BrantBuild and Guide

Character
Introduction

Brant is a 5 rarity character from the
Fusion
Fusion element who uses the Sword type weapon.

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

Video guide

Brant has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review update

Patch 2.1

Last major build/calcs update

Patch 2.1

Last profile update*

March 23rd, 2025

*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.

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

Profile

Review

Build

Gameplay and teams

Calculations

Profile

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

Captain's Rhapsody

Basic Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Heavy Attack

Consume STA to attack the target, dealing Fusion DMG.

Heavy Attack - Rhapsodic Riff

Consume STA to attack the target, dealing Fusion DMG.

  • After performing Basic Attack Stage 2 or Stage 4, hold Normal Attack to perform Heavy Attack - Rhapsodic Riff.

  • After performing Mid-air Attack Stage 4, Press Normal Attack to perform Heavy Attack - Rhapsodic Riff.

Mid-air Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Press Normal Attack following Mid-air Attack Stage 1 or Stage 2 to swing to the target with Grapple. Brant will attack the target if he reaches them with the swing. Release while in action to flip backward after the attack hits; or hold Normal Attack to attack the target continuously and flip backward after the finishing move. Brant flips backward automatically after Mid-air Attack Stage 3. Press Normal Attack after each flip to perform the next stage of Mid-air Attack. Flip resets Mid-air Dodge attempts.

  • If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward, dealing Fusion DMG.

  • If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, he will drop down after a temporary suspension in mid-air.

Dodge Counter

Press Normal Attack right after a successful Dodge to attack the target, dealing Fusion DMG.

Lv. 1
Stage 1 DMG
25.42%
Stage 2 DMG
25.50% + 25.50%
Stage 3 DMG
11.10%*3 + 16.64%*2
Stage 4 DMG
14.10% + 11.28%*5
Heavy Attack DMG
99.37%
Heavy Attack - Rhapsodic Riff DMG
85.00%
Mid-air Attack Stage 1 DMG
61.80%
Mid-air Attack Stage 1: Charged Attack DMG
16.72% + 25.08% + 20.90%*6
Mid-air Attack Stage 1: Flip DMG
17.00% + 29.75%
Mid-air Attack Stage 1 Slash DMG
14.17%*3
Mid-air Attack Stage 2 DMG
42.72% + 42.72%
Mid-air Attack Stage 2: Charged Attack DMG
16.54%*6
Mid-air Attack Stage 2: Flip DMG
17.00% + 29.75%
Mid-air Attack Stage 3 DMG
14.17%*6
Mid-air Attack Stage 3: Flip DMG
17.00% + 29.75%
Mid-air Attack Stage 4 DMG
51.07% + 12.77%*3 + 38.31%
Dodge Counter DMG
19.13%*3 + 28.69%*2
Heavy Attack STA Cost
25
Heavy Attack - Rhapsodic Riff STA Cost
25
Mid-air Attack STA Cost
5
Mid-air Charged Attack STA Cost
15
Resonance Skill

Anchors Aweigh!

Brant launches himself into the air and blasts all targets in an area, dealing Fusion DMG. While in mid-air, if Bravo is not full, Resonance Skill Anchors Aweigh! is replaced with Plunging Attack.

Plunging Attack

Plunge at the target at the cost of STA, dealing Fusion DMG, which is considered Basic Attack DMG.

  • If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward. Afterward, Press Normal Attack to perform Plunging Attack.

  • If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, Press Normal Attack to perform Plunging Attack during the suspension.

Lv. 1
Skill DMG
100.77% + 67.18%
Plunging Attack DMG
52.70%
Plunging Attack STA Cost
30
Cooldown
4
Concerto Regen
10
Resonance Liberation

To the Horizon

Deal Fusion DMG to targets within the range and heal all nearby Resonators in the team before entering the Aflame state.

Can be cast in mid-air. Aflame

The efficiency of gaining Bravo is increased by 100% when Normal Attack or Resonance Skill Anchors Aweigh! hits the target. Meanwhile, Forte Circuit Theatrical Moment is replaced by "My" Moment.

"My" Moment

Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 20 points of ATK, up to 2600.

