Wuthering Waves (WW)BrantBuild and Guide

Character
Introduction

Best guide and build for Brant from WW (Wuthering Waves). 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 2.6

Last major build/calcs update

Patch 3.0

Last profile update*

December 31st, 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

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.

Hybrid
T1

Tower of Adversity

T0.5

Tower of Adversity (Sig)

T0.5

Whimpering Wastes

T0.5

Whimpering Wastes (Sig)

DPS
T2

Tower of Adversity

T1.5

Tower of Adversity (Sig)

T2

Whimpering Wastes

T2

Whimpering Wastes (Sig)

Pros & Cons
Pros

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

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

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

  • Provides additional Sustain to the whole team for free in the form of both healing and very strong 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;

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

Review
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 multi-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.

Key Mechanics & Forte

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).

Basic Attacks

Brant’s Basic Attacks are the most important method to fill his Forte gauge and are hence essential to his kit. 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 Mid-Air 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:

Intro Skill

Brant’s Intro skill, on top of doing minor damage, has two additional effects, one being generating a quarter of his Forte Gauge and 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.

Ultimate

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.

Gameplay Loop

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.

Brant’s Build Requirements

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. Brant 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).

In other words, Energy Regen is a stat he can’t avoid, he needs it on his Echo Main Stats, Substats 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 (160-170% 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. 

Meta Position & Conclusion

Despite having healing and shielding Brant doesn’t fill the role of a generalist Healer like Shorekeeper or Verina (as he wants to deal damage by running damage-focused sets & builds), 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. And even without it, his damage ceiling is high enough to warrant him a viable position as the Main DPS of your team — provided your rotation is adjusted to account for that.

Due to Brant’s very strict build requirements, if it were only up to us, we’d suggest pulling Brant with his Signature Weapon if you 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. He’s particularly strong in a Mono Fusion team featuring Lupa, and that’s a team where his spot is very difficult to negotiate – that said, it’s entirely possible to play Lupa with Encore and a generalist Support like Verina or Shorekeeper and that evens out to a mono-fusion team figuring Brant without his Signature, so his value is questionable without it from a strictly meta-focused perspective, unless his extra Sustain capabilities are particularly desired by the player.

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 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. At his best, he is part of one of the highest damage-dealing teams in the game in the form of Mono Fusion; and even outside of that scope, he remains a strong contender to add that little bit of extra damage and sustain you might need to clear the endgame contents of Wuthering Waves.

Video guides

Build

Best Weapons

The percentages show the performance of the weapon based on calculations, but in some cases, some weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).

Brant calculations were done using added buffs from the following teammates:


100.00%

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.

77.20%

Stats at Level 90: ATK: 587 | Energy Reg.: 38.8%

ATK and Energy Regen stat-stick much like Aero Rover's Signature weapon. Only marginally better than it as it can provide 12% extra ATK via the passive, but generally not worth sparing the pulls when Bloodpact's Pledge is free to obtain.

75.10%

Stats at Level 90: ATK: 587 | Energy Reg.: 38.9%

Aero Rover's Signature weapon is actually very much usable on Brant with Tidebreaking Courage thanks to its high Base ATK and Energy Regen main stat. Unfortunately he is unable to make use of this weapon's passive effects, but as a Base ATK and Energy Regen stat-stick it's his best F2P weapon choice assuming you can acommodate Tideebreaking Courage's steep build requirements.

73.10%

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

Camellya's signature weapon is usable by all Basic Attack focused Sword wielding characters, including Brant, but it is designed with her in mind due to a lot of its power locked behind spending Concerto mid-rotation - something only Camellya can do. While Brant is able to make good leverage of most of its stats, but due to being unable to benefit from the Tidebreaking Courage set and not benefitting from the complete passive effect, it ranks lower than the above options.

71.30%

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

The combination of Energy Regen, CRIT Rate and solid Base ATK make this weapon usable on Brant, and while its small ATK% boost is also easy to stack up once, Brant doesn't get to make use of the second stack in his rotations. Unfortunately, unless this weapon is R5 it's not possible to use the Tidebreaking Courage set using it which makes it rank lower than above options.
Best Echo Sets
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 DMG bonus. On Brant, this set is significantly worse damage-wise than Tidebreaking Courage if it is possible to use it, however provided you cannot reach his Energy Regen requirements then this is the best set to use. Make sure to start casting a Skill and cancel it via Brant's Ultimate when his rotation starts to exploit this set's full effect!

