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Introduction

Anaxa
Anaxa's Profile

Anaxa is a 5★ character from the Wind element who follows the Path of Erudition. The Grove of Epiphany, where knowledge flourishes and philosophers are born. Yet here stands Anaxagoras the blasphemer, the Chrysos Heir who challenges the Coreflame of Reason: Would you truly embrace infamy and defy prophecy, driving the thorns of doubt into the Sacred Tree of wisdom?

Anaxa's Quote

"My name is Anaxagoras, one of the Seven Sages of the Grove of Epiphany, founder of the Nousporists. Now, don't make me repeat the following again. Rule number one: Do not call me Anaxa. Rule number two: Never interrupt me — silence is golden. Remember that."

Anaxa's Intro

Anaxagoras, the man bold enough to face countless people and say 'No, you are all wrong, actually'. Thankfully, compared to other 3.x characters like Castorice, his kit is much easier to understand and dissect. He's a phenomenal universal DPS whose prowess with Weakness Implant is both coveted and envied (if you know, you know), being able to casually implant every Weakness in the game onto everything on the field and deal even more damage as a result.

Anaxa is a remarkable Erudition character with an emphasis on Weakness Implant, allowing him to be played not only as a Main DPS but also as a Sub DPS. He deals increased DMG to targets with extra Weakness Types and provides additional bonuses to himself and the team based on the number of Erudition units in the team. He is extremely flexible as a character, being able to be used in almost any team due to his ability to mass implant weaknesses onto enemies, extremely good Energy economy, and high personal damage output. After some initial ramp-up, he can even be played SP neutral or positive at the cost of some damage, making him a fantastic pairing for even SP inefficient DPS.

Kit

First, let's go over Anaxa's kit - so stats, skills, major traces and minor traces - and explain how they work.

Anaxa's Stats (level 80)
HP
970
DEF
558
ATK
757
Speed
97
Anaxa's Skills
Basic ATK

Pain, Brews Truth

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Wind DMG equal to #1[i]% of Anaxa's ATK to one designated enemy.

A pretty normal Basic Attack that deals damage to a single target. Still, thanks to Anaxa's passive, it will implant a random Weakness on the hit enemy.

Skill

Fractal, Exiles Fallacy

Bounce

Lv. 1

Energy gain: 6

Break: 10

Deals Wind DMG equal to #1[i]% of Anaxa's ATK to one designated enemy and additionally deals #2[i] instance(s) of DMG. Each instance of DMG deals Wind DMG equal to #1[i]% of Anaxa's ATK to one random enemy, prioritizing Bouncing to enemy targets that have not been hit by this instance of Skill. When used, for each attackable enemy on the field, this Skill has its DMG dealt increased by #3[i]%.

Anaxa's Skill will deal up to 70% ATK to a single enemy, and then 4 additional single hits to a random enemy. This is a Bounce skill, so it will function the same way as Asta's and Sampo's Skills, only here, instead of it being completely random, Anaxa's Skill Bounce will prioritise Bouncing to enemies that have not yet been hit by this instance of his Skill.

The total damage it can deal is 350% ATK spread across all the enemies, making it quite potent in single-target scenarios. It may look underwhelming in AoE at only 70% per enemy, but the Skill actually has an additional effect that grants a 20% DMG bonus for every enemy on the field; this means the single-target damage is slightly higher than advertised, and that the AoE damage against 5 targets has a 100% DMG bonus, making this Skill effective against any number of enemies.

Ultimate

Sprouting Life Sculpts Earth

AoE | 140 energy cost

Lv. 1

Energy gain: 5

Break: 20

Inflicts the "Sublimation" state on all enemies, then deals Wind DMG equal to #1[i]% of Anaxa's ATK to all enemies. In the "Sublimation" state, the targets will be simultaneously inflicted with Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary Weaknesses, lasting until the start of the targets' turn. If the targets do not have Control RES, they are unable to take action in the "Sublimation" state.

