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Lupa 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 2.4
Last major build/calcs update
Patch 2.4
Last profile update*
July 2nd, 2025
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Lupa 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
Flaming Star
Basic Attack
Perform up to 4 consecutive attacks, dealing Fusion DMG.
After Basic Attack Stage 3, press Normal Attack in the right time to cast Mid-air Attack Stage 1.
After Dodge Counter, Basic Attack Starfall, Resonance Skill Shewolf's Hunt, or Resonance Skill Feral Fang, press Normal Attack in time to cast Basic Attack Stage 2.
Heavy Attack
Consume STA to attack the target, dealing Fusion DMG.
Heavy Attack - Wolf's Gnawing
When Wolflame reaches 50 points, Heavy Attack will be replaced by Wolf's Gnawing, consuming STA to attack the target and dealing Fusion DMG.
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Heavy Attack - Wolf's Claw
When Wolflame reaches 50 points and Wolfaith reaches 1 point, Heavy Attack will be replaced by Wolf's Claw, consuming STA to attack the target and dealing Fusion DMG.
If Wolflame reaches 50 points and Wolfaith reaches 1 point after performing Mid-air Attack - Firestrike or Heavy Attack - Wolf's Gnawing, press Normal Attack in time to perform Heavy Attack - Wolf's Claw.
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Mid-air Attack
Consume STA to perform up to 3 attacks in mid-air, dealing Fusion DMG. The Mid-air Attack cycle will not be reset.
Mid-air Attack - Firestrike
When Wolflame reaches 50 points, Mid-air Attack Stage 3 will be replaced by Mid-air Attack - Firestrike, consuming STA to attack the target and dealing Fusion DMG (considered Heavy Attack DMG).
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Plunging Attack
Hold Normal Attack while airborne to perform a Plunging Attack at the cost of STA, dealing Fusion DMG. After performing this attack, press Normal Attack in time to perform Basic Attack Starfall.
If a Dodge is performed while casting Mid-air Attack Stage 3 or Mid-air Attack - Firestrike, press Normal Attack to perform Plunging Attack in time at the cost of STA.
Basic Attack - Starfall
Attack the target, dealing Fusion DMG.
Dodge Counter
Press Normal Attack after a successful Dodge to attack the target, dealing Fusion DMG.
Shewolf's Hunt
Lupa hurls her Wildfire Banner at the target, dealing Fusion DMG and restoring 15 points of Wolflame. Mark the target for 8s. After performing Resonance Skill Shewolf's Hunt, Lupa can perform Feral Fang within a certain period of time.
Can be performed in mid-air close to the ground.
Hold Resonance Skill to leap into the air, then press Normal Attack in time to cast Mid-air Attack Stage 1. Resonance Skill - Feral Fang
Lupa locks onto a target, dealing Fusion DMG and restoring 15 points of Wolflame. The DMG Multiplier to marked targets is increased by 50%. Resonance Skill - Feral Fang enters cooldown if not cast in time or when Lupa is switched out.
Can be performed in mid-air close to the ground.
Fire-Kissed Glory
Attack the target and deal Fusion DMG. Performing this attack consumes all Wolfaith and restores 100 points of Wolflame. Use Basic Attack or Resonance Skill in time to cast Resonance Skill Foebreaker.
Can be performed in mid-air close to the ground.
Performing this skill strengthens all Resonators in the team. Within 35s:
All Resonators in the team gain Pack Hunt effect.
If the active Resonator is hit or launched into the air, they immediately recover and are considered to have successfully dodged the attack when they are on the ground. Can be triggered up to 3 times.
Pack Hunt
Resonators with Pack Hunt gain a 6% ATK increase, and 10% Fusion DMG Bonus when they attack Overlord Class or Calamity Class targets (Both are non-stackable). If there are 3 Fusion Resonators in the team, the Fusion DMG Bonus against Overlord Class or Calamity Class targets additionally increases by 10%. When the active Resonator casts Intro Skill, Pack Hunt is enhanced, granting an additional 6% ATK increase to all Resonators in the team, up to a maximum of 18%.
