Yuanwu owns a boxing gym where he teaches martial arts and health management. He is well-respected in the community for his cordial demeanor and pleasant temperament.
To learn more about Yuanwu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
This character has no video guide yet.
Last review update
Patch 1.0
Last major build/calcs update
Patch 1.3
Last profile update*
December 2nd, 2024
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Yuanwu 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
Leihuangquan
Perform up to 5 continuous attacks, dealing Electro DMG.
Consume Stamina to attack the target, dealing Electro DMG.
Consume Stamina to launch a Plunging Attack, dealing Electro DMG.
Use Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.
Leihuang Master
Yuanwu summons Thunder Wedge, dealing Electro DMG, and forms a Thunder Field centered on the Thunder Wedge. Thunder Wedge lasts for 12s.
Forte Circuit Rumbling Spark and Resonance Liberation Blazing Might will immediately detonate Resonance Skill Thunder Wedge on the field, dealing Electro DMG, considered as Resonance Skill Damage.
The on-field character gains the effects below when in the Thunder Field: a Coordinated Attack from Resonance Skill Thunder Wedge is triggered when attacks hit a target, dealing Electro DMG. This can be triggered once every 1.2s. The effect lasts for 1.5s.
Blazing Might
Awaken the power of thunder and provide Forte Circuit Lightning Infused status for all nearby characters for 10s, granting them increased Anti-interruption, then perform a powerful blow that deals Electro DMG.
Unassuming Blade
When "Readiness" is full, long press Resonance Skill to consume all "Readiness" and cast Rumbling Spark, dealing Electro DMG and entering the Lightning Infused state.
When you have full "Readiness", Resonance Skill Thunder Wedge will cast Thunder Uprising, dealing Electro DMG.
The character in Lightning Infused state has a greatly increased anti-interruption. When Yuanwu is in this state:
Basic Attacks: Hits targets in a larger range, depletes enemy Vibration Strength faster.
Heavy Attacks: Attack speed is increased, deplete enemy Vibration Strength faster
Dodge Counters: Attack speed is increased, deplete enemy Vibration Strength faster.
Use Basic Attack within 3s after casting a Heavy Attack or a successful Counterattack to cast Thunderweaver, dealing Electro DMG, considered as Basic Attack damage;
Yuanwu can hold up to 100 "Readiness".
When Resonance Skill Thunder Wedge is on the field, Yuanwu gains 6 "Readiness" every second, even when he is not the on-field character; When Resonance Skill Thunder Wedge hits a target with a Coordinated Attack, Yuanwu gains 5 "Readiness".
Thunderweaver
The damage multiplier of Resonance Skill Thunder Uprising is increased by 40%, and its depletion of enemy Vibration Strength is enhanced.
Reserved Confidence
The ranges of the Resonance Skill Thunder Field and Thunder Uprising are greatly expanded. When exiting during combat, if Readiness is not full, Yuanwu will automatically leave 1 Resonance Skill Thunder Wedge in place.
Thunder Bombardment
Attack the target, dealing Electro DMG.
Lightning Manipulation
Yuanwu summons thunderbolts on a field centered on the skill target, dealing significant Vibration Strength depletion to the enemies hit.
Sequence Node 1
When Yuanwu is in Forte Circuit's Lightning Infused state, his Basic Attack Speed is increased by 20%, and his Heavy Attack Speed is increased by 20%.
Sequence Node 2
Intro Skill Thunder Bombardment additionally recovers 15 Resonance Energy for Yuanwu.
Sequence Node 3
When the Coordinated Attacks of Resonance Skill's Thunder Wedge hits a target, the damage is additionally increased by 20% of Yuanwu's DEF.
Sequence Node 4
When casting Resonance Liberation Blazing Might, the on-field character will gain a Shield equal to 200% of Yuanwu's DEF for 10s.
Sequence Node 5
When Resonance Skill Thunder Wedge is on the field, Yuanwu's Resonance Liberation DMG Bonus is increased by 50%.
