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Transformative Reactions

📄️ Transformative Reactions

Overloaded, Superconduct, Electro-Charged, Shattered, Swirl, Aggravated Swirl, Crystallize, Burning, Bloom, Hyperbloom, and Burgeon.

General Reaction Mechanics

Limitations of adjacent AoE Overload and Superconduct Damage

By: Tsym#2586
Added: 2020-11-24 (v. 1.1)
Last tested: 2020-11-24 (v. 1.1)


  • When Overload or Superconduct are triggered, reaction damage is dealt in an AoE around the target.
  • If Overload/Superconduct is triggered simultaneously on a group of close targets, is there a limit to the number of times that they will take reaction damage from adjacent units.
    • For example, if there are 4 electroslimes bundled together and you cast Kaeya E on all of them, will each slime take Superconduct damage 4 times? (once for each slime).

Overload and Superconduct have a maximum number of times (twice) that it can be triggered on an enemy within a short period of time.

See the two below screenshots and comments. We already know that Swirl can only proc twice on each enemy maximum from a translated document, which looks in line with these results.



  • Here you can see Kaeya has hit all 3 enemies with his E ability (the 516 numbers), but all nearby enemies only show 2 Superconduct damage procs (the 415 numbers)



  • For Overload, you can see here that MC has Swirled Pyro to each of the electric slimes (the 771 numbers), but each enemy only takes a single Overload damage instance (the 7717 figure) despite the fact that each enemy should probably proc Overload separately for the AoE damage. Note that I also tested this using Amber's ultimate to make sure that Swirling wasn't causing this, which yielded the same results and I can show that image too/instead. It's just harder to see what's happening in that one.

This strongly caps the potential AoE damage from both reactions, making Superconduct always strictly worse than Swirl and Overload in terms of damage.

Transformative Reactions Are Hits From Your Character

By: NZPIEFACE#8439, Hu taoist#4112
Added: 2022-11-09 (v. 3.2)
Last tested: 2022-11-09 (v. 3.2)

A few of the transformative reactions counts as hits/damage from your character.

  • Overload
  • Superconduct
  • AoE Swirls
  • Bloom
  • Hyperbloom
  • Burgeon

It is possible to stack Royal weapons and trigger Favonius weapons with these sources of damage. For the Bloom series of reactions, they can trigger Favonius weapons with Nahida's C2.

Notes: This list matches what Raiden's Skill triggers from. It was in our face the whole times.

Note for Royal weapons: If the talent scaling attack doesn't CRIT and one of the above reactions happen, it still only stacks a single time.

Some stuff like Raiden's Skill or Fillet Blade, I guess.

Transformative Reactions Snapshot On Generation

Added: 2023-02-25 (v. 3.4)
Last tested: 2023-02-24 (v. 3.4)

Transformative reactions snapshot reaction damage bonuses when they are generated.

  • Swirls: On the attack.
  • AoE Swirls: When it hits the enemy.
  • Superconduct: On the attack.
  • Overload: On the attack.
  • Shatter: On the attack. (Required Crystallize to trigger 4pc In.)

4pc Instructors was used to test triggering multiple of the reactions (though that doesn't matter for Overload).

Is this literally just "4pc In doesn't work on the first attack"? Yeah, but also much more formalized on our understanding of game mechanics, and also to stop people from saying "transformatives don't snapshot EM". Everything decides what values to use at some point in time.


Overload Reaction ICD

By: Sir_pick_the_prick#2209, Terrapin#8603, Isu#6867, and Aluminum#5462
Added: 2021-06-04 (v. 1.5)
Last tested: 2021-06-04 (v. 1.5)

Overload, and so far Overload alone, seems to have a reaction specific icd of 0.5 sec (15 frames in 30 FPS and 30 frames in 60 FPS) where enemies overloaded or hit by the AoE caused by an Overload procced by one character is then immune to the damage caused by Overload procced by that character for 0.5 seconds. They still suffer the same effects except damage, such as gauge reduction and stagger.


  • clip 1: after gaining 2u Electro from beidou tap e, klee n1c, but only produces damage of 1 Overload. Enemy is cleansed, therefore the reaction did occur but no damage is dealt after Overload 1.
  • clip 2: the second treasure hoarder hit is hit by 2 overloads, 1 originating from himself and the other from an ally hit by Overload. However, despite being in a cluster of 3 enemies hit in the second Overload as evidenced by hit double knockback, only 2 numbers appear, showing his invulnerability to the Overload the second time.
  • clip 3 and 4: in both cases, the enemy is first hit by 4u from beidou.
    • Then, in clip 3, Guoba is summoned, who then attacks within 3 frames of klee who autoattacks. 2 Overload numbers appear.
    • In clip 4, Guoba is not summoned, and klee just n1cs. 1 Overload number.
  • clip 5: bennett applies gauge 3 times from level 2 e, but only causes 2 overloads. the last hit is past the 0.5sec timer.
  • clip 6: Klee n1cs 2 different enemies, and overloads twice.
  • clip 7: Rosaria double Superconducts, proving Superconduct does not follow the same rules.
  • clip 8: This shows that multiple overloads not happening within 0.5sec caused by the same character to the same enemy is not a visual glitch. Else, the Fatui would have died.
  • clip 9: original vid
    • Overloads occur at: 0.5, 2.0, 2.5, 3.0, 3.5, 4.1, 5.0
    • As evidence of every enemy getting hit with Overload. Lisa ult is just above the icd, and proves that the icd is at least <0.5 sec, as lisa attacks every 0.5 seconds, and she can cause overloads to all enemies every tick.
    • Screenshot of 5 overloads
  • clip 10: extra vid proving lisa is on the edge of the ICD.

Not much, since gauge applications are already quite slow, so there isn't much detriment to a low damage reaction having an ICD between uses that is so short its usually out by the time the next application comes by. Might become more significant with a few more Pyro off-field enablers.

Overload on Electrocuted Water Bodies

By: GrygrFlzr#6290
Added: 2020-11-18 (v. 1.1)
Last tested: 2020-11-18 (v. 1.1)

You can trigger Overload on electrocuted bodies of water.


  1. Find an ore near a body of water
  2. Apply Electro to body of water (e.g. Lisa charged attack)
  3. Apply Pyro to body of water (e.g. Bennett E)
  4. Observe overloaded sound effect and nearby ores breaking


Credits to @Way for the initial finding.


  • Potential shenanigans vs. Oceanid?
  • Alternative mining method (terrible, but hey)
  • Order of operations - does this mean Overload overrides Vaporize? (We now know you can trigger both reactions at once).


The 12 Second Duration of Superconduct

By: EternalDream#5503
Added: 2020-12-19 (v. 1.1)
Last tested: 2020-12-19 (v. 1.1)


Or well, more like extra verification since this isn't actually in the library yet and I know people throw around "8 seconds" a lot, but Superconduct actually lasts for 12 seconds. This is not (noticeably) affected by anything like EM or Skill level or GU etc, seems to be static.


Diona is perfectly viable for SC uptime even without Sacrificial Bow when using only Hold E, leaving only 3 seconds to cover if she was the one to trigger SC in the first place (and it will usually be your Electro character instead, further closing the downtime)

In addition, like other debuffs/buffs as has been recently discovered, it is affected by hitlag extending the duration, further closing the gap for her Hold E cooldown.

Superconduct Mechanic Update

By: tamamo#4303
Added: 2022-03-03 (v. 2.5)
Last tested: 2022-03-03 (v. 2.5)

Superconduct has a reaction specific ICD of 0.5s, where enemies will only take a maximum of 2 instances of Superconduct damage triggered by one character. They still suffer gauge reduction and stagger from further Superconduct triggered by the same character within that 0.5s, even without taking Superconduct damage.

YouTube video
In the first clip Ayaka triggers and deals Superconduct DMG with both her Dash and N1 on Ruin Guard, which resulted in 2 instances of Superconduct DMG. In the second clip, Ayaka triggers Superconduct with her Dash in AoE, dealing 2 instances of Superconduct DMG on each Hilichurl, her following N1 triggers another instances of Superconduct on the 2 Hilichurls to the right, staggers and reduces the Electro gauge on them but does not deal any Superconduct DMG.

Better understanding of Superconduct reaction.


By: Doug#8888, Zephan#9493, HailCorporate#2970, and ayynish#5408

In Electro-Charged, both Hydro and Electro auras may coexist and persist together.

  • This means that when you use a Hydro/Electro trigger on a Electro/Hydro aura, you are simultaneously adding a second Elemental gauge and reducing the first Elemental gauge.
  • The Elemental trigger normally disappears after any reaction. In Electro-Charged, it can persist as an aura.
  • Electro-Charged can also spread to adjacent targets if the following conditions are fulfilled
    • Trigger Electro-Charged on an enemy with Electro
    • Surrounding enemies have a Hydro aura
    • NOTE: The chain lightning simply applies the Electro damage. It will not apply auras.
  • The strength (~9 or ~12s) of the aura matters when calculating how long Electro-Charged will last.
  • Why is this significant?
    • Easy maintenance of Electro aura on an enemy for 4TS, Lion’s roar effect.
    • Easier to trigger reactions if the triggering Element persists as an aura instead of disappearing (as it would normally in all other Transformative reactions)

Consider the following Electro-Charged concepts:

  • Electro-Charged damage ticks once per second starting from the initial reaction. In other words, EC has a CD of 1 second and can only damage an enemy once per second. Multiple ECs on one enemy cannot exist.
    • Refer to this video. Each tick of Electro-Charged (777 damage) appears 60 frames apart.
    • There is 1 exception to the 1 tick/second rule which is covered below.
  • When Electro-Charged occurs, it removes a certain duration from both Hydro and Electro auras. Every second thereafter, it will continue to tick as long as there is at least 0.5s of Electro and Hydro aura remaining. The duration removed from each aura depends on the strength of the original Elemental aura
  • If an Electro-Charged reaction occurs such that the remaining Hydro or Electro aura is 1s>x>0.5s, there will be an early “second” tick of Electro-Charged before the 1 second interval.
  • If an Electro-Charged reaction occurs such that the remaining Hydro or Electro aura is <0.5s, there will NOT be an early “second” tick of Electro-Charged.
  • Please read below for explanations and video evidence.

What determines how much duration is removed from an existing Electro/Hydro aura?

  • If a strong Electro or Hydro aura is applied, each tick of Electro-Charged removes ~3s of duration.
  • If a weak Electro or Hydro aura is applied, each tick of Electro-Charged removes ~5s of duration
  • Example of Strong Electro trigger into Strong Hydro aura
  • Example of Weak Electro trigger into Strong Hydro aura
  • Example of Strong Hydro trigger into Strong Electro aura
  • Example of Strong Hydro trigger into Weak Electro aura

What if either the Strong Hydro or Electro aura has <3s (or Weak has <5s) when a tick happens?