If Lupa's Pack Hunt reaches its cap within its duration, she enters Wild Hunt and Intro Skill Nowhere to Run! becomes available. Wild Hunt can be triggered once per Pack Hunt.
Resonance Skill - Foebreaker
Consume all Wolflame to perform Foebreaker, dealing Fusion DMG and entering Burning Matchpoint state.
Burning Matchpoint
Normal Attacks restore 500% more Wolflame on hit. Cannot perform Resonance Skill Shewolf's Hunt and Resonance Skill Feral Fang in this state.
Ignis Lupa
Wildfire Banner
Lupa's ATK is increased by 12% for 8s when performing the following actions:
Casting Resonance Skill Feral Fang.
Casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike.
Casting Resonance Liberation Fire-Kissed Glory.
Casting Dance With the Wolf and Dance With the Wolf: Climax.
Resonance Skill - Dance With the Wolf
When Wolfaith reaches 2 points, Resonance Skill is replaced with Dance With the Wolf. Performing Dance With the Wolf consumes all Wolfaith, dealing Fusion DMG (considered Resonance Liberation DMG).
Can be performed in mid-air close to the ground.
Resonance Skill - Dance With the Wolf: Climax
When Wolfaith reaches 2 points in the Burning Matchpoint state, Resonance Skill is replaced with Dance With the Wolf: Climax. Performing Dance With the Wolf: Climax consumes all Wolfaith, dealing Fusion DMG (considered Resonance Liberation DMG). Burning Matchpoint is removed when the skill ends.
Can be performed in mid-air close to the ground.
Resonance Skill - Set the Arena Ablaze
Within 8s after performing Dance With the Wolf or Dance With the Wolf: Climax, Lupa will remain on the field after switching to another Resonator and back up the active Resonator when they perform Resonance Liberation, dealing Fusion DMG (considered Resonance Skill DMG). This effect can only be triggered once in its duration.
Wolflame
Lupa can hold up to 100 points of Wolflame.
Restore Wolflame when Normal Attacks hit the target.
Restore Wolflame while casting Resonance Skill.
Restore Wolflame while casting Resonance Liberation.
Wolfaith
Lupa can hold up to 2 points of Wolfaith.
Wolfaith lasts for 10s. The duration is reset when Wolfaith is restored. At the end of its duration, each remaining point of Wolfaith becomes 50 points of Wolflame.
Restore 1 point of Wolfaith when casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike.
Remember My Name
After dashing for 2.5s, Lupa enters Sprint state. The next Basic Attack is replaced with Basic Attack - Starfall.
Gain increased resistance to interruptions while casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, and Mid-air Attack - Firestrike.
Applause of Victory
Defeating a marked target resets the cooldown of Resonance Skill Shewolf's Hunt.
Resonance Liberation - Glory
Casting Resonance Liberation Fire-Kissed Glory grants Glory. Within 35s:
Attacks of all Resonators in the team ignore 3% of the target's Fusion RES. For each Fusion Resonator in the team other than Lupa, this effect increases by 3%, up to the maximum of 9%. When there are 3 Fusion Resonators in the team, Resonators' attacks further ignore 6% Fusion RES.
Try Focusing, Eh?
Attack the target, dealing Fusion DMG. Press Normal Attack following Intro Skill Try Focusing, Eh? to cast Mid-air Attack Stage 3.
Nowhere to Run!
When Lupa enters the Wild Hunt state, her next Intro Skill is replaced with Nowhere to Run!. Casting Nowhere to Run! removes the Pack Hunt and Glory effects on all Resonators in the team, dealing Fusion DMG (considered Resonance Liberation DMG).
Stand by Me, Warrior
The incoming Resonator will have their Fusion DMG Amplified by 20% and Basic Attack DMG Amplified by 25% for 14s or until the Resonator is switched out.
Sequence Node 1
Performing Resonance Liberation Fire-Kissed Glory recovers 10 Concerto Energy for Lupa and increases Lupa's Crit. Rate by 20% for 10s.
Gain immunity to interruption when casting Dance With the Wolf: Climax.
Sequence Node 2
Performing Fire-Kissed Glory, Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike gives 20% Fusion DMG Bonus to all Resonators in the team for 30s, stacking up to 2 times.
