Сборка группы.

  1. Введение
  2. Общие положения
    1. Ротация способностей (скиллов)
    2. Группы с фиксированной ротацией
    3. Группы с гибкими ротациями
    4. Энергия
    5. Реакции
    6. Выживаемость
    7. Роли персонажей
    8. Роли дамагеров
    9. Роль батарейки (восстановление энергии)
    10. Роль наложения аур стихий
    11. Роль хилера/щитовика
    12. Роль баффера
    13. Активность персонажа
    14. Использование аур стихий
    15. Использование энергии
    16. Прочие требования
  3. Ротация
    1. Варианты ротации способностей
    2. Причины использования фиксированной ротации
    3. Причины использования гибкой ротации
  4. Planning rotations on a fixed-rotation team
    1. Rotation Length
    2. Buffs and Auras
    3. Energy
  5. Planning flexible-rotation teams
    1. Field Time
    2. Buffs
    3. Energy
  6. Energy
    1. Energy Recharge Calculator
    2. Energy Batteries
  7. Reactions
    1. Hydro-Vaporize and Pyro-Melt (2x amplifying reactions)
    2. Pyro-Vaporize and Cryo-Melt (1.5x amplifying reactions)
    3. Overload
    4. Electro-Charged
    5. Freeze and Shatter
    6. Superconduct
    7. Swirl
    8. Crystallize
  8. Survival: Healing and Shielding
    1. Heals, shields, both, or neither?
    2. Damage Reduction and Mitigation
    3. Elemental burst invulnerability (iframes)
    4. Interrupt resistance
  9. Adapting your team to the enemies
    1. Elemental resistance
    2. Light (small) enemies
    3. Evasive enemies
    4. Dispersed enemies
    5. Heavy (large) enemies
    6. Bosses
    7. Aggressive enemies
    8. Elemental shields
  10. Worked Example: Building a Rosaria Melt team
    1. Reactions
    2. On-field pyro aura
    3. Off-field pyro aura
    4. Best Choices
    5. Energy
    6. Buffs
    7. Survivability
    8. Team Options
    9. Conclusion
  11. Appendix A: Characters

Введение

Гайд сфокусирован на подготовке групп к прохождению бездны, однако общие положения и описания персонажей помогут во всем.
Гайд взят с https://keqingmains.com/team-building/ и адаптирован к треду. Содержание может быть дополненным / отличным от оригинала.

Общие положения

Ротация способностей (скиллов)

  • НЕ берите нескольких персонажей, которые требуют активного времени на поле. Например, Райден и Еимия в одной группе НЕ МОГУТ быть полностью раскрыты в одинаковое время. Выгоднее заменить Райден на Синцю, дополнительный урон от которого сработает вместе с Еимией.
  • Уделите внимание сочетаниям баффов и полезных эффектов. Это основа подбора любой группы.
  • Учитывайте время анимаций Q.

Группы с фиксированной ротацией

  • Ключевой аспект составления такой группы - это планирование. Посчитайте, какие кнопки вы будете повторять каждые Х секунд.
  • You want important cooldowns to line up. For example, Xingqiu and Xiangling line up well with their 20 second cooldowns. Xiangling and Rosaria don’t, so Rosaria’s burst will spend 5 seconds off cooldown unused in a 20s rotation team.
  • Некоторые персонажи включают свои E/Q на время. Когда переключение персонажей отменяет такие эффекты,

Группы с гибкими ротациями

  • Swap between characters freely, using skills and bursts off cooldown whenever possible
  • Great if you want to switch in characters based on enemy actions, such as Beidou’s parry
  • Great with characters that have awkward cooldowns, such as Fischl’s 25s E cooldown or any 12s cooldown burst

Энергия

  • Use the Energy Recharge Calculator to determine your team’s energy needs.
  • Characters who deal a lot of damage don’t usually want to build ER, so they often need other characters of the same element on the team

Реакции

  • All reactions have an aura element applied first, and a trigger element applied second. The trigger character is the important one for reactions.
  • Make sure that the character you want to be triggering reactions is consistently the one triggering reactions
  • 1.5x reactions (vape with pyro trigger, melt with cryo trigger) are much easier to consistently trigger than 2x reactions
  • Be very careful with characters who continually apply elements that will react with the aura element, but aren’t your main elemental trigger. For example, if you want Hu Tao to trigger Vaporize, adding Xiangling to the team will eat up all the hydro and ruin the team.

