Leader of the "Ghost Hounds", an international mercenary group. Ruthless, vengeful, unforgiving. A potential client must be mindful of the price to pay before making him an offer.
To learn more about Calcharo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Calcharo 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 1.0
Last major build/calcs update
Patch 1.3
Last profile update*
October 7th, 2024
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Calcharo 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
Gnawing Fangs
Perform up to 4 attacks, dealing Electro DMG.
Consume Stamina to attack the target, dealing Electro DMG.
Consume Stamina to perform a Mid-Air Plunging Attack, dealing Electro DMG.
Using Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.
Extermination Order
Cast up to 3 attacks. Deal Electro DMG.
If this Character is switched or Resonance Skill Extermination Order is not repeated in a while, it will be put on a Cooldown. Resonance Skill Extermination Order does not reset your Basic Attack stage.
Phantom Etching
Calcharo attacks the target, dealing Electro DMG and enters Deathblade Gear state. After Resonance Liberation Deathblade Gear state ends, Calcharo's next Intro Skill is replaced with Intro Skill "Necessary Means", which deals Electro DMG, considered as Intro Skill damage.
Basic Attack is replaced with Basic Attack Hounds Roar. Dodge Counter deals increased damage, considered as Resonance Liberation damage.
Perform up to 5 consecutive attacks, dealing Electro DMG, considered as Basic Attack Damage.
Hunting Mission
When Calcharo has 3 "Cruelty", his Heavy Attack is replaced with Heavy Attack "Mercy". When casting Heavy Attack "Mercy", Calcharo consumes 3 "Cruelty" to deal Electro DMG, considered as Heavy Attack damage, and recovers Resonance Energy and Concerto Energy.
Calcharo can hold up to 3 "Cruelty". Under Resonance Liberation Deathblade Gear state, "Cruelty" cannot be acquired. When Resonance Skill Extermination Order hits the target, gain 1 "Cruelty".
When Calcharo has 5 "Killing Intent", his Basic Attack is replaced with Heavy Attack "Death Messenger". When casting Heavy Attack "Death Messenger", Calcharo consumes 5 "Killing Intent" to deal Electro DMG, considered as Resonance Liberation damage, and recovers Resonance Energy and Concerto Energy.
Under Resonance Liberation Deathblade Gear state, Calcharo's Forte Gauge is replaced with "Killing Intent", stacking up to 5. When Basic Attack Hounds Roar hits the target, Calcharo gains 1 "Killing Intent".
Bloodshed Awaken
When casting Heavy Attack "Mercy", Calcharo's Resonance Liberation DMG Bonus is increased by 10% for 15s.
Revenant Rush
When Heavy Attack "Death Messenger" hits the target, the damage taken by Calcharo is reduced by 15% for 5s.
Wanted Outlaw
Attack the target, dealing Electro DMG.
Shadowy Raid
Calcharo summons Phantom to support the Resonator, clearing the targets in front with a slash. The Phantom's attack deals Electro DMG equal to 195.98%+391.96% of Calcharo's ATK.
Sequence Node 1
When Resonance Skill Extermination Order hits a target, it additionally recovers 10 Resonance Energy. This can be triggered once every 20 seconds.
Sequence Node 2
After Calcharo casts Intro Skill Wanted Criminal or Intro Skill "Necessary Means", his Resonance Skill DMG Bonus is increased by 30% for 15s.
Sequence Node 3
During the Resonance Liberation Deathblade Gear state, Calcharo's Electro DMG Bonus is increased by 25%.
Sequence Node 4
After casting Outro Skill Shadowy Raid, Electro DMG Bonus of all team members is increased by 20% for 30s.
Sequence Node 5
Intro Skill Wanted Criminal and Intro Skill "Necessary Means: deal 50% more damage.
Sequence Node 6
When casting Resonance Liberation "Death Messenger", Calcharo will summon 2 Phantoms to perform Coordinated Attacks. Each Phantom deals Electro DMG equal to 100.00% of Calcharo's ATK, which is considered Resonance Liberation damage.