Sequence Node 3
The DMG Multiplier of Intro Skill Nowhere to Run! increases by 100%.
The Pack Hunt effect of Resonance Liberation now no longer requires 3 Fusion Resonators
The Glory effect of Resonance Liberation is now modified as: Casting Resonance Liberation Fire-Kissed Glory additionally grants Glory: Resonators in the team ignore 15% Fusion RES of targets for 35s.
Sequence Node 4
The DMG Multiplier of Dance With the Wolf: Climax increases by 125%.
Sequence Node 5
Performing Intro Skill Try Focusing, Eh? or Nowhere to Run! gives 15% Resonance Liberation DMG Bonus for 10s.
Sequence Node 6
The damage dealt by Forte Circuit Dance With the Wolf: Climax, Resonance Liberation Fire-Kissed Glory, and Intro Skill Nowhere to Run! ignores 30% of the target's DEF.
Resonance Skill Feral Fang restores 100 points of Wolflame on hit, triggered once per 20s.
Forte Circuit Dance With the Wolf is replaced with Dance With the Wolf: Climax. Dance With the Wolf: Climax can be performed when Lupa is not in Burning Matchpoint state.
Casting Intro Skill Nowhere to Run! no longer ends Pack Hunt and Glory.
While the source of the materials can be quickly found in the game, when it comes Bloodleaf Viburnum you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
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
Super easy to use thanks to her auto-dodge effect (3x per rotation) and her ease to build Forte and Concerto Energy;
Very strong buffs to Fusion characters while retaining good personal damage;
Has good non-limited weapon options which allow her to perform well enough to clear without huge investments;
Does evenly spread damage all throughout her rotation with good AoE, valuable pickup for Whimpering Wastes (even if 10-20% DMG Bonus from her kit buffs don’t apply there, it doesn’t matter much);
Has lots of exploitable Swap Cancel windows for optimization potential with a straightforward kit to begin with — any kind of player can pick up Lupa’s gameplay and be efficient with it.
Pretty much locked to mono Fusion compositions with very few exceptions because she’s in direct competition with the top tier Sanhua;
Adding to the above point, takes a lengthy amount of field time despite being a buffer, may prove difficult to use with buffs that operate on shorter cooldowns (particularly Shorekeeper/Verina);
Her Outro expires on swap despite wanting to act in the 3rd slot in her best teams and having lots of swap cancel windows — this means playing quickswap with Lupa is only worthwhile if you REALLY know what you’re doing;
Ideally operates in teams with 3 characters (including herself) that are highly built for damage, unlike Hypercarry-style compositions. This means extra investment is needed compared to current top tiers just to match their performance, not even outperform them (not to mention the absurd cost in pulls that a full premium team built for damage represents).
Lupa is a 5-star Fusion Broadblade character whose primary role is to buff other Fusion characters in your team, while dealing some good personal damage of her own. Featuring an extended rotation time and buffs with an equally extended duration compared to most characters out there, Lupa excels in mono Fusion teams where doing full team rotations is lengthy but where the team’s damage potential is just as high to compensate.
Lupa’s kit is frankly very straightforward and there are lots of unnecessary details present in her kit, notably in her Basic Attacks, and her Resonance Skills are rarely used as well. In an effort to keep this review as short as possible, we won’t detail all of the moves that Lupa can perform, and instead focus on the elements used in practice during her rotations.
The most important element of Lupa’s kit is her Resonance Liberation — that is, her Ultimate. It costs a reasonable 125 Energy and operates on a 20-second cooldown, so Lupa will never have cooldown issues and reaching her Energy thresholds requires some Energy Regen, but not a massive amount like most 3rd slot teammates in the meta.