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 slot. While Resonance Skill DMG isn't used at all on Brant, the nature of his kit placing him in the air makes the base Inferno Rider that grants Basic DMG very difficult to use, so an unconditional 12% Fusion DMG Bonus is the next best thing to go for.
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.

Brant's best set provided he can reach its tremendous Energy requirements, due to providing its total of 10% Energy Regen, 15% ATK and 30% DMG Bonus at 250% Energy Regen or above. This requires very good Echoes or his Signature weapon to achieve, and while its activation conditions are very high, the reward in terms of damage increase makes this set worth the investment.

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

  • Sentry Construct
    Dragon of Dirge
    - Offers 12% Basic ATK and 12% Fusion DMG Bonus when equipped in the main slot, making it the best choice for Brant. Its active Transform cast may be difficult to exploit as using it at the end of the rotation will significantly extend Brant's rotation time, so it is best to use it before his main rotation starts if possible.
Best Echo Stats
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 Regen (Until 250%) > CRIT Rate = CRIT DMG > Energy Regen (Above 250%) > Basix Attack DMG% > ATK% > ATK

Best Endgame Stats (Level 90)

All recommended endgame stats portray a fairly good quality endgame build as a goal to aim for on most characters. However, don’t treat this as an end-all-be-all, and more of a suggestion.

All stat recommendations are given at S0 for 5-stars, S6 for 4-stars, and free characters (unless specified otherwise), based on total stats in the in-game stat-screen with the character out of combat but also active in the party (and hence some buffs may or may not apply). Any other precision may be directly specified. If not specified, Energy Regen requirements are estimated in the character’s best team.

  • HP: 16000+

  • DEF: 1300+

  • ATK: 1600-2000+ (Before Forte buffs)

  • CRIT Rate: 65-80%+

  • CRIT DMG: 210-260%+

  • Energy Regen: 250-280%

  • Fusion DMG Bonus: 10-40%

Skill Priority

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

Forte Circuit

Basic Attack

Res. Liberation

Intro Skill

Res. Skill

Gameplay and teams

Rotation
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

DOUBLE FORTE DPS ROTATION

While using something similar to the rotation above is most suitable for the majority of Brant builds and teams, if you specifically want to play him as a main damage dealer there is another rotation you can consider using, the Double Forte Rotation.

This rotation builds up Brants Forte Gauge in a preparation phase in order to allow him to use his enhanced Forte Skill (his best ability by a long shot) twice in one damage window. The reason this is powerful is that it allows you to concentrate all your team's buffs at once on a rotation that deals far more damage than his standard rotation resulting in exceptional burst.

It should be noted that without buffing Brant's improved burst window through team mates this rotation ends up having lower DPS than his standard rotation despite having significantly higher total damage meaning it’s only useful for those committed to using Brant as the main damage dealer of the team.

  • Skill: Anchors Aweigh! (Pre-Rotation)

  • <-- Swap -->

  • Intro

  • Mid-Air Atk P2

  • Mid-Air Atk P2: Charged Attack

  • Mid-Air Atk P2: Flip

  • Mid-Air Atk P3

  • Mid-Air Atk P3: Flip

  • Mid-Air Atk P4

  • <-- Swap and Prepare Team Buffs -->

  • Intro

  • Forte: Returned from Ashes

  • Ultimate

  • Mid-Air Atk P1

  • Mid-Air Atk P2

  • Mid-Air Atk P2: Charged Attack

  • Mid-Air Atk P2: Flip

  • Mid-Air Atk P3

  • Mid-Air Atk P3: Flip

  • Mid-Air Atk P4

  • Forte: Returned from Ashes

  • Outro

Synergies
Example Teams

Team #1: Best Team

Team #2: Mono Fusion Alternatives

Team #3: More Alternative Teams

With Jinhsi, Verina is required to provide Coordinated Attacks.

Team #4: DPS Brant

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.

Calculations information

The calculations were done using added buffs from the following teammates:


Brant in 1 Target scenario

Rotation time: 8.2s

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: 415 | Energy Reg.: 77%

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.

4 cost
CRIT Rate
CRIT Rate
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%)