Выживаемость

  • You usually want some characters who can keep your team alive
  • Healing, shields, and damage reduction all help
  • Multiple small sources of survivability, such as Xingqiu + Beidou, can be as good as a dedicated healer

Роли персонажей

A character will often contribute to multiple roles. For example, Bennett is a healer, a buffer and a source of pyro energy. Characters can also have needs that the rest of the team must fulfill. For example, Eula needs a cryo character for energy, an electro character for Superconduct, and plenty of field time to use her elemental burst.

Many people use terms like “main DPS”, “sub DPS”, “carry”, and “support”. I won’t be doing so, but they usually translate as:

  • Main DPS / Carry is a character who deals a lot of damage and (typically) needs field time
  • Sub DPS is a character who deals significant damage but doesn’t need field time
  • Support is any character whose primary purpose isn’t damage, especially if they provide buffs

Роли дамагеров

Some teams focus entirely on one character who does nearly all the team’s damage, while others have multiple characters all contributing damage. The first approach works particularly well at low AR, where you only have enough resources to fully build one character. Either approach works late-game.

It’s generally more important to meet your damage characters’ needs than other characters’ needs.

Damage characters don’t usually want to build a lot of Energy Recharge, as that diverts resources from their damage. This means they may need another character to provide them with energy.

Роль батарейки (восстановление энергии)

A character has the energy role if they generate particles of a type needed by another character on the team. Characters don’t need to dedicate themselves to the energy role, they can provide energy incidentally. For example, even though Klee picks up all her own particles, she still helps Bennett with energy.

Роль наложения аур стихий

This role is for a character who applies an element to the enemy so that a teammate can react with it. For example, Xingqiu applies hydro so that Hu Tao can trigger Vaporize. Most good aura characters can apply elements quickly and for a long time. Some characters, like Tartaglia, can have both the damage and aura roles.

Роль хилера/щитовика

Some characters can single-handedly keep your team alive with powerful heals or shields. Others provide only a small amount of healing, shielding or damage reduction, but it might be enough in combination with other sources.

Роль баффера

Characters with the buff role make other characters do more damage, either by buffing the target’s stats or by reducing the enemy’s stats. For example, Bennett’s burst, anyone holding Thrilling Tales of Dragon Slayers, any anemo character with 4pc Viridescent Venerer. You need to ensure that your buff characters can reliably get their buffs onto the characters who need it at the right time.

Many talents snapshot, meaning that they lock in whatever buffs were applied to the character at the time the talent was used, and keep them active even if the buffs expire. For example, if you use Xiangling’s Pyronado while in Bennett’s burst, the extra attack will continue to boost Pyronado’s damage even if Xiangling switches out, moves out of the burst field, or Bennett’s burst expires.

You want to focus the most or all of your buffs onto your highest damage dealer.

Активность персонажа

Every character needs a certain amount of field time to do what they need to do. For example, Yoimiya wants to spend 10 seconds in her elemental skill stance, plus another 2.5 seconds casting her skill and burst. Zhongli needs to spend 1.6 seconds using his elemental skill, plus another 2.3 seconds if he wants use his burst. Make sure there’s enough time in your rotation for everyone to meet their field time needs. It’s rarely a good idea to have more than one character with 9 seconds or more of field time needed in your team.

Использование аур стихий

Some characters need an element to react with. For vaporize, melt and overloaded reactions, you need some other character to apply the aura before the damage-dealing character triggers it. This means you need the aura source to apply their element faster than the aura trigger consumes it. For other reactions, the elements can be applied in any order.

Использование энергии

Characters need energy from teammates if they need to use their burst frequently, don’t generate enough energy themselves, and can’t afford to build ER.

Прочие требования

Some characters need various other things from their teammates. For example, Melt Ganyu wants a shield so her charged shots don’t get interrupted, while Xingqiu needs someone to use normal attacks to trigger his Rain Swords.

Ротация

Варианты ротации способностей

There are two basic styles of team: Fixed Rotation and Flexible Rotation.

Fixed Rotation teams have a “rotation” of a particular length, such as 20 seconds. During this time, they use all their abilities in a set order. For example, “Gorou E – Albedo E – Bennett EQ – Gorou Q – Itto Q – Itto attack combo – Repeat”. Flexible rotation teams might have an order for what to do at the start of the battle, but generally switch between characters and use talents when convenient.