When Lupa casts her Ultimate, it deals Fusion DMG in a good AoE and it directly interacts with her 2 Forte Circuit resources: “Wolfaith” and “Wolflame”. Let’s list their properties and what they’re used for:
Lupa can store up to 100 Wolflame and 2 Wolfaith. Both are indicated by her Forte gauge, separated in two halves: Wolfaith is represented by a couple of wolf heads generated after certain actions, and Wolflame is the red bar that progressively fills up after certain actions;
Wolflame is restored after using Basic Attacks, Skill and Ultimate. Wolflame is fully restored when casting Ultimate and that’s all that really matters for Lupa;
Wolfaith is restored after using certain attacks that also consume 50 Wolflame (one half of her bar), including Lupa’s Enhanced Mid-Air Attack and Lupa’s Enhanced Heavy Attacks;
Wolfaith stacks last for 10s and restore 50 Wolflame if they expire after that duration — in other words, 1 Wolfaith is considered as replacing 50 Wolflame when generated;
2 Wolfaith can be consumed to cast Lupa’s Forte Enhanced Skills, generating a lot of damage, Concerto Energy and activating her off-field attack.
Now, finally going back to Lupa’s Ultimate. It generates 100 Wolfaith, and it makes the party enter the “Pack Hunt” and “Glory” states for 35s.
During Pack Hunt, all characters in the team get 6% increased ATK against all targets and 10% Fusion DMG Bonus against all Overlord and Calamity-class targets (a.k.a 4-cost Echoes, bosses).
Pack Hunt can be enhanced in 2 ways: by casting another character’s Intro skill, an extra 6% ATK is granted, up to 18% (2 Intros). By having a team full of Fusion characters (3 characters), the 10% DMG Bonus effect increases to 20%.
If Pack Hunt is fully enhanced by using 2 Intro Skills, it becomes “Wild Hunt” which allows Lupa to cast an Enhanced Intro Skill called “Nowhere to Run” which deals a big burst of damage at the cost of removing the effects of Pack Hunt and Glory.
During Glory, attacks of all characters in the team ignore 3% of the target’s Fusion RES, enhanced to 6% with 2 Fusion characters then 15% with 3 Fusion characters (full team).
Due to the nature of their 35s duration, Pack Hunt and Glory can be considered as permanently active since full team rotations will never last longer. However, they will be removed when Lupa enters her next rotation due to casting Nowhere to Run.
Using Ultimate also allows Lupa to cast a special Skill called “Foebreaker” by pressing Basic Attack or Skill shortly after her Ultimate cast. This sends her up in the air and deals a good chunk of damage, setting herself up nicely for her Mid-Air Attacks.
Finally, Foebreaker also grants herself the “Burning Matchpoint” state, which increases Wolflame generation on Basic Attacks by 500% (useless since Lupa gains full Wolflame from casting Ultimate anyway). More importantly though, being in this state allows her to cast an Enhanced Forte Skill (we detail this later).
Lupa’s Mid-Air attacks are nothing special, but since we have more than 50 Wolflame from casting her Ultimate beforehand, her third Mid-Air Attack becomes “Firestrike” which has increased Interruption Resistance and it allows her to follow up with an Enhanced Heavy Attack called “Wolf’s Claw” by pressing Basic Attack, during which she also has increased Interruption Resistance. Lupa has another Enhanced Heavy Attack called “Wolf’s Gnawing” but since it has the same perks as Wolf’s Claw while being slower and only usable on the ground, it’s not used in her rotations.
Anyway, using Firestrike and Wolf’s Claw gave us 2 Wolfaith, so now her Forte Enhanced Skill, “Dance With the Wolf - Climax”, can be cast. This consumes all Wolfaith and removes Burning Matchpoint. Another version exists if Lupa is not in Burning Matchpoint which deals less damage, but because that state lasts forever it never sees use (it could only be used on the second cast of the skill, but onfielding Lupa is not a good playstyle due to her significant lack of damage compared to a character like Brant. She has good personal damage, just not enough to justify taking longer than the field time she takes currently).
Doing this skill will generally end her rotation as it will generate enough Concerto Energy to activate her Outro, which amplifies the next character’s Basic Attack DMG by 25% and Fusion DMG by 20%, which ends upon swap.
It should be noted however, that without the Concerto Energy from casting an Intro Skill, Lupa will lack Concerto Energy to end her rotation after her Forte Enhanced Skill. In this case where Lupa needs extra Concerto due to not having an Intro available (commonly in the Opener rotation of teams where she’s the 3rd slot teammate), casting 1 of her 2 base Resonance Skills is perfectly acceptable. However, you need to make sure the first Skill hits the target before casting the Ultimate.