  • Answer: A strong aura with <3s is removed after the tick. A weak aura with <5s is removed after the tick.
  • For example,
    • 0.0s: Electrocharged is triggered.
      • Weak Hydro aura = 5s left
      • Weak Electro aura = 12s left
    • 0.99s
      • Weak Hydro aura = ~4s left
      • Weak Electro aura = ~11s left
    • 1.00s: Electrocharged ticks
      • Weak Hydro aura = complete reduction and removed from enemy
      • Weak Electro aura = ~6s left (reaction consumes 5s and time decay consumes another 1s for total consumption of 6s)
  • Please note that in the above scenario, if more Hydro aura is added before 5.00s, there may be enough for Hydro aura to persist on the enemy after the reaction.

What if you refill a strong aura with a weak aura or vice versa? Does the amount of duration reduction from the next Electro-Charged tick change?

  • The reduction is based on the strength of the aura last applied to the enemy.
  • For example, if you refill a strong Hydro aura with a weak Hydro aura, the next Electro-Charged tick will consume 5s.
  • For example, if you refill a weak Electro aura with a strong Electro aura, the next Electro-Charged tick will consume 3s
  • Video evidence

What if there is insufficient Electro or Hydro aura left to make it to the next tick?

  • For example,
    • 0.0s: Electrocharged is triggered.
      • Hydro aura = 0.8s left
      • Electro aura = 7s left
  • Following this scenario, after 0.8s, we would run out of Hydro aura so what happens? There will be an exception to the 1 tick/second rule and the next tick will occur WHEN the Hydro aura runs out
    • 0.8s: Electrocharged ticks
      • Hydro aura = complete reduction and removed from enemy
      • Electro aura = ~1.2s left (reaction consumes 5s and time decay consumes 0.8s for a total of 5.8s reduction)
  • Video evidence - note how after waiting out the Electro aura, Barbara triggers Electro-Charged and the next tick occurs BEFORE the 1 second interval. This is because when the Electro aura runs out, it prompts an early 2nd Electro-Charged tick.
  • Please note that in the above scenario, if more Hydro aura is added before 0.8s, then the next Electro-Charged tick will occur normally at the next 1s interval.
  • There will not be a second “early” tick if the remaining Electro/Hydro aura after a tick is <0.5s.

What if after an Electro-Charged trigger or tick, <0.5s remains from either the Electro or Hydro auras?

  • For example,
    • 0.0s: Electrocharged is triggered.
      • Hydro aura = 0.4s left
      • Electro aura = 7s left
  • If we go according to the above finding, we would expect there to be a second “early” EC tick. However, this is not the case.
    • 0.4s: No damage instance
      • Hydro aura = complete reduction and is removed from enemy
      • Electro aura = ~6.6s left
  • Video evidence - note how after Barbara triggers Electro-Charged, there is NO SECOND HIT of Electro-Charged. We theorise that this is due to the fact that <0.5s remains for the Electro aura after the initial Electro-Charged trigger.

What determines whether Electro-Charged damage is calculated using the Electro or Hydro user?

  • The first Electro-Charged damage tick is determined by the trigger character.
  • For example, if Keqing applies an Electro source to an enemy with a Hydro aura, there will be a Keqing Electro-Charged tick.
  • Subsequent Electro-Charged damage ticks are determined by the last character to apply an Elemental source before the next Electro-Charged tick.
    • For example, Keqing has triggered the first Electro-Charged at 0 seconds with double cast E.
      • At 0.5 seconds, she applies another Electro source via an Electro-imbued autoattack
      • At 0.9 seconds, a XingQiu Q sword applies Hydro source
      • At 1.0 seconds, a XingQiu Electro-Charged tick will occur because the last Elemental source applied was via XQ sword.
    • Alternatively, considering the same scenario listed above
      • At 0.9 seconds, XingQiu Q sword applies Hydro source
      • At 0.95 seconds, Keqing applies an Electro source via an Electro-imbued autoattack
      • At 1.0 seconds, a Keqing Electro-Charged tick will occur because the last Elemental source applied was via Keqing Electro-imbued autoattack
  • Video evidence - note how the first Electro-Charged ticks for 1713 (KQ Electro-Charged) and the second Electro-Charged ticks for 777 (XQ Electro-Charged). This is because prior to the 2nd tick, the last Elemental source applied was XQ orbital swords.

Frame testing values of Electro-Charged triggered by Keqing Electro-imbued autoattack

  • 0f: EC triggered (but damage hasn’t gone through yet)
  • 4f: appearance of Normal Attack damage
  • 8f: appearance of Electro-Charged DMG value (the damage value, not the word Electro-Charged) and HP reduction in HP bar
  • 62f: disappearance of Electro-Charged DMG value
  • 68f: appearance of 2nd Electro-Charged DMG value and HP reduction in HP bar

How Hitlag affects Electro-Charged

By: BowlSoldier#3528
Added: 2021-02-04 (v. 1.3)
Last tested: 2021-02-04 (v. 1.3)

Skills with hitlag behave differently for Electrocharged than Skills without hitlag. This may also affect other elements, only tested with Electrocharge.



It is possible to get 5 Electro-Charged ticks from a 19s (1u -> 2u) aura using Razor or Beidou. In this video, we see this is not possible to do with Lisa's Held Skill. In this video, I have synced up the moment the 2u Electro Skill deals damage (Beidou's actual Elemental application is a few frames earlier, but is difficult to measure due to hitlag).

In Lisa's video on the left, you can see that there is no lingering Electro after 4 ticks, which is the result we would normally expect.

In Beidou's video on the right, there is a lingering Electro after 4 ticks. This is not because I took longer to apply Childe's Hydro: in fact, Childe applies Hydro SOONER in Lisa's video, which would normally lead to a longer lingering Electro when using Beidou or Razor. These results can be reproduced consistently when comparing Lisa's 2u Held Skill to Razor or Beidou's 2u Skills.

Going 1u Electro into either type of Skill still produces a 19s duration Electro aura, so the duration of both cases are the same. They both still apply 2u Electro.

The only difference between these that I know of is hitlag. Is it possible the Hitlag is somehow causing these Skills to skip Aura Tax, or to extend the 2u in some other way?

EDIT: My current belief is that doing this order of 1u Electro -> 2u Razor/Beidou E -> 2u Hydro is bugged, and causes the 4th tick of Electrocharged to not consume any Electro gauge. The remaining duration on the lingering Electro matches this hypothesis.


Hitlag may be throwing off a lot of our testing, definitely in Electro-Charged and possibly in other elements. Hopefully this is some sort of bug.

Gauge Decay Rates of Hydro and Electro Auras

By: Bobrokrot#0111
Added: 2021-02-04 (v. 1.3)
Last tested: 2021-02-04 (v. 1.3)

Gauge decay rates are separate for auras of different elements.


In the clip YouTube provided by BowlSoldier#3528 the following happens: 1U Electro followed by 2U Electro followed by 2U Hydro (the Hydro application happens 59 frames after the 2U Electro application). Then, after 4 Electro-Charged ticks the Hydro aura is completely removed whereas Electro aura persists for another 0.5 seconds despite the fact that it was applied before the Hydro.

This phenomenon can be explained by a theory that different auras have separate decay rates. That is, when we applied 2U Hydro it did not inherit the 1U decay rate of the Electro aura but rather has its own 2U decay rate.

The case for 2U aura at 1U decay rate (with Electro-Charged ticks starting at t = 59/60 sec as in the clip) can be found here:

The green graph indicate the usual 2U at 1U decay with the initial 20% gauge drop (aura tax). It predicts that after 4EC ticks

EDIT: there is no gauge left at all and no Electro aura persists.

The red graph does not contain aura tax (which implies that it happened when the 1U Electro aura applied and that the second slower decay rate persists after the aura was refreshed with the 2U Electro). As we can see, after 4EC ticks there is 0.53 seconds of Electro aura left which is exactly what happens in the clip.


One step closer to understanding Electro-Charged I guess.

EC + Heavy Hits Stagger Lock

By: Valeturi#5963
Added: 2021-04-05 (v. 1.4)
Last tested: 2021-04-05 (v. 1.4)

Electro-Charged + heavy hit instances can stagger lock.

YouTube video lost to the sands of time

  1. Apply Electro-Charged and deal heavy hits to target
  2. Stagger resistance will be reduced
  3. A threshold will be met and allows Electro-Charged heavy hits to stun lock Ruin Guard

Applying Electro-Charged (EC) and dealing heavy hits (HH) on Ruin Guards appears to reduce the Ruin Guard's stun resistance. This will eventually allow the Ruin Guard to be stun locked without weak point hits. Stun will continue until Electro-Charged and HH application expires.

First clip 0:00-0:40
Evidence that this is practicable in the overworld

  1. Xingqiu's Q + Beidou's Q = Electro-Charged normal attacks
  2. Xiao's Q empowers normal attacks and plunges to be HH capable
  3. Using Electro-Charged N1CJP for a duration will put the Ruin Guard into a pseudo stun state
  4. EC application expires
  5. Xiao's Q expires and loses HH potential
  6. Ruin guard is no longer stun locked and resumes attacking

The weak point hit at 0:20 was accidental and does not contribute to Electro-Charged/HH stunning.

Second clip 0:41-2:04
Evidence that this is practicable in the abyss. Timestamps are of heavy hit instances.

  • 01:10 - Xiao's N1CP stuns
  • 01:20 - Xingqiu's Q stun
  • 01:28 - Beidou's perfect E stun
  • 01:30 - Beidou's Q stun
  • 01:37 - Xiao's N1CP stun resumes


  • Ruin guards can be disabled without weak point hits
  • Ruin guards can be more easily CC'd in close-quarters
  • AoE DMG can be more easily consolidated
  • Incoming DMG can be mitigated
  • Abyss teams can forgo the need for an archer to disable Ruin Guards

Quadruple Electro-Charged with 1 Electro and multiple Hydro

By: GottaGoFast#7876
Added: 2021-08-09 (v. 2.0)
Last tested: 2021-08-09 (v. 2.0)

With an excessive amount of Hydro application and a lot of hitlag, 4 Electro charged procs is possible with only one application of Electro.


This is not expected by the current Elemental Gauge Theory. EGT currently states that: "Each tick of Electro-Charged consumes 0.4GU from both Hydro and Electro gauges."
The amount of Electro gauge should therefore not be enough to support 4 ticks of Electro-Charged. Thus, this is either a bug, or Electro-Charged has additional mechanics that we are unaware of. This finding is similar to How Hitlag affects Electro-Charged. Though, it notably shows that the bug may be based both on hitlag as well as another factor, as one of the triple Electro-Charged ticks (still strange) is done without hitlag (Lisa and orbitals and melody loop).

Electro-Charged ticks are not affected by hitlag

By: BowlSoldier#3528
Added: 2021-09-22 (v. 2.1)
Last tested: 2021-09-22 (v. 2.1)

Electrocharged ticks are not affected by hitlag, and happen every 60 frames. The actual Electro and Hydro auras' decay rates, however, are affected by hitlag. Therefore causing lots of hitlag during Electrocharged effectively reduces the decay rate of the elements.