While the source of the materials can be quickly found in the game, when it comes Iris you will have to gather them from the map. Check our Ascension material map guide to find them quickly:
Review
Incredibly high damage when played perfectly
Absurdly high skill ceiling rewarding excellent players
Some of the most active gameplay of any character, you’ll always have something to do when he’s in the team
Great synergy with many of the other strongest characters currently in the game
Hardest character to play in the game when aiming for his maximum potential
Making mistakes costs Calcharo more severely compared to other characters
Calcharo has long animations on most of his most powerful moves (Can be Swap-Cancelled, but if you choose not to you’ll definitely feel it in boss battles)
Can be damaged but also stunned out of a lot of his most powerful moves if not timed correctly
Calcharo is a 5-star Electro Broadblade wielding DPS that can function as either Main DPS in a Hyper Carry styled team with other units meant to support his kit, or as a dual DPS in Quick-Swap teams. Regardless of which scenario you pick, Calcharo usually dominates most of the teams’ focus due to either his kit’s extreme demands in regards to field time, a lot of precision and tricks, or in some scenarios, both.
If you prefer Hyper Carry Calcharo, he is in a bit of a weird spot. When played at the highest level possible, he wants his burst rotation to be Swap-Cancelled in the middle of his Ultimate buffed state. This ultimately limits his potential as a Hyper Carry, as he loses the majority of outro amplification buffs when played like this. The only way around this is to pair him up with characters whose outro amplifications linger even during swaps, such as Verina and Baizhi.
On the other hand, Calcharo is much more often played in Quick-Swap double DPS teams that facilitate his desire to Swap-Cancel his Empowered Heavy Attacks. In these he is most often paired with Yinlin, as she also wants to be swapped often, but can also find solace in teams with Encore or Havoc Rover.
Everytime Calcharo uses his Resonance skill, his Forte Gauge is filled and accumulates Cruelty charges. Upon acquiring the maximum of 3 charges, he is able to execute an empowered Heavy Attack (Mercy). In addition, during Calcharo’s Ultimate his Forte gauge is enhanced and he loses access to his standard gauge.
Calcharo’s skill consists of 3 parts which can be used independently of each other, however should you wait too long or switch him off the field, they will enter a cooldown. His skill’s primary usage is to generate Resonance Energy and “Cruelty” charges for his standard Forte Gauge.
Lastly, his Ultimate skill deals a huge amount of Electro DMG, as well as transitioning him to Deathblade Gear state, which empowers his basic attacks, Forte Gauge and Heavy Attacks. Furthermore, using his Ultimate allows him to gain an immediate stack of 5 “Killing Intent” (his empowered Forte Gauge) and upon consuming 5 "Killing Intent" stacks he casts Death Messenger - a high Electro DMG nuke, which makes up for bulk of his damage. Otherwise, for every enhanced basic attack used, Calcharo gains a single charge of “Killing Intent”. Calcharo’s goal during his ultimate is to build and spend as many killing intent stacks on Death Messenger’s as possible.
As you might have guessed from the information above, Calcharo features a highly complicated kit requiring a lot of skill. This translates to his field time varying vastly depending on the playstyle you have chosen and your skill. While using Calcharo as Main DPS, his optimal burst rotation includes 3 Heavy Attack Death Messengers, each of which have an animation of 2 seconds, however all of them can be Swap-Cancelled immediately after starting, making a less skilled player amass a 6 second field time gap. This is further extended if you include his warm-up rotation that contains another 2 second cast from Mercy. As a consolation to the high level of skill required to play him optimally, when being played at perfection, he competes for some of the highest DPS in the game.
If the previous paragraph wasn’t clear to you, yes, Calcharo is currently by far the hardest character to play in the game to his max potential, and the second place is not even close. To play him at peak condition, you will need to perfectly time his burst rotation when it can be fully executed, while timing the Swap-Cancels just right. Failure to do so will cost you a large portion of his damage, Concerto and Resonance energy generation. Pairing him in team compositions such as Yinlin-Calcharo will increase the skill required even further than this.
Calcharo is a trick-intensive character, much more than anyone else in the roster. Adding to the Death Messenger complexity, you will want to Swap-Cancel them not only to protect him during animation, but also to increase team DPS, as you can quickly spam other characters’ skills.