Indeed, Lupa has access to 2 Resonance Skills, which can be done one after the other. The first skill will apply a mark on the target which allows her second skill to gain a 50% increased multiplier against the affected targets. Other than that, they’re simple ticks of damage which aren’t used if an Intro is available.
Finally, Lupa can perform a pseudo-coordinated attack (not considered as one, but similar in the sense it happens automatically off-field) whenever other characters cast their Ultimate within 8s after using her Forte Enhanced Skill (during which she doesn’t disappear from the field even when swapping). Due to the nature of Lupa’s Outro expiring on swap, outside of Quickswap teams only 1 instance of this attack will be activated, but 2 is possible via Quickswapping. This attack is called “Set The Arena Ablaze”.
Now that all of the useful parts of her kit have been explained, let’s give a proper summary of the buffs granted by her rotations (for the rotations themselves, refer to our Gameplay & Teams page):
All buffs apply to the full team.
From Pack Hunt: 6% ATK, enhanced to 12% then 18% after 1-2 Intros, and 10-20% Fusion DMG Bonus against Calamity and Overlord class targets (depending on the amount of Fusion characters in the team), lasting 35s
From Glory: 3-6-15% Fusion RES Ignore (depending on the amount of Fusion characters in the team), lasting 35s
From Flaming Clawprint (signature Echo Set): 15% Fusion DMG Bonus when casting Ultimate, lasting 35s
From Signature Weapon if present: 24% Fusion DMG Bonus when casting Heavy Attack, lasting 30s.
You’ll notice this is a lot of buffs — indeed, Lupa’s personal damage is acceptable, but nothing impressive compared to proper Hybrids like Cantarella, Brant or Yinlin in spite of her field time requirements. Where Lupa truly shines is in the 3rd slot to Fusion teams, ideally buffing Fusion-Basic damage dealers like Brant or Encore and her own damage being buffable by Changli (mostly being Fusion-Liberation DMG).
As a result, a new Mono Fusion team archetype is created by Lupa’s presence in the team, with team concepts such as Changli-Brant-Lupa, where all 3 characters buff each other via their Outros and Lupa handles the team-wide buffing while the other 2 handle the heavy lifting in terms of damage (with a bit of Lupa’s help too).
This position in the meta gives Lupa a good niche, additionally being perfectly usable with Encore and a general Support like Shorekeeper or Verina. While generally speaking this use wouldn’t be recommended due to the nature of Lupa’s kit favouring the presence of all 3 teammates being Fusion, in the case of Encore, by nature of her very short rotation often presenting downtime which needs to be filled in for the 3rd teammate’s Ultimate & Echo cooldowns to catch up, it ends up working nicely in favour of a duo with Lupa. Such a team is the only current case of Lupa separating herself from the Mono Fusion archetype.
Nonetheless, it gives her a brilliant F2P team in the form of Encore-Lupa-Verina, getting even better with Shorekeeper instead of Verina, making her all the more accessible in terms of use cases. However, it’s worth noting this position is contested by Sanhua who also buffs Basic Attack DMG on her Outro, but Lupa while displaying similar performance is undeniably the stronger pick due to her increased buff strength and personal damage which would usually come at the cost of field time, but in that specific team this downside is close to nonexistent.
In conclusion, Lupa is fantastic both with F2P and higher-invested teammates. While her primary downside is her need to expand on damage and her best use case is in Mono Fusion teams with 3 damage dealers including herself, which comes at the cost of a lot of resources, this downside is mitigated by her duo with Encore which works surprisingly well even outside of Mono Fusion team archetypes. In such Mono Fusion teams however, Lupa is a brilliant addition as she brings a brand new archetype into Wuthering Waves, performing equally as well to some of the top tier contenders of the current meta, making her a fantastic character overall.
Build
122.1%
Stats at Level 90: ATK: 588 | CRIT DMG: 48.6%
106.7%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
106.1%
Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%
100%
Stats at Level 90: ATK: 587 | ATK: 36.4%
88.8%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
84.9%
Stats at Level 90: ATK: 462 | ATK: 18.2%
80.3%
Stats at Level 90: ATK: 412 | ATK: 30.3%
75.2%
Stats at Level 90: ATK: 325 | ATK: 24.3%
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.