Lv. 1
Skill DMG
42.78%*4 + 171.12%
Healing
500 + 1.75*per 1% Energy Regen
Aflame Duration
12
Cooldown
24
Resonance Cost
175
Concerto Regen
20
Forte Circuit

Ocean Odyssey

Theatrical Moment

Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 12 points of ATK, up to 1560.

Waves of Acclaims

Heal all nearby Resonators in the team when Bravo reaches 25, 50, 75, and 100. Returned from Ashes

When Bravo is full, replace Resonance Skill Anchor Aweigh! with Returned from Ashes.

Consume all Bravo to perform Returned from Ashes, dealing Fusion DMG, considered Basic Attack DMG, and generate a shield. Casting this skill when in Aflame ends this state after Returned from Ashes ends. Bravo

Brant can hold up to 100 Bravo.

  • Obtain Bravo when Normal Attacks hit the target.

  • Obtain Bravo when Intro Skill hits the target.

  • Obtain Bravo when Resonance Skill hits the target.

Lv. 1
Returned from Ashes DMG
23.75%*2 + 47.50% + 95.00%*2 + 665.00%
Waves of Acclaims Healing
312 + 1.09*per 1% Energy Regen
Shield
2500 + 9*per 1% Energy Regen
Shield Duration
30
Returned from Ashes Concerto Regen
20
Inherent Skill

Voyager's Blaze

Healing provided by Waves of Acclaims is increased by 20%.

Inherent Skill

Trial by Fire and Tide

Brant's resistance to interruption is increased during Mid-air Attacks and gains 15% Fusion DMG Bonus.

Intro Skill

Applaud for Me!

Attack the target, dealing Fusion DMG, and gain Interlude Applause effect. Interlude Applause

The next Mid-air Attack begins at Stage 2. This effect ends when Brant lands early or is switched out.

Lv. 1
Skill DMG
102.00% + 25.50%
Concerto Regen
10
Outro Skill

The Course is Set!

Ampify the incoming Resonator's Fusion DMG by 20% and Resonance Skill DMG by 25% for 14s or until the Resonator is switched out.

Resonance Chain (Dupes)
S1

Sequence Node 1

Returned from Ashes temporarily causes nearby targets to stagnate while casting. The stagnation effect is removed when Brant is switched off the field.

After casting Intro Skill Applaud for Me! or each flip following Mid-air Attack, Brant's DMG dealt is increased by 20% for 5s, stacking up to 3 times.

S2

Sequence Node 2

Casting Mid-air Attack and Returned from Ashes increases Brant's Crit. Rate by 30%.

Brant's Outro Skill The Course is Set! gains a new enhancement:

  • When Resonance Skill cast by the incoming Resonator (or nearby Resonators who activate Brant's Outro Skill) hits a target within 20s after Brant's Outro Skill, Brant blasts the hit target, dealing Fusion DMG equal to 440% of Brant's ATK (considered Basic Attack DMG). This explosion can be triggered 1 time per second, up to 2 explosions in total.

  • This effect remains active when Brant is switched off the field.

S3

Sequence Node 3

The DMG Multiplier of Returned from Ashes is increased by 42%.

S4

Sequence Node 4

The Shield obtained from Returned from Ashes is increased by 20%. Casting Returned from Ashes restores HP for all nearby Resonators in the team (6.60 HP for every 1% Energy Regen).

S5

Sequence Node 5

Dealing Basic Attack DMG gives Brant 15% Basic Attack DMG Bonus for 10s.

S6

Sequence Node 6

Mid-air Attack's DMG Multiplier is increased by 30%. Casting Returned from Ashes causes a secondary blast, dealing Fusion DMG equal to 30% of the DMG dealt by Returned from Ashes, considered Basic Attack DMG.

