Amber
Always energetic and full of life, Amber's the best - albeit only - Outrider of the Knights of Favonius.

Amber

Base Stats

Lv
Base HP
Base ATK
Base DEF
Atk%
60
6233
147
396
12%
60+
6654
157
422
12%
70
7309
172
464
12%
70+
7730
182
491
18%
80
8385
198
532
18%
80+
8806
208
559
24%
90
9461
223
601
24%

Attacks

Sharpshooter
Explosive Puppet
Fiery Rain
Normal Attack Perform up to 5 consecutive shots with a bow.
String
Talent 6%
Frames
MV/s
1-hit
52.5%
15
210.00%
2-Hit
52.5%
33
190.90%
3-Hit
67.5%
72
143.75%
4-Hit
68.75%
113
128.09%
5-Hit
86.25%
144
136.45%
Aimed Shot Perform a precise Aimed Shot with increased DMG. A fully charged shot will deal Pyro DMG.
Type
Talent 6%
Frames
MV/s
Aimed Shot
63.75%
Fully Charged
173.6%
94
110.80%
GU
2B
Plunge Attack Fire a shower of arrows from mid-air before falling striking the ground, dealing AoE DMG.
Type
Talent 6%
Plunge DMG
82.6%
Low Plunge DMG
165.17%
High Plunge DMG
206.3%
Summons Baron Bunny that will taunt the enemy and explode after 8 seconds or being destroyed dealing AoE Pyro DMG.
    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.
    A percentage of Amber's HP is used to determine how much damage Baron Bunny can take before exploding.
Press
    Throws Baron Bunny infront of Amber.
Hold
    Will let you aim and choose where to throw Baron Bunny.
Effect
Talent 6%
Explosion DMG
172.48%
Inherited HP
57.9%
Duration
8s
Cooldown
15s
Particles
4 (-)
GU
2B
Frames
35
    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: crystalize, swirl, superconduct, and shatter.
    Multiple Baron Bunnies can be spawned without C4 when utilizing cooldown reduction effects.
Fires off a Shower of arrows, dealing AoE Pyro DMG in a Burst.
    Does 18 waves total over 2 seconds in the center of the Aoe.
    12 of the waves cover approximately a circle half the size of the marker.
    4 waves cover the entire marker.
    The random arrow distribution in Amber's burst makes the reaction potential of her burst as the trigger very inconsistent.
    Applies 1A worth of pyro 6 times, following normal ICD rules.
Effect
Talent 6%
Wave DMG
39.31%
Total DMG
707.62%
GU
1A
Duration
2s
CD
12s
Energy Cost
40
Frames
135

Ascension Passives

Passive
Ascension 1
Ascension 4

Gliding Champion

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

Every Arrow Finds Its Target

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

Precise Shot

Aimed Shot hits on weak spots increase ATK by 15% for 10s.

Constellations

C1
C2
C3
C4
C5
C6

One Arrow to Rule Them All

Fires 2 arrows per Aimed Shot. The second arrow deals 20% of the first arrow's DMG.
    The second arrow is fired 10 degrees vertically below actual aiming, has separate critical, and also makes the primary shot travel further before it starts dropping down.
    C1 damage instance is considered CA damage.

Bunny Triggered

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.
    C2 damage instance is considered skill damage
    Baron Bunny snapshots.

It Burns!

Increases the Level of Fiery Rain by 3.

It's Not Just Any Doll...

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

It's Baron Bunny!

Increases the Level of Explosive Puppet by 3.

Wildfire

Fiery Rain increases the entire party's Movement SPD by 15% and ATK by 15% for 10s.

Full Talent Values

Sharpshooter
Explosive Puppet
Fiery Rain

Normal Attacks

Lv6
Lv7
Lv8
Lv9
Lv10
Lv11
1-Hit DMG
52.50
57.12
61.74
66.36
71.40
76.44
2-Hit DMG
52.50
57.12
61.74
66.36
71.40
76.44
3-Hit DMG
67.50
73.44
79.38
85.32
91.80
98.28
4-Hit DMG
68.75
74.80
80.85
86.90
93.50
100.10
5-Hit DMG
86.25
93.84
101.43
109.02
117.30
125.58

Aimed Shot

Lv6
Lv7
Lv8
Lv9
Lv10
Lv11
Aimed Shot
63.75%
69.36%
74.97%
80.58%
86.70%
92.82%
Fully-Charged Aimed Shot
173.60%
186%
198.40%
210.80%
223.20%
235.60%

Plunge

Lv6
Lv7
Lv8
Lv9
Lv10
Lv11
Plunge DMG
82.60%
89.87%
97.14%
104.41%
112.34%
120.27%
Low Plunge DMG
165.17%
179.70%
194.23%
208.77%
224.62%
240.48%
High Plunge DMG
206.30%
224.45%
242.61%
260.76%
280.57%
300.37%
Lv6
Lv7
Lv8
Lv9
Lv10
Lv11
Lv12
Lv13
Inherited HP
57.90%
62.04%
66.18%
70.31%
74.45%
78.58%
82.72%
87.89%
Explosion DMG
172.48%
184.80%
197.12%
209.44%
221.76%
234.08%
246.40%
261.80%
Cooldown: 15ss
Lv6
Lv7
Lv8
Lv9
Lv10
Lv11
Lv12
Lv13
Fiery Rain DMG Per Wave
39.31%
42.12%
44.93%
47.74%
50.54%
53.35%
56.16%
59.67%
Total Fiery Rain DMG
707.62%
758.16%
808.70%
859.25%
909.79%
960.34%
1010.88%
1074.06%
Energy Cost: 40
Duration: 2s
Cooldown: 20s

External Links

Evidence Vault:
Last modified 16d ago