100%
2 Set: Fusion DMG + 10%.
5 Set: Casting Resonance Liberation grants all Resonators in the team 15% Fusion DMG Bonus and the caster 20% Resonance Liberation DMG Bonus, lasting for 35s.
Increases Fusion DMG Bonus by 10% unconditionally and gives all party members 15% Fusion DMG Bonus when casting Ultimate on top of giving the equipper 20% Liberation DMG Bonus, all of these effects lasting 35s (which means they can be permanently applicable if maintained). Lupa's dedicated Echo set is expectedly her best thanks to its ability to increase her primary damage type immediately as she uses her Resonance Liberation at the beginning of her rotation, all the while providing a party-wide Fusion DMG Bonus increase as she typically is paired with a Fusion DPS, which offers the best mix of damage increase to herself and supportive capabilities for her teammates.
Below you can find Main Echo options that you should be using with the set:
95.4%
2 Set: Fusion DMG% increases by 10%.
5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.
While this set does give Lupa great personal damage, in practice it won't buff a good chunk of Lupa's damage being her Enhanced Intro Skill and additionally her initial Ultimate cast without using animation cancelling. It is possible to activate this set's extra 30% DMG Bonus effect before her Ultimate by cancelling a Skill 1 cast (by immediately using that same Ultimate) which does make the drop-off not as steep (calculations assume this technique is used). Additionally, running this set will extend Lupa's rotation time as its only good Echoes are Transform-type which takes time to cast at the end of her rotation, while Flaming Clawprint has a Summon-type Echo so this downside isn't present. However, expect an even bigger loss than shown running this set as it does not provide the 15% Fusion DMG Bonus party-wide buff that Flaming Clawprint would provide (keep in mind the calculations only factor in Lupa's own damage).
Below you can find Main Echo options that you should be using with the set:
Substats: Energy Regeneration (Until Satisfied) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK > Liberation ATK 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.
HP: 16000+
DEF: 1100+
ATK: 1800-2500+
Fusion%: 30% - 60% (Out of Combat)
Crit Rate: 65% - 80%+
Crit DMG: 115% - 145%+
Energy Regen: 15% - 30%
Below you can find the order of leveling the abilities for Lupa.
Res. Liberation
Intro Skill
Forte Circuit
Basic Attack
Res. Skill
Gameplay and teams
Below you can find optimal rotation (or rotations) for Lupa. The total time needed to perform it is 8.14 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.
Lupa’s gameplay sums up to a few goals:
Doing such a rotation will allow Lupa to build up all of her buffs and access the most of her damage potential while minimizing the time she takes on field. In other words, maximal buffs, maximal DPS, minimal field time.
There are a couple of ways to do this. The most important factor is whether an Intro Skill is available or not, as this will impact her Concerto generation. If no Intro skill is available, which happens in Lupa’s best teams where she’s typically the first one to generate an Outro (so the Opener character), her rotation will look like this.
Echo usage (both rotations):
- Skill: Shewolf’s Hunt
- Ultimate
- Skill: Foebreaker (press Basic or Skill shortly after Ultimate)
- Mid-Air Attack 1
- Mid-Air Attack 2
- Mid-Air Attack: Firestrike (press Basic after Mid-Air Attack 2)
- Heavy: Wolf’s Claw (press Basic after Firestrike)
- Forte: Skill: Dance With the Wolf - Climax
- Outro
If an Intro skill is available (after the first rotation or if Lupa isn’t acting as the first Outro of the team), then Lupa’s Concerto Energy needs are reduced and she doesn’t need to do the skill before her Ultimate anymore, so the rotation looks like this:
- Intro
- Ultimate
- Skill: Foebreaker (press Basic or Skill shortly after Ultimate)
- Mid-Air Attack 1
- Mid-Air Attack 2
- Mid-Air Attack: Firestrike (press Basic after Mid-Air Attack 2)
- Heavy: Wolf’s Claw (press Basic after Firestrike)
- Forte: Skill: Dance With the Wolf - Climax
- Outro
A TLDR of Lupa’s gameplay essentially is: open with a skill if no Intro, press Ultimate, then spam Basic Attack until her Forte Skill is ready, press Skill then switch out when her Outro is available.