The Ultimate is also extremely funny. Anaxa will inflict the Sublimation state onto all enemies and deals up to 160% ATK to them as well. During the Sublimation state, the enemies will be simultaneously inflicted with... Let me just check my notes... Yeah, every single Weakness Type currently in the game. That's Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary.

This Sublimation state only lasts until the start of the targets' next turn, but if they don't have Control RES, they will also be unable to act in the Sublimation state. I'd say to make sure to make it count, but even with an Energy cost of 140, Anaxa gets so much Energy back that you'll probably get another shot sooner than you expect.

Talent

Tetrad Wisdom Reigns Thrice

Impair

Lv. 1

Energy gain: 0

Break: -

Each time Anaxa lands 1 hit on enemy targets, inflicts 1 Weakness of a random Type to the targets, lasting for #2[i] turn(s), with priority to the Weakness Type that the target doesn't already possess. While Anaxa is on the field, inflicts the "Qualitative Disclosure" state on enemy targets that have at least #3[i] different Types of Weaknesses. Anaxa deals #1[i]% increased DMG to targets afflicted with the "Qualitative Disclosure" state. In addition, after using Basic ATK or Skill on them, unleashes 1 additional instance of Skill on the targets. This additional Skill does not consume any Skill Points and cannot trigger this effect again. If the target has been defeated before the additional Skill is used, it will be cast on one random enemy instead.

Anaxa's Talent will inflict 1 random Weakness Type onto enemies for every 1 hit he lands, prioritising Weaknesses that the enemy doesn't already have. Now, the reason for the Bounce Skill becomes apparent. Using his Skill against 5 enemies will Implant a random Weakness into every single foe, and rather amusingly, using it against a single enemy will most likely max out the available Weaknesses, making them vulnerable to every Element.

Additionally, if an enemy has at least 5 different Weakness Types while Anaxa is still on the field, Anaxa will automatically inflict them with the Qualitative Disclosure state. Anaxa will deal up to 30% increased DMG to enemies in this state, and when using either a Basic ATK or Skill against such an enemy, he will also automatically use an additional instance of his Skill on the target. This auto Skill usage is completely free, but it does not reactivate this effect.

This means that for simply doing what he was already doing anyway, Anaxa gets to double-up on his Skill uses without expending any extra SP. This extra Skill usage functions exactly the same way as his regular Skill, meaning that even if you hit the only enemy with Qualitative Disclosure, the extra Skill will still Bounce in the same way to all the other foes. Oh, and yes, this extra Skill does also regenerate the exact same amount of Energy, meaning you can be getting as much as 60 Energy every single turn.

Do note, however, that Implanting a Weakness is not quite the same as having that Weakness inherently; you do not gain the natural DMG bonus that you would otherwise have, and any existing resistances are not magically thrown aside, so if you're thinking of bringing Himeko to fight Blaze out of Space, you'll be reducing the Toughness now, sure, but you'll still need to contend with the massive Fire RES that enemy naturally has.

Technique

Prism of the Pupil

Impair

Energy gain: 0

Break: -

After using Technique, inflicts the Terrified state on enemies in a set area. Terrified enemies will flee in a direction away from Anaxa for #1[i] second(s). When allies enter battle via actively attacking a Terrified enemy, it will always be considered as entering battle via attacking a Weakness. After entering battle, Anaxa applies 1 Weakness of the attacker's Type to every enemy target, lasting for #2[i] turn(s).

The Technique will Terrify enemies, forcing them to flee away from Anaxa, but most importantly, when entering battle against a Terrified enemy, Anaxa will implant a Weakness matching the attackers type to all enemies (in the first wave).

Anaxa's Major Traces
A2Major trace

Roaming Signifier

When using Basic ATK, additionally regenerates 10 Energy. At the start of the turn, if there are no enemy targets in the "Qualitative Disclosure" state, immediately regenerates 30 Energy.
A4Major trace

Imperative Hiatus

Based on the number of "Erudition" characters in the team, one of the following effects will be triggered in the current battle:

1 character: Increases Anaxa's CRIT DMG by 140%.