Video: 2U Duration with no hitlag: 728 frames

Video: 2U Duration with 3 Beidou Normal's hitlag: 749 frames
Hitlag extension: 21 frames

Video: EC Tick timing with no hitlag
1288 (1st tick's damage text is always late to appear)

Video: EC Tick timing with 3 Beidou Normal's hitlag

Video: EC Tick timing with Xiangling hitlag, for maximum hitlag

All Electro-Charged ticks, in cases with and without hitlag, were either exactly 60 frames apart, or 1 or 2 frames late at most. While the Aura duration with a similar amount of hitlag in the Beidou case was a whole 21 frames late. The Xiangling case should have had even more hitlag.

This seems like an extension of the TCL finding that Deployables' attack speed, duration etc are not affected by hitlag. EC is not caused directly by your character, it's almost like a deployable damage source attached to the enemy, so it appears to follow similar rules.

You can extend the duration of auras involved in Electro-Charged by using hitlag. This also technically improves the DPS of Electro-Charged comps very slightly, as even if your character's DPS slows down slightly due to hitlag, EC continues to damage the enemy at the same rate.
However keep in mind the limiting factor for Electro-Charged is usually the reduction per-tick, not the duration of the involved auras. Also, most Electro-Charged teams apply more Electro and Hydro than they need to maintain Electrocharged, and so never require the additional tick.

Electro-Charged Snapshots EM Until Reapplying

Added: 2021-10-17 (v. 2.2)
Last tested: 2021-10-17 (v. 2.2)

Electro-Charged is one of the most popular reactions, and due to its nature of dealing damage over time, its interactions with changes in Elemental mastery deserve investigation. This ticket will demonstrate possible interactions of characters applying Electro and Hydro with changing Elemental mastery.

Electro-charge deals damage over time and its snapshot interactions with changing Elemental mastery hasn't been noted in the library. This method used was C2 Sara with 4-Piece Instructors to apply Electro twice alongside Barbara Hydro reactions to the Ruin Guard at Yaoguang Shoal. The Electro-charge reaction snapshots the Elemental mastery value at the time of reaction, but the value is updated when aura is re-applied by any character to that of the applying character's.

Electro-Charged (EC) is one of the most popular reactions, being a key component behind many teams, such as the teams in the taser archetype. As it is a transformative reaction, its damage mainly scales with the Elemental mastery (EM) stat. While it's known to some that the reaction snapshots the EM stat of whoever reacted, it's not listed anywhere in the library (specifically the Transformative Reactions page, the Elemental Gauge Theory page, and the egt-rewrite draft). This ticket aims to remedy that and investigate its interactions deeper.

Hypothesis: Electro-Charged snapshots the EM value of the character that caused the reaction or re-applied aura.

To investigate this there are four tests that need to be completed.

  1. EC damage when EM changes. No re-applying from characters.
  2. EC damage when EM changes. Same source re-applying.
  3. EC damage when a different source re-applies an Element.
  4. EC damage when a source re-applies then changes EM without re-applying.

While the above tests don't specify an Element, and they should be done with both elements for both reaction and re-applying, that would quadruple the number of tests. The current elements are used for brevity and ease of testing (written in the format of reacting and re-application):

  1. Electro.
  2. Electro, Electro.
  3. Electro, Hydro.
  4. Electro, Hydro.

A fifth test was also considered:
5) EC damage when a source re-applies then changes EM then re-applies.
This is a follow-on from 4 by adding 2.

For test 4, the original character causing the reaction doesn't need have their EM change, so the Instructor set on Sara can be removed to reduce any changes. This is not a concern for test 3, where changing EM values for the second applier is not an issue. While this test should logically follow that the EM value of the second applier will be snapshotted, this is a game from miHoYo and we cannot be sure of anything.

The enemy chosen to do these tests on is the Ruin Guard at Yaoguang Shaol, as it is usually already wet from the water around it. This water is not a concern as it only acts as a source of Hydro to get the reaction started, and cannot cause the Electro-Charged reaction itself.

Sara was chosen to apply Electro, as she has an easy source of two Electro applications with her E at C2 and her CA. The explosion of the feather from her CA will be a third application of Electro, but that doesn't factor.

Barbara was chosen to re-apply Hydro. This is because she can apply it off-field consistently, and she can also use Widsith to increase her own EM simply by switching in.

What causes EM changes will be 4-Piece Instructors and Widsith. Instructors triggers on a reaction allowing for easy testing, and Widsith triggers on switching in (a third of the time).

If test 5 is to be done, Razor will be applying Electro with his E as Sara's Electro application is only 1U for all her attacks.


  1. YouTube (from the finding of 4-Piece Instructor not apply to the triggering hit)
  2. YouTube
  3. YouTube
  4. YouTube (forgot stat screen, but 5 basically has the first half of this but with different equipment)
  5. YouTube

From 1, we can see that the damage was constant despite the EM of Sara being increased from 4-pc In.

Comparing 2 to 1, we see that re-applying the Element from the same source increases the damage as EM increased.

From 3, we see that the damage increased when a difference source applied an aura, even if the words "Electro-Charged" didn't appear.

While the stat screen of 4 isn't shown, the damage doesn't change even after Barbara gets an increase in EM from Widsith. Even though that may not seem clear at a first viewing, going through the video frame-by-frame will show that the first 3352 Electro-Charged ticks appears when Beidou is on the field.

Test 5 aligns with the results of 4 and 2. When Barbara re-applies Hydro, it updates to the new (and higher) EM value that she has.

The current interpretation is that the Electro-Charged reaction snapshots the Elemental mastery value of whoever last applied an Element to the enemy when they applied it.

This ticket has thoroughly explored how Electro-Charged interacts with changing EM values, for both on- and off-field characters. The main finding is that it snapshots the EM of whoever last applied an Element for the reaction. This information can be used to more effectively build and play team comps that revolve around Electro-Charged, and this can be added to the library.

A major concern would be that the water messes with reactions. While water cannot cause the Electro-Charged reaction, it still applies Hydro to the Ruin Guard. This can be fixed by testing on different enemies.

An example would be the Ruin Guard by the teleport marker at Luhua Pool. However, this runs into the issue of keeping Hydro gauge filled consistently with few applications is difficult. Childe or Mona would be ideal, as Childe can apply 2U from entering his melee stance and Mona applies 2U on the pop of her Q's bubble.

A Hydro slime can be used for purposes of always having Hydro, but that encounters similar issues as using water.

Further Investigations:
What happens if we have a Hydro slime with Electro-Charged on it, with a Ruin Guard with Hydro a bit away from it, then use Sucrose to Swirl the Hydro onto the Electro-Charged slime. Does that re-apply Hydro and update the EM values? Before this is even tested, I'll say it's probably "yes".

Other Findings (by Dooners#6709):
Barbara (and likely other characters with similar abilities) can apply Hydro to Hydro slimes, even if they're immune to Hydro damage. The relevancy here is that characters can up-date the EM snapshot of Electro-Charged as long as they apply the Element.
Evidence: Imgur

Electro-Charged ICD

Added: 2021-12-16 (v. 2.3)
Last tested: 2021-12-16 (v. 2.3)


  • EC has a cooldown. An enemy can only take one instance of Electro-Charged damage in ~0.5s.
  • EC AoE ticks count as Electro-Charged damage, thus a tick will start Electro-Charged icd and deal no damage if it lands when the cooldown is active.
  • EC AoE ticks reset damage cooldown and restart 1s timer for the next Electro-Charged tick (as long as auras don't run out).
    • These two together will cause a cascading effect of syncing up Electro-Charged ticks.


Time your ECs, or not.

EC AoE Changes Ownership on Other Electro-Charged'd Enemies

Added: 2021-12-16 (v. 2.3)
Last tested: 2021-12-16 (v. 2.3)

EC AoE ticks change ownership on other Electro-Charged'd enemies.

Sara's Electro-Charged (2215 DMG ticks) on the left Slime arcs to the right Slime and takes ownership of Electro-Charged from Lisa, as shown by the subsequent 2215 DMG tick on the right Slime.

This can either increase or decrease your damage.
This also has a cascading effect as the changed ownership can also spread to more enemies with subsequent AoE ticks.

EC Ticks Are Neither Reactions Nor Hits

Added: 2021-12-27 (v. 2.3)
Last tested: 2021-12-27 (v. 2.3)

Finding: The ticks of the Electro-Charged reaction don't count as neither hitting an enemy or triggering a reaction.


Significance: You only trigger the reaction at the start with the attack that hit.

EC Ticks Only Consume Hydro and Electro Gauge When Both are Present

Added: 2022-01-03 (v. 2.3)
Last tested: 2022-01-03 (v. 2.3)

Electro-Charged ticks only consumes Hydro and Electro gauge when both Hydro and Electro are present.


There's potential for abuse with net limiters or with rotations that removes Electro gauge the instant the Electro attack lands, but not much else.

EC Ticks Only Consume Gauge When They Deal Damage

Added: 2022-01-03 (v. 2.3)
Last tested: 2022-01-03 (v. 2.3)

Electro-Charged ticks only remove gauge when they deal damage. Both gauges will still decay naturally over time though, with or without damage.


Better understanding of how Electro-Charged works.

Zero Gauge Attacks Don't Change Electro-Charged Ownership

Added: 2022-01-08 (v. 2.4)
Last tested: 2022-01-08 (v. 2.4)

0 gauge Electro attacks don't change Electro-Charged ownership.


Nothing, considering the only 0 gauge attacks are Lisa's Q's initial damage and her plunge collision for Electro, and the three Hydro catalyst user's plunge collisions for Hydro.
That said, this emphasises that the AoE portion of Electro-Charged changes ownership through a different mechanism than just dealing Electro damage.

EC Hydro Aura Electro Trigger Interaction is Bugged

By: D.....K#9002
Added: 2022-03-09 (v. 2.5)
Last tested: 2022-03-09 (v. 2.5)

Electro when used to trigger Electro-Charged cannot persist as Electro aura after the Electro-Charged ticks, even when Electro gauge is greater than the Hydro gauge.


  1. 1U Hydro into 2U Electro: No Electro after Electro-Charged (bugged since Electro should persist).
  2. 1U Hydro into 4U Electro: No Electro after Electro-Charged (bugged since Electro should persist, no idea why Hydro aura persists for some time).
  3. 1U Electro into 2U Hydro: Hydro persists as aura after Electro-Charged (not bugged).
  4. 1U Hydro into 1U Electro: No Electro (bugged, Electro should persist, no idea why the Hydro aura persists).
  5. 4U Electro 1U Hydro: Electro persists (not bugged).
  6. 2U Hydro into 2U Electro and 2U Hydro into 1U Electro: Hydro persists (not bugged).
  7. 1U Electro into 1U Hydro: No Electro or Hydro after Electro-Charged (not bugged).

Additional Finding:
If a Hydro aura exists on an enemy, Electro can at most apply the same amount of gauge units as the existing Hydro aura.


Triggering reactions off of the Electro aura:

Finding appendix 1:
The decay rate of the applied Electro still remains normal.


Finding appendix 2:
If the Electro aura applied is less than the existing Hydro aura, it will behave normally.


