No. 11 of The Harbingers, also known as "Childe." His name is highly feared on the battlefield.
|ASC||LVL||HP||ATK||DEF||CRIT Rate||CRIT DMG||Hydro DMG Bonus||Ascension Materials|
|1||20||3521||81||219||5%||50%||0%||1 3 3 20,000|
|2||40||5889||135||366||5%||50%||7.2%||3 2 10 15 40,000|
|3||50||7604||175||473||5%||50%||14.4%||6 4 20 12 60,000|
|4||60||9121||210||567||5%||50%||14.4%||3 8 30 18 80,000|
|5||70||10647||245||662||5%||50%||21.6%||6 12 45 12 100,000|
|6||80||12182||280||757||5%||50%||28.8%||6 20 60 24 120,000|
DPS Build 👍
The Weapon Rankings here are under the assumption that Childe is used with Bennett and Vaporizes his Burst, aswell as using the optimal attack combos listed in the Ability Tips section. Regarding Weapon Choices: Polar Star: Has varied performance depending on how many passive stacks you get. Getting 2-3 stacks at the start of your rotation can perform better than Thundering Pulse while getting no stacks can perform worse than Skyward Harp. This only applies if you are Vaporizing Childe Burst together with Bennett. In teams without Bennett, Polar Star will always perform better than the other options. 3 stacks can be achieved by doing Skill + 1 Normal + 1 Charged Attack before setting up your Vaporize Burst. If your Skill is still on cooldown, a fully Charged Aimed shot against a riptide affected target, OR a Ranged Normal + quick Aimed shot gives 2 stacks (which can be followed by Skill for the 3rd stack). Thundering Pulse: Slightly better than Skyward Harp depending on rotations - the more time you spend doing Normal Attacks, the more it pulls ahead over Skyward Harp, but it's not recommended to extend your Childe's melee rotation for this. The Viridescent Hunt: Offers a valuable passive that helps a lot in grouping enemies, which can offer a ton of damage from Riptide. Blackcliff Warbow: Due to inconsistency of gaining stacks, falls off compared to other weapons at higher refinements. Prototype Crescent: Requires you to trigger its passive by hitting the enemy's weak points, falls off if compared with other options without the passive triggered. The Stringless: Main DPS Childe should only use this weapon in teams where you are Vaporizing your Burst, as the Elemental Mastery substat loses a lot of value in other teams. If Childe is being used as a Nuke Support only for his Vaporized Burst damage, R5 Stringless will rank just below Thundering Pulse. Note that the stringless elemental skill passive does not affect Childe's melee stance auto attacks. Regarding Artifact Sets: Heart of Depth (2) +18% ATK set (2): This set is only about 1-2 substats behind Heart of Depth (4), you can opt out for this set instead if you already have decent pieces. Shimenawa's Reminiscence (4): Due to this set requiring Childe to have around 140% Energy Recharge to reliably burst every rotation, it falls behind the other options. However, it outperforms Heart of Depth (4) if used in a single rotation setting (ignoring ER).
Optimal skill duration for [C0]: 7s, 9s or 12s. Optimal skill duration for [C1]: 9s, 11s or 14s. Melee Burst: Only to be used in situations where you need only 1 rotation to clear as the ER requirement to maintain burst uptime is quite high (170-190%), you'll always want to start your rotations with Ranged Burst since it refunds energy to maintain your rotation well. Skill Combo: - 2 NA + 1 CA (Optimal) - 3 NA + 1 CA (Recommended) - 5 NA + 1 CA (Recommended combo if using Rust or Thundering Pulse) *NA = Normal Attack, CA = Charged Attack The Optimal combo provides more damage but consumes more stamina. Recommended combo provides slightly less damage but is more stamina efficient.