At least 2 characters: Increases DMG dealt by all allies by 50%.

A6Major trace

Qualitative Shift

For every 1 different Weakness Type an enemy target has, the DMG that Anaxa deals to that target ignores 4% of their DEF. Up to a max of 7 Weakness Types can be taken into account for this effect.

Her Bonus Abilities are extremely useful and here's what they do:

  • A2 will regenerate an additional 10 Energy whenever he uses his Basic ATK. This means that there is no Energy penalty for choosing to be SP positive with Anaxa, and especially when factoring in his free follow-up Skill from his Talent, Anaxa is now able to regenerate 60 Energy consistently, regardless of if he used a Skill Point or not.
    • Additionally, if there are no enemies with Qualitative Disclosure on the field, Anaxa will automatically regenerate 30 Energy at the start of his turn. This effect coupled with the last means that Anaxa is guaranteed to always be getting 60 Energy on every turn, no matter what, making his Energy economy exceptionally good.
  • A4 will provide bonuses based on the number of Erudition characters in the team. If there is 1 Erudition character (himself alone), Anaxa will increase his own CRIT DMG by a whopping 140%. With this he becomes very serviceable as a main DPS with this Trace active.
    • However, when there are at least 2 Erudition characters in the team, Anaxa will instead increase the DMG dealt by all allies by 50%. This is a permanent and very potent buff, and since Anaxa himself also benefits from this, this boosts Anaxa’s value as a sub-DPS for other Erudition main DPS's significantly. Note, you can only have either the first or second buff active at one time, not both.
  • A6 is a fun one. For every 1 different Weakness Type on an enemy, Anaxa gets to ignore 4% of their DEF when dealing damage. At the cap of 7 Weaknesses, Anaxa gets to permanently ignore 28% of the enemy's DEF when hitting them, which is a staggeringly powerful bonus to have on a character by default.
Anaxa's Minor Traces
CRIT Rate
CRIT Rate
+12%
HP
HP
+10%
Wind DMG
Wind DMG
+22.4%

Eidolons

Now let's check Anaxa's Eidolons and how they improve his performance.

Anaxa's Eidolons
E1

Magician, Isolated by Stars

Eidolon 1

After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets' DEF by 16%, lasting for 2 turn(s).

E2

Soul, True to History

Eidolon 2

When enemy targets enter the battlefield, triggers 1 instance of the Talent's Weakness Implant effect, and reduces their All-Type RES by 20%.

E4

Blaze, Plunged to Canyon

Eidolon 4

When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).

E6

Everything Is in Everything

Eidolon 6

The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace "Imperative Hiatus" will be triggered directly and will no longer depend on the number of "Erudition" characters in the team.

Eidolons reviewed:
  • E1 offers a 16% DEF Reduction when using his Skill, and an extra Skill Point once per battle. The 16% DEF Reduction is a minor boost without additional sources of DEF Reduction, but it gets stronger when stacking it (such as for Anaxa himself with 28% DEF Ignore through his Traces).
  • E2 reduces all enemies' All-Types RES by 20%, and triggers the Talent's Weakness Implant when they enter battle. The extra Weakness Implant paired with his Technique can Implant 2 additional Weakness Types at the start of battle to immediately put enemies under "Qualitive Disclosure" to trigger the extra Skill from his Talent, and the All-Type RES is a simple and permanent ~20% DMG boost for all of his teams, making it a strong Eidolon to pick up although not cheap.
  • E4 provides him with 60% ATK. Not worth investing into unless it’s for Eidolon 6.
  • E6 provides a final 130% multiplier to all of his DMG (it's a straight up a true 30% damage multiplier that isn't diluted by other stats), and allows him to activate both the 140% self CRIT DMG and 50% team-wide DMG boost from the Trace. Altogether a massive increase to his DMG.