Evidence by Charisma#5567 and phaZZi#6461

Less reactions will be triggered than the normal amount according to EGT.

EC on Electro-Charged Mechanics

By: Mutsuki#0884
Added: 2022-03-22 (v. 2.5)
Last tested: 2022-03-22 (v. 2.5)

Applying Electro-Charged on enemies already affected by Electro-Charged will still proc various effects that trigger on Elemental Reactions. Thus far Hakushin Ring, Freedom-Sworn, Electro Resonance, 4 piece Instructor, and Fischl's A4 have all been tested to still occur.


Better understanding of the Electro-Charged spaghetti code.

Frozen + Shatter

Simultaneous Hydro/Frozen Application

By: Ayzel#7399
Added: 2021-06-11 (v. 1.6)
Last tested: 2021-06-11 (v. 1.6)

Applying a 2U Hydro -> 1U Cryo aura will cause the enemy to be affected by both Frozen and Hydro. However, applying a 1U Cryo -> 2U Hydro will only cause the enemy to be affected by Frozen.

In this video, in the first situation I apply 1U Cryo with Ganyu, then 2U Hydro with Childe, and the enemy is only affected by Frozen, as displayed by Diluc only Shattering when hitting the enemy with a heavy Pyro attack. However, in the second situation, I apply 2U Hydro with Childe, then 1U Cryo with Ganyu, and the enemy is affected by Frozen and Hydro, as displayed by Diluc vaporizing with a heavy Pyro attack.

More knowledge about how Frozen interacts with underlying auras, possibly better rotations

Blunt Attacks have no ICD

By: jstern25#1399
Added: 2021-04-09 (v. 1.4)
Last tested: 2021-04-09 (v. 1.4)

Blunt attacks have no ICD, meaning they will always trigger Shatter. This makes it suboptimal to run Freeze with any character whose attacks have the "blunt" attribute.


Characters with blunt attribute attacks benefit significantly less from the 4 piece Blizzard Strayer's passive.

Shatter Damage ICD

By: Monochrom9#8058
Added: 2021-06-03 (v. 1.5)
Last tested: 2021-06-03 (v. 1.5)

Shatter reactions can deal damage only twice within the span of 0.5 seconds.

Imgur GIF

Shatter damage is constrained in the same way that SC and Swirl is.

Reaction Priority in Comparison to Shatter

By: EternalDream#5503

Heavy attacks (such as claymores, Geo, Klee's bombs, etc) will apply Shatter on Frozen targets before any Elemental damage is dealt



After applying Frozen status to a Hydro-affected enemy, such as Hydro Slimes, attack them with any heavy Elemental attack.

If an enemy has a natural aura or something like Xingqiu's Rain swords apply a new aura as the enemy is Shattered, the attack will react with the relevant Aura Element, showing that the Elemental damage is "delayed" until after an enemy is already Shattered.


This is especially relevant for Razor, who cannot Superconduct Frozen targets with his Hold E, forcing the usage of Tap E. Additionally, Klee cannot Melt Frozen targets, and you cannot create Cryo Crystallize shields off of Frozen targets with Geo attacks.

This also allows Chongyun to chain Shatter back to back every ICD of his Cryo-converted normal attacks, as long as Hydro Element is re-applied immediately after Shatter.

Freeze Aura Mechanics

By: BowlSoldier#3528
Added: 2020-12-22 (v. 1.1)
Last tested: 2020-12-22 (v. 1.1)

Freeze reduces the aura Element by the trigger Element, the same as any normal reaction. The original aura still exists invisibly underneath this new "Freeze” aura which behaves similar to normal Cryo aura.


My full spreadsheet of test results: Google Sheets

In the following video:


I apply 1U Cryo to an extended, 19s 2U Hydro. We can see that the 19s Hydro source lasted just over 7 seconds, which fits the estimated 11.875s reduction of 1U. A normal, 12s 2U aura is reduced by 7.5s, again, a 1U reduction.

In one half of the video, I Shatter the Cryo. We can see that the underlying Hydro was unaffected by the Shatter, and lasted the same amount of time (minus the hitlag from Noelle's attack). If the Aura Element was not completely reduced by the Freeze reaction, it still exists invisibly "underneath" the Frozen aura. It can be seen again by Shattering or otherwise reacting with the Freeze aura.

A Frozen Cryo aura has a different icon:

Some reactions affect only the Freeze aura. Some reactions affect both, and so will also eliminate the original aura.

Note: The Freeze table is now found to be inaccurate. Refer to the Evidence Vault for more information.

Only one reaction seems to be able to happen at a time. So if you apply Pyro to a Freeze with an underlying Hydro aura, only a Melt happens. Hydro cannot Melt, so the Hydro is not affected, only the Freeze. If the underlying aura is Cryo, Cryo can Melt, so the Melt will reduce both the Freeze and the original Cryo aura.

Shatter only affects the Freeze aura, as a normal Cryo aura cannot Shatter.

Swirl affects all elements, so it is the only reaction that can affect all 3 types of aura.

Geo immediately Shatters with the Freeze aura before Crystallize can happen, then reacts with the underlying Element.

Edit: Not accurate, as Razor's tap E will reduce the Hydro aura. Requires further testing.

This improves our knowledge of Freeze and how to sequence reactions.

Duration of Freeze Aura

By: Sigurd#3854 & SRL#2712
Added: 2021-08-09 (v. 2.0)
Last tested: 2021-08-09 (v. 2.0)

Finding: Freeze duration formula:
(gauge and duration formulas work for innate auras as well)

Origin Aura Gauge when Frozen=(0.8Origin Element Gauge)(1Time between Origin and Trigger Element application2.5Origin Element Gauge+7)Frozen Aura Gauge=2min(Origin Aura Gauge when Frozen, Trigger Element Gauge)Freeze Duration=25Frozen Aura Gauge+44Time is in secondsGauge has to be 1U, 2U, or 4U\begin{align*} &\text{Origin Aura Gauge when Frozen}=(0.8*\text{Origin Element Gauge}) * \left(1-\frac{\text{Time between Origin and Trigger Element application}}{2.5*\text{Origin Element Gauge}+7}\right)\\\\ &\text{Frozen Aura Gauge}=2 * \min\text{(Origin Aura Gauge when Frozen, Trigger Element Gauge)}\\\\ &\text{Freeze Duration}=2 * \sqrt{5 * \text{Frozen Aura Gauge}+4}-4\\\\ &\text{Time is in seconds}\\\\ &\text{Gauge has to be 1U, 2U, or 4U} \end{align*}

Sheet & Videos

Significance: The formula to find Freeze duration is accurate to 0.1s or 6 frames in 60 FPS for both Cryo/Hydro and both swirled auras. However it seems Freeze duration is also affected by hitlag. Additionally ,It is unknown how Mona's c1 affects Freeze duration for now.

Various GU Values of Shatter based on Different Types of Attacks

By: Bobrokrot#0111

Shatter reaction has different U values depending on the attack triggering it. Possible U values: 0.25U, 0.5U, 0.75U, ~1.75U(?) EDIT: possible values vary heavily, see next submission

(all of tests below were conducted with lvl1 weapons and only an upgraded flower among artifacts)

1) 12 Ningguang basic attacks to break a Cryo Abyss mage shield with 2 shards hitting the enemy [0.5U per attack + 0.5U total Shatter value] *12 = 12U total) YouTube

2) 16 Ningguang basic attacks to break a Cryo Abyss mage shield with only 1 shards hitting the enemy (the other is blocked by a tree) [0.5U per attack + 0.25U Shatter value] * 16 = 12U total YouTube

3) 7 Geo MC Es to break a Cryo Abyss mage shield [1U per attack + 0.75U Shatter value]*7 =12.25U total YouTube

4) slightly less than 16 Chongyun Es to break a Cryo Abyss mage shield (yes, despite Chongyun being Cryo character) 0.75U Shatter * 15 = 11.25U. Now here is where I am not sure because after 15 attacks there is a sliver of health left of the shield. 15 Shatters of a lvl 20 character deal 1785 damage which is not enough according to my previous submissions. But Ningguang Shatters are 0.25U. Maybe Chongyun's 0.75U deals 3 instances of 0.25U Shatter? (specifically to Cryo Abyss shield since it never actually breaks; need further testing) YouTube

5) less than 5 Beidou's Es to break a Cryo Abyss mage shield [2U Electro + 0.75U Shatter]4 = 11U YouTube

6) less than 4 Beidou's perfect parry to break a Cryo Abyss mage shield [2U Electro + 1.75U]3 = 11.25U YouTube

7) 24 claymore basic attacks to break a Cryo Abyss mage shield [0.5U Shatter] (sorry, didn't bother recording this, I'll edit it later) EDIT: claymore attack U values vary HEAVILY, see next submission


Certain characters (or rather certain attacks) break Cryo Abyss mage shield more effectively.

Preliminary findings on Claymore Shatter GU


Preliminary findings on Shatter GU values of claymore attacks.


1.1) Chongyun N1 has 0.65U Shatter: YouTube

1.2) Chongyun N2 has 0.55U Shatter: 10x(0.65+0.55) = 12 exactly: YouTube

1.3) Chongyun N3 has 0.75U Shatter: 6x(0.65 + 0.55 + 0.75) plus sliver = 11.7 + sliver: YouTube

2.1) Razor N1 has 2/3)or ~0.67U Shatter: YouTube

2.2) Razor N2 has 0.75U Shatter: 8x(0.67 + 0.75) +0.67 = 12 exactly: YouTube

2.3) Razor N3 has 0.55U Shatter: 6x(0.67 + 0.75 + 0.55) plus sliver = 11.8 plus sliver: YouTube

2.4) Razor N4 has ~1U Shatter: 5x0.67 + 4x0.75 + 4x0.55 + 3x1 plus sliver = 11.533 plus sliver: YouTube

3.1) Beidou N1 has 0.5U Shatter: YouTube

3.2) Beidou N2 has 0.49U(???) Shatter (Unsure of what is going on, it's 12N1, 11N2 plus sliver): YouTube

4.1) Noelle N1 probably has 0.65U Shatter (Noelle is lvl 70 thus Shatter damage might be relevant though): YouTube

4.2) Noelle N2 has 0.55U Shatter: 10x0.65 + 9x0.55 plus sliver = 11.45 plus sliver. It looks like it should've been exactly 0.55U, but lvl70 Shatter has taken it down slightly: YouTube

4.3) Noelle N3 has 075U Shatter: 6x(0.65 + 0.55 + 0.75) plus sliver = 11.7: YouTube

4.4) Noelle N4 has 1U Shatter: 12x0.65 + 2x0.55 + 2x0.75 + Beidou's 1x0.5 + N4 plus sliver = 10.9 + N4 + sliver: YouTube
bonus clips for Noelle N4: YouTube

It might help us figure out how to optimize shield breaking as claymore users. Also possible connection to stagger values and Geo armor breaking (although not all attacks that break Geo armor Shatter. Maybe threshold of 0.5U or smth?)