Причины использования фиксированной ротации

  • You want to make sure all the right buffs are applied to your main damage dealer
  • One character needs to stay on-field for an extended period of time, so you can easily plan out your rotation around that period
  • You want to reliably use your most important talents off cooldown
  • You want to plan out your energy generation and consumption to minimize energy recharge needs
  • You have a hard time keeping track of your elemental skill cooldowns

Причины использования гибкой ротации

  • Your important cooldowns don’t line up, so using a fixed rotation would mean wasting uptime
  • None of your characters need to stay on-field for any period of time, so you can swap freely
  • The enemies disrupt your fixed rotations
  • You want to swap Beidou in and parry when the opportunity arises
  • You have a hard time remembering how to execute a full rotation and would rather just mash buttons randomly

Planning rotations on a fixed-rotation team

Rotation Length

The first thing you need to do is work out how long it will take to execute your rotation. The easiest way to do this is to try it a few times in-game and measure the results. If you want to calculate it precisely:

  • Add up the cast times of all the talents you use, plus the time you spend on each character attacking. Cast times can be found in the KeqingMains Theorycrafting Library.
  • Remember that a character must spend at least 1 second on field before switching out, regardless of how long it takes them to use their abilities.
  • If a character needs to catch particles, include the time spent waiting for particles to arrive
  • Add in a second or two for switch delay and imperfect execution

For example, Gorou E [1.0s] – Albedo E [1.0s] – Gorou Q [1.0s] – Bennett EQ [1.8s] – Itto Q [1.5s] – Itto attack combo [12.6s] (longer than 11s thanks to hitlag extension). This totals 18.9 seconds, or a 20 second rotation if you add in some slack. This lines up with the longest cooldown, Gorou’s 20s burst. Adding in Albedo’s burst would add 1.2s to the rotation, which would result in a lower overall damage per second than skipping it, unless you can perfectly execute the rotation. Also note that this doesn’t include any time for Gorou to catch his particles, which means he’ll require a very large amount of ER to keep up.

Buffs and Auras

You want your team’s damage dealers to get as many buffs as possible for as long as possible. In the Itto team described above, Albedo snapshots Gorou’s defense buff when he uses his skill, so he benefits from it for the full duration of his skill. Itto snapshots Gorou’s defense buff (100% of his burst time), gets Gorou’s geo damage buff for 28-53% of his burst time, and gets Bennett’s burst and Noblesse buffs for 83% of his burst time.

Elemental auras work very similarly to buffs. You want to make sure the characters who need an aura have one available for the entire time they need it.

Viridescent Venerer’s resistance reduction is a particularly important buff to consider, because you need to have the right aura applied before swirling, and the reduction in enemy resistance can’t be snapshotted.

Energy

Planning flexible-rotation teams

Field Time

Calculating field time requirements is trickier for a flexible-rotation team. You need to do it one character at a time. For example, to calculate Rosaria’s field time requirements:

  • Her elemental skill takes 1.1s, and she wants to use it every 6s, so 18% of your field time is spent on it
  • Her burst takes 1.2s, and she wants to use it every 15s, so 8% of your field time is spent on it
  • Adding some slack for switching delay and imperfect execution, Rosaria takes up about 29% of your field time
  • Add a bit more slack if you need to wait for particles to arrive

Buffs

A flexible-rotation team is more likely to miss out on buffs than a fixed-rotation team, because they might not be available at the right time. You should still try to get buffs applied at the most important times, especially when snapshotting them.

Energy

Feeding energy to allies is particularly useful on flexible-rotation teams, because you’re swapping a lot.

Energy

Whenever a character collects an energy particle, they get energy: 3 energy for a particle that matches the character’s element, 2 for a clear particle, and 1 for a particle of the wrong element. Every other character also gets energy: 1.8 for a matching particle, 1.2 for a clear particle, and 0.6 for a non-matching particle. The energy gained by each character from particles, both on and off field, is multiplied by that character’s energy recharge stat.

Getting enough energy to use your important bursts off cooldown (or at the correct point in the rotation) is incredibly important. The best approach is to have a team that can generate enough energy, the next best is to build enough ER to make up the difference, and by far the worst is screwing up your rotation.

Energy Recharge Calculator

Use the Energy Recharge Calculator to determine how much energy recharge you need to build on each character. If you need to trade a lot of damage stats (attack, crit, etc) for energy recharge on your main damage dealers, you might want to change your team or rotation to give more energy to those characters.

Energy Batteries

One character can “feed” another character by using an elemental skill, switching to another character, and collecting the particles with that character. Feeding energy makes the energy generation 67% more effective than passively benefiting from off-field energy.