Relics and Light Cones

Recommended Main and Substats
Body
CRIT Rate
CRIT Rate
>
CRIT DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
>
Wind DMG
Wind DMG
Link Rope
ATK
ATK%
>=
Energy Regen
Energy Regen Rate
Substats:

SPD (Until Desired Breakpoint) > CRIT RATE > CRIT DMG > ATK%

Recommended Endgame Stats (while buffed in combat)
  • ATK: 2600-3000+
  • HP: 2800+
  • DEF: 1100+
  • CRIT Rate: 90-100%
  • CRIT DMG: 100-120%+ (Before Trace)
  • SPD: 134+

More info about the stats:

  • CRIT RATE & CRIT DMG: When played as a hypercarry, Anaxa gains 140% CRIT DMG for free - alternatively when played with his best double damage team (alongside The Herta) he gains 80%. This means no matter how he's played in most cases (unless you're using an unorthodox team) he has CRIT DMG mostly covered without much investment. This makes CRIT RATE (and in some cases even ATK%) far more desirable stats for him.
  • Energy Regen: Anaxa generates 125/140 energy with 2 actions, leaving him 15 short of executing 2-turn ultimates consistently. To gain the last bit of energy Anaxa must either rely on getting hit in combat, his teammates, or using gear or a Light Cone, in order to make up the difference. Settling for a 3-action ultimate in unlucky cases can also be acceptable, but may impact the performance of some team compositions noticeably.
Recommended Relic Sets

103.77%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

In most many cases Anaxa has access to his ultimate every 2 actions, making this set an incredibly efficient way of allowing him to gain additional actions for more damage, but also greater supportive benefit for his team (The Herta can gain more energy).

100.54%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

Anaxa applies multiple debuffs with every single action while also scaling predominantly through CRIT and is able to apply 3 debuffs to enemies instantly all by himself. As a result this set is strong on him and always fully active.

100.02%

(2)

Increases Quantum DMG by 10%.

(4)

When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.

Anaxa can implant Quantum Weakness on enemies himself enabling the 20% DEF ignore at all times which becomes even more potent when combined with his Bonus Ability, Signature Light Cone, Eidolon 1 and other sources of DEF SHRED.

100%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

A solid, generic and easily farmable option for Anaxa, thanks to its passive CRIT RATE and high DMG multipliers to his main abilities. Not his best but not bad either.

95.71%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Flex

If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:

  • Pioneer Diver of Dead Waters
    Pioneer Diver of Dead Waters
    [DMG% against Debuffed +12%]
  • Eagle of Twilight Line
    Eagle of Twilight Line
    [Wind DMG +10%]
  • Prisoner in Deep Confinement
    Prisoner in Deep Confinement
    [ATK +12%]
  • Musketeer of Wild Wheat
    Musketeer of Wild Wheat
    [ATK +12%]
  • Hero of Triumphant Song
    Hero of Triumphant Song
    [ATK +12%]
  • Sacerdos' Relived Ordeal
    Sacerdos' Relived Ordeal
    [SPD +6%]
  • Messenger Traversing Hackerspace
    Messenger Traversing Hackerspace
    [SPD +6%]
Recommended Planetary Sets

101.62%

(2)

Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.

Anaxa is very often paired with another Erudition character, because of that this set has no downside whilest also having a large amount of CRIT RATE, one of his best stats. Note when playing Anaxa Hyper Carry (without another Erudition) this does NOT work.

100%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

A great and generic option for Anaxa that boosts his damage output.

Recommended Light Cones

116.92%

When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 60/70/80/90/100%.

When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 12/15/18/21/24%, lasting for 2 turn(s). The same types of effects cannot stack.

