Arlecchino is a Pyro Polearm user who specializes in the on-field damage role through the unique mechanic of Bond of Life and dealing damage through her Normal Attacks. She provides competitive damage with a unique resource. The Dire Balemoon is an easy choice for those who enjoy risk-for-reward gameplay or are just women in suits enjoyers.
Father's kit is filled with risks and rewards. At the cost of not being healed, she gains more damage through the Bond of Life. However, don't undersell her survivability as her Elemental Burst allows her to heal a large chunk of her health pool at the end of rotations along with an Ascension passive that reduces incoming damage based on her Attack stat.
Arlecchino excels at single-target content through the use of her Normal Attacks. She also is very strong in AoE content through gaining Bond of Life easily in multi-target along with enlarged Normal Attack hitboxes when under the Pyro Infusion state.
We hope you are loyal to the house of the hearth and enjoy the glistening Crimson Moon.
To understand Arlecchino's kit, a distinction between Bond of Life and the way Arlecchino interacts with it needs to be made.
Bond of Life (BoL) is a mechanic introduced in 4.0. When a Bond of Life is applied to your character, it will create a "healing-absorption bar" based on a percentage of your active character's Max HP and it will only clear until you "heal" the equivalent of this percentage of your active character's Max HP. During this effect, you won't be able to heal your character until the effect is cleared, as all healing will be redirected to the Bond of Life.
Arlecchino's kit is heavily weaved around Bonds of Life, but not as they're initially intended to use. To Arlecchino, a Bond of Life can be interpreted as a resource bar, instead of a healing-absorption bar. This resource bar can provide a Pyro damage infusion to her Normal and Charged Attacks, extra damage to her Normal Attacks, and healing based on how much Bond of Life percentage she has. The details of this will be explained in the following segments.
Normal Attack
Arlecchino performs up to 6 attacks.
Charge attack:
Consumes 25 stamina to perform, if held down, Arlecchino will engage in high-speed movement for 5 seconds draining stamina.
Masque of the Red Death:
When Arlecchino has at least 30% Bond of Life, her Normal, Charged, and Plunge attacks will deal Pyro damage, which can't be overridden.
Arlecchino's Normal Attacks will deal increased damage based on her current Bond of Life. Each Normal Attack hit will also reduce her Bond of Life by 7.5% and lower her Elemental Skill cooldown by 0.8s.
Elemental Skill
Balemoon Bloodfire:
Arlecchino moves forward and hits all enemies around her, applying a Blood-Debt Directive to every enemy hit. Her skill cooldown is 30s.
Blood Debt Directive:
This is a mark applied to enemies from Arlecchino's Skill, which lasts 30s. Hitting a marked enemy with Arlecchino's Charged Attack or Burst will remove this mark, "collecting their debt", and give Arlecchino a Bond of Life. At base, Arlecchino will gain 65% Bond of Life when clearing the mark. The maximum bond that she can get within 35s of using her Skill is 145%. If you use her Skill again, this cap is reset. Marked enemies will also take a little damage once every 5 seconds while marked, up to 2 times.
Elemental Burst
Arlecchino's Burst deals decent damage to all enemies around her, collects Blood-Debt from marked enemies hit, and then heals her based on her current Bond of Life and her attack. Using her burst will also reset her Elemental Skill cooldown.
The healing from Arlecchino's burst will clear all of her Bond of Life, and then heal her for 50% of the Bond cleared plus 150% of her Attack. The Bond gained from hitting marked enemies will be counted towards the healing, so using the Skill right before her Burst can increase how much healing she receives.
Ascension 1 Passive
After 5 seconds, Blood-Debt Directive marks will level up to become Blood-Debt Due. When collected, Blood-Debt Due marks will give Arlecchino a 130% Bond of Life, up from the base 65%. She is still limited to the 145% cap from 1 use of her Skill.
If a marked enemy dies before Arlecchino can collect their debt herself, she will be given a 130% Bond of Life.
