A girl accompanied by one black and one white Wooly plushies. Encore, consultant from the Black Shores, is longing to create happy stories with candies, fairy tales, and her imagination.
To learn more about Encore check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Encore 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*
November 13th, 2024
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Encore 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
Wooly Attack
Perform up to 4 consecutive attacks, dealing Fusion DMG.
After the Basic Attack IV, press Basic Attack to attack the target, dealing Fusion DMG.
Encore consumes Stamina to attack the target, dealing Fusion DMG.
Encore consumes Stamina to perform a Plunging Attack, dealing Fusion DMG.
Use Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG.
Flaming Woolies
Flaming Woolies
Summon Cloudy and Cosmos to attack the target with high-temperature rays, dealing Fusion DMG. Energetic Welcome
After casting Flaming Woolies, use Resonance Skill to launch Energetic Welcome to attack the target, dealing Fusion DMG.
Cosmos Rave
As Encore loses control, Cosmos breaks free and wreaks havoc on its surroundings.
During Cosmos Rampage, the Basic Attack is replaced with Cosmos: Frolicking, which performs up to 4 consecutive attacks, dealing Fusion DMG, considered as Basic Attack damage.
During Cosmos Rampage, the Heavy Attack is replaced with Cosmos: Heavy Attack, consuming Stamina to attack the target, dealing Fusion DMG, considered as Heavy Attack damage.
During Cosmos Rampage, Flaming Woolies is replaced with Cosmos:Rampage, attacking the target with uncontrollable flames, dealing Fusion DMG, considered as Resonance Skill damage.
During Cosmos Rampage, use Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG, considered as Basic Attack damage.
Black & White Woolies
When Encore's "Dissonance" is full, after casting a Heavy Attack, Encore will consume all "Dissonance" to enter the Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".
After the Dissonance state ends, Encore will cast Cloudy Frenzy, dealing Fusion DMG, considered as Resonance Liberation damage.
During Cosmos Rampage, when casting Heavy Attack, if "Dissonance" is full, Encore will consume all "Dissonance" to enter Cosmos' Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".
After Cosmos' Dissonance state ends, Encore will cast Cosmos Rupture, dealing Fusion DMG, considered as Resonance Liberation damage.
Encore can hold up to 100 "Dissonance".
When Normal Attack Wooly Attack hits the target, Encore restores "Dissonance". When Resonance Skill Flaming Woolies hits the target, Encore restores "Dissonance". When Resonance Skill Energetic Welcome hits the target, Encore restores "Dissonance". When Intro Skill Woolies Helpers hits the target, Encore restores "Dissonance".
During the duration of Resonance Liberation Cosmos Rampage, hitting targets will restore "Dissonance" to Encore.
Angry Cosmos
During the Resonance Liberation Cosmos Rave, when Encore's HP is above 70%, DMG dealt is increased by 10%.
Woolies Cheer Dance
When Resonance Skill Flaming Woolies or Resonance Skill Cosmos: Rave is cast, Encore's Fusion DMG Bonus is increased by 10% for 10 seconds.
Woolies Can Help!
Encore pounces at the enemies with Cosmos, dealing Fusion DMG.
Thermal Field
Encore generates a Flame Zone centered around skill target, with a radius of 3m. Targets inside the Flame Zone are continuously burned, suffering Fusion DMG equal to 176.76% of Encore's ATK every 1.5s for 6s.
Sequence Node 1
When Basic Attack hits a target, Encore's Fusion DMG Bonus is increased by 3%, stacking up to 4 times for 6s.
Sequence Node 2
Encore additionally restores 10 Resonance Energy when casting Basic Attack Woolies Attack or Resonance Skill Energetic Welcome. This can be triggered once every 10s.
Sequence Node 3
The DMG multiplier of Resonance Liberation Cloudy: Frenzy and Resonance Liberation Cosmos: Rupture is increased by 40%.
Sequence Node 4
Resonance Liberation Cosmos: Rupture increases the Fusion DMG Bonus of all team members by 20% for 30s.
Sequence Node 5
Resonance Skill DMG Bonus is increased by 35%.
Sequence Node 6
During Resonance Liberation Cosmos: Rave, Encore gains 1 stack(s) of "Lost Lamb" every time she deals damage, each stack increasing her ATK by 5% for 10s, stacking up to 6 time(s).
While the source of the materials can be quickly found in the game, when it comes Pecok Flower you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Can be played as a Hyper Carry or in Quick-Swap double damage teams.
Can be played in far more teams than many other characters in the game thanks to her flexibility.
Very easy character to pick up and play.
Incredible Resonance energy generation for herself and the team.
Has a pet sheep.
Forte-charged Heavy Attacks have a small input window that can leave Encore vulnerable before having a chance to switch.
Has limited parrying potential during non-Ultimate form.
More challenging-to-use Echo options than other elements.