You rarely want to run a character whose only role is to provide energy. They should be dealing damage, healing, or buffing at the same time. A battery who generates energy slowly but also has a lot of value elsewhere, like Bennett, is more useful than someone who generates energy quickly but doesn’t provide much other value, like Xinyan.

The table below lists some characters who can battery well:

PIC

Reactions

Explaining exactly how reactions work is too complicated to fit in this guide. The most important things to know are Elemental Gauge Theory and Internal Cooldowns. It can be difficult to determine how exactly a team’s elements will react with one another, so the best approach is to record a video of yourself playing the team, then analyze the video to see what elemental reactions occur.

Hydro-Vaporize and Pyro-Melt (2x amplifying reactions)

Triggering vaporize with hydro, or melt with pyro, are the strongest reactions in the game, but also the most difficult to do consistently. They are most useful for single large damage instances, such as Tartaglia’s elemental burst.

If you get a hydro aura on the enemy, you need to apply twice as much pyro to remove it. Similarly, if you get a pyro aura on the enemy, you need to apply twice as much cryo to remove it. For this reason, any character that applies a lot of pyro (e.g. Diluc) won’t be able to reliably melt, and any character who applies a lot of hydro (e.g. Xingqiu) won’t be able to reliably vaporize.

This problem can be solved by using both hydro and cryo on a pyro-melt team. For example, if you use Hu Tao, Xingqiu and Kaeya, whenever Hu Tao applies too much pyro, Xingqiu will vaporize it away. You’ll get a combination of freeze, pyro-melt and pyro-vaporize. This doesn’t work with blunt attackers (Klee, Diluc, Yanfei) who will shatter frozen enemies, preventing both melt and vaporize.

Pyro-Vaporize and Cryo-Melt (1.5x amplifying reactions)

Triggering vaporize with pyro, or melt with cryo, is less damage than the reverse but much more consistent. A single application of hydro can generally enable two pyro-vaporizes, and a single application of pyro can generally enable two cryo-melts. Many teams are built around enabling a damage dealer to consistently do these 1.5x reactions.

If you apply too much of the trigger element, that can ruin your team. For example, a team of Hu Tao, Xiangling and Xingqiu will apply so much pyro that it overwhelms Xingqiu’s ability to support it with hydro. The enemy will end up with a pyro aura most of the time, and neither Hu Tao nor Xiangling will vaporize their damage.

Internal cooldowns (ICDs) are an important factor in who can profitably trigger amplifying reactions. Ayaka’s ICDs mean she only applies cryo on ⅓ of her hits, meaning she can only melt ⅓ of her damage, and is therefore a poor melt user. In contrast, Hu Tao applies pyro on every one of her charged attacks, so she can vaporize all of them and is a great vaporize user.

You can have an off-field character applying an aura and an on-field character triggering the reaction (e.g Xingqiu + Hu Tao), or an on-field character applying an aura and an off-field character triggering the reaction (e.g. Tartaglia + Xiangling), or off-field characters doing both (e.g. Xingqiu + Xiangling). The first is most common, because on-field characters tend to have higher damage output.

Overload

Overload is the same reaction whether it’s triggered by electro or pyro. It uses the elemental mastery (EM) stat of whoever triggers the reaction. Overload only cares about the level and EM of the trigger, so to maximize its value you want a trigger that’s level 90 with all their stats put into EM. The most practical way to use overload is to have Fischl provide an electro aura and a pyro character (or Kazuha) provide the trigger. You can also have a team that uses overload for a bit of extra damage without focusing on it.

Overload deals damage in an area around the enemy. Each enemy can only take overload damage from a given character once every 0.5s, so you can’t get a ton of damage by triggering many overloads simultaneously on multiple enemies.

If you apply pyro to a character affected by electro-charged (both electro and hydro), you will trigger both overload and vaporize. Adding hydro to an overload team will also vaporize away any pyro auras you accidentally apply so your pyro character can consistently trigger overload.

Electro-Charged

Electro-charged uses the EM stat of whoever last applied electro or hydro to the target. This is impractical to control, so you don’t generally build EM to boost electro-charged damage. Electro-charged damage is a nice bonus, but not something you usually build a team around. Electro-charged also staggers enemies, which can delay their attacks.

Freeze and Shatter

It doesn’t matter who triggers freeze, and EM doesn’t affect freeze. The main benefit of freeze is the massive amount of crit from the 4pc Blizzard Strayer artifact set. It’s also helpful to keep enemies in place and not attacking you. You need off-field hydro application (e.g. Xingqiu, Mona, Kokomi) on freeze teams.