Source: Event Warp (limited)

Anaxa's Signature and best in slot option for personal damage and team support. Provides the Energy he's missing in order to perform 2-turn Ultimate rotations consistently, a large amount of DMG%, and applies a 12% DEF Reduction to enemies amplifying his and his teams damage significantly.

115.12%

Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses their Ultimate, increases DMG dealt by the wearer's Skill and Ultimate by 60/70/80/90/100%, lasting for 3 turn(s). After the wearer uses their Ultimate, if this Ultimate consumed 140 or more Energy, recovers 1 Skill Point.

Source: Event Warp (limited)

The Herta's Signature Light Cone and surprisingly potent choice for Anaxa granting him a solid amount of CRIT RATE, a massive increase to his Skill and Ultimate DMG and an extra 1 SP refund every Ultimate. Even so, not his best option and likely already in use by one of his best team mates and the owner of this Cone, The Herta.

100%

Increases the wearer's ATK by 8/10/12/14/16%. For every different Weakness Type an enemy target has, increases the DMG dealt by the wearer by 4/5/6/7/8%, up to a max of 7 Weakness Types.

Source: Mission Reward

Great F2P option for Anaxa, increasing his DMG dealt based on the amount of Weakness Types on the target something his ultimate applies all 7 of immediately (although temporary) and the rest of his kit can achieve over time. Depending on the amount of enemies and how frequently fresh ones spawn this Cone can take a while to ramp up though. Calculated with 6 Vulnerabilities on enemies on average - will perform worse with less.

99.57%

After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.

Source: Nameless Glory

A strong, generic and consistent DMG option, providing a permanent 56% DMG boost. If you already have this Cone maxed out, it's a solid choice.

98.68%

Increases the wearer's CRIT DMG by 36/42/48/54/60%. Increases the wearer's Skill and Ultimate DMG by 18/21/24/27/30%. After the wearer uses their Skill or Ultimate, they gain Somnus Corpus. Upon triggering a follow-up attack, Somnus Corpus will be consumed and the follow-up attack DMG increases by 48/56/64/72/80%.

Source: Event Warp (limited)

Jing Yuan's signature is a passable option for Anaxa if it's all you have and/or don't want to level up another Erudition Cone for him.

Signature vs Eidolons

Disclaimers:
  • When playing Anaxa with an ATK based amplifier like Robin his E4's value becomes significantly diminished due to dilution.
  • We calculated Anaxa DPS output using his signature Light Cone (Life Should Be Cast to Flames S1) and (The Great Cosmic Enterprise S5). If you want to check how other Light Cones perform on him, check the Light Cone section (or the early access guide),
  • Also, considering tha Anaxa can be played as Main DPS and Sub-DPS, we have prepared two sets of calculations: one where he is spamming his Skill (which makes him SP negative) and another one where he weaves in some Basic Attacks (and thus becoming SP Neutral).
  • The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1, 3 and 5 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 550 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.