Reactions On Frozen Targets With Dual Aura

By: Ayzel#7399
Added: 2021-06-21 (v. 1.6)
Last tested: 2021-06-21 (v. 1.6)

The order of Elemental application and the gauge units determines the second reaction that occurs (and whether it occurs) when the attack that reacts with Freeze can cause both Shatter and a different reaction.

Examples (since that sentence is kinda hard to understand):

Geo examples:
2U Cryo - 2U Hydro - 1U Geo: Shatter only
2U Hydro - 2U Cryo - 1U Geo: Shatter only
1U Hydro - 2U Cryo - 1U Geo: Shatter only
1U Cryo - 2U Hydro - 1U Geo: Shatter only
2U Cryo - 1U Hydro - 1U Geo: Cryo Crystallize and Shatter
2U Hydro - 1U Cryo - 1U Geo: Hydro Crystallize and Shatter
2U Cryo - 2U Hydro - 1U Cryo - 1U Geo: Cryo Crystallize and Shatter
2U Hydro - 2U Cryo - 1U Hydro - 1U Geo: Hydro Crystallize and Shatter

Melt Examples:
1U Hydro - 1U Cryo - 1U Pyro Heavy: Shatter only
1U Hydro - 2U Cryo - 1U Pyro Heavy: Shatter only
1U Cryo - 2U Hydro - 1U Pyro Heavy: Shatter only
2U Hydro - 1U Cryo - 1U Pyro Heavy: Vaporize and Shatter
2U Cryo - 1U Hydro - 1U Pyro Heavy: Melt and Shatter

Electro Examples:
2U Hydro - 2U Cryo - 2U Electro: Shatter only
2U Hydro - 1U Cryo - 2U Electro: Electrocharged
2U Cryo - 1U Hydro - 2U Electro: Superconduct

Essentially, in order for two reactions to occur when using a heavy Elemental hit, either:
a] the first aura applied to the enemy in the Freeze reaction must be stronger than the second; the heavy hit will then cause whatever reaction should occur if the enemy were to only have the first aura applied and Shatter (i.e. if you apply 2U Hydro, 1U Cryo, then 1U Pyro Heavy, then Vaporize will occur, since attacking a 2U Hydro enemy with Pyro would normally cause Vaporize).
b] an additional aura is applied on top of the enemy after Frozen occurs. For example, normally, using a Pyro heavy hit against an enemy who had been attacked with 2U Cryo, then 2U Hydro, would only cause Shatter. However, if 1U Cryo is applied to that same enemy after being Frozen, Cryo reactions (such as Melt or Superconduct) can occur.


2U Hydro - 2U Cryo - 2U Electro: Shatter only
2U Hydro - 1U Cryo - 2U Electro: Electrocharged
2U Cryo - 1U Hydro - 2U Electro: Superconduct

2U Cryo - 2U Hydro - 1U Cryo - 2U Electro: Superconduct
2U Cryo - 2U Hydro - 1U Hydro - 2U Electro: Electrocharged

Better understanding about getting specific reactions against Frozen enemies

EC Frozen Double Reactions

By: Faranight#0001
Added: 2021-07-21 (v. 2.0)
Last tested: 2021-07-21 (v. 2.0)

Theory: EC and Frozen with hidden Hydro do not always allow for double reactions with a subsequent trigger. Instead it is necessary to overcome the aura higher in the Element priority list. The exceptions are Geo Crystallize triggers which will only ever produce one crystal, and Anemo Swirl triggers, which seems to ignore the priority list in the case of hidden Hydro as it has to overcome the Hydro aura rather than the (higher priority) Frozen:
Double swirls

Experimental Element priority order:
Electro > Pyro > Cryo > Freeze > Hydro

For Electro-Charged:
Overload but no Vape: Video
OL and Vape: Video
SC but no Freeze: Video
SC and Freeze: Video
Electro Crystallize but no Hydro: Video
Cannot produce two crystals with one Geo trigger

For Frozen with Hidden Hydro:
SC but no Electro-Charged: Video
SC and Electro-Charged: No documented cases likely due to Frozen aura being very high gauge and short duration
Melt but no Vape: Video
Melt and Vape: No documented cases likely due to Frozen aura being very high gauge and short duration
Crystallize cannot be tested on hidden Hydro due to Shattering.

Element priority order:
Electro > Pyro > Anemo > Cryo > Freeze > Hydro > Dendro > Geo
Evidence for Anemo triggers defying this array is already provided in the ticket linked in the theory section. Additional testing is required on hidden Hydro due to its strange behavior and the relatively unstudied gauge strength of Frozen.

Significance: Allows for better (but still incomplete) understanding of when double reactions can be utilized and how to set them up. Additionally, both the previous freeze table and the EC interactions with other elements ticket are found to be inaccurate.

Multi Shatter

By: BowlSoldier#3528
Added: 2021-10-17 (v. 2.2)
Last tested: 2021-10-17 (v. 2.2)

In some situations, Shattering a Frozen enemy removes less than the normal 8GU. This allows multiple Shatters to occur on a single Freeze, or Shatter + Melt at the same time. This also allows Claymore characters such as Chongyun or Eula to benefit from 4 Blizzard Strayer's extra CRIT on Frozen enemies.

How does this happen?
This appears to be a bug, as it's not a consistent change. It is triggered by entering any domain, including the Spiral Abyss. However only on PC. Mobile and console players cannot trigger this. Once you have entered a Domain, the bug will remain active even in the overworld until you restart your game.

How much Frozen aura is removed by a Shatter?
This has not yet been tested. It's theorized that it works the same way as Frozen shields on enemies; the reduction in Frozen gauge is proportional to the poise damage done by the attack. However this has not been confirmed.

Multi Shatter Evidence: Video
Shatter + Melt Evidence: Video

Bug discovering

Freeze Extensions

By: srl#2712, ElliMiku#5071, Kourinn#6001, phaZZi#6461, Nass008#8577, Isu#6867
Added: 2022-02-06 (v. 2.4)
Last tested: 2022-02-06 (v. 2.4)

The duration of repeated freezes can be described by the following formulae:

t_decay =
max(0, t_frozen_i - a * t_unfrozen_i)
) over all previous Frozen and unfrozen instances i

t_frozen_(i+1) =
sqrt(20 * d_frozen + 25 * ( t_decay + b)²)
/ 5 - t_decay - b

The variable t_decay is just needed for the calculations. If t_decay would be negative it “reset” to zero.

The Freeze duration in seconds is equal to the second formula. The value d_frozen is in Elemental durability and is equal to twice the minimum of the Cryo or Hydro gauge when Freeze is triggered. This is derived form the "kinematic approach":

durability_frozen(t) =
+ (decay_velocity0 + decay_velocityBase) * t
+ 1/2 * decay_acceleration * t²


decay_velocity0 =
min(0, decay_acceleration * t_decay),

durability_frozen0 =
2 * min(durability_hydro, durability_cryo),

t_decay like before

And then solving for t (generic solution to quadratic equation). This was done in a previous ticket. TicketTool

For the Frozen durability in GU the formula is:

t_frozen = sqrt(GU_frozen + 31.25 (t_decay + b)²)
/ 7.8125

The parameters ElliMiku found are a = -1.87 ± 0.01 and b = 4.09 ± 0.02, while the datamined values are a = - 2 and b = 4. Data analysis form various people are consistent with b = 4 and a being between 1.8 and 2.0

Data by Isu and Nass
Sheet: Google Docs

Data by Kourinn
Sheet: Google Docs
(vids are linked there)

Data by phaZ
Swirl sheet: Google Docs
Aloy sheet: Google Docs
(all vids are linked in the respective sheets)

ElliMiku's analysis [here be dragons]:
Data series (in addition to others): Google Docs
Github: Github
Write-up: Google Docs

Better understanding of Freeze duration. More accurate dps calcs in permafreeze teams. Gcsim.

Shatter Doesn't Trigger Stuff

By: Peekays#2722
Added: 2022-03-16 (v. 2.5)
Last tested: 2022-03-16 (v. 2.5)

Shatter does not trigger Passives that are supposed to trigger when a reaction occurs.

Some of the things that Shatter does not trigger:

Perhaps some surprising exceptions.

Frozen Formula Does Work With Innate Auras

By: f̸̒͂ỏ̶̂o̵͌̚s̶͊̏h̷̤̀ḯ̴̊#9920
Added: 2022-08-15 (v. 2.8)
Last tested: 2022-08-15 (v. 2.8)

The Frozen formula does work for innate aura enemies.

In the video (60FPS), the following can be observed:

  • 1U Cryo on Large Hydro Slime (2U Hydro):
    • Theoretical duration = 25×2×1+44=3.48s2\sqrt{5\times2\times1+4}-4 = 3.48s
    • Actual duration = 3:30=3.5s3:30 = 3.5s
  • 2U Cryo on Large Hydro Slime (2U Hydro):
    • Theoretical duration = 25×2×2+44=5.80s2\sqrt{5\times2\times2+4}-4 = 5.80s
    • Actual duration = 5:46=5.77s5:46 = 5.77s
  • 2U Cryo on Small Hydro Slime (1U Hydro):
    • Theoretical duration = 25×2×1+44=3.48s2\sqrt{5\times2\times1+4}-4 = 3.48s
    • Actual duration = 3:28=3.47s3:28 = 3.47s
  • 2U Cryo on Abyss Herald (shit ton of Hydro + 80% Frozen resistance):
    • Theoretical duration = 25×2×2×0.2+44=1.66s2\sqrt{5\times2\times2\times0.2+4}-4 = 1.66s
    • Actual duration = 1:40=1.67s1:40 = 1.67s
  • 1U Cryo on Abyss Herald (shit ton of Hydro + 80% Frozen resistance):
    • Theoretical duration = 25×2×1×0.2+44=0.90s2\sqrt{5\times2\times1\times0.2+4}-4 = 0.90s
    • Actual duration = 0:53=0.88s0:53 = 0.88s

Everything lines up.

The only part of the formula that doesn't work here is the "Cryo gauge/origin aura when Frozen" part.

Freeze Resistance

By: f̸̒͂ỏ̶̂o̵͌̚s̶͊̏h̷̤̀ḯ̴̊#9920
Added: 2023-02-12 (v. 3.4)
Last tested: 2023-01-27 (v. 3.4)

Some enemies have Freeze resistance (currently shielded Abyss Heralds and Consecrated Beasts), which reduces the reaction gauge of Freeze by a fixed percentage. The duration of Freeze is then calculated with the reduced reaction gauge taken into account.