Ascension 4 Passive
Arlecchino gains elemental and physical resistance based on her current attack. She gets 1% resistance for every 100 attack over 1000 she has, up to a maximum of 20% resistance at 3000 attack.
Utility Passive
While in combat, Arlecchino gets 40% Pyro Damage Bonus and cannot receive healing from any source other than her Elemental Burst. She can be healed normally from any source of healing while not in combat. Arlecchino can be revived with food, or from Barbara or Qiqi's C6s even while in combat.
Constellation 1
Masque of the Red Death receives a buff, the extra damage to Arlecchino Normal Attacks applied by this passive will be increase by an extra 100%.
While on Masque of the Red Death state, Arlecchino Normal Attacks will gain interruption resistance. Poise Bros RISE!
✾ This is a 25-29% damage increase.
Constellation 2
All Blood Debt-Directives will be converted to Blood Debt-Due immediately after application.
When Arlecchino absorbs a Blood Debt-Due, a Balemoon Bloodfire skill will be summoned, dealing 900% of her ATK as Pyro Damage. This effect has a 10s cooldown.
Arlecchino's elemental and physical resistance is further increased by 20%
✾ This is a 10-17% damage increase and a 35-46% damage increase from C0 to C2.
Constellation 3
Increases the talent level of your Normal Attacks by 3 levels. This is the recommended stopping point if you want to invest in some constellations but not all of them.
✾ This is a 20-23% damage increase and a 55-59% damage increase from C0 to C3.
Constellation 4
Absorbing a Blood-Debt Directive will reduce Arlecchino's Burst cooldown by 2s and 15 Energy will be restored. This effect has a 10s cooldown.
✾ The damage increase of this constellation is dependent on both Energy Recharge requirements reduced per team archetype and the rotation you use.
Constellation 5
Increases the talent level of your Elemental Burst by 3 levels.
✾ This is a 0-2% damage increase. This value might change depending on the notes added in her C4.
Constellation 6
Arlecchino's Burst damage is increased by her ATK multiplied with 700% of her current Bond of Life percentage.
After using Arlecchino's Skill, her Burst and Normal Attacks will receive a 10% CRIT Rate and a 70% CRIT DMG buff. This effect lasts for 20s and can be activated each 15s.
✾ This is a 50-60% damage increase and a 105-109% damage increase from C0 to C6
Some characters can function in multiple team archetypes due to their flexibility.
Bennett:
If you are comfortable without a sustain unit and want to focus on Arlecchino's personal damage, Bennett is your best choice for this team. He is the best Attack buffer in the game, so naturally he's a great teammate for Arlecchino. Even though he cannot heal Arlecchino in combat, his massive Attack steroid is an amazing boost to Arlecchino's damage. Bennett is highly recommended for every Arlecchino team he can be fit into.
Lan Yan:
A very strong option for Arlecchino, both offensively and defensively. Lan Yan offers a strong shield which is very comfortable for Arlecchino, as well as resistance shred through the Viridescent Veneer artifact set. She can also hold Thrilling Tales of Dragon Slayers which offers a massive attack buff to Arlecchino every other rotation. For Arlecchino teams, her burst is not necessary but can offer some grouping if needed.
Zhongli:
Zhongli's shield is very valuable to Arlecchino, allowing her to execute her on field combos without being interrupted and keeping her alive. The resistance shred also slightly alleviates missing out on the shred from Viridescent Venerer, or another off-field DPS character, however in every team except double geo, Lan Yan is an outright upgrade to Zhongli.
Thoma:
A DPS loss compared to Zhongli and Lan Yan, but still a comfortable choice for helping to keep Arlecchino alive. His shield stacks when the active character uses Normal Attacks, making him very synergistic with Arlecchino's playstyle. At C6, Thoma offers a 15% buff to Normal, Charged, and Plunging Attacks. It is worth noting that Thoma is burst reliant and has extremely high ER requirements prior to C4, but these costs may be lowered depending on the teams used.
