate
CRIT Rate%
=
ATK%
ATK%
Disk 5
ATK%
ATK%
Disk 6
Impact
Impact
=
ATK%
ATK%

Substats: CRIT Rate (until 50% if using 4P King) > ATK/Flat ATK (until max. 3400) > CRIT DMG > PEN

Best Endgame Stats (Level 60)
  • IMPACT: 139 - 160+

  • ATK: 3100-3400

  • HP: 11,000+

  • DEF: 850+

  • CRIT RATE: 50%+ (If using 4P King of the Summit)

Skill priority
Core

Chain Attack

Core

Special Attack

Core

Basic Attack

Core

Assist

Core

Dodge

Video guides

Teams & Synergy

Synergy

Below we list only the most important synergies for Ju Fufu. The character can work with others if you know what to do and how to use them. For more alternatives, refer to the Teams section.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Best Team

Lighter Team

Evelyn
Evelyn
Hugo
Hugo
Ellen
Ellen
Soldier 11
Soldier 11
DPS

Astra Team

Evelyn
Evelyn
Ellen
Ellen
Soldier 11
Soldier 11
DPS

Trigger Team

Yixuan
Yixuan
Anby: Soldier 0
Anby: Soldier 0
Ellen
Ellen
Soldier 11
Soldier 11
DPS

Alternative Yixuan Team

Bangboo options:

Bangboo will mostly depend on the DPS this Agent is featured with, below are some general recommendations that can be used flexibly.

  • Snap - For general Extra Damage (Recommended)
  • Belion = For extra Damage and Daze (Recommended with 2+ Yunkui Summit Agents)
  • Butler = For general Energy Regen
  • Knightboo = For conditional Energy Regen and ATK

Calculations

Mindscape information

The benefit Ju Fufu Mindscapes bring are heavily reliant on team composition, fight length and encounter type. For this reason, this time we haven't opted for calculations as their benefit is very "it depends" - instead find our written review of each below.

Mindscape 1

Ju Fufu's M1 grants 12% CRIT RATE making it far easier to reach the 50% required to activate 4P King of the Summit while also achieving 3400 ATK. It also starts her out with 100 Might, giving her a running start to combat and also allows her to boost the Stun DMG multiplier by 35%. This Mindscape makes building Ju Fufu much easier, allows her to start fights stronger, but most importantly boosts her damage amplification meaningfully.

Mindscape 2

Enhances Ju Fufu's CRIT DMG buffing by an additional 22% while also substantially improving her ability to generate momentum allowing for many, many more off field chain attacks boosting daze output considerably. This Mindscape is even better with characters that have multiple Ultimates like Yixuan.

Mindscape 4

Small damage increase for Ju Fufu.

Mindscape 6

Substantial damage increase for Ju Fufu, but no additional team amplification or Daze improvements.

Overall we recommend aiming for Ju Fufu's Mindscape 1, then 2 and only then her signature if you're looking to invest.

Shiyu Defense / Deadly Assault

Shiyu Defense / Deadly Assault

This section contains information about Ju Fufu performance in the latest Shiyu Defense and Deadly Assault cycles (2.1.1). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 22/07/2025,
  • 5592 players shared their 2.1.1 Shiyu Defense clear data with us (1883 of the sample are self-reported players that filled our form, 3709 are from random UIDs that we scanned).
  • 6597 players shared their 2.1.1 Deadly Assault clear data with us (2148 of the sample are self-reported players that filled our form, 4449 are from random UIDs that we scanned).

If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!

Shiyu Defense Stats Form
Usage rate (SD)

Characters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (DA)

Characters are ranked with appearance rate, which is how often a character was used in Deadly Assault by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (SD)

This section lists the characters that were most commonly paired with Ju Fufu in the current phase of Shiyu Defense.

Common partners (DA)

This section lists the characters that were most commonly paired with Ju Fufu in the current phase of Deadly Assault.

Teams (SD)

This section lists most popular teams featuring Ju Fufu in the current phase of Shiyu Defense.

Rank 1

App. rate: 26.99%

Avg. Time: 2m 15s

Yixuan
Ju Fufu
Pan Yinhu

Rank 4

App. rate: 11.76%

Avg. Time: 2m

Yixuan
Ju Fufu
Astra Yao

Rank 34

App. rate: 0.88%

Avg. Time: 2m 16s

Evelyn
Ju Fufu
Astra Yao

Rank 50

App. rate: 0.6%

Avg. Time: 2m 20s

Yixuan
Trigger
Ju Fufu

Rank 58

App. rate: 0.43%

Avg. Time: 2m 19s

Yixuan
Ju Fufu
Nicole

Rank 58

App. rate: 0.43%

Avg. Time: 2m 43s

Yixuan
Ju Fufu
Caesar

Rank 69

App. rate: 0.33%

Avg. Time: 2m 20s

Yixuan
Qingyi
Ju Fufu

Rank 76

App. rate: 0.29%

Avg. Time: 2m 32s

Yixuan
Ju Fufu
Lucy

Rank 88

App. rate: 0.23%

Avg. Time: 3m 1s

Hugo
Lighter
Ju Fufu

Rank 100

App. rate: 0.16%

Avg. Time: 2m 29s

Ellen
Ju Fufu
Astra Yao
Mindscapes

Mindscapes data comes from players who used Ju Fufu in the current SD cycle (2137) or in the current DA cycle (3064).

