Amber
Always energetic and full of life, Amber's the best — albeit only — Outrider of the Knights of Favonius.
Resources
Base Stats
Asc. | Lv. | Base HP | Base ATK | Base DEF | CRIT Rate | CRIT DMG | ATK% |
---|---|---|---|---|---|---|---|
A0 | 1 | 793 | 19 | 50 | 5.0% | 50.0% | 0.0% |
A6 | 90 | 9461 | 223 | 601 | 5.0% | 50.0% | 24.0% |
Click to expand... |
Attacks
- Normal Attacks
- Skill
- Burst

Normal Attack
Performs up to 5 consecutive shots with a bow.
String | Talent 9% | Frames | MV/s | Poise Damage | Impulse Type |
---|---|---|---|---|---|
1-hit | 66.36% | 26 | 153.14%/s | 12.9 | 1 |
2-Hit | 66.36% | 22 | 180.98%/s | 13.2 | 1 |
3-Hit | 85.32% | 37 | 138.36%/s | 15 | 1 |
4-Hit | 86.9% | 34 | 153.35%/s | 14.4 | 1 |
5-Hit | 109.02% | 60 | 109.02%/s | 16.5 | 1 |
Charged Attack
Performs a more precise Aimed Shot with increased DMG.
While aiming, flames will accumulate on the arrowhead. A fully charged flaming arrow will deal Pyro DMG.
Type | Talent 9% | Frames | MV/s | GU | Poise Damage | Impulse Type |
---|---|---|---|---|---|---|
Aimed Shot | 80.58% | 25 | 193.39%/s | - | 10 (Headshot: 30) | 2 |
Fully Charged | 210.8% | 96 | 131.75%/s | 2U | 20 (Headshot: 60) | 5 |
Plunging Attack
Fires off a shower of arrows in mid-air before falling and striking the ground, dealing AoE DMG upon impact.
Type | Talent 9% | Poise Damage | Impulse Type |
---|---|---|---|
Plunge DMG | 104.41% | 10 | 2 |
Low Plunge DMG | 208.77% | 50 | 2 |
High Plunge DMG | 260.76% | 100 | 3 |
Notes
- Charged Attack frame counts are done using by holding and releasing the Normal Attack button.
- MV/s are calculated using the shortest possible frames without any animation cancels, for different cancels see below.
- After the first 0.7s, Aimed Shot damage and Gauge Unit will drop off 10% for every 0.05s the arrow travels in air (up to a total of 90%).

The ever-reliable Baron Bunny takes the stage.
Baron Bunny
- Continuously taunts the enemy, drawing their fire.
- Baron Bunny's HP scales with Amber's Max HP.
- When destroyed or when its timer expires, Baron Bunny explodes, dealing AoE Pyro DMG.
Hold
Adjusts the throwing direction of Baron Bunny.
The longer the button is held, the further the throw.
Baron Bunny hails from a storied lineage, but Amber has stopped keeping count since Baron Bunny the 893rd.
Effect | Skill |
---|---|
Explosion DMG (T9%) | 209.44% |
Inherited HP (T9%) | 70.31% |
Particles | 4 (-) |
GU | 2U |
ICD | None |
Snapshot | Snapshots |
Damage Element | Pyro |
Damage Type | Skill |
Duration | 8s |
Cooldown | 15s |
Explosion Poise Damage | 260 |
Explosion Impulse Type | 5 |
Notes
- The explosion has the blunt attribute that lets it damage shields and Shatter Frozen enemies like claymores.
- Baron Bunny can be picked up by Anemo units like Jean and Sucrose when they use their Elemental Skills.
- The explosion radius is smaller than the animation so take care when aiming it.
- Baron Bunny is allowed to have a Hydro or Cryo aura, as well as be Frozen.
- Only environmental effects may apply the Hydro aura.
- Most reactions function properly on this aura, notably: Crystallize, Swirl, Superconduct, and Shatter.
- Multiple Baron Bunnies can be spawned without C4 when utilizing cooldown reduction effects.
- Baron Bunny's duration starts when it lands, not when the Skill is casted.
- If Baron Bunny doesn't land on the ground within 10s of being casted, it disappears.
- Baron Bunny can take collision damage from characters and from falling. Collision damage can occur from dashing into the bunny or plunging into it.
- Baron Bunny has a hitbox that players can hit with Normal Attacks. Some characters such as Xingqiu can hit this hitbox easily, while other characters struggle to hit it consistently. This can be used for Dragonstrikes.
- Baron Bunny can be dash canceled or jump canceled (while stationary) to activate artifact/domain/Spiral Abyss effect requirements.