Encore is a 5-star Fusion Rectifier wielder that can be played as a Hyper Carry in teams focused on powering her up as the sole damage dealer or in Quick-Swap teams where she’s played alongside another damage dealer. Depending on the style you prefer, you can adjust accordingly - If playing Encore as a Hyper Carry you’ll focus mostly on landing as many buffs onto her before she uses her Ultimate to empower her burst rotation. Alternatively, if playing Encore in a Quick-Swap double DPS team you’ll instead focus on keeping her standard Resonance skill and Echo on cooldown as much as possible while also cycling through the rest of your team. While Encore's Ultimate is still considered powerful in these teams, it is mostly used to fill downtime between each character’s cooldowns.
Upon being fully charged, Encore’s Forte allows her Heavy Attack to be enhanced, turning it into a high DPS attack with a significant casting period. This ability is enhanced during her Ultimate skill and should always be cast during it for maximum effect. In addition, despite having the drawback of a significant casting period, this ability can be Swap-Cancelled, which should be executed every time it is activated. However, do note that she has a small window where she is vulnerable before she can be Swapped after attacking.
Encore’s skill is divided into two main parts: in the first part, she fires a barrage of fireballs over a lengthy casting duration, not only dealing decently high DPS, but also generating significant amounts of Resonance energy. In the second part of her skill, she generates a large fire explosion again dealing good damage, but generating much less Resonance energy. The second part of her skill is rarely used, as it requires you to immediately trigger it after the first part of her skill has finished executing, which is almost always Swap-Cancelled to prevent its lengthy casting duration.
Meanwhile, Encore’s Ultimate will send her into a frenzy, converting her gameplay from that of a ranged mage into a melee attacker. The conversion changes and empowers the majority of her abilities, significantly increasing Encore’s damage output - most of which comes from spamming her basic attacks.
As you might have guessed from the information present above, Encore is a versatile character that can stay on the field for varying amounts of time. She can bring short bursts of damage through her Resonance skill and Echo in Quick-Swap teams, a much larger sustained damage burst window in Hyper Carry teams, or a mix of both. Regardless of how you choose to play her, one thing remains consistent; at S0, all she can do is deal damage.
If her versatility didn’t already sell you on her, Encore is also one of the easiest characters in the game to play in the endgame Tower of Adversary. Her skill is one of the easiest and most forgiving Quick-Swap skills in the game, and her burst rotation is also incredibly forgiving to execute. Even if you end up dodging, you won't lose too much damage as most of her abilities also have gap-closing built into them, meaning you really can just mash attacks and get reasonable results as long as you dodge. The only challenging thing about this character is activating her Heavy Attack enhanced by her Forte skill cleanly, and switching at the right time with Inferno Rider.
Regardless of the playstyle you prefer for Encore, be it Hyper Carry or Quick-Swap build, Swap-Cancellation is an essential mechanic to her gameplay. Similarly, regardless of build, Encore plays as a damage dealer in all team’s she’s present in and will always use a 5P damage-focused set.
Overall, Encore is a solid DPS option in Hyper Carry teams in endgame, but even stronger in Quick-Swap teams, finding a place alongside many other damage dealers thanks to her flexible field time.
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
114.55%
Stats at Level 90: ATK: 500 | CRIT Rate: 36%
108.87%
Stats at Level 90: ATK: 500 | CRIT DMG: 72%
100%
Stats at Level 90: ATK: 500 | ATK: 54%
92.94%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
89.69%
Stats at Level 90: ATK: 462 | ATK: 18.2%
86.94%
Stats at Level 90: ATK: 387 | ATK: 36.4%
78.08%
Stats at Level 90: ATK: 325 | ATK: 24.3%
100%
2 Set: Fusion DMG% increases by 10%.
5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.
94.59%
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.
91.42%
2 Set: Fusion DMG% increases by 10%.
5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% 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%.
88.91%
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).
88.38%
2 Set: Fusion DMG% increases by 10%.
5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% 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.
87.42%
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.
Molten Rift
The Inferno rider deals tremendous cleave damage in a massive forward facing arc while also generating a huge amount of Resonance Energy and also granting a Fusion and Basic ATK DMG% boost, making it a fantastic echo but with a catch.
The Inferno Rider's animation is long and while it can be switch cancelled, it will take a bit of practice to get just right. Your goal when using Inferno Rider is to spam left mouse button to perform slashes and switch cancel the echo right after the third slash starts. You can observe when this happens by looking at the cooldown gauge of the echo (when it reads ~16-18 seconds on the dial it's ready). To maximize the benefit of this echo, use it and perform the cancel right before your burst combo to ensure the buff it grants is present for your upcoming rotation.
