Disclaimer
The information you can find in this article come from the Creator Experience server and as such are subject to change - so while you can check out Anaxa's kit details a bit early, please keep that in mind. A full guide for Anaxa will be released as usual once the patch introducing him goes live.
Event
Introduction

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)
Anaxa's Skills
Pain, Brews Truth
Single Target
Energy gain: 20
Break: 10
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.
Fractal, Exiles Fallacy
Bounce
Energy gain: 6
Break: 10
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.
Sprouting Life Sculpts Earth
AoE | 140 energy cost
Energy gain: 5
Break: 20
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.
Tetrad Wisdom Reigns Thrice
Impair
Energy gain: 0
Break: -
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.
Prism of the Pupil
Impair
Energy gain: 0
Break: -
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
Roaming Signifier
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%.
Qualitative Shift
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



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







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%
Increases Wind DMG by 10%.
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%
Increases DMG dealt to enemies with debuff by 12%.
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%
Increases Quantum DMG by 10%.
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%
Increases CRIT Rate by 8%.
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%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
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:
- [DMG% against Debuffed +12%]Pioneer Diver of Dead Waters
- [Wind DMG +10%]Eagle of Twilight Line
- [ATK +12%]Prisoner in Deep Confinement
- [ATK +12%]Musketeer of Wild Wheat
- [ATK +12%]Hero of Triumphant Song
- [SPD +6%]Sacerdos' Relived Ordeal
- [SPD +6%]Messenger Traversing Hackerspace
Recommended Planetary Sets
101.62%
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%
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
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
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
Relic Set
Increases CRIT Rate by 8%.
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
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




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
- 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.
- 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.
- 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
- The Herta - The Herta currently stands at the top of the meta, but requires another Erudition character alongside her - Anaxa is the best character for this role. His Skill can hit all enemies and launches twice every turn, which combined with his AoE Ultimate, generates an absurd amount of Energy for The Herta while also fulfilling her Erudition teammate requirements, providing a 50% teamwide DMG boost, bringing respectable damage to the table, and best of all, implanting all 7 weaknesses on all enemies.
- Tribbie - Anaxa's primarily playstle is acting as a sub-dps in double damage teams, and for that reason Tribbie's team wide RES PEN and DMG Taken% buffs are a potent choice, allowing him to benefit when compared to single target buffers where he would miss out. Another reason Tribbie is fantastic alongside Anaxa is that her RES PEN allows him and his teams to better take advantage of his brute forcing capabilities granted by his weakness implants. Tribbie plus Anaxa make going against non-weak enemies truly quite viable.
- Robin - When Tribbie is otherwise unavailable, Robin can also be a strong choice alongside Anaxa when played in double damage teams thanks to her team wide advancement, great buffs and the fact he can trigger her concerto damage far more frequently than most characters due to performing 2 attacks per action instead of one.
- Sunday - When playing Anaxa as a Hypercarry, Sunday is one of the most powerful partners for him in the usual 135/134 setup, allowing him to rain down an ocean of bullets upon his enemies by performing 4 almost back to back actions and an ultimate all at once. In addition to Sunday's usual action advancement shenanigans, Anaxa very much appreciates his damage amplification buffs as well.
Teams
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!