Minor Fortes (Total)
CRIT Rate
CRIT Rate
+8%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
11675
Stat
ATK
375
Stat
DEF
1308
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Fusion DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Tidal Residuum
  • 12x MF Tidal Residuum
  • 12x HF Tidal Residuum
  • 4x FF Tidal Residuum
  • 46x Blazing Bone
  • 60x Golden Fleece
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Tidal Residuum
  • 28x MF Tidal Residuum
  • 40x HF Tidal Residuum
  • 57x FF Tidal Residuum
  • 25x Inert Metallic Drip
  • 28x Reactive Metallic Drip
  • 55x Polarized Metallic Drip
  • 67x Heterized Metallic Drip
  • 26x The Netherworld's Stare
  • 2 030 000 Shell Credits

While the source of the materials can be quickly found in the game, when it comes Golden Fleece you will have to gather them from the map. Check our Interactive map to find them quickly:

Voice Actors
ENG
-
JPN
-
CN
-
KR
-

Review

Pros & Cons
Pros

  • Offers a very nice Fusion DMG Amplify and Skill DMG Amplify allowing him to pair with a lot of DPS characters;

  • Able to be played as both a Solo DPS and a Dual DPS unit thanks to remarkable personal damage;

  • Almost all of his kit is executed in Mid-Air thereby allowing him to avoid most of the enemy's attacks for free;

  • Provides additional sustain to the whole team for free in the form of both healing and shielding;

  • Super straightforward to play for casual players — most of his rotation simply involves holding down Basic Attack.

Cons

  • His Signature weapon is key to unlocking his full potential. Without it, his dedicated Echo set (which improves his damage significantly) is incredibly difficult to fully utilize;

  • High stat/gear requirements, due to needing Energy Regen and Crit Stats — one of the hardest characters to build in the game;

  • Struggles in multiwave content like Whimpering Wastes due to almost all of his damage being concentrated in a single Forte skill;

  • Has low Interruption Resistance on some of his key attacks, which may require the use of Swap-Cancels or Perfect Dodges for protection on certain abilities.

Review

Brant is a 5-star Fusion Sword Hybrid character who’s defined by his ability to deal great personal damage while having the potential to buff another DPS character on the team thanks to his Outro skill. This enables more unique team archetypes where, instead of concentrating damage into a single character, multiple characters contribute to the total, aka a Dual DPS team. He additionally sports sustain abilities in the form of Heals and Shields, and most of his kit involves Mid-Air attacks. This makes him a great multi-purpose character who’s able to fill many roles in a single team slot whilst also being relatively safe in the air.

Like many other Wuthering Waves characters, Brant’s kit is centered around his Forte Circuit with the majority of his other abilities connecting to it in some way. His Forte is called “Bravo” and is considered full at 100 points after which he is able to cast the enhanced version of his Resonance Skill “Returned from Ashes” which deals tremendous damage and scales off Basic Attack DMG. “Returned from Ashes” makes up a significant portion of his overall damage and fills up his Concerto Energy by half, meaning building up to this Forte skill as fast as possible is a priority and should put you in a great position to trigger Brant’s Outro skill right after, assuming you fully exploit his kit. Additionally, it enables him to gradually heal the party every 25 points of “Bravo” and to gain flat ATK - both of these are dependent on his Energy Regen.

Brant’s Forte gauge is filled in 3 ways:

  • Via Basic Attacks;

  • Via Intro Skills;

  • Via regular Resonance Skills (mostly unused, not worth it).

His Basic Attacks are the most important method of all of these and are essential to his kit, due to Brant’s kit revolving around building his Forte Gauge to full as quickly as possible. However, his grounded Basic Attacks offer very little Forte Gauge gain; the massive Forte Gauge build-up is found in his Mid-Air Basic Attacks, which he’ll end up relying upon the most. His full chain of Basic Attacks, when paired with an Intro skill, are enough to fill his Forte Gauge. However, we can optimize it more by instead exploiting his Charged Attack and backflip mechanics. By holding down Basic Attack, Brant will perform backflips automatically for extra damage and causes the next attack in his Basic chain to be followed by a powerful Charged Attack that enables him to build up his Forte gauge quickly and efficiently. This makes Brant extremely straightforward to play as his playstyle pretty much amounts to holding down Basic Attack until his Forte is full. However, before we get to do that, a few key abilities need to be performed, namely:

Brant’s Intro skill, on top of doing minor damage, has two additional effects: one being generating a quarter of his Forte Gauge and the second enables him to start his Mid-Air attack sequence from stage 2 instead of 1. These specifics make using his Intro skill necessary to his optimized rotations — due to the extra Forte gain.