Freeze doesn’t work against bosses, in both overworld and the abyss. Adding pyro, electro, geo, or blunt attacks (e.g. claymore swings) to a freeze team will remove the freeze, which you generally don’t want. Shatter is too weak and difficult to use to build a team around.

Superconduct

Superconduct’s physical resistance reduction is its only relevant aspect, the damage is too small to matter. Superconduct lasts 12s, so you don’t necessarily need an off-field source of either element to use it. Every team built around a physical damage dealer wants superconduct, and no other team cares about it.

Swirl

Because enemies can’t have an anemo aura, anemo characters will always be the trigger of swirl reactions. Although the damage multiplier for swirl isn’t very high, Sucrose, Kazuha, and Venti can trigger so many swirls that it adds up to a lot of damage. Swirl removes auras at half the rate of most other reactions, so that won’t interfere too much with your other reactions. However, elements swirled from one enemy to another apply at twice the rate of most other reactions, so they will have a large effect on your team’s reactions.

The main purpose of swirl on a team is to trigger the 4pc Viridescent Venerer bonus to reduce enemy resistance to the swirled element. Make sure to adjust your rotation so that the enemy is affected by the element you want to swirl before you trigger swirl.

Like overload, swirl deals damage in an area around the enemy. Each enemy can take swirl damage from a given character twice every 0.5s per element, so triggering swirl on multiple enemies in an area of effect can cause each enemy to take twice the damage.

Crystallize

Crystallize is the weakest reaction in the game. The shields generated by Crystallize aren’t enough to reliably keep you alive, though they can help when combined with other sources of damage reduction or healing.

Crystallize removes auras at half the rate of most other reactions, so it won’t interfere too much with other reactions. Despite this, you might want to avoid triggering crystallize on some teams that can’t afford to lose any aura, such as Hu Tao teams.

Survival: Healing and Shielding

Typically, you’ll want one of the following:

  • A powerful healer: Barbara, Bennett, Diona, Jean, Kokomi, Noelle, or Qiqi
  • A powerful shielder: Zhongli or in very specific teams Thoma
  • Multiple sources of minor healing or mitigation

Heals, shields, both, or neither?

The most reliable way to stay alive is to run a dedicated healing character on your team: Barbara, Bennett, Diona, Jean, Kokomi, Noelle, or Qiqi. Having one of these lets you easily recover from any mistakes that don’t kill you. Apart from Qiqi, all of them also provide a secondary benefit you might want on your team. This secondary benefit is the main criteria in determining which healer to choose, it’s more important than how much healing the healer can do.

Shields keep you alive and also prevent enemies from interrupting your attacks. Without a healer, if your shield breaks and you take damage, you could find your health gradually chipped away over the course of an abyss floor. Zhongli’s shield is strong enough to reliably not break. Diona and Noelle can both heal and shield, though you should only use Noelle on a team where she can take the majority of your field time.

Having both a healer and a shielder is great for comfort. On the other hand, there’s the opportunity cost of running fewer damage dealers on your team.

Going without heals or shields, or with only minimal healing/shielding, is difficult. You need to make sure you don’t get hit much at all. You can get away with it if you’re killing the enemies so fast they don’t have time to hit you. You can also try it if you can’t afford to sacrifice any damage for survivability and are able to play well enough to survive.

Damage Reduction and Mitigation

Having a way to reduce incoming damage or heal a small amount reduces your need for heals and shields. This could be:

  • Small shields like Crystallize, Thoma, Xinyan or Yanfei C4
  • Small heals like Xingqiu, Gorou C4, Hu Tao burst, Prototype Amber, The Black Sword
  • Freezing the enemies so they can’t attack you, or trapping them with Venti burst
  • Staggering enemies with electro-charged so they attack you less
  • Damage reduction from Beidou or Xingqiu burst
  • Taunts like Ganyu’s flower or Amber’s Baron Bunny

High defense is also a source of mitigation, though it doesn’t reduce your need for healing. The only high-def characters who want to stay on field are Noelle, who heals, and Itto, who takes a lot of hits while using his charged attacks.

Elemental burst invulnerability (iframes)

Characters cannot take damage while casting their elemental burst. If you use a burst just before an enemy unleashes a strong attack, this will negate the damage from that attack. Flexible-rotation teams tend to be better at exploiting this, because they can more easily time their burst usage instead of needing to use it on schedule.