Sub-DPS Anaxa

Main-DPS Anaxa

Anaxa [1 target]
Life Should Be Cast to Flames
1 623 086 dmg321%
The Great Cosmic Enterprise
1 385 368 dmg274%
Life Should Be Cast to Flames
1 081 048 dmg214%
The Great Cosmic Enterprise
917 868 dmg181%
Life Should Be Cast to Flames
994 995 dmg197%
The Great Cosmic Enterprise
843 416 dmg167%
Life Should Be Cast to Flames
798 360 dmg158%
The Great Cosmic Enterprise
687 128 dmg136%
Life Should Be Cast to Flames
783 665 dmg155%
The Great Cosmic Enterprise
675 424 dmg133%
Life Should Be Cast to Flames
653 054 dmg129%
The Great Cosmic Enterprise
562 854 dmg111%
Life Should Be Cast to Flames
581 953 dmg115%
The Great Cosmic Enterprise
506 199 dmg100%
Anaxa [3 targets]
Life Should Be Cast to Flames
2 162 100 dmg324%
The Great Cosmic Enterprise
1 809 219 dmg271%
Life Should Be Cast to Flames
1 449 446 dmg217%
The Great Cosmic Enterprise
1 208 054 dmg181%
Life Should Be Cast to Flames
1 351 957 dmg203%
The Great Cosmic Enterprise
1 123 544 dmg169%
Life Should Be Cast to Flames
1 084 778 dmg163%
The Great Cosmic Enterprise
915 348 dmg137%
Life Should Be Cast to Flames
1 051 038 dmg158%
The Great Cosmic Enterprise
889 284 dmg133%
Life Should Be Cast to Flames
875 865 dmg131%
The Great Cosmic Enterprise
741 070 dmg111%
Life Should Be Cast to Flames
780 504 dmg117%
The Great Cosmic Enterprise
666 477 dmg100%
Anaxa [5 targets]
Life Should Be Cast to Flames
2 701 114 dmg327%
The Great Cosmic Enterprise
2 233 069 dmg270%
Life Should Be Cast to Flames
1 817 843 dmg220%
The Great Cosmic Enterprise
1 498 241 dmg181%
Life Should Be Cast to Flames
1 708 919 dmg207%
The Great Cosmic Enterprise
1 403 673 dmg170%
Life Should Be Cast to Flames
1 371 195 dmg166%
The Great Cosmic Enterprise
1 143 567 dmg138%
Life Should Be Cast to Flames
1 318 410 dmg159%
The Great Cosmic Enterprise
1 103 144 dmg133%
Life Should Be Cast to Flames
1 098 675 dmg133%
The Great Cosmic Enterprise
919 287 dmg111%
Life Should Be Cast to Flames
979 056 dmg118%
The Great Cosmic Enterprise
826 755 dmg100%
Relic Set

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Planetary Sets

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

Relic Stats
Body
CRIT Rate
CRIT Rate
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

CRIT Rate (36.8%), CRIT DMG (64.3%), Speed (13.8)


What is more important - the Signature or Eidolons?

Are you wondering whether you should pull for Anaxa Eidolons or his Light Cone? Then this section is for you!

Anaxa S1 > Anaxa E1 > Anaxa E2

  1. Anaxa S1 offers a similar DEF Reduction effect to his E1, with a slightly lower value at 12%. The main benefit of this Light Cone though, is the additional Energy to guarantee 2-turn Ultimates with ATK Rope, on top of the massive DMG boost, while also being a cheaper option than the Eidolon, making it a great pickup for those wanting to further invest into Anaxa. Anaxa without his Signature Light Cone does not generate enough Energy for 2-turn Ultimates, either requiring heavy rng or an Energy Rope which comes at a great cost of losing a significant portion of his personal DMG.
  2. Anaxa E1 offers a 16% DEF Reduction when using his Skill, and an extra Skill Point once per battle. The 16% DEF Reduction alone for other allies, is a minor boost without additional sources of DEF Reduction, and only gets stronger when stacking it, such as for Anaxa himself with 28% DEF Ignore through his Traces.
  3. Anaxa E2 reduces all enemies' All-Types RES by 20%, and triggers the Talent's Weakness Implant when they enter battle. The extra Weakness Implant paired with his Technique can Implant 2 additional Weakness Types at the start of battle to immediately put enemies under "Qualitive Disclosure" to trigger the extra Skill from his Talent, and the All-Type RES is a simple and permanent ~20% DMG boost for all of his teams, making it a strong Eidolon to pick up although not cheap.

Synergy

Teams

The Herta (Premium)

Lingsha
Huohuo
Aventurine
Sustain

The Herta (F2P)

Hypercarry (Premium)

Hypercarry (F2P)

What's Next?

That's the end of the early impressions article for Anaxa and we hope you did enjoy it! As we mentioned in the introduction section, full Anaxa guide will be released and placed on his profile once he's properly available in the game and then he will be also added to our tier list.

Till then!

Anaxa