Brant’s Ultimate also does significantly more than just minor AoE damage: it heals the whole party based on his Energy Regen, significantly increases the flat ATK boost gained from his Forte Circuit when performing his enhanced skill Returned to Ashes and lastly, it instantly puts him into Mid-Air and doubles his Forte Gauge generation from any source other than Intro skills.

Therefore, his gameplay amounts to Brant casting his Intro, immediately following up with his Ultimate and then simply following up by holding down Basic Attack until his Forte Gauge is full. At this point he can cast his enhanced skill and is ready to Swap-Out after it’s performed. These actions make full use of his kit in a simplistic yet ingenious way.

At its core, we’ve already established that Brant’s gameplay is fundamentally simple. However, don’t be fooled by the simplicity of it as his Forte skill hits stupidly hard and is able to deal a huge portion of the team’s damage by itself. In fact, it hits hard enough to be able to completely justify him in a traditional Hypercarry team where Brant’s doing the overwhelming majority of the team’s total damage. Granted, this doesn’t make full use of his kit as his Outro is very valuable, however it remains a totally valid teambuilding choice.

Despite having healing and shielding, Brant doesn’t fill the role of a generalist Healer like Shorekeeper or Verina, however, running him in addition to one makes things even more comfortable thanks to the extra Sustain available.

In contrast his other supportive capability his Outro is far more useful as the combo of Resonance Skill and Fusion DMG amplification is not only very appreciated on a number of characters like Changli and Chixia, but can also extend to general Fusion DMG dealers like Encore and general Skill DMG dealers like Carlotta or even Jinhsi (however those are harder to exploit as they require extensive Quick-Swap knowledge).

Before getting too excited about building Brant, there is one thing that must be highlighted and it’s the main challenge with his kit — his massive Energy Regen requirements. Grant gains a significant amount of Flat ATK for each % of Energy Regen he possesses over 150% up to a cap of 280% (including the 100% Base Energy Regen). This makes Energy Regen one of his best offensive stats to have, not to mention the fact it’s required in order to access his Ultimate every rotation. To make it even worse, Brant’s Signature Echo Set, a set which is a substantial damage gain for him over alternatives, also requires an absurd 250% total Energy Regen (including the 100% Base Energy Regen).

All this means that Energy Regen is a stat he can’t avoid. He needs it on his Echo Main Stats, Sub Stats, and if you have any intention of getting close to maxing out his Passive bonuses or using his Signature Echo Set, his Weapon as well. Fortunately as long as you have enough Energy to gain his Ultimate every Rotation (200% including Base should be enough) all you’ll be losing out on is damage, as you can sub out his Signature Echo Set with 5P Molten Rift at the cost of only needing to press his skill once before doing his full rotation. Getting as much Energy Regen as possible is always a goal of Brant’s but doing so at the cost of other high value offensive stats like CRIT isn’t always worth it even if it means using a lower power set for a while.

Based on the above, it should be clear Brant has higher Echo requirements than most, especially if you intend to avoid using an Energy Regen weapon, although that shouldn’t stop you from building him as he packs quite the punch when fully geared up. Fortunately or unfortunately, based on who you ask, Brant has a quick fix to his gearing woes, his Signature Weapon Unflickering Valor. This weapon is totally tailored towards him and offers him a substantial amount of Energy Regen he needs, while providing the Basic Attack DMG bonus he needs to hit even harder with his Forte skill, and even a minor amount of CRIT Rate for his CRIT requirements to be slightly reduced. This weapon not only makes him incredibly easy to build on Tidebreaking Courage — it makes him reach a different level of viability when he’s built properly.

The substantial amount of Energy Regen it gives is enough for you to run a Fusion DMG bonus 3 cost Echo instead of 2 Energy Regen 3 cost Echoes; this makes his damage potential skyrocket as DMG bonus is one of his best stats to invest into — something that his weapon leans into even more. Remember that his base ATK is low compared to other DPS units, so ATK% isn’t too profitable and the flat ATK gains from his Forte/Ultimate hold a lot more meaning in comparison due to this. If it was only up to us, we’d suggest pulling Brant with his Signature Weapon if you really want to play him, and otherwise not pulling Brant at all; however, if you like the character and don’t have the resources required to pull his Signature Weapon, by all means pull him and have fun.