Interrupt resistance

Interrupt resistance prevents the enemy from knocking you back when they hit you. The most reliable source of interrupt resistance is a shield, which will prevent all knockback. Freezing the enemy is another great source. Some characters, like Raiden and Itto, get a large amount of interrupt resistance during their burst.

Interrupt resistance is most valuable on characters who want to do bow aimed shots, like Ganyu. It’s also quite useful on catalyst charged attackers like Klee or Ningguang, and on characters who want to do uninterrupted normal attack strings like Yoimiya.

Smaller sources of interrupt resistance, like Xingqiu’s burst, are useful to keep you in place even when hit, but won’t prevent charged attacks from being interrupted. They’re great for melee normal attackers like Diluc.

Adapting your team to the enemies

When building a team, you need to consider the context in which you’ll be using that team. Most often, this means a specific abyss floor or chamber. You don’t need to use the same team through all three chambers of an abyss floor. You can 3-star the first chamber, abandon the run, then build a new team for the second chamber. You’ll still need to get that team through the first chamber, but you have plenty of time to do so because your 3 stars are locked in.

Elemental resistance

Many enemies resist, or are weak to, certain elements. See this table for a list. You can get away with running a physical-damage team against 30% physical resist enemies, but you’ll struggle against 70% physical resistance. Resistance reduction (e.g. superconduct, Viridescent Venerer) helps a lot against enemies with high resistance.

Light (small) enemies

Grouping abilities – Venti, Kazuha, and to a lesser extent Sucrose – are extremely strong against light enemies. They let you bring the enemies to one place and hit all of them with your area of effect abilities.

Overload and other knockback effects can be weak against light enemies, because you need to chase after them. You can mitigate this with a ranged overloader (Yanfei, Yoimiya) or by knocking enemies into a wall. Sometimes knockback can be helpful in disrupting enemy attacks. Freezing the enemy prevents them from being knocked back.

Evasive enemies

If enemies like cicin mages are running away from you, freezing them is the best way to keep them in place. Suction abilities like Venti and Kazuha also help.

Dispersed enemies

The best way to deal with enemies that stay in place and remain separated is to group them up, especially with Venti. If they can’t be pulled (e.g. specters), you can either use abilities with a large area of effect (e.g. Ganyu’s burst) or defeat them one at a time with single-target damage. Ranged damage dealers like Yoimiya reduce the amount of time you spend running between enemies.

Abilities that require enemies to stay in a particular area, such as Rosaria’s burst, tend to be weak against dispersed enemies.

Heavy (large) enemies

Venti loses a lot of value against heavy enemies, who can’t be pulled into his burst and might walk out of the area of effect. Kazuha is still good despite being unable to pull them.

Combos that deal a lot of damage over time to an enemy that stays in one place, such as Xiangling + Rosaria, often work well against large enemies.

Large enemies usually can’t be knocked back, so you can use overload and knockback abilities without needing to chase after enemies.

Bosses

Bosses can’t be frozen, so don’t run freeze or freeze-melt teams against them. Most boss fights are against only one enemy, so you want to focus on single-target damage.

Aggressive enemies

Some floors, such as triple Kenki or hydro mimic swarms, can very quickly kill your characters. You can solve this with additional healing or shielding. You can also run a flexible-rotation team that uses a lot of elemental bursts, and time those bursts so that the burst invulnerability periods negate powerful enemy attacks.

Elemental shields

Elemental shields don’t care about the damage of abilities used against them, only the elemental gauge strength. In other words, to break a cryo shield, frequent pyro attacks are better than powerful pyro attacks.

You more or less need to have a character capable of breaking any elemental shield you’re fighting against, unless you’re overwhelmingly stronger than the enemy. You can avoid Fatui shields by killing or freezing them before they have a chance to shield up.

Anemo and Geo can break any elemental shield, but only very slowly. Swirled elements are very fast at breaking shields, though this can be difficult to pull off.

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Worked Example: Building a Rosaria Melt team

The first thing to decide on is an objective for your team. Let’s say that your goal is to do a lot of damage by triggering melt with Rosaria’s elemental burst.

Reactions

If you want to melt Rosaria’s burst, you’ll need a source of pyro aura.

On-field pyro aura

Diluc, Hu Tao, Klee, Yanfei, and Yoimiya can all apply pyro quickly and consistently while they’re on field. Of those, all but Diluc want a long, uninterrupted block of field time. This prevents Rosaria from using her elemental skill, which means Rosaria will do less damage and have more energy problems.

Off-field pyro aura

Xiangling can apply a consistent pyro aura while off field. Thoma, Xinyan, and Kazuha + Bennett can all apply some pyro. However, the cryo application from Rosaria’s E will likely interfere with the reaction and break the team.