Dehya:
Dehya fills a similar role to Lan Yan, Thoma, and Zhongli, with some differences. Dehya provides interruption resistance and damage reduction as opposed to a shield, offered through her Skill. As such, she is a good holder of the Tenacity of the Milileth artifact set. Prior to C2, her uptime is rather suboptimal (12 seconds with a 20 second cooldown) and she may feel awkward to squeeze into rotations. Zhongli is typically a more optimal choice. Any 821K enjoyers in chat?
Kazuha:
Kazuha can shred Pyro (and Hydro) resistance of enemies and gives Damage % buffs the the whole team. His grouping utility can also be very valuable to enemies susceptible to it, allowing Arlecchino to fully utilize the AoE of her infused normal attacks. If needed, Kazuha's burst can be used to apply a reaction element (Hydro or Cryo) as well.
Xilonen:
An extremely potent buffer who provides similar utility to Kazuha by offering resistance shred to all PHEC (Pyro/Hydro/Electro/Cryo) damage and elemental damage bonus for Geo + any element she crystalizes while in her Nightsoul state via the Scroll of the Heroes of Cinder City artifact set. She also offers healing, but this is typically not relevant in Arlecchino teams. She is typically interchangeable with Kazuha, lacking his grouping but offering longer uptime on buffs. When using Xilonen, make sure that you have at least two PHEC on the team.
Teams of this kind may be referred to as "Overload", however, teams designed around Chevreuse are focused on the talent damage of Electro and Pyro characters rather than the overload damage itself. The requirement for these teams are simple: include only Electro and Pyro party members.
Chevreuse:
A integral member for teams of this archetype. Chevreuse has multiple passives and constellations that enable her to be a powerful buffer to Electro and Pyro DPSs. When party members trigger an Overload reaction, her A1 passive shreds Pyro and Electro resistance by 40%, which is equivalent to the resistance shred provided by the Viridescent Verener artifact set. Additionally, her A4 passive provides Attack % to Pyro and Electro teammates based on her max HP, up to 40% Attack. This bonus Attack requires Chevreuse to use her hold Skill after an Overload reaction has been triggered. At C6 Chevreuse becomes an extremely potent buffer by providing teamwide healing that enables Pyro and Electro Damage % buffs, up to 60%. Despite Arlecchino's inability to be healed by teammates, Chevreuse's buff does work with her.
Bennett:
Bennett is less necessary in Chevreuse teams due to the Attack % increase provided by Chevreuse, but his strong Attack buff is still valuable. With Bennett, Arlecchino's personal damage will increase at the cost of comfort and/or team damage from Electro off-field DPSs.
Thoma:
Thoma is a good option to provide comfort to Arlecchino in Chevreuse teams, as Zhongli is not able to be used. With Chevreuse and Arlecchino functioning as batteries, Thoma's ER requirements can go down substantially. Prior to C6, provides no buff to the team.
Dehya:
A decent sustain option for Chevreuse teams but will result in team DPS loss. Running Dehya on a full support build is optimal for this team as she will not be providing any personal damage. EMBRACE THE 821K CLUB!
Fischl:
The classic go-to Electro off-field DPS. Fischl has strong single target Electro Damage from her Skill, Oz. Due to a long cooldown on her Skill, her Burst is required for full uptime but her field time is very low. Fischl also functions as a universal battery.
Yae Miko:
Another viable off-field DPS. Yae functions very similar to Fischl, but requires more field time and does not battery. Her Burst has strong damage but is not necessary.
Beidou:
In this team, Beidou is an Electro off-field DPS who also provides defensive utility through a shield. It is not an especially strong shield but it does provide interruption resistance. At C2, Beidou's Burst can jump between multiple targets, making her a very strong option in AoE content. Beidou is completely Burst reliant and has a high cost Burst, she is almost always run with Fischl to lower her energy requirements.