Fires off a shower of arrows, dealing continuous AoE Pyro DMG.
Amber's passion truly burns hot.
Effect | Burst |
---|---|
Wave DMG (T9%) | 47.74% |
Total DMG (T9%) | 859.25% (18 Waves) |
GU | 1U |
ICD | 3 hits / 1s |
Snapshot | Snapshots |
Damage Element | Pyro |
Damage Type | Burst |
Energy Cost | 40 |
Duration | 2s |
CD | 12s |
Poise Damage | Main Arrows: 7.22 x5 Sub Arrows: 7.22 x13 |
Impulse Type | Main Arrows: 2 x5 Sub Arrows: 0 x13 |
Notes
- Applies 1U worth of Pyro 6 times, following normal ICD rules.
- Does 18 waves total over 2 seconds in the center of the AoE.
- 8 of the waves cover approximately the outer half the size of the marker.
- 10 waves cover the inner half of the marker.
- Anything in the outer half is expected to get hit a random number of times, with closer to the edge being lower in the number of hits.
- The random arrow distribution in Amber's Burst makes the reaction potential of her Burst as the trigger very inconsistent.
Frames
- NA
- CA
- Skill
- Burst
- Other
Name | Release | Hitlag | Next NA |
---|---|---|---|
N1 | 14 | 0 | 26 |
N2 | 10 | 0 | 22 |
N3 | 27 | 0 | 37 |
N4 | 26 | 0 | 34 |
N5 | 26 | 0 | 60 |
Name | Release | Hitlag | N1 |
---|---|---|---|
CA (Physical) | 15 | 0 | 25 |
CA (Elemental) | 86 | 0 | 96 |
Notes
- Hitlag is 0.12s if it hits a weakspot
Name | Hitmark | N1 | Skill | Burst | Dash | Jump | Swap | CD |
---|---|---|---|---|---|---|---|---|
Press | 484 | 32 | 33 | 32 | 8 | 8 | 23 | 5 |
Notes
- Baron Bunny landing: 46f
Name | N1 | Skill | Walk | Dash | Jump | Swap | CD | Energy |
---|---|---|---|---|---|---|---|---|
Cast | 111 | 111 | 62 | 57 | 58 | 60 | 56 | 59 |
Notes
- Tick 1: 72f
- DoT interval: 0.4s
Name | Default |
---|---|
Dash | 20 |
Jump | 31 |
For details on a specific character, see the respective Evidence Vault.
Ascension Passives
- Passive
- Ascension 1
- Ascension 4

Decreases gliding Stamina consumption for your own party members by 20%.
Not stackable with Passive Talents that provide the exact same effects.

Increases the CRIT Rate of Fiery Rain by 10% and widens its AoE by 30%.

Aimed Shot hits on weak points increase ATK by 15% for 10s.
Constellations
- C1
- C2
- C3
- C4
- C5
- C6

Fires 2 arrows per Aimed Shot. The second arrow deals 20% of the first arrow's DMG.
Extra Arrow | Poise Damage | Impulse Type |
---|---|---|
Aime Shot | 2 (Headshot: 6) | 2 (Headshot: 5) |
Fully Charged | 4 (Headshot: 12) | 2 (Headshot: 5) |
Notes
- The second arrow is fired 10 degrees vertically below actual aiming, has separate CRIT, and also makes the primary shot travel further before it starts dropping down.
- C1 damage instance is considered CA damage.
- Shared ICD with Charged Attack.

