






To learn more about Brant check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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:
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
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.
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.
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.
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.
Voyager's Blaze
Healing provided by Waves of Acclaims is increased by 20%.
Trial by Fire and Tide
Brant's resistance to interruption is increased during Mid-air Attacks and gains 15% Fusion DMG Bonus.
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.
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.
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.
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.
Sequence Node 3
The DMG Multiplier of Returned from Ashes is increased by 42%.
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).
Sequence Node 5
Dealing Basic Attack DMG gives Brant 15% Basic Attack DMG Bonus for 10s.
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.
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:
Review
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.
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.
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.
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.
Tower of Adversity
Whimpering Wastes
Build
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.
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%
98.62%
Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%
87.88%
Stats at Level 90: ATK: 300 | Energy Reg.: 32.3%
105.80%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
100%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
95.05%
Stats at Level 90: ATK: 387 | ATK: 36.4%
81.88%
Stats at Level 90: ATK: 412 | ATK: 30.3%
79.97%
Stats at Level 90: ATK: 462 | ATK: 18.2%
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.
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:
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:
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:
Substats: Energy Regeneration (No more than 280% in menu or 180% from Echoes/Weapons) > CRIT RATE = CRIT DMG > Basic ATK DMG% > ATK% > Flat ATKK
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.
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
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
Below you can find a list of some of the stronger synergies between this character and others.
Best Team
Hypercarry Team
Double Fusion Team
Calculations
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 and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
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.
Rotation time: 8.3s
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.
Substats: Energy Regen (48%), CRIT Rate (42%), CRIT DMG (84%)
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