Team Examples:
Vape teams are a staple for all Pyro DPS characters, and Arlecchino is no exception. Being a Normal Attack focused character allows her to make great use of Xingqiu or Yelan to enable some of her Normal Attacks to Vape. Arlecchino has standard ICD on her Normal Attacks, so she does not Vape each Normal Attack. However that does not stop Vape teams from being able to deal very potent damage.
Xingqiu:
His combination of strong Hydro application, good damage, and defensive utility are all very useful for Arlecchino. Players that are confident can rely solely on Xingqiu's damage reduction and interruption resistance to enable more offensive teammates like Kazuha or Bennett in place of using a shielder.
Yelan:
What she lacks in defensive utility she can make up for with offensive utility through her passive Adapt With Ease. Most players will want to play a shielder like Zhongli in teams that use Yelan for Arlecchino's survivability, but for those Dark Souls fans who want a real challenge, she can still be played without one. She can also be paired with Xingqiu for extra Off-Field Hydro damage and more Hydro particles for the team. Besides, we stan elder women out here
Bennett:
To play Bennett in vape teams, you will need to give up either a shield or an Anemo character. That tradeoff to get Bennett's Attack buff can still be very worthwhile.
Kazuha:
Double Swirl setups in Vape teams can be a bit tricky to execute, but the return is very strong.
Xilonen:
Xilonen's resistance shred is reliant on teammate elements instead of reactions, so she will be able to shred resistance more reliably than Kazuha, but double crystalize for multiple elemental damage bonuses will be difficult to achieve.
Sucrose:
Another alternative to Kazuha who can still shred resistance, group enemies and give a team buff. Sucrose gives a team EM buff instead of Damage %, which is also incredibly valuable for a Vape team. Sucrose's double Swirl setups are a bit easier to execute than Kazuha's in single target.
Lan Yan:
The premiere defensive option for Arlecchino in Vaporize teams as she is able to provide a shield as well as buff Arlecchino. In Vaporize, Lan Yan's cons can be very significant. Her c1 makes it significantly easier to double swirl and her c4 provides 60 elemental mastery to the team. At c4, her buffing is only slightly worse than Sucrose's with the added benefit of defensive utility.
Team Examples:
Melt teams are Arlecchino's current ceiling teams due to the high melt multiplier. Citlali is highly recommended for these teams, but it is possible to run them without her. There are two types of melt teams Arlecchino can be in: solo and double cryo. Solo Cryo melt teams involve more advanced techniques, specifically charge attack canceling and stopping mid normal attack string to ensure the enemies have a Cryo aura. More information on the rotation requirements for using Arlecchino in Solo Cryo can be found here. Double Cryo teams are a bit simpler to use, but come at the cost of an additional team slot that could have been used by another buffer, such as Kazuha, Xilonen, or Sucrose.
Citlali:
Citlali is the perfect teammate for Arlecchino. Not only does she offer consistent cryo application that follows the on field character and a shield, she is the perfect holder for Scroll of the Cinder City artifact set, enabling her to provide 40% Cryo and Pyro damage bonus. She also shreds Pyro resistance (and Hydro if relevant), albeit to a less degree than Xilonen and Kazuha. A highly recommended option if you are interested in running melt. She should typically be ran last before Arlecchino to ensure that the enemies have a Cryo aura; this rotation also makes her a suitable holder for the Thrilling Tales of Dragon Slayer catalyst.
Rosaria:
A decent option to run alongside Citlali in double Cryo, but not recommended as solo Cryo. Rosaria offers okay personal damage and a CRIT Rate buff in addition to her Cryo application. In order to use her as a second Cryo, her C2 is required as it significantly increases her application uptime. One downside to using Rosaria is that her Cryo application is another case of circle impact.