Best Choices

The contenders for pyro aura source are Diluc, Klee and Xiangling.

Diluc

  • Wants substantial field time
  • 12s burst cooldown doesn’t line up with Rosaria’s 15s
  • Works well on a flexible-rotation team where his teammates have low field time requirements

Klee

  • Wants substantial uninterrupted field time
  • Applies a lot of pyro, able to support more than one cryo
  • 15s burst cooldown lines up with Rosaria’s
  • Prevents Rosaria from using E off cooldown
  • Works well on a fixed-rotation team that can funnel a lot of energy to Rosaria, and with teammates that have low field time requirements

Xiangling

  • Doesn’t need field time
  • Applies a lot of pyro, able to support more than one cryo
  • 20s burst cooldown doesn’t line up with Rosaria’s
  • Allows Rosaria to use E freely
  • Needs a lot of pyro energy
  • Works well on a flexible-rotation team that can provide pyro energy

Energy

Rosaria has three ways of meeting her ER needs:

  • Use E off cooldown, and build a fair bit of ER
  • Use E off cooldown, and have another cryo on the team
  • Use E once per rotation, build a fair bit of ER, and have a dedicated battery

If option 2 is chosen, the cryo options are:

  • Chongyun, who also allows Rosaria to melt her charged attacks if she remains on field
  • Diona, who also provides heals and shields
  • Ganyu, who can do a lot of damage but might interfere with Rosaria’s melts
  • Kaeya, who like Rosaria wants to E every 6s and Q every 15s. Might interfere with Rosaria’s melts.
  • Shenhe, who doesn’t provide that much energy, but who works particularly well if there’s a third cryo on the team

Buffs

We’d like to buff Rosaria’s burst so it does even more damage. The best options are:

  • Bennett: Very good buff, provides pyro energy for the pyro source, heals
  • Jean: Can use Viridescent Venerer to reduce cryo resistance and heal
  • Kazuha/Sucrose/Venti: Can use Viridescent Venerer to reduce cryo resistance and provide other buffs
  • Shenhe: Can buff cryo damage and provide cryo energy

Survivability

We need a way to stay alive. The best options are:

  • Bennett: Also provides pyro energy for the pyro source and heals
  • Diona: Also provides cryo energy for Rosaria
  • Jean: Can also hold VV
  • Zhongli: Provides interrupt resistance and resistance reduction

Team Options

Diluc – Rosaria – ??? – ??? PIC

Start by putting Bennett on the team, because Diluc wants Benett’s energy and buffs. Diluc’s combo of Q-N1-E-N1-E-N1-E takes 6.6s, and he wants to use it every 12s, so that’s 55% of your field time. Bennett wants at least 2 Es and a Q every 15s, that’s 2.6s or 17% of your field time. Rosaria wants 2 Es and a Q every 15s, that’s 3.4s or 23% of your field time. That’s 95% already, even before accounting for slack. Not enough time to fit a 4th member in. Maybe we can do a 15s fixed rotation, and lose some value from Diluc. Now we’ve got up to 2.4s in our rotation, or maybe 1 second after slack. We might have to extend our rotation out to 16 or 17 seconds and lose even more value.

Putting Kaeya or Ganyu in the team will steal melts from Rosaria, given that Diluc has a short pyro application window and you’re relying on Bennett Es outside of that. Diona’s healing is redundant with Bennett’s. Shenhe can fit a 15s rotation window if she uses her hold E and bursts every second rotation. She also gives Rosaria some cryo energy. She’s not getting a lot of value from her skill, though. We might just need to build ER on Rosaria so she can meet her own energy needs.

We can use an anemo character to swirl both pyro and cryo, and shred it with VV. We don’t need the healing from Jean. Kazuha takes too much field time. Venti lifts enemies out of Diluc’s reach. Let’s go with Sucrose, she doesn’t need much field time.

Our best contender for a Diluc team is Diluc – Rosaria – Bennett – Sucrose.

Klee – Rosaria – ??? – ??? PIC

Because Klee only gives Rosaria time for one E, Rosaria’s only reasonable option for energy is Sacrificial Bow Diona. Diona’s shield also prevents Klee from getting knocked out of her charged attacks.

Klee’s taking 11.7s of field time during her burst, Rosaria’s taking 2.3s for EQ, and Diona’s taking 0.8-1.6s depending on whether she bursts. That’s a total of 14.8-15.6s without slack, so this team also can’t fit into a 15s rotation. We could either extend the rotation or cut off the end of Klee’s burst.