89.15%

133 s.

Mindscape 0

7.49%

98 s.

Upon entering combat, Ju Fufu's CRIT Rate increases by 12%, and she immediately gains 100 Might. When Ju Fufu's Chain Attack hits an enemy, when the target is Stunned, the target's Stun DMG Multiplier increases by 35%, lasting for 30s.

2.38%

86 s.

While in the Tiger's Roar state, character CRIT DMG increases by an additional 22%. Whenever any character activates an Ultimate, Ju Fufu gains 3 points of Momentum.

0.35%

94 s.

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

0.03%

600 s.

While Ju Fufu is in the Tiger's Roar state, her CRIT DMG increases by 35%.

1%

600 s.

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

0.6%

77 s.

Ju Fufu's Chain Attack DMG increases by 30%. Upon consuming Momentum and hitting an enemy in the high-speed spinning state, fire 3 popcorns, each dealing 160% of Fufu's ATK as DMG. This DMG is treated as Chain Attack DMG.
W-Engines

W-Engines usage data comes from players who used Ju Fufu in the current SD cycle (2137) or in the current DA cycle (3064).

41.95%

131 s.

When off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 10/12.5/15/17.5/20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%

33.33%

130 s.

The Daze dealt by the equipper's EX Special Attack, Chain Attack, and Ultimate increases by 28/32.2/36.4/40.6/44.8%.

When using a Chain Attack or Ultimate to deal Fire DMG, the DMG dealt by all squad members increases by 10/11.5/13/14.5/16%, stacking up to 2 times and lasting 30s. The duration of each stack is calculated separately. Triggers once per use of a skill. Only one instance of this effect can exist in the same squad.

Base ATK (Lv 60): 713
Attack (Lv 60): 30%

10.68%

138 s.

When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%

7.53%

143 s.

For every 10 Energy accumulated, the equipper's Impact is increased by 2/2.3/2.6/2.9/3.2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

Base ATK (Lv 60): 594
Energy Regen (Lv 60): 50%

3.28%

131 s.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6/7.5/9/10.5/12% for 8s, stacking up to 5 times. This effect can trigger at most once during each skill. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%

0.47%

118 s.

When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user's Impact by 0.7/0.88/1.05/1.22/1.4%, stacking up to 30 times, and lasting for 8s. The duration of each stack is calculated separately. Upon acquiring Tea-riffic, if the equipper possesses stacks of Tea-riffic greater than or equal to 15, all squad members' DMG is increased by 20/23/26/29/32% for 10s. Passive effects of the same name do not stack.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%
Disk Drives

Disk Drives usage data comes from players who used Ju Fufu in the current SD cycle (2137) or in the current DA cycle (3064).

39.41%

133 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.

35.89%

129 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

12.15%

141 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

5.53%

135 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

2.71%

132 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

0.95%

140 s.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.
Flex
Character Stats
Main stats
Slot 4
ATK%
ATK%
- 68.91%
CRIT Rate
CRIT Rate%
- 27.23%
CRIT DMG
CRIT DMG%
- 3.47%
Slot 5
ATK%
ATK%
- 96.19%
Fire DMG
Fire DMG%
- 3.09%
- 0.27%
Slot 6
ATK%
ATK%
- 49.56%
Impact
Impact
- 47.16%
Energy Regen
Energy Regen
- 2.89%
Average stats
Average stats
HP
HP
- 1
ATK
ATK
- 1
DEF
DEF
- 1
CRIT Rate
CRIT Rate%
- 54.43%
CRIT DMG
CRIT DMG%
- 86.37%
Fire DMG
Fire DMG%
- 0.93%
Energy Regen
Energy Regen%
- 1
Anomaly Mastery
Anomaly Mastery
- 93
Anomaly Proficiency
Anomaly Proficiency
- 122.82
PEN Ratio
PEN Ratio%
- 0.03%
PEN
PEN
- 27.27
Average sub stats
Average sub stats
HP
HP
- 10.54%
ATK
ATK
- 22.45%
DEF
DEF
- 16.02%
CRIT Rate
CRIT Rate%
- 27.64%
CRIT DMG
CRIT DMG%
- 34.38%
PEN
PEN
- 27.27
Anomaly Proficiency
Anomaly Proficiency
- 26.82
Other stats
Average stats
Character level - 59.98
W-Engine level - 59.43
Basic level - 8.55
Special level - 10.98
Ultimate level - 11.36
Dodge level - 7.21
Assist level - 9.69
Core level - 6.94