Kaeya:
Kaeya can be used as a solo Cryo at C6 and in double Cryo at C2+ (although his C6 is still highly recommended for double Cryo). His personal damage is similar to Rosaria and has the benefit of following Arlecchino, but he offers no buffs to her or the team.
Bennett:
Using Bennett in melt teams typically requires specific rotations to allow for a Cryo aura on enemies, but it is well worth it due to his attack buff. As is the case with vape teams, you will need to give up either a shielder or an Anemo character to run Bennett.
Kazuha:
In melt teams, Kazuha is able to offer his usual elemental damage bonus, resistance shred, and grouping. He can also effectively function as a "second Cryo" if you are able to absorb Cryo with his burst. The downside to using him in this way is that it comes at the cost of substantially reducing the uptime on his buffs for Arlecchino, as well as being difficult to execute due to Cryo being the lowest on the elemental absorption priority.
Sucrose:
Sucrose offers the same resistance shred as Kazuha and her elemental mastery buff is especially valuable in melt teams due to the high melt multiplier, making her a competitive option in these teams. Cryo absorption with her burst for additional application is possible but like Kazuha, reduces her buff uptime significantly and can be difficult to execute.
Xilonen:
Xilonen provides resistance shred to both the Pyro and Cryo characters, but is less beneficial in teams with Citlali than she would be in other teams. Scroll of the Heroes of Cinder City cannot stack and is typically recommended for Citlali to use over Xilonen. This reduces her value slightly, although she can still hold other artifact sets such as Instructor and Archaic Petra and has slightly longer buff uptime than Kazuha and Sucrose.
Team Examples:
All of these team archetypes involve focusing on raw Pyro (and Geo, if using a Geo sub DPS) damage without any reactions. Hyper focuses is enhancing Arlecchino's personal damage as much as possible while Mono Pyro involves the inclusion of Xiangling for more team damage. In Mono Pyro, the last spot may be filled by Kazuha, Xilonen, or Zhongli, depending on your level of comfort. In both of these team archetypes, Dehya and Thoma are also potential options but will be a DPS loss compared to Zhongli.
Double Geo teams involve using two Geo characters, typically Zhongli and an off-field DPS, to enable Geo resonance. Geo resonance has multiple attributes but the primary benefit is providing the on-field character with 15% increased damage when protected by a shield. With Zhongli and the shield strength buff also provided by Geo resonance, this should have 100% uptime.
Xiangling:
Liyue's finest chef herself, who we may never be free of. Xiangling does a majority of her damage through her Burst with some additional damage offered through her Skill as well. Xiangling typically has very high energy requirements, however, with Bennett and Arlecchino functioning as batteries, this may allow for lower amounts of ER. I hope you like fishing little bro
Kazuha:
The premiere Anemo option for mono teams, as the Elemental Mastery buff provided Sucrose is unnecessary in these teams and his Damage % buff is very valuable. A high damage option, but may result in loss of comfort if selected over Zhongli.
Zhongli:
A strong defensive option in hyper and Mono Pyro that has small buffing capabilities. Highly recommended for double Geo teams due to his strong shield that allows for full uptime of Geo resonance buffs, as well as providing resistance shred.
Xilonen
Another strong option for non reaction teams. Double Geo will be the only team archetype where Zhongli is competitive with her. Her resistance shred and elemental damage bonus will benefit both Arlecchino and the Geo sub DPS, however she does not offer a shield and thus does not enable Geo resonance as consistently. Additionally, she does not have a Geo construct, which results in less DPS from Chiori (her resistance shred and elemental damage bonus will help compensate for this fortunately).
Kachina:
An outright downgrade to Xilonen, but still an okay option for double Geo teams. Kachina can hold Scroll of the Hero of Cinder City like Xilonen, allowing her to also offer the elemental damage bonus. Kachina does not offer much beyond that as her personal damage is rather low without her C6. She does however have a Geo construct in her kit, which helps with Chiori's damage.