Baron Bunny, new and improved! Hitting Baron Bunny's foot with a fully-charged Aimed Shot manually detonates it.
Explosion via manual detonation deals 200% additional DMG.
Notes
- Explosion via manual detonation deals 200% additional DMG.
- C2 damage instance is considered Skill damage.
- Baron Bunny snapshots.
- In CO-OP, teammates can manually detonate each other's Baron Bunnies, but the damage bonus will only apply if both players have C2.
- It can be triggered using Transformative Reactions via Amber's Charged Attacks.

Increases the Level of Fiery Rain by 3.
Maximum upgrade level is 15.

Decreases Explosive Puppet's CD by 20%. Adds 1 additional charge.

Increases the Level of Explosive Puppet by 3.
Maximum upgrade level is 15.

Fiery Rain increases all party members' Movement SPD by 15% and ATK by 15% for 10s.
Notes
- The buffs persist for their full duration even when this character leaves party. Click here for the finding.
Full Talent Values
- Normal Attack: Sharpshooter
- Explosive Puppet
- Fiery Rain
Name | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
1-Hit DMG | 36.1% | 39.1% | 42.0% | 46.2% | 49.1% | 52.5% | 57.1% | 61.7% | 66.4% | 71.4% | 76.4% |
2-Hit DMG | 36.1% | 39.1% | 42.0% | 46.2% | 49.1% | 52.5% | 57.1% | 61.7% | 66.4% | 71.4% | 76.4% |
3-Hit DMG | 46.4% | 50.2% | 54.0% | 59.4% | 63.2% | 67.5% | 73.4% | 79.4% | 85.3% | 91.8% | 98.3% |
4-Hit DMG | 47.3% | 51.2% | 55.0% | 60.5% | 64.4% | 68.8% | 74.8% | 80.9% | 86.9% | 93.5% | 100% |
5-Hit DMG | 59.3% | 64.2% | 69.0% | 75.9% | 80.7% | 86.3% | 93.8% | 101% | 109% | 117% | 126% |
Aimed Shot | 43.9% | 47.4% | 51.0% | 56.1% | 59.7% | 63.8% | 69.4% | 75.0% | 80.6% | 86.7% | 92.8% |
Fully-Charged Aimed Shot | 124% | 133% | 143% | 155% | 164% | 174% | 186% | 198% | 211% | 223% | 236% |
Plunge DMG | 56.8% | 61.5% | 66.1% | 72.7% | 77.3% | 82.6% | 89.9% | 97.1% | 104.4% | 112.3% | 120.3% |
Low/High Plunge DMG | 114% | 123% | 132% | 145% | 155% | 165% | 180% | 194% | 209% | 225% | 240% |
Name | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 | Lv. 12 | Lv. 13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Inherited HP | 41.4% | 44.5% | 47.6% | 51.7% | 54.8% | 57.9% | 62.0% | 66.2% | 70.3% | 74.4% | 78.6% | 82.7% | 87.9% |
Explosion DMG | 123% | 132% | 142% | 154% | 163% | 172% | 185% | 197% | 209% | 222% | 234% | 246% | 262% |
Name | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 | Lv. 12 | Lv. 13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fiery Rain DMG Per Wave | 28.1% | 30.2% | 32.3% | 35.1% | 37.2% | 39.3% | 42.1% | 44.9% | 47.7% | 50.5% | 53.4% | 56.2% | 59.7% |
Total Fiery Rain DMG | 505% | 543% | 581% | 632% | 670% | 708% | 758% | 809% | 859% | 910% | 960% | 1011% | 1074% |
CD: 12.0s
Energy Cost: 40
Evidence Vault
📄️ Amber
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