It is worth noting that within 8s after casting her Forte Skill and switching out, Lupa will automatically add an attack to any following character’s Ultimate called Set the Arena Ablaze. This effect happens in both of her rotations.
Lupa has 3 free dodges after casting Ultimate and gains Interruption Resistance on Wolf’s Claw and Firestrike, so you should never need to worry about being interrupted by enemy attacks. This rotation should be done consistently every time.
A major portion of Lupa’s skills each take around a second or more to cast, which means you’re completely free to swap in and out of these skills with little to no consequences on field time.
However, be careful that if an Outro buff that expires on swap is present on Lupa (such as the common usage she has in the Changli-Brant team), then you are forfeiting these powerful Outro amplifications the second you switch out — this can be worthwhile, especially because while Lupa’s personal damage is noteworthy, it’s not to the level of a Main DPS, but this needs to be justified by doing a lot of other abilities to compensate her personal damage loss.
The abilities that make for reasonable swap windows throughout her rotations include the following:
With a more quickswap-oriented playstyle, it’s best to time her Forte Skill and her Outro with your other characters’ Ultimates and/or any heavy hitters (within max. 8s of each other) so that her Set the Arena Ablaze effect is capitalized on, however the damage isn’t too high and is okay to forfeit if necessary. What’s important is to ensure her Outro buffs your character’s heavy-hitting attacks — when it comes to her typical partners, for Encore that’s her entire rotation, and for Brant that’s his Forte anchor.
It’s also worth noting you will be in mid-air after swapping out of Mid-Air Attack 2 and/or Firestrike, so you must plan your other characters’ abilities accordingly. However, worry not about continuing Lupa’s Mid-Air Attack chain as any progress made in the chain will never reset.
Below you can find a list of some of the stronger synergies between this character and others.
Lupa is a character dedicated to buffing other Fusion damage dealers while dealing some damage of her own. For this reason, all of her relevant synergies are linked to Fusion characters (Sanhua being privileged in non-Fusion teams with Basic Attack damage dealers). Below, note that we only list her main synergies, but other characters can appear on her teams and she can pair with other Basic damage dealers (while being worse than Sanhua at it).
Best Team
Changli Alternative
Encore Best Team
Encore Alternative
Chixia Best 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.
Important!
It is worth noting that these calculations assume Lupa is entering her 2nd rotation or beyond. Several of her buffs are not accessed on every ability until then, such as 5P Flaming Clawprint, Wildfire Mark weapon bonus effect, S2 Fusion DMG Bonus and S3 Fusion RES Shred. Additionally, Lupa is unable to cast her Enhanced Intro Skill, Nowhere to Run, on her first rotation, and S1 impacts the time saved on rotation differently (gaining very slightly more value on the first rotation).
Calculations that cater more towards killing enemies in as few rotations as possible, instead of focusing on clearing endgame content (why we calculate Lupa this way), may see some variations in numbers, specifically with the value of all these abilities decreasing by a small amount. However, the order of priority in regards to the value of each of these upgrades to her build do not change from the calculations shown. With that being said, it is worth keeping in mind their value will get decreased by a certain amount (without changing what is most valuable to build).
Rotation time: 8.14s
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.
Standard Rotation
- Skill: Shewolf’s Hunt
- Ultimate
- Skill: Foebreaker (press Basic or Skill shortly after Ultimate)
- Mid-Air Attack 1
- Mid-Air Attack 2
- Mid-Air Attack: Firestrike (press Basic after Mid-Air Attack 2)
- Heavy: Wolf’s Claw (press Basic after Firestrike)
- Forte: Skill: Dance With the Wolf - Climax
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 587 | ATK: 36.4%
2 Set: Fusion DMG + 10%.
5 Set: Casting Resonance Liberation grants all Resonators in the team 15% Fusion DMG Bonus and the caster 20% Resonance Liberation DMG Bonus, lasting for 35s.
Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)
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