Chiori:
The premiere choice for a double Geo off-field DPS. Chiori has strong personal damage that increases substantially upon the creation of a Geo construct. Zhongli's skill, both hold and tap, creates a "Stone Steele" that fulfills this requirement. Fortunately, the Geo construct does not have to remain on-field for Chiori's damage to be sustained. In addition to her very strong personal damage, Chiori is also a character with very short field time due to her swap mechanic. When using Chiori in a team, positions of teammates is important (pay attention to team order). While Chiori's Burst is beneficial, a large majority of her damage does come from her Elemental Skill.
Team Examples:
Given the nature of Arlecchino's kit, there's an inherent debate that will always take place, and that is, how to make her effective considering that she cannot be healed? Well, there's multiple answers to this but at the end of the day, this will be always a preference of each single player, regardless, we'll expand on this if you're still not sure on what to do about this.
Looking solely at her kit, Arlecchino has self-sustain options to keep herself alive. First you have her A4 passive, which gives her extra Damage Reduction, and on top of that, you have a Burst that usually will heal a good chunk of her health. This makes it possible to completely rely on her own tools to perform, but in that case, what is the type of team you should choose?
Players that would rather play Arlecchino without a shielder or a form of Damage Reduction will be able to reach a higher team DPS/DPR ceiling due to having a free team slot that could be filled by a strong buffer/off-field DPS unit. In return, players will have to be more careful about how the play and properly dodge attacks/use I-Frames and proper burst management. This could be considered a more "feast or famine" playstyle. Or just git gud m8
Players that would rather play Arlecchino with a shielder or a form of Damage reduction will have a more relaxed experience, as they can rely on shields/Damage Reduction to keep them alive instead of having to play on a knife's edge. This is at the cost of sacrificing a team slot dedicated to a defensive unit. These teams usually wont have as much DPS potential as shield-less teams but in return they will be far more comfortable to play. There are exceptions however. Citlali and Lan Yan are both shielders who also offer beneficial and strong buffing for Arlecchino.
In any case, both playstyles work and are a perfectly viable strategy to approach the game. In this situation there is no "correct" answer, as this will be based on each player account, playstyle preferences and of course, the most important thing is that you're having fun with the playstyle you choose!
Arlecchino's signature set, released with her debut banner. This is her best set to use in all teams.
The DPS difference over other artifact options is substantial enough to justify farming for a dedicated 4-piece set for Arlecchino.
✾ This is the baseline artifact set, all other sets will be compared to this one.
A worse alternative to Whimsy that can be used as a placeholder while farming for a 4 piece set, or if you do not intend to farm for Whimsy. Gladiator's is obtained over time from bosses, making it possible to have a set "for free". At equal stats 4 piece Gladiator's is 5%-10% worse than 4 piece Whimsy, depending on her teammates and weapon.
✾ Around 6%-8% worse than Whimsy.
2 Piece combos of ATK%, Normal/Charged Attack DMG%, Pyro DMG% or Elemental Mastery are also viable. Elemental Mastery is only viable in Vaporize teams. 2/2 Combos will be 10%-20% worse than 4 piece Whimsy.
✾ Around 12% worse than Whimsy.
Although Gilded Dreams is around 2% better than 2/2 Combos, this artifact set is only viable in Vape teams.
It's discouraged to farm for this artifact set specifically and it should be looked at as placeholder build until you get more practical sets.
✾ Around 8%-10% worse than Whimsy.
Arlecchino's Signature Weapon. BIS in almost every scenario, on top of that you get a drip buff due to the scythe form.
Grants 25% BoL after a Charge Attack, gives 12% DMG Bonus and an additional 24% DMG Bonus when the user has greater than 30% BoL.
✾ Around 23%-30% better than White Tassel R5 at R1.
Generally the 2nd best in slot weapon, and available through losing the weapon banner and the standard banner.
Grants additional ATK% with every hit, at max value the wearer gains 22.4% ATK% and 12% DMG Bonus at R1.