If this wasn’t daunting enough, playing him optimally also requires mastering his Basic Attacks, which are needed before Death Messenger can be executed. His Basic Attacks 4 and 5 have unfortunately long animation times, which need to be avoided to provide optimal DPS. To that end, executing the first 3 Basic Attacks, then interrupting his Basic Attack chain using a dash or a skill to reset back to Basic Attack 1 results in overall faster access to Death Messenger. Thus optimally, you would be using Basic Attack 1, 2, 3, Interrupt 1, 2 instead of Basic Attack 1-5 chain, allowing you to save precious seconds leading to his Ultimate.
Regardless of how you use Calcharo or your skill level with him, he will always be focused on dealing as much damage as possible, thus he will always make great use of DPS echo and accompanying set bonuses.
Overall, Calcharo is currently one of the best DPS in the game for Tower of Adversary, especially when paired with his ideal teammate Yinlin, but as stated earlier, this raises the difficulty of playing him substantially. While he is still a competitive pick when not played to his maximum potential, he simply loses edge compared to some easier to play characters.
This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.
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
Build
100%
Stats at Level 90: ATK: 587 | ATK: 36.4%
99.13%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
96.58%
Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%
94.40%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
82.82%
Stats at Level 90: ATK: 462 | ATK: 18.2%
82.08%
Stats at Level 90: ATK: 412 | ATK: 30.3%
80.17%
Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%
101.55%
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
Lingering Tunes requires time to ramp up and is reset after switching characters (which is a VERY common team tactic in the endgame). This set of calculations assumes that for this character's entire burst window, they are not switched out until the very end.
100%
2 Set: Electro DMG increases by 10%.
5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.
95.04%
2 Set: Electro DMG increases by 10%.
5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
94.92%
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
Lingering Tunes requires time to ramp up and is reset after switching characters (which is a VERY common team tactic in endgame). This set of calculations displays expected performance if you switched the character constantly never maintaining the buff (switch every 1.5 seconds or faster).
94.70%
2 Set: Electro DMG increases by 10%.
5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
92.85%
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.
Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.
The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.
The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.
Void Thunder
Strong all around choice specifically when using 5P Void Thunder. Can be immediately swap cancelled on use for burst damage in which the Echo will deal damage equal to 4 tail swipes but no claw damage. Alternatively, can be fully cast or swap cancelled as soon as the claw attack starts to gain a 12% Electro, Heavy DMG boost and more resonance energy at the cost of higher field time.
Option 1 offers higher echo dps but Option 2 offers a little more resonance energy and a buff. Which will be more effective for you will depend on playstyle, team and the fight you're up against.
Thundering Mephis is most effective when fully used for its entire duration. Fully using this Echo demands a tremendous amount of field time making it unsuitable for many players, teams and situations so only use it if it makes sense for you. If you do decide to use it, this echo will generate a very large amount of Resonance Energy, deal reasonable total damage (much less when compared to a DPS's burst window in similar time) and upon the final strike grant a 12% Electro and Liberation DMG% bonus.
Void Thunder
Lingering Tunes
A more challenging echo to use that requires the user press and hold the echo attack button to channel a beam which deals good damage, and generates resonance energy and concerto energy. This echo can be fully channelled - or if timed just right can be swap cancelled - while still yielding most of it's effect. At a minimum this echo will deal 3 instances of damage but the longer you channel before swap cancelling it the more it will deal. Not as easy or popular as either Mephis or Mech Abomination.
Lingering Tunes
Very easy echo to use that should be used at the very beginning of the burst window right after the Intro. Thanks to its instant cast there is no thinking required and you can enjoy your ATK% boost and some nice burst damage.
Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK = Liberation DMG%
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: 2000-2400+
HP: 15000+
DEF: 1200+
ELECTRO DMG%: 40%-70%+
CRIT RATE%: 50-75%+
CRIT DMG% 100-150%+
Energy Regeneration (Minimum): 10-20% - Calcharo is a skill-based character and a good chunk of his energy generation is gated behind executing combos with long sequences. If you're confident in completing his warm-up phases and triple Death Messenger combo without issue go with this range of energy.