The full formula for freeze duration is the following:

GaugeFreeze Aura=2min(GaugeOrigin Aura,GaugeTrigger Element)×(1Freeze ResistanceTarget)Freeze Duration (Seconds)=25×GaugeFreeze Aura+44\begin{aligned} {\text{Gauge}}_{\text{Freeze Aura}}&=2\min({\text{Gauge}}_{\text{Origin Aura}},{\text{Gauge}}_{\text{Trigger Element}})\times (1-{\text{Freeze Resistance}}_{\text{Target}})\\ {\text{Freeze Duration (Seconds)}}&=2{\sqrt {5\times {\text{Gauge}}_{\text{Freeze Aura}}+4}}-4 \end{aligned}


Videos in order:
2U Freeze, no Freeze resistance: duration should be 25×2+44=3.48s2\sqrt{5 \times 2+4}-4=3.48s, real duration 3:28

4U Freeze, no Freeze resistance: duration should be 25×4+44=5.8s2\sqrt{5 \times 4+4}-4=5.8s, real duration 5:50

2U Freeze, 50% Freeze resistance: duration should be 25×2×0.5+44=2s2\sqrt{5 \times 2 \times 0.5+4}-4=2s, real duration 1:59

2U Freeze, 80% Freeze resistance: duration should be 25×2×0.2+44=0.9s2\sqrt{5 \times 2 \times 0.2+4}-4=0.9s, real duration 0:56

4U Freeze, 80% Freeze resistance: duration should be 25×4×0.2+44=1.66s2\sqrt{5 \times 4 \times 0.2+4}-4=1.66s, real duration 1:43

Understanding of hidden attribute.

Freeze Resistance Correction

By: f99shi
Added: 2023-06-27 (v. 3.7)
Last tested: 2023-04-19 (v. 3.6)

Freeze RES does not actually affect the reaction gauge of Freeze and is only taken into account in the duration calculation.

The corrected formula for freeze duration is the following:

GaugeFreeze Aura=2min(GaugeOrigin Aura,GaugeTrigger Element)Freeze Duration (Seconds)=25×GaugeFreeze Aura×(1Freeze ResistanceTarget)+44\begin{aligned} {\text{Gauge}}_{\text{Freeze Aura}}&=2\min({\text{Gauge}}_{\text{Origin Aura}},{\text{Gauge}}_{\text{Trigger Element}})\\ {\text{Freeze Duration (Seconds)}}&=2{\sqrt {5\times {\text{Gauge}}_{\text{Freeze Aura}}\times {(1-\text{Freeze Resistance}_\text{Target})}+4}}-4 \end{aligned}


On an enemy with 50% Freeze RES, if 1U Electro is applied after proccing 2U freeze, the duration of the Freeze is halved, meaning the reaction gauge of Freeze is still 2U and not affected by Freeze RES. If Freeze RES reduced the reaction gauge of Freeze, the Superconduct would have immediately ended the Freeze.

Correcting the previous finding.


How to get Double Swirls

By: Ayzel#7399
Added: 2021-05-05 (v. 1.5)
Last tested: 2021-05-05 (v. 1.5)

On both Electro-Charged targets and Frozen targets with a simultaneous Hydro aura (where both the Frozen icon and a Hydro icon show up above the target's head), it is possible to get a "double Swirl," where both elements (Electro and Hydro in the Electro-Charged case, or Cryo and Hydro in the Frozen case) are both swirled. This can debuff the enemy's resistance to both elements. In order for a double Swirl to occur, the gauge reduction from the Anemo hit must be greater than the Electro gauge (in the case of Electro-Charged) or the Hydro gauge (in Frozen/Hydro). If two gauges are on the target, and Anemo is not stronger than one of the two, the Anemo attack will Swirl Electro (for Electro-Charged) or Hydro (for Freeze/Hydro).

Gauge reduction caused by Anemo must be greater than the Hydro gauge (in the case where there is both a Hydro and Freeze aura present) or the Electro aura (in the case of Electro-Charged) in for a double Swirl to occur

A future test of 1U Freeze, 2U Hydro, 2U Anemo is technically necessary to say for certain that the Anemo reduction must be greater than the Hydro aura in Freeze/Hydro, rather than any one of the gauges present. However, EC works this way and there is no known current method to test the above, so the behavior is currently believed to extend to Freeze/Hydro.

If the Anemo gauge reduction isn't greater, the Swirl will be Electro(EC)/Hydro(Freeze)

More knowledge about how Swirl works, better rotations and team-building

Confirmation of Double Swirl on Freeze Aura Mechanics

By: Mutsuki#0884
Added: 2022-03-16 (v. 2.5)
Last tested: 2022-03-16 (v. 2.5)

Confirmation of double Swirl on Frozen enemy mechanics.

In this video, Diona applies 1U Cryo, followed by Kokomi’s N1 applying 1U Hydro to create a Freeze aura. Then Kokomi's Burst is casted to apply a 2U Hydro aura that coexists with the 1U Frozen aura. Jean’s E applies 2U Anemo to the Frozen target, but only swirls Hydro, which confirms a preciously untested theory that the Anemo gauge must specifically be greater than the coexisting Hydro gauge in order to double Swirl a Frozen target.
As far as I’m aware this was previously unconfirmed due to the difficulty or inability to test this specific scenario of 1U Frozen with a 2U Hydro aura prior to Kokomi’s release, as Childe’s 2U Hydro attacks would Shatter a Frozen enemy.

Better understanding of the mechanics behind Freeze to better set up rotations in the future.

Swirl AoE Limit

By: Terrapin#8603
Added: 2021-04-30 (v. 1.5)
Last tested: 2021-04-30 (v. 1.5)

Finding: Swirl has an AoE limit, where only two instances of AoE damage can happen for any swirled Element. For example, if there are four targets who are all infused with Electro, and an AoE Anemo Skill is used, only two instances of Electro damage will be dealt to the four targets.

Evidence: (from Terrapin's Swirl Guide here): YouTube

Significance: Better understanding of Swirl, assisting in teambuilding

Swirl Chain Reactions

By: Terrapin#8603
Added: 2021-04-26 (v. 1.4)
Last tested: 2021-04-26 (v. 1.4)

Finding: When a Swirl reaction occurs and the AoE effect of the Swirl reaction meets another enemy with an aura, the swirled Element will cause a reaction with that aura. This reaction will use the Anemo user's Character Level and Elemental Mastery to determine damage (if applicable). The subsequent reactions work in the same way that normal reactions do.


YouTube From this video, using a level 89 Sucrose with 0 Elemental Mastery, we can see that Swirl chain amplifying reactions work in the same way as normal - scaling off the respective reaction multiplier.

  • A Cryo Swirl AoE that makes contact with an enemy with a Pyro aura causes the Cryo damage to reverse Melt, becoming amplified by 1.5x (632*1.5≈949)
  • A Pyro Swirl AoE that makes contact with an enemy with a Cryo aura causes the Pyro damage to forward Melt, becoming amplified by 2x (632*2≈1265)
  • A Hydro Swirl AoE that makes contact with an enemy with a Pyro aura causes the Wet application to Vaporise, doing no damage.
  • A Pyro Swirl AoE that makes contact with an enemy with a Hydro aura causes the Pyro damage to reverse Vaporise, becoming amplified by 1.5x (632*≈949)

YouTube In this video, we can see that Elemental Mastery affects amplifying reactions as normal. Here, Sucrose has 692 Elemental Mastery, which should give her a 92% bonus to Melt.

  • A Pyro Swirl AoE that makes contact with an enemy with a Cryo aura causes the Pyro damage to forward Melt, becoming amplified by 2 x 1.92 = 3.84x (2027*3.84≈7783)
  • A Cryo Swirl AoE that makes contact with an enemy with a Pyro aura causes the Cryo damage to reverse Melt, becoming amplified by 1.5 x 1.92 = 2.88x (2027*2.88≈5837)

YouTube In this video, Sucrose has over 100% CRIT Rate, but the Swirl chain reaction she causes does not score Critical hits against the enemy, which proves that the chain amplifying reactions caused by Swirl cannot CRIT. In the video, Sucrose has 194 Elemental Mastery, giving her a 33.9% damage bonus to Melt.

  • A Cryo Swirl AoE that makes contact with an enemy with a Pyro aura causes the Cryo damage to reverse Melt, becoming amplified by 1.5 x 1.339 = 2.0085x (1146*2.0085≈2303)
  • The 2.0085x multiplier seen in the video comes solely from the Melt reaction, which proves that Swirl chain reactions that cause amplifying reactions can't CRIT.

YouTube In this video, Sucrose triggers Swirl to cause transformative chain reactions, which are also calculated with Sucrose's Elemental Mastery and Level.

Significance: Allows for better team-building and rotations, along with more understanding of how Swirl works.

Elemental Infusion on Electro-Charged Enemy

By: Ayzel#7399
Added: 2021-04-20 (v. 1.4)
Last tested: 2021-04-20 (v. 1.4)

Finding: When Venti and Sucrose's Bursts make contact with a mob which is affected by Electro-Charged, the Burst will infuse Hydro.

Evidence: (provided by Terrapin)
EC Absorption Test Sucrose - Hydro applied first
EC Absorption Test Sucrose- Electro applied first
EC Absorption Test - Venti Burst

Significance: good knowledge for teambuilding purposes; shows that Electro-Charged teams which run Sucrose or Venti will see more Hydro Elemental application due to infusion.

Amplifying Reactions From Swirls Will Snapshot

By: LarryTheCableGuy#7387
Added: 2021-06-21 (v. 1.6)
Last tested: 2021-06-21 (v. 1.6)

Amplifying Reactions derived from a Swirl from Pyro/Cryo/Hydro are not dynamic and WILL snapshot.


Video 1 (instructor applied after snapshot) (101k)
Video 2 (instructor applied before snapshot) (106k)

EM: Image
Swirl before instructor=23892
Swirl after instructor=25828
EM before instructor=755 (97.4%)
EM after instructor=875(106.9%)

Swirl induced amp = Swirl * reaction mult * amp_em
For video 1 of a 101k Swirl Melt proc, where instructor was applied after snapshot.
Vape = 76465
Melt = 101953

For video 2 of a 106k Swirl Melt proc, where instructor was applied before snapshot.
Vape = 80157
Melt = 106876

Since Swirl is dynamic, a Swirl value of 25828 is taken.

If snapshot on amp_em, for vape,
Swirl induced amp = 25828 * 1.5 * (1 + 0.974) = 76476.708
Which matches with observed 76465 value.

If no snapshot on amp_em, for vape,
Swirl induced amp = 25828 * 1.5 * (1 + 1.069) = 80157.198
Which does not match with video 1, but it matches with video 2 where instructor is snapshotted at 80157.

If snapshot on amp_em, for Melt,
Swirl induced amp = 258282 * (1+0.974) = 101968.944
Which matches with observed 101953 value.

If no snapshot on amp_em, for vap,
Swirl induced amp = 25828 * 2 * (1+1.069) = 106876.264
Which does not match with video 1, but it matches with video 2 where instructor is snapshotted at 106876.

Thus it can be concluded that amp_em of the Swirl induced amp reaction is snapshotted and the rest are dynamic.

Vape/Melt triggered by swirls are still considered as amp reactions and are snapshotted, not dynamic.


Crystallize Refresh

By: Terrapin#8603
Added: 2021-05-22 (v. 1.5)
Last tested: 2021-05-22 (v. 1.5)

Theory: Crystallize resets when a new one is picked up, and the shield value is based on the character that produced the Crystallize, even if a previous Crystallize generated by a different character is currently on the active character.