To summarize, Brant ends up as a character who has a lot of potential, can work in multiple team archetypes, can fill many roles on a team efficiently, and yet has a ton of his potential locked behind extra gear that costs a LOT of Astrites. And if his Signature Weapon alone wasn’t enough, he even scales off his first 3 early Sequences really well. He will still work at a baseline S0 level with Emerald of Genesis on Molten Rift; however, a ton of his potential is locked behind his extra upgrades. With that being said, his Mid-Air playstyle is enjoyable and when Brant does get to work, he works brilliantly. While he isn’t top tier by any means, he remains a strong contender to add that little bit of extra damage you might need to clear the endgame of Wuthering Waves.

Ratings

Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

T1

Tower of Adversity

T1

Whimpering Wastes

Video guides

Build

Best Weapons

Brant calculations are based on his hybrid role playstyle in the team. If you're playing him as hypercarry, the difference between the Signature and other weapons isn't as big due to way lower ER requirements needed for that role.

Special Weapons

The following weapons require high levels of Energy Regen gear and the Tidebreaking Courage set in order to perform at their listed values. Without both of these, their performance drop significantly, making other options better in comparison.

138.11%

Stats at Level 90: ATK: 415 | Energy Reg.: 77%

Brant's signature and by far best weapon. The massive Energy Regen, Basic ATK DMG and small CRIT Rate boosts the weapon offers are all Brant's top stats, allowing him to sport the Tidebreaking Courage set comfortably, even with a Fusion DMG Bonus Echo if you build his Energy Regen well. However, this sword isn't good on anyone else — only pull it if you have Brant, and if you do pull it, know you'll only use it on him.

98.62%

Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%

Overture is one of the only weapons Brant can use to reasonably satisfy Tidebreaking Courages requirements. With that said it's still not trivial, requiring many Energy Regen sub stats and double Energy Regen 3 cost echoes. If you can pull all of that off though, the solid damage boost from the Sword's huge Energy Regen stat combined with the boost from the Tidebreaker set over other options, makes this weapon a competitive choice. Unfortunately, the Concerto from this weapon serves no purpose as Brants rotations are based around his Forte gauge and not concerto or energy. Performs significantly worse without hitting the 250% energy threshold to use Tidebreaking Courage set.

87.88%

Stats at Level 90: ATK: 300 | Energy Reg.: 32.3%

Similar to Overture, this sword can be used to satisfy Tidebreaking Courages 250% energy requirement but is much much harder to achieve due to its lower energy stat. This sword is a worse version of Overture in every way and requires absurdly good Energy Regen gear to make viable but if you have nothing else and good gear you can make it can be a valid option. Performs significantly worse without hitting the 250% energy threshold to use Tidebreaking Courage set.
Default Weapons

105.80%

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

Camellya's signature weapon is usable by all Basic Attack focused Sword wielding characters, but clearly designed with her in mind due to a lot of its power locked behind spending Concerto mid-rotation - something only Camellya can do. Offers a decent amount of ATK%, CRIT RATE% and Basic Attack DMG for all characters but a huge Basic Attack DMG bonus after spending Concerto. A reasonably good option for Brant given most of his damage is Basic ATK focused, but not quite as strong as it might seem at first glance due to it having no Energy Regen - one of Brant's best stats.

100%

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

The combination of Energy Regen, CRIT Rate and solid Base ATK make this weapon a stand out choice for Brant, Its small ATK% boost it is also reasonably easy to work into his rotations. A top weapon option for Brant but one that doesn't allow him to use his best Echo set Tidebreaking Courage at S1 without other sources of Energy Regen.

95.05%

Stats at Level 90: ATK: 387 | ATK: 36.4%

Sword option for Heavy and Basic ATK users with an easy to trigger passive - with the only downside being its 10 second time limit. For characters that use their Skill multiple times per rotation, this downside is a non-issue but for Main DPS characters who take up a lot of field time and don't use their skill often this sword can lose value. Brant can easily keep this swords bonus active throughout his rotation, making it a very strong 4* choice, but its lack of Energy Regen can allow other options to pull ahead of it under specific circumstances.