Energy Regeneration (Conservative): 30-40% - If you're less confident in executing Calcharo's combo or warm-up phase without messing up and or want to skip a portion of his combo or warm-up phase stick with this range of energy instead.
Below you can find the order of leveling the abilities for Calcharo.
Forte Circuit
Res. Liberation
Res. Skill
Intro Skill
Basic Attack
Gameplay and teams
This is the optimal rotation for the character. The total time needed to perform it is 11.91 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.
WARM UP
When awaiting cooldowns, building energy for Calcharo and cycling through your team for Concerto, aim to execute the following warm-up moves. Use one of these combos before executing Ultimate combo to build up Resonance Energy as well as enabling many Weapon bonus buffs to be active during burst combo:
Option 1 (This generates more Concerto and Resonance Energy and enables more Weapon bonuses to be active during burst, at the cost of higher risk.)
- Basic P1
- Skill: Extermination Order P1
- Basic P2
- Skill: Extermination Order P2
- Basic P3
- Basic P4
- Skill: Extermination Order P3 (Can be used to animation cancel the less effective portion of Basic P4)
- Heavy ATK: Mercy (Swap-Cancel if you can for higher damage and to protect Calcharo)
Option 2 (faster to execute, safer and can be done in between Dodging)
- Skill: Extermination Order P1
- Skill: Extermination Order P2
- Skill: Extermination Order P3
- Heavy ATK: Mercy (Swap-Cancel if you can for higher damage and to protect Calcharo)
OPTIMIZED BURST COMBO
Below given is an optimized combo that implements either a Skill Cancel or Dash Cancel to allow faster accumulation of Killing Intent by Calcharo. The slowest part of Hounds Roar 5 Attack combo, required to generate 5 Killing Intent to cast Death Messenger is its part 4 and 5, by using Skill or Dash after 3rd part, you can reset the combo, gaining last 2 charges with part 1 and 2, thus speeding up your access to Death Messengers. While this combo is challenging to execute in spur of the moment, it offers higher chance to execute 3 Death Messengers and minimize time wasted in long attack animations,
When playing Calcharo without Quick Swaps, we recommend using Skill Cancel as it generates more Concerto and Resonance Energy, while dealing more damage and being easier to use. When using Swap-Cancels, Calcharo’s skill will be placed on cooldown after one use, forcing use of Dash Cancel to continue the combo. Both approaches are valid and we suggest you try both to find what fits you better, otherwise refer to the easier combo below.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Heavy ATK: Death Messenger (Optionally Swap-Cancel if you can - for higher damage and to protect Calcharo)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Basic ATK: Hounds Roar P3
- Skill: Extermination Order P1 OR Dash Cancel (Use Skill Right after you gain a charge of the Forte)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Heavy ATK: Death Messenger (Swap-Cancel if you can - for higher damage and to protect Calcharo)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Basic ATK: Hounds Roar P3
- Skill: Extermination Order P2 OR Dash Cancel (Use Skill right after you gain a charge of the Forte)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Heavy ATK: Death Messenger (Swap-Cancel if you can - for higher damage and to protect Calcharo)
- Outro
EASY BUT RISKY BURST COMBO
If weaving in Skills between Basic Attack sequences is hard for you, you can simply spam the Left Mouse button to execute the combo instead. This leads to less damage, more vulnerabilities, less time to execute all Death Messengers but is far easier to execute.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Heavy ATK: Death Messenger (Optionally Swap-Cancel if you can for higher damage and to protect Calcharo)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Basic ATK: Hounds Roar P3
- Basic ATK: Hounds Roar P4
- Basic ATK: Hounds Roar P5
- Heavy ATK: Death Messenger (Swap-Cancel if you can for higher damage and to protect Calcharo)
- Basic ATK: Hounds Roar P1
- Basic ATK: Hounds Roar P2
- Basic ATK: Hounds Roar P3
- Basic ATK: Hounds Roar P4
- Basic ATK: Hounds Roar P5
- Heavy ATK: Death Messenger (Swap-Cancel if you can for higher damage and to protect Calcharo)
- Outro
Yinlin is the best partner for Calcharo as her playstyle is very similar to his - they both want to have their skills swap cancelled as often as possible. Just keep in mind that you won't really make use of the Yinlin's Deepen buff too much due to the constant switching and that the combination has the highest skill-cap in the game to play properly, but if you do, it's simply insane.