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 > Basic 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: 1800-2400+
HP: 15000+
DEF: 1200+
FUSION DMG%: 52%-82%+
CRIT RATE%: 50-70%+
CRIT DMG% 100-140%+
Energy Regen:
How much Energy Regen you'll need on Encore will depend on how you plan to play her - specifically how frequently you plan to make use of her Ultimate.
In the Quick Swap teams, Encore's ultimate is not the focus of her value so you can run minimal or even no Energy Regen and get away with it (0-20%).
When playing Encore with a focus on her Ultimate in Hyper Carry teams where much of your damage is dealt during its duration aim for 15-25% Energy Regen as a conservative estimate - although you may find yourself able to get away with less.
Below you can find the order of leveling the abilities for Encore.
Res. Skill
Forte Circuit
Res. Liberation
Intro Skill
Basic Attack
Res. Liberation
Forte Circuit
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 11.45 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 Encore and cycling through your team for Concerto or playing Encore in Quick Swap, aim to execute the following warm-up moves on cooldown. Ensure all of the following abilities are always utilized to maximize her damage, this is even more so important when playing Encore in Quick Swap teams, where she has less field time to utilize her Ultimate.
- Use Resonance Skill P1 Flaming Woolies on cooldown and immediately Swap-Cancel it after casting, allowing you to play another character while Encore finishes the cast in an immune state.
- Use Encore’s Echo on cooldown, especially if Inferno Rider, performing any Swap-Cancels where required. When playing Encore in teams with ample time for her Ultimate usage, ensure Echo buff is active throughout her Ultimate duration.
- Use Charged Heavy Attack whenever Encore’s Forte Gauge is full and Swap-Cancel to the next character immediately. Whenever possible, align usage of Forte Gauge with her Ultimate for a large increase in its damage.
EASY & BASIC BURST COMBO
When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.
Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Skill: Cosmos: Rampage
- Basic ATK: Cosmos: Frolicking P1
- Basic ATK: Cosmos: Frolicking P2
- Basic ATK: Cosmos: Frolicking P3
- Basic ATK: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage
- Basic ATK: Cosmos: Frolicking P1
- Basic ATK: Cosmos: Frolicking P2
- Basic ATK: Cosmos: Frolicking P3
- Basic ATK: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage
- Heavy ATK: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
- Outro
ADVANCED BURST COMBO
For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:
- Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
- The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up. up.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Basic ATK: Cosmos: Frolicking P1
- Basic ATK: Cosmos: Frolicking P2
- Basic ATK: Cosmos: Frolicking P3
- Basic ATK: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
- Basic ATK: Cosmos: Frolicking P1
- Basic ATK: Cosmos: Frolicking P2
- Basic ATK: Cosmos: Frolicking P3
- Basic ATK: Cosmos: Frolicking P4 (Dash Cancel this attack)
- Basic ATK: Cosmos: Frolicking P1
- Basic ATK: Cosmos: Frolicking P2
- Basic ATK: Cosmos: Frolicking P3
- Basic ATK: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
- Heavy ATK: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
- Outro
A large bulk of Encore's damage during her ultimate are Basic Attacks which Sanhua can buff with her Outro skill - that increases Basic ATK DMG by 38% "Deepen", increasing Encore damage substantially. Sanhua's Outro is excellent but her field time is also some of the shortest of the game allowing Encore and the support of your choosing more time for themselves or simply a faster rotation. At higher Sequences Sanhua's supportive capabilities only improve further specially at Sequence 6 offering a 20% ATK team wide buff.
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.
Here's the Quick Swap team in action:
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: 11.45s
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 11.45 seconds.
EASY & BASIC BURST COMBO
When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.
Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Skill: Cosmos: Rampage
- Basic Attack: Cosmos: Frolicking P1
- Basic Attack: Cosmos: Frolicking P2
- Basic Attack: Cosmos: Frolicking P3
- Basic Attack: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage
- Basic Attack: Cosmos: Frolicking P1
- Basic Attack: Cosmos: Frolicking P2
- Basic Attack: Cosmos: Frolicking P3
- Basic Attack: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage
- Heavy Attack: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
- Outro
ADVANCED BURST COMBO
For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:
- Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
- The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Ultimate
- Basic Attack: Cosmos: Frolicking P1
- Basic Attack: Cosmos: Frolicking P2
- Basic Attack: Cosmos: Frolicking P3
- Basic Attack: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
- Basic Attack: Cosmos: Frolicking P1
- Basic Attack: Cosmos: Frolicking P2
- Basic Attack: Cosmos: Frolicking P3
- Basic Attack: Cosmos: Frolicking P4 (Dash Cancel this attack)
- Basic Attack: Cosmos: Frolicking P1
- Basic Attack: Cosmos: Frolicking P2
- Basic Attack: Cosmos: Frolicking P3
- Basic Attack: Cosmos: Frolicking P4
- Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
- Heavy Attack: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 500 | ATK: 54%
2 Set: Fusion DMG% increases by 10%.
5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% 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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