81.88%

Stats at Level 90: ATK: 412 | ATK: 30.3%

Exceptional all-around generic Sword gaining its bonus close to unconditionally as most Resonators almost always aim to make use of their Intro skill and very few characters spend more than 15 seconds on field during their duration.

79.97%

Stats at Level 90: ATK: 462 | ATK: 18.2%

Often inferior to Commando of Conviction for DPS, this sword is still a great F2P 4* option for characters who need the energy boost. Realistically however, only consider this option over Commando of Conviction if you have energy problems on your character.
Best Echo Sets

Best Echo Sets show the best sets that support the main character playstyle and work out of the box while the Special Echo Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

Best Echo Sets

1

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

Offers a 10% unconditional Fusion DMG% boost and an additional 30% Fusion DMG% after using a Resonance Skill for a grand total of 40% additional Fusion damage. Not all of Brant's rotations include the use of his Resonance Skill - by using this set you'll have to ensure the one you go for does.

Also, this set is not Brants best option but simply his most accessible and universally useful. If your Brant is able to reach 250% Energy Regen, Tidebreaking Courage is better or if you prefer your Brant be more supportive Moonlit Clouds could pull ahead.

Below you can find Main Echo options that you should be using with the set:

  • Sentry Construct
    Nightmare: Inferno Rider
    - Offers an unconditional 12% Fusion DMG and 12% Resonance Skill DMG boost when placed in the Main Echo slot, making it a solid choice for Fusion focused resonators who emphasize Resonance Skill damage and are looking to use the 5P Molten Rift set bonus.
Special Echo Sets

2 Set: Energy Regen +10%.

5 Set: Increase the Resonator's ATK by 15%. Reaching 250% Energy Regen increases all Attribute DMG by 30% for the Resonator.

Offers a 10% unconditional Energy Regen% boost and 15% increased ATK% bonus. Also grants 30% generic DMG% to the wearer so long as they're total Energy Regen (including base 100%) is at or above 250%. This requirement is hard to achieve, making unlocking the full potential of this set a challenge requiring specific weapons, characters or very good echoes.

Brant's best option for amplifying his personal damage by a considerable margin, but only if the 250% Energy Regen bonus can be activated. Stacking Energy Regen to high amounts is already something Brant wants to achieve, making this set particularly good and synergistic with his kit. Top choice for those who can make it work.

Below you can find Main Echo options that you should be using with the set:

  • Sentry Construct
    Dragon of Dirge
    - Offers an unconditional 12% Fusion DMG and 12% Basic Attack DMG boost when active in a resonator's Main Echo Slot, making it a solid choice for Fusion resonators who emphasize Basic Attack damage and are looking to use the 5P Tidebreaking Courage Eclipse set bonus.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

Offers a 10% unconditional Energy Regen% boost taking some pressure off your gear when aiming at ER breakpoints. Also upon using Outro, grants the next character switching in a 22.5% ATK boost, amplifying any of your main damage dealers burst windows.

Brant does considerable personal damage but also fulfills the role of a hybrid, thanks to his healing and Outro amplification. Because of this, Brant can choose to sacrifice some of his personal damage and opt to equip the Moonlit Clouds set to better support his team. Depending on who Brant is supporting, and his level of investment this may not always result in an overall team damage gain.

Below you can find Main Echo options that you should be using with the set:

  • Echo Image
    Impermanence Heron
    - Supportive Echo that can be run at the cost of a sizeable chunk of damage for the character who equips, trading personal gain for team benefits. Should always be used and immediately switch cancelled right before performing an Outro, leading to another DPS. When done so will grant the next character switching in 12% increased DMG% which when combined with the 5P Moonlit set which also grants 22.5% ATK% under the same conditions makes for a sizeable boost. While the echo does lower the damage of whoever wears it, it grants a massive chunk of energy on use usually saving 1 or sometimes even 2 Energy Regen sub stats that may otherwise be needed by the wearer allowing for some damage to be recovered.
Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Energy Regen
Energy Regen
3 cost
Energy Regen
Energy Regen
Stat
Fusion DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (No more than 280% in menu or 180% from Echoes/Weapons) > CRIT RATE = CRIT DMG > Basic ATK DMG% > ATK% > Flat ATKK

Echo setup comparison (Emerald of Genesis S1)
Echo setup comparison (Unflickering Valor S1)
Best Endgame Stats (Level 90)

Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.