Evidence: YouTube

The first test in the video shows that Noelle's Crystallize on Noelle can take at least 4 hits from attacks that do the same damage without breaking.
The second test shows that Zhongli's Crystallize on Noelle can only take 2 hits before breaking on the third hit, taking 1139 damage.
The third test shows Noelle's Crystallize on Noelle take a single hit, and then is reset by Zhongli's Crystallize which then takes 2 hits before breaking on the third hit, taking 1139 damage.

Significance: Crystallize shields do not stack, and they do not refresh based on a shield being stronger or weaker. Crystallize users should plan accordingly with their character level and Elemental Mastery on the character that will be creating Crystallizes that will be picked up.

Crystallize Shields Don't Stack

By: Terrapin#8603
Added: 2021-05-09 (v. 1.5)
Last tested: 2021-05-09 (v. 1.5)

Shields created from a Crystallize reaction do not stack.

Evidence: YouTube

The first test in the video shows Noelle picking up a Cryo Crystallize shield and then a Pyro Crystallize shield. She then takes several hits of Cryo damage which breaks the Pyro Crystallize shield. There is no remaining Cryo Crystallize shield.

The second test in the video shows Noelle picking up a Cryo Crystallize shield, and taking many hits of Cryo damage where the shield does not break. If the shields stacked, in the original test the Cryo Crystallize shield should have persisted after the Pyro Crystallize shield was broken.

The player should only pick up correct-Element Crystallize crystals when fighting enemies dealing specific Elemental damage.

Crystallize on an Electro-Charged Enemy

By: Jonahfarc#7056
Added: 2021-04-14 (v. 1.4)
Last tested: 2021-04-14 (v. 1.4)

Finding: Crystallizing an Electro-Charged enemy always results in an Electro crystal.

Evidence: YouTube

I Electro charged in different orders with different application strengths. The result was always an Electro crystal.

Significance: Don't expect a Hydro crystal for petra buff on Electro-Charged opponents.

Crystal Spawn Location for Enemy

By: Sylenwolf#5802
Added: 2022-03-16 (v. 2.5)
Last tested: 2022-03-16 (v. 2.5)

The Crystallize reaction will always spawn a crystal in front of the enemy.

Ningguang applies Geo with Normal Attacks. Then, the Crystallize reaction occurs and the crystal spawns in front of the enemy. Do note that some enemies don't have a specific "front side", such as the hypostases. There are other factors that could determine where the crystals spawn, like when an enemy turns around or moves. However the principles stays the same.


  1. Makes it easier for characters to pick up crystals.
  2. Makes it easier for characters to use the Archaic Petra artifact set.
  3. Allows the player to determine the position of the enemies and which way they are facing.

Crystallize ICD

By: Bobrokrot#0111
Added: 2022-06-29 (v. 2.7)
Last tested: 2022-06-29 (v. 2.7)

Crystallize reaction has an Global Cooldown of 1s per monster.


  • The Crystallize GCD is 1.0s (or Albedo Skill cast itself has ICD of 1s). - YouTube
    • Albedo uses his Elemental Skill twice at different time intervals between Skill usages. Due to input delay all of the below times are actually +0.05s.
    • 0.85s: 1 Crystallize; 0.90s: 1 Crystallize; 0.95s: 1 Crystallize; 1.00s: 2 Crystallize; 1.05s: 2 Crystallize;
  • The 1s GCD does exist and influences attacks that do not share ICD.
    • Albedo's E cast and E Blossom both trigger Crystallize when they are 1s apart from each other. - YouTube
    • Albedo's E cast and E Blossom trigger Crystallize only once when they are within 1s. - YouTube
    • Ningguang's NA and E both trigger Crystallize when they are 1s apart from each other. - YouTube
    • Ningguang's NA and E trigger Crystallize only once when they are within 1s. - YouTube
  • GCD is shared across different characters. Here Ningguang procs Albedo's Blossom vs 2U Pyro, only 1 Crystallize occurred. - YouTube
  • GCD is not shared across different targets. Here Albedo successfully triggers Crystallize on each of the 3 hilichurls. - YouTube
  • GCD for the duration of the cooldown may disable the hit counter for standard ICD. Here Ningguang uses 3 Normal attacks (6 hits total) and trigger Crystallize only once on the first attack. - YouTube
  • GCD is shared across different elements. Here Albedo triggers Pyro and Hydro Crystallize one after another (<1s), only 1 Crystallize occurred. - YouTube

Understanding how Crystallize works.

Crystallize ICD Correction

By: Bobrokrot#0111
Added: 2022-08-14 (v. 2.8)
Last tested: 2022-08-14 (v. 2.8)

The Crystallize Global Cooldown (GCD) not only prevents further crystals to appear but also prevents gauge consumption.


  1. YouTube: This clip is already in the TCL. The last Amber shot was performed at 14.75s and the Pyro lasted until 22.93s, which matches the 1.1B gauge duration (meaning that only one gauge reduction from Crystallize occurred).

  2. YouTube: Razor applied 2U Electro at 2.54s (with A decay from Sara) and the Electro lasted until 15.75s which matches the 1.1U gauge duration (meaning that only one gauge reduction from Crystallize occurred).

  3. YouTube (bonus clip): 2A Hydro -> 1U Electro -> 2U Geo. Hydro lasted from 11.32s to 25.53s which matches 1.2A (tax -0.4U).

Nice to know that in Electro-Charged Geo doesn't reduce Hydro gauge regardless of how strong the Elemental application is of the Geo attack.


Initial Findings

By: Scavenger#6510

Added: 2021-11-04 (v. 2.2)
Last tested: 2022-07-04 (v. 2.7)

Current Burning Mechanics: Applies 2U Pyro in a small AoE, which replenish the Pyro for Burning. Decay rate of Dendro in Burning is the sum of natural decay rate of the Pyro aura and the natural decay rate of the Dendro aura.

Burning deals damage every 0.25 sec. Burning does not stun.

Evidence (120 FPS)

Tick #Frame #

Burning is contagious. Applies Pyro in AoE around Burning person/object

Can light the fire of a Dendro state subject if lay it near Dendro Burning subject (perfect for trolling… and more)


Burning can be maintained for an infinite amount of time, as long as there is a supply of Dendro. (Does not consume Pyro)


This makes the task of maintaining burning-state full-time so much easier.

Dendro state object coated with Hydro can be used as a medium for Electro-Charged/Mist Freeze because Dendro, Hydro, and Electro can all exist at the same time, same with Dendro, Hydro, and Cryo.


You can see in this video that the Superconduct appears after we apply both Cryo and Electro.

At the end of this video, there's something about the layer of reaction. When 3 Elements exist at the same time (in this case Electro/Dendro/Hydro) interact with Pyro, we can only see Vaporize and Overload, no Burning reaction was sighted.


Notice the moment when the Pyro flower trap activated when the vine is infused with Cryo mist, it causes some reaction looks just like Shatter, or Melt.

  • Constant Hydro apply to prolong the duration of Dendro (double the duration)*

Normal Dendro duration: Evidence

Hydro Dendro duration: Evidence

Comparison: Evidence

Normal 543 out                  1286 => duration 743
Raining heavily 476 out 1846 => duration 1370
Raining heavily 504 out 1988 => duration 1484
Raining heavily 367 out 1854 => duration 1487

Comparison: Evidence

Dendro applied: 456
662 wet
2111 Dendro end
Dendro duration: 13.79s
3446 Dendro applied
3659 wet
4803 Hydro and Dendro end
Hydro duration: 1144~ 9.5s
Dendro duration: 1357 ~ 11.3s
6157 Dendro applied
7026 Dendro end
Duration : 869 ~ 7.2 s

Gauge of Pyro after burning

  1. Apply 1U


    702 Pyro only
    2981 Pyro end
    2279 Pyro duration >> 19 sec


    413 Pyro only
    2742 Pyro end >> 19,408 sec (this video bring up the subject that even though Klee apply 2U Pyro at the last hit, the change is insignificant.
    The duration of Pyro after burning doesn’t depend on the unit gauge apply)


    692 Pyro only
    2981 Pyro end
    2289 duration >> 19.075s
  2. Apply 2U Evidence

    First part 2U test
    2U Pyro apply
    440 Pyro only
    1931 Pyro end
    1491 duration >> 12.425s

    Second part 2U test
    2U Pyro apply
    4953 Pyro only
    6416 Pyro end
    1463 duration >> 12.2 s

    Third part 2U test
    This test is testing with 2U Pyro with Dendro applied twice
    10720 Pyro only
    12145 Pyro end
    1425 duration >> 11.875s >> the change is insignificant >>
    the Pyro unit gauge was somehow maintained even if there’s an interruption of Dendro supply in the middle,
    and the duration won’t change even if we apply Pyro first

    These times are consistent with 1.6A and 1.6B decay times. So Burning "boosts" the aura strength to 1.6U

Decay rate of Dendro while burning is the sum of the natural decay rates of Dendro and Pyro auras

Through the first part, we have more clues to try to solve this, the data below using the same videos.

Section A: Apply 1U
141 burning start-570 burning end >> duration 429
277 burning start- 691 burning end >> duration 414
231 burning start -701 burning end >> duration 470
Avg: 437.67 ~ 3.64725s

Section B: Apply 2U
90 start burning – 439 burning end >> duration 349
2149 start burning – 2512 burning end >> duration 363
6961 start burning – 7380 burning end >> duration 319
Avg duration: 343.67~ 2.864s

Some calculations:
Dx = decay rate number of/in case of x (U/frame, frame count in 120fps)
0: of Dendro
1: A 11.875 * 120= 1425 frame
2: B 7.5 * 120 =900 frame
D0= U /869 (using new frame data)
D1= U/437.67

Hypothesis: Every 0.2 seconds, the Dendro will reapply the Pyro unit that has gone to its original state at 1.6U using its own unit gauge.
That is the same as saying that only the Dendro unit gauge will decline, the Pyro unit gauge will be maintained at 1.6U the whole duration of the reaction.
Dx= D0 + 1/ either the frame of A or B

>> D1 = D0 + 1/ 1425; D2= D0+ 1/900
>> U/437.67= U /869 + 1/ 1425 and U/343,67= U /869+ 1/900
>>U~ 0.62 and U ~0.63 (We don’t care about actual Unit gauge of Dendro samachurl yet because we need more accurate numbers, but it is close enough)
The result is close enough (0.62 and 0.63) to be deemed insignificant. Proved.

All the Pyro Hilichurls (including Pyro Axe Mitachurls) are immune to heating DMG: evidence 1, evidence 2

Notice the hilichurl takes no burning DMG but still burns any grass it stepped on. The icon on his head is a burning aura (very much like a freezing aura of Freeze reaction). (This video is my experiment about the impact of EM on burning DMG, but it unexpected turn out like that). Only this kind of hilichurl have this odd ability was sighted so far.

Edit (2022-10-30):
Dendro Spread is deleted: evidence 1, evidence 2

Better understanding for the mechanics of burning. Dendro shields are be burnt down faster by 2U Pyro and 1U Pyro.