Verina as a healing support can easily accommodate running the 5P Rejuvenating Glow set alongside a Bell-Borne Geochelone echo, offering the team a wide array of offensive and defensive buffs already bringing a tonne of worth just from that alone.
Additionally Verina's many rotational options to access her Ultimate and Concerto are all fast and relatively easy to execute, leaving ample field time for the rest of team mates to execute their combos. Verina's Outro is by far the most flexible and powerful Outro in the game granting all allies 15% generic DMG% "Deepen" for 30 seconds. Most units only grant 1 type and only for the very next unit to switch in locking them into staying on field less they lose the buff but Verina grants it to all allies completely unrestricted.
On top of this Verina grants an additional 20% ATK and a Cheat Death ability preventing one death every 10 minutes. She's universal, flexible, takes little field time and outstanding in every team.
Shorekeeper is incredibly flexible thanks to her generic buffs, lingering Outro amplification and relatively low field time requirements after her first rotation. Because of she she can be played as a support in most team compositions to great effect.
Team #1 - Quick Swap
Team #2 - Hyper Carry
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.
Rotation time: 11.91s
Here is the damage difference between the two different rotation's that can be used on Calcharo. The Basic rotation is the standard full string of 5 Basic Attacks per Death Messenger during Calcharo's Ultimate whereas the Advanced rotation involves performing 3 Basics then a skill to reset the Basic string then 2 more Basics. The Advanced rotation is faster and leaves Calcharo less vulnerable while also dealing more damage but generates slightly less Concerto Energy and isn't as simple.
As we've received quite a lot of questions about the difference between fitting in 3 Death Messengers into the rotation compared to only 2 (at S0):
You gain substantially more Energy and Concerto when pulling off the 3 Death Messengers, so make sure to check out the Energy requirements section for more info on how to account for this.
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 11.91 seconds.
OPTIMIZED BURST COMBO
Below given is an optimized combo that implements either a Skill Cancel or Dash Cancel to allow faster accumulation of Killing Intent by Calcharo. The slowest part of Hounds Roar 5 Attack combo, required to generate 5 Killing Intent to cast Death Messenger is its part 4 and 5, by using Skill or Dash after 3rd part, you can reset the combo, gaining last 2 charges with part 1 and 2, thus speeding up your access to Death Messengers. While this combo is challenging to execute in spur of the moment, it offers higher chance to execute 3 Death Messengers and minimize time wasted in long attack animations,
When playing Calcharo without Quick Swaps, we recommend using Skill Cancel as it generates more Concerto and Resonance Energy, while dealing more damage and being easier to use. When using Swap-Cancels, Calcharo’s skill will be placed on cooldown after one use, forcing use of Dash Cancel to continue the combo. Both approaches are valid and we suggest you try both to find what fits you better, otherwise refer to the easier combo below.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Heavy Attack: Death Messenger (Optionally Swap-Cancel if you can - for higher damage and to protect Calcharo)
- Basic Attack: Hounds Roar P1
- Basic Attack: Hounds Roar P2
- Basic Attack: Hounds Roar P3
- Skill: Extermination Order P1 OR Dash Cancel (Use Skill Right after you gain a charge of the forte)
- Basic Attack: Hounds Roar P1
- Basic Attack: Hounds Roar P2
- Heavy Attack: Death Messenger (swap cancel if you can - for higher damage and to protect Calcharo)
- Basic Attack: Hounds Roar P1
- Basic Attack: Hounds Roar P2
- Basic Attack: Hounds Roar P3
- Skill: Extermination Order P2 OR Dash Cancel (Use Skill right after you gain a charge of the forte)
- Basic Attack: Hounds Roar P1
- Basic Attack: Hounds Roar P2
- Heavy Attack: Death Messenger (Swap-Cancel if you can - for higher damage and to protect Calcharo)
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 587 | ATK: 36.4%
2 Set: Electro DMG increases by 10%.
5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.
Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)
Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.
Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.
The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.
The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.
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