Sequence Node 6
All team members nearby within the range of Resonance Skill Thunder Wedge will gain a 32% DEF increase, lasting 3s.
While the source of the materials can be quickly found in the game, when it comes Terraspawn Fungus you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Takes up very little field time
Very easy to play and realize his full potential
Can bring much of his benefit while off the field
Reduces time it takes to stun Boss enemies
Grants anti-interruption aura to the team
Gains new supportive abilities with sequences
You’ll need to replace his Thunder Wedge often against highly mobile enemies
Doesn’t bring any offensive buffs as a part of his kit, causing him to fall behind other Hybrid options in total team damage potential
Scales off Defense instead of Attack making him weaker before max level (weapons and gear don’t grant base Defense)
Acceptable DPS but low total damage making spending any extra field time punishing for overall team output
Yuanwu is a 4-star Electro Gauntlet wielder Hybrid character who brings more to the table than just damage. His unique Support abilities include a team-wide anti-interruption buff that reduces knockback and stun, and the ability to deal extra break bar damage with his outro, making enemies, particularly bosses, more susceptible to becoming vulnerable.
With an exceptionally short cooldown of 3 seconds, Yuanwu’s skill summons a Thunder Wedge that creates a large circular aura. The wedge helps Yuanwu generate Forte Gauge, and when enemies within its radius take damage, Yuanwu launches a coordinated attack which can be followed by another one after a cooldown of 1.2 seconds from the attack, dealing DEF-based damage and generating additional Forte Gauge.
Yuanwu’s Forte Gauge grants him access to an enhanced charged skill. When executed, it detonates his Thunder Wedge, unleashing a burst of Electro Damage based on his DEF. After using the Forte, Yuanwu enters a self lightning-infused state, enhancing his combat abilities (this state is exclusive to him and does not affect the team). As his Ultimate and Forte-enhanced skill can cause his Thunder Wedge to detonate, players can strategically use his resonance skill placing a Wedge immediately before activating these abilities for extra detonation damage. The primary usage of Yuanwu’s ability is to generate Concerto Energy.
Yuanwu’s Ultimate inflicts significant Electro Damage based on his DEF and also grants the entire team a 10-second lightning-infused buff. At S0, this buff provides the entire team an anti-interruption aura reducing the chance they’ll be stunned or knocked back for its duration. Despite Yuanwu’s ultimate buff sharing a name with his Forte Ability buff the two operate quite differently.
Yuanwu is designed to spend minimal time on the field, just enough to utilize his Forte Gauge, unleash his Ultimate, and deploy his Thunder Wedge. While players can extend his time on the field to execute lightning-infused attack combos, these typically do not yield as much damage as other options available to the team. Yuanwu’s damage, although modest if skipping his lightning-infused attack, is still reasonable considering his low field time requirement. His standout feature is the anti-interruption buff he provides, which lasts for 10 seconds and his ability to deal extra break bar damage on his outro making certain situations a little easier.
Yuanwu is relatively easy to play as a Hybrid character. The key is to maintain his Thunder Wedge on the enemy, use his empowered skill when his Forte is full, and activate his Ultimate as needed.
It’s important to note Yuanwu’s best abilities scale with DEF% rather than ATK% and he’ll be building with that in mind meaning most typical offensive Echoes that scale on ATK% are less effective for him.
Yuanwu’s dependance on DEF makes him more reliant on gear compared to other characters as he gains no base DEF from his weapon or inherent flat DEF from his Echos outside of sub stat rolls. If played with focus on dealing damage, his options are quite limited in the early game due to the majority of his DEF scaling coming from character levels. As an alternative Yuanwu can be played as a support by using the Bell-Borne Geochelone Echo, 5P Rejuvenating Glow Echo set and Originite: Type IV healing weapon. Another option that works for both Support focused or damage focused Yuanwu is using Impermanence Heron Echo with 5P Moonlit Clouds set but at the cost of lower damage.
Yuanwu’s potential is still being unearthed with players experimenting with how his unique abilities can be integrated into teams and strategies, currently he isn’t seeing a high amount of play in endgame though.