✾ Around 10% better than White Tassel R5 at R1.
A competitive option in Vape Teams while using an EM Sands. Not only is it a good Crit Rate stat stick but also Arle can use its multiple passives effectively.
The equipping character gains 52% of their EM as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 28% of their EM as bonus ATK. Max 3 stacks.
✾ Around 14% better than White Tassel R5 at R1 in Vape teams, comparable to PJWS in other team archetypes.
Another decent option if you happen to have a spare Homa. It'll be hard to keep good uptime of the full passive due to Arle's Burst self-heal but it's still a viable option.
HP increased by 20%. Additionally, provides an ATK Bonus based on 0.8% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1% of Max HP.
✾ Around 6%-9% better than White Tassel R5 at R1 without full passive.
This weapon's base Attack and buffs help it to stay competitive over 4-star weapon options, but you won't be able to take full advantage of it's passive due to Arle's damage being tailored for On-Field combat.
Gain 12% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 3.2% per second up to 19.2% (6s). When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled.
✾ Around 5%-6% better than White Tassel R5 at R1.
Battle Pass weapon. Although it wouldn't be recommended to buy a BP exclusively for this weapon, if you're a frequent BP buyer or you already have a Deatmatch on your account, this weapon is a decent option for Arlecchino in most team archetypes.
If there are at least 2 opponents nearby, ATK is increased by 16% and DEF is increased by 16%. If there are fewer than 2 opponents nearby, ATK is increased by 24%.
✾ Around 3%-5% better than White Tassel R5 at R1.
Vortex Vanquisher (VV) should only be considered a viable option in Shielded teams, otherwise this weapon is worse than White Tassel. Just use a White Tassel instead for the drip buff.
Increases Shield Strength by 20%. Scoring hits on opponents increases ATK by 4% for 8s up to 20%. While protected by a shield, this ATK increase effect is increased by 100%.
✾ Around 1%-3% better than White Tassel R5 at R1 with full passive (shielded).
An amazing F2P option. Generally recommended to run Bennett or an ATK buffer if using this weapon due to the low base ATK, but it's passive and Crit Rate make it the go-to F2P option.
Grants 48% Dmg bonus with Normal Attacks.
✾ This is the baseline weapon, all other weapons will be compared to WT R5.
Battle Pass weapon. BotF is a really constrictive weapon, making it only viable in Vape teams where you could take advantage of its passive. You shouldn't consider this weapon as an option unless you already have one in your account.
When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 120.
✾ Around 2% better than White Tassel R5 at R1 in Vape teams.
A free weapon from a past event. Missive Windspear performs a little bit worse than White Tassel in most teams but could serve as a temporary option should you have one already built in your inventory.
Within 10s after an Elemental Reaction is triggered, ATK is increased by 24% and Elemental Mastery is increased by 96.
✾ Around 2% worse than White Tassel R5 at R5.
It could serve as a temporary option for Vape teams, but the low base ATK of the weapon really harms its performance over other lance options.
Increases DMG against opponents affected by Hydro or Pyro by 36%.
✾ Around 2% worse than White Tassel R5 at R5 in Vape teams.
A Paimon's Bargains weapon. It's worse than all other weapons listed here, as it is virtually a 4-star stat stick since its passive is extremely unreliable. Your Masterless Starglitter is better saved for a 4-star character or extra pulls.
After defeating an enemy, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others.
✾ The drip is not worth it, don't let the voices tell you otherwise. Around 5-7% worse than White Tassel R5 at R1.
TC Writers: adamftk (Adam), strelixias (Rach), jaxonfiles (Jaxon), shjeauxwn (Sean), sapphicallie (Allie), oblivionomen (Omen), bojana44 (Boki)
Guide Designers: adamftk (Adam), strelixias (Rach), oblivionomen (Omen)
Special Thanks: Jinszly (Jinszly)