Klee’s going to have energy problems as the only pyro in the team. Bennett’s the only reasonable source of pyro particles, but we’ve already got a healer in Diona. We could just use Klee’s burst every second rotation; this also eases the pressure on field time.

Klee probably puts out enough pyro to support Kaeya or Ganyu as well as Rosaria. Both of these have ICD meaning they’ll only melt ⅓ of their damage, but they also contribute cryo energy. Neither of them will be able to use their E off cooldown, though.

We could run an anemo for VV shred, as Diona’s double hold E can reliably give us a cryo aura. Venti works exceptionally well at grouping enemies up for Klee and Rosaria to hit them in AoE. Rosaria and Klee can both hit in Venti’s burst, so that’s not a problem. Venti can also help with Klee’s energy problems. If we’re fighting heavy enemies, we can replace Venti with Sucrose.

Shenhe can fit a 15s rotation window if she uses her hold E and bursts every second rotation. She also gives Rosaria some cryo energy. With two cryo teammates, Shenhe can get decent value out of her skill.

Our best contenders for a Klee team are Klee – Rosaria – Diona – Venti against light enemies, and Klee – Rosaria – Diona – Shenhe against heavy enemies.

Xiangling – Rosaria – ??? – ??? PIC

Xiangling needs a lot of pyro energy. Bennett’s the obvious choice to fix this problem, especially in a flexible-rotation team that can spend time batterying Xiangling with Bennett. If Bennett’s not available, maybe you could use Thoma instead, but that would be substantially weaker.

Xiangling wants to use E every 12s and Q every 20s, for a total of 17% of your field time. Rosaria wants to use E every 6s and Q every 15s, for a total of 26% of your field time. Bennett wants to use E every 5s and Q every 15s, for a total of 23% of your field time. To have Xiangling catch the particles, add another 10% or so. This leaves 24% remaining, minus slack time. Not enough for an on-field attacker, but enough for an off-field that wants to switch in a lot.

Rosaria would like to have another cryo on the team so she doesn’t need to build ER. Every cryo option has ICD preventing them from getting full melt value, but that ICD also stops them from applying too much cryo and breaking the team. Ayaka’s burst works best against frozen enemies, so she won’t be great here. Ganyu or Kaeya are both reasonable choices. Ganyu might sometimes steal melts from Rosaria, but if Xiangling melts, that’s good too. With Bennett to provide energy and buff, Xiangling’s personal damage output will be significant. Kaeya’s capable of providing a lot of energy for Rosaria, but deals less damage than Ganyu. Ganyu’s probably stronger overall, but Kaeya’s perfectly good if Ganyu is unavailable.

Shenhe’s not getting much value from her skill with only one cryo teammate, so I wouldn’t recommend her.

This team will have some difficulty getting a cryo aura for an anemo character to swirl, because there’s a lot of pyro application and the flexible rotation means you have a hard time controlling auras.

Any electro or hydro character would interfere with your reactions. You could run Albedo, Yun Jin, or Zhongli, but they wouldn’t add much value.

Our best contender for a Xiangling team is Xiangling – Rosaria – Bennett – Kaeya/Ganyu

Conclusion

PIC

Overall, the Xiangling – Rosaria – Bennett – Kaeya team fits together really well without awkward compromises. It’s the team I’d recommend in general.

However, this team does have a significant weakness. It wants enemies to be grouped together in Rosaria’s burst, but doesn’t have any way to keep them there. Against some enemies (e.g. Ruin Guards) this won’t be in issue, against other enemies it will. You could put Kazuha in the team to solve the problem (Venti would lift enemies out of Xiangling’s burst), but you’re not getting full value from Kazuha because you can’t reliably swirl cryo.

Against light, dispersed enemies I’d recommend the Klee – Rosaria – Diona – Venti team. Venti is absurdly strong in this scenario, so you want him in your team.

Against heavy, dispersed enemies there’s no way to make Rosaria work well, so you’ll have to either build a different team or accept some loss of value.

Of course, what teams you can build depend on what characters you have, and what characters are needed for your other team. You might have to make compromises because of that. Weapons also influence your choice – if your only good polearm is The Catch, you’re more willing to build teams with Rosaria as the only cryo.

Appendix A: Characters

LOTS OF PICS

Edit Report
Pub: 29 Jun 2022 02:03 UTC
Edit: 29 Jun 2022 08:30 UTC
Views: 233