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
Yuanwu guide videos aren't available yet.
Build
101.82%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
100%
Stats at Level 90: ATK: 337 | DEF: 61.5%
93.21%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
90.23%
Stats at Level 90: ATK: 300 | DEF: 38.4%
86.42%
Stats at Level 90: ATK: 300 | CRIT DMG: 40.5%
85.22%
Stats at Level 90: ATK: 325 | DEF: 30.7%
84.99%
Stats at Level 90: ATK: 587 | ATK: 36.4%
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.
88.57%
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.
86.07%
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.
Moonlit Clouds
Supportive Echo that can be run at the cost of a sizeable chunk of damage for the character who equips, trading personal gain for team benefits. Should always be used and immediately switch cancelled right before performing an Outro, leading to another DPS. When done so will grant the next character switching in 12% increased DMG% which when combined with the 5P Moonlit set which also grants 22.5% ATK% under the same conditions makes for a sizeable boost.
While the echo does lower the damage of whoever wears it, it grants a massive chunk of energy on use usually saving 1 or sometimes even 2 Energy Regen sub stats that may otherwise be needed by the wearer allowing for some damage to be recovered.
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.
Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > DEF% > Flat DEF
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: 13000+
DEF: 2800-4000+
ELECTRO DMG%: 52%-82%+
CRIT RATE%: 50-70%+
CRIT DMG% 100-140%+
Energy Regeneration: 25-35%
A large portion of Yuanwu's potential damage and supportive capabilities on top of Concerto generation comes from his ultimate so gaining access to it preferably on cooldown is incredibly important.
To ensure you have it up in a timely manner we recommend 25-35% Energy Regen but depending on your chosen team composition and the enemy you're fighting, you may want to invest into the stat more.
Below you can find the order of leveling the abilities for Yuanwu.
Res. Liberation
Res. Skill
Forte Circuit
Intro Skill
Basic Attack
Gameplay and teams
This is the optimal rotation for the character. The total time needed to perform it is 2.96 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.
Unlike most primary DPS and Hybrid dealers, Yuanwu features no set rotation when played and instead focuses on his Ultimate and Resonance Skill, which make up the majority of his endgame capabilities. While we have assigned him a “rotation” for the purpose of calculations, it is better to refer to the following list as things to watch out for during his gameplay instead:
Ability Priority
- Echo
- Intro (If Available)
- Skill: Place Thunderwedge
- Ultimate (Detonates Thunderwedge)
- Skill: Forte: Rumbling Spark
- Skill: Place Thunderwedge
- Outro (If Available)
- Skill: Place Thunderwedge (As needed to keep active and on top of enemies)
Yuanwu is an excellent Hybrid partner for Jinhsi who - out of all of her potential hybrid teammates - requires the least field time by far. Yuanwu doesn't offer to much in terms of total damage or buffs but he does offer a consistent permanently accessible Electro Coordinated Attack to assist with stacking up Jinhsi's Forte Gauge. Yuanwu is absolutely a top option for Jinhsi and should not be underestimated - he is easy to play, gives her what she needs and allows for you to focus on playing 2 characters for the most part instead of 3 due to his simplistic nature.
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.
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: 2.96s
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 2.96 seconds.
Unlike most primary DPS and Hybrid dealers, Yuanwu features no set rotation when played and instead focuses on his Ultimate and Resonance Skill, which make up the majority of his endgame capabilities. While we have assigned him a “rotation” for the purpose of calculations, it is better to refer to the following list as things to watch out for during his gameplay instead:
Ability Priority
- Echo
- Intro (If Available)
- Skill: Place Thunderwedge
- Ultimate (Detonates Thunderwedge)
- Skill: Forte: Rumbling Spark
- Skill: Place Thunderwedge
- Outro (If Available)
- Skill: Place Thunderwedge (As needed to keep active and on top of enemies)
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 337 | DEF: 61.5%
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: DEF (34.17%), CRIT Rate (42%), CRIT DMG (84%), Energy Regen (28%)
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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