  • ATK: 1400 - 1800+ (Before flat ATK buff)

  • HP: 17000+

  • DEF: 1300+

  • FUSION DMG%: 22% - 42%+ (Before combat)

  • CRIT RATE%: 65% - 80%+

  • CRIT DMG%: 70% - 120%+

  • ENERGY REGEN: 180%

    • Unlike other characters, Brant gains significant damage for each % of ER he stacks over 150%.

    • The boost Brant gains from this Energy Regen is a massive amount of Flat ATK - so much in fact that running ER 3 cost echoes is preferable over DMG%.

    • Having so much Flat ATK already means other sources, like ATK%, are far less effective.

    • The result of this is Brant wants to stack as much ER as possible (up to the cap of 180% additional Energy Regen from weapon/echoes) while also favoring other offensive stats instead of ATK stats.

Skill Priority

Below you can find the order of leveling the abilities for Brant.

Forte Circuit

Res. Liberation

Basic Attack

Intro Skill

Res. Skill

Gameplay and teams

Rotation

Below you can find optimal rotation (or rotations) for Brant. The total time needed to perform it is 8.3 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.


Standard Rotation

Brant's rotation has a few variations but most are very simple: execute all of his major cooldowns, use enough Basic Attacks to activate his Forte Gauge and ensure you're as fast as possible, dealing as much damage as possible and generating 100 Concerto.

Also worth noting is that some Weapons and Echo Set bonuses require Brant use his Resonance Skill to achieve their full effect. Not all Brant rotations include the use of his standard Resonance Skill. To include it without interfering with anything, it can be used after his Intro and then immediately cancelled by his Resonance Liberation. This activates the Weapon/Echo effects without taking up any time or altering the rotation.

All of Brant's Echo choices are best used alongside a swap cancel - this can be performed at the end of his rotation or before using his Intro and the time you would normally swap him in.

  • Intro
  • Skill: Plunging Attack (OPTIONAL) (Immediately Cancel With Ultimate)
  • Ultimate
  • Mid-Air Atk P2
  • Mid-Air Atk P2: Charged Attack
  • Mid-Air Atk P2: Flip
  • Mid-Air Atk P3
  • Mid-Air Atk P3: Flip
  • Forte: Returned from Ashes
  • Outro
Synergies

Below you can find a list of some of the stronger synergies between this character and others.

Example Teams

Best Team

Hypercarry Team

Double Fusion Team

Calculations

Damage Profile
Brant damage profile
Damage Output
Additional information

The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.

Do note that DPS and DMG aren’t perfect metrics for a character’s individual value and should be taken with a grain of salt.Anything pertaining a character’s relevance in the meta is addressed in our Review and Tier List, which the numbers below shouldn’t be used for as an end-all-be-all to. Instead, DPS and DMG are good metrics for a character’s sequence value and comparison between an individual character’s different rotations. We recommend using those metrics for such purposes.

Brant in 1 Target scenario

Rotation time: 8.3s

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.

Standard Rotation
  • Intro
  • Skill: Plunging Attack (OPTIONAL) (Immediately Cancel With Ultimate)
  • Ultimate
  • Mid-Air Atk P2
  • Mid-Air Atk P2: Charged Attack
  • Mid-Air Atk P2: Flip
  • Mid-Air Atk P3
  • Mid-Air Atk P3: Flip
  • Forte: Returned from Ashes
  • Outro

And here are the Echoes and Weapons used in the calculations.

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

4 cost
CRIT DMG
CRIT DMG
3 cost
Energy Regen
Energy Regen
3 cost
Energy Regen
Energy Regen
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regen (48%), CRIT Rate (42%), CRIT DMG (84%)