Dendro Burning Ownership DMG

By: Scavenger#6510
Added: 2022-10-13 (v. 3.1)
Last tested: 2022-07-04 (v. 2.7)


  1. Dendro Burning ownership belongs to the one who last applies the Element for the reaction to happen.
  2. Burning can be changed ownership in the middle, either by directly reapplying Dendro or Pyro, or by spreading the Pyro with Swirled/absorbed Pyro, nothing else. Ownership belongs to the character/enemy that makes the change.
  3. Character level and EM affect Burning DMG, the damage formula is shared with other Transformative Reactions, with the reaction constant/base multiplier being 0.5.
  4. There is a difference between the heat source and heating DMG.
    • Heating DMG = Dendro Burning's Pyro DMG.
    • Heat source = An object has heating DMG.
    • It looks like burning grass/torch/etc. at first glance, but Burning in the environment depends solely on Zone Level, aka, the damage zone the character is standing in, not affected by level and EM like heating DMG.
    • When the Dendro Burning reaction happens, the burning entity should be considered as a heat source: dealing heating DMG to anyone who comes close in hug-range, can apply Pyro, but can't cause a reaction.
  5. If applying Dendro/Pyro On existing Dendro Burning with different ownership right when the reaction ticks again, the ownership of the reaction won't change even if the Element is reapplied again. This is a potential bug.


  1. YouTube
    • Notice the damage difference when Bennet triggers the Burning reaction and when Dendro Samachurl triggers the Burning reaction
  2. Ownership
    • Pyro application taking ownership: YouTube
    • Proof that it is the latest application, not the highest damage: YouTube
    • Direct Pyro Swirl not taking ownership: YouTube
    • Dendro and self-applied Pyro giving ownership: YouTube 1, YouTube 2
    • Absorbed Pyro: YouTube
    • Swirling Pyro: YouTube
  3. YouTube
    • The ratio of absorbed Swirl DMG and Burning DMG is exactly 2.4 if the base multiplier is 0.5.
  4. Heating DMG
    • From character to enemy: YouTube
    • From enemy to character: YouTube
      • Notice how the burning tick rate's twice as fast (come from both the character's own Burning and the heating DMG of the hilichurl) when coming closer to the hilichurl compared to stand afar.
  5. YouTube

Credits to Aevean Leeow#1362 and pai#3602 for testing, and BlueBery#9054 for additional footage.

Better understanding of how Burning works by digging into whose ownership is it.

Burning Snapshots EM

By: milk tea romance#9022
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

Burning snapshots the character's EM on trigger and refresh.

We understand that 4-Piece Gilded Dreams does not apply bonus EM to the reaction that triggers the set bonus (with the exception of Hyperbloom).

Klee's EM without 4GD bonus: 80
Klee's EM with 4GD bonus: 130

When Klee triggers 4GD with Burning, Burning DMG is consistently 525, even though EM had been increased to 130 upon triggering the reaction. To demonstrate Burning with 130 EM, Klee refreshes Burning with the bonus EM, and Burning damage is now consistently 643.

Better understanding of the Burning reaction.

Burning Refresh Mechanics

By: Chronopolize#6513
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

Burning refreshes Pyro some time between 0.25s and 0.47s after the "Burning" text appears, then every 2s after.


  • 0.8U Burning
    • Cyro 0.25s after, Pyro refreshes: YouTube
    • Cryo 0.42s after, Pyro doesn't refresh: YouTube
    • Cryo 0.9s after, Pyro doesn't refresh: YouTube
  • 1.2U Burning
    • Cryo after 0.3s, Pyro refreshes: YouTube
      • Relative to Ganyu's first arrow, the Cyro applications occur at 0s, 0.3s, 1.96s, and 2.26s
      • If the Pyro refresh occurred at 0s and 2s (slightly later because TKP hits a bit after trigger), then Ganyu's 2nd Bloom would reduce the Pyro to ~0.3U and it would fade in ~3.5 secs. Instead, the Pyro lasts for a long time.
      • Pyro disappears 12.06s after the first Cryo application. Subtracting 9.5s (0.8U decay time) we get 2.56s. This seems to confirm that Burning refreshes at 2.5 sec.

Burning Reverse Melt, most significantly for Ganyu. Having residual Pyro that's >0.5U is necessary to reignite Burning by applying Cryo + triggering Nahida's TKP.


Chemistry 101 What Are Reactions

By: daibangden#8410
Added: 2022-10-14 (v. 3.1)
Last tested: 2022-10-14 (v. 3.1)

On-reaction effects can only be activated when reactions are triggered on enemies or animals (cat, dog, kitsune, and types that give raw meat or fowl as only they can hold aura).


Freedom-Sworn and C4 Keqing behave the same, reactions on burning grass and electrified water won't work (Source: I don't have them but dudes trust me).

Better understanding of reactions and what count as reactions to trigger effects with character Talents, weapons or artifacts (plus in the future people won't have to make separate ticket every single time for similar cases unless they behave differently with the upcoming Dendro reactions).

Below is an addition to the old finding, which is still correct in most cases.

On-reaction effects can be activated through Hyperbloom and Burgeon on Dendro Cores with or without any other target nearby. Such reactions are counted as Dendro-related reactions.


  • YouTube: Fischl A4, Qiqi A1, Dark Iron Sword, 4P TF, 4P GD, Electro Resonance on Dendro Cores
  • YouTube: Hakushin Ring, Mappa Mare, 4P Instructor, Dendro Resonance on Dendro Cores
  • YouTube: Mappa Mare and 4P Gilded Dreams with Burgeon, Klee A1

Better understanding of on-reaction effects triggering requirements with the Dendro installment of the Elemental Reaction System. This changes everything.

Bloom Does Not Snapshot EM

By: Mystathi#9705
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

Bloom reaction does not snapshot EM on seed creation.

Childe Bloom DMG with and without EM buffs after seed creation

Further understanding of the Bloom reaction and EM buffs, can potentially lead to interesting setups.

Applying Dendro to an Electro-Charged Target Triggers 2 Blooms

By: Kolibri#7675
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

Applying Dendro to an Electro-Charged target once can result in 2 Bloom reactions if the Hydro aura on the target is high enough. First trigger is from the Dendro attack, second trigger is from Quicken itself. The reaction text for the second Bloom reaction does not show up.


Further understanding of Quicken and Bloom.

Bloom Reactions Count as Hits from Your Character

Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

Bloom Explosion, Burgeon, and Hyperbloom count as hits from your character.

Qiqi Talisman is triggered by Bloom Explosion.

See also: Nahida C2 allows these reactions to trigger Favonius.

Further understanding of Bloom reactions in general.

Bloom ICD Can Be Bypassed When Using Multiple Sources

By: VanIna#2859
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

By using more than one Hydro/Pyro/Electro source, each unit could take more than 2 instances of Bloom Explosion/Burgeon/Hyperbloom damage within the 0.5 second window.


  • Bloom Explosion: YouTube (0:13, Bloom ownership is unknown)
    • 3 Blooms were triggered and dealt different amounts of damage to both the character and the Hydro Slime.
  • Burgeon: YouTube
    • Xiangling's Guoba and Bennett's E triggered 5 Burgeons almost at the same time, 3 of which dealt damage to both the character and Azhdaha.
  • Hyperbloom: YouTube
    • Razor E and Sara E triggered 4 Hyperblooms, all of which dealt damage to the enemy.
    • 1 of the Dendro Cores expired right before the other 4 Hyperblooms were triggered.

Previous knowledge about the reactions' ICD is insufficient. Further testing should be conducted to find out more about the actual mechanic of these reactions.

Dendro Core explosions can damage Ley Line Monoliths

By: Effab1e#2963, juko#9385
Added: 2022-12-17 (v. 3.3)
Last tested: 2022-12-17 (v. 3.3)

The Dendro Core explosions from Bloom, Bountiful Bloom, and Burgeon can damage the Ley Line Monolith.


Using Bloom, Bountiful Bloom, and Burgeon reactions are less recommended for objectives that involve the defense of Ley Line Monoliths.

Dendro Cores Block Unreactive Projectiles

By: Rathalos#2875
Added: 2023-01-19 (v. 3.4)
Last tested: 2023-01-16 (v. 3.3)

Dendro Cores produced by a Bloom reaction can block projectiles that do not react with Dendro, specifically Cryo, Anemo, Geo, Physical and Dendro projectiles.

Imgur Cryo
Imgur Anemo
Imgur Geo
Imgur Geo
Imgur Physical
Imgur Physical
Imgur Dendro

More understanding regarding Dendro Core properties. Might have some niche gameplay application.


Hyperbloom Damaging the Player

By: KB#1111
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)


  1. Hyperbloom has a small AoE that can damage the player if you are hugging the enemy that is targeted.
  2. If there are no enemies nearby then the Hyperbloom will not target the player.


  1. YouTube
  2. YouTube

Better understanding of Hyperbloom targeting.

Hyperbloom Targets the Closest Enemy

By: pai#3602
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

When triggering Hyperbloom, the Sprawling Shot targets the enemy that is closest to the Dendro Core.


Hyperbloom always targets the enemy that is closest to the Dendro Core at the time it's triggered, even if the enemy moves and ends up further than another enemy by the time Hyperbloom deals damage.

Information on Hyperblooms not triggered by the player

By: @f99shi, @23enigma, @lesterberne, @alphaflyte, @skylarke
Added: 2023-06-24 (v. 3.7)
Last tested: 2023-05-25 (v. 3.7)


  1. Electro Crystals can trigger Hyperbloom, and can target:
    the player, Baron Bunny, Ushi, enemies, Parametric Transformer, berry bushes, Cuihua trees, and Hilichurl boxes and barrels,
    but NOT:
    Portable Waypoints, Adepti Seeker's Stove, and the Serenitea Pot.

  2. Besides the player, enemy hyperblooms can target:
    Baron Bunny, most enemies/enemy constructs that hold an aura (e.g. Abyss Mage shields, Thunderhelm Lawachurl Crystals (including the creator's), Shouki no Kami's laser rings?), haybales, Hilichurl crates, Klee mines, Coral Defenders arena walls, Yaoyao radishes,
    but NOT:
    Electro Crystals, Boom Blossoms, Consecrated Beasts' Phagocyctic Blocks, and cooking pots.


Google Sheets


  • Enemies can gimp other enemies
  • You can deflect enemy Hyperblooms with certain constructs
  • Hoyoverse isn't consistent


Burgeon Self-Damage is Only Affected By Character RES

By: igneus#7654
Added: 2022-11-29 (v. 3.2)
Last tested: 2022-11-11 (v. 3.2)

The Dendro self-damage from Burgeon is only affected by the character's resistance.


  • No RES Shred: Imgur
    • Damage to enemy: 15425
    • Damage to character: 856
  • Dendro RES Shred on enemy (4DM): Imgur
    • Damage to enemy: 18853
    • Damage to character: 856
  • Dendro RES Shred on enemy (4DM) and character (Dendro RES Potion): Imgur
    • Damage to enemy: 18853
    • Damage to character: 642

Useful to know.