Crit Rate / DMG
1. Crit Rate / DMG
3. Elemental Mastery
4. Energy Recharge
5. Flat ATK
Elemental Skill and Elemental Burst DMG increased by 12%/15%/18%/21%/24%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by (10/20/30/48%)/(12.5/25/37.5/60%)/(15/30/45/72%)/(17.5/35/52.5/84%)/(20/40/60/96%). The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others.
Rule by Thunder
Increases ATK by 20%/25%/30%/35%/40% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by (12/24/40%)/(15/30/50%)/(18/36/60%)/(21/42/70%)/(24/48/80%). The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently.
The Cleansing Form
HP is increased by 16%/20%/24%/28%/32%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 20%/25%/30%/35%/40%. This will take effect whether the character is on-field or not.
Increases CRIT DMG by 20%/25%/30%/35%/40%. Hits have a 60%/70%/80%/90%/100% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 4/3.5/3/2.5/2s.
Increases Normal and Charged Attack DMG by 12%/15%/18%/21%/24%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 8%/10%/12%/14%/16% every 0.1s the arrow is in the air for up to 5 times.
Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 40%/50%/60%/70%/80% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 14/13/12/11/10s.
The Viridescent Hunt
Press the Advantage
After defeating an enemy, ATK is increased by 12%/15%/18%/21%/24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others.
For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%/0.15%/0.18%/0.21%/0.24%. A maximum of 40%/50%/60%/70%/80% increased Elemental Burst DMG can be achieved this way.
Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 36%/45%/54%/63%/72% for 10s.
Increases Normal Attack DMG by 40%/50%/60%/70%/80% but decreases Charged Attack DMG by 10%.
Increases Normal Attack DMG by 16%/20%/24%/28%/32% and Charged Attack DMG by 12%/15%/18%/21%/24%. When the equipping character's Energy reaches 100%, this effect is increased by 100%.
Increases Elemental Skill and Elemental Burst DMG by 24%/30%/36%/42%/48%.
If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%/42%/48%/54%/60%. Otherwise, decreases DMG by 10%.
2 Set Bonus
Elemental Burst DMG +20%
4 Set Bonus
Using an Elemental Burst increases all party members' ATK by 20% for 12s. This effect cannot stack.
2 Set Bonus
Hydro DMG Bonus +15%
4 Set Bonus
After using Elemental Skill, increases Normal Attack and Charged Attack DMG by 30% for 15s.
Normal Attack: Cutting Torrent
Perform up to 6 consecutive shots with a bow.
Perform a more precise Aimed Shot with increased DMG.
While aiming, the power of Hydro will accumulate on the arrowhead. An arrow fully charged with the torrent will deal Hydro DMG and apply the Riptide status.
Opponents affected by Riptide will suffer from AoE Hydro DMG effects when attacked by Tartaglia in various ways. DMG dealt in this way is considered Normal Attack DMG.
- Riptide Flash: A fully-charged Aimed Shot that hits an opponent affected by Riptide deals consecutive bouts of AoE DMG. Can occur once every 0.7s.
- Riptide Burst: Defeating an opponent affected by Riptide creates a Hydro burst that inflicts the Riptide status on nearby opponents hit.
Fires off a shower of arrows in mid-air before falling and striking the ground, dealing AoE DMG upon impact.
When Tartaglia is in Foul Legacy: Raging Tide's Melee Stance, he cannot perform a plunging attack.
Foul Legacy: Raging Tide
Unleashes a set of weaponry made of pure water, dealing Hydro DMG to surrounding opponents and entering Melee Stance.
In this Stance, Tartaglia's Normal and Charged Attacks are converted to Hydro DMG that cannot be overridden by any other elemental infusion and change as follows:
Perform up to 6 consecutive Hydro strikes.
Consumes a certain amount of Stamina to unleash a cross slash, dealing Hydro DMG.
Hitting an opponent affected by Riptide with a melee attack unleashes a Riptide Slash that deals AoE Hydro DMG. DMG dealt in this way is considered Elemental Skill DMG, and can only occur once every 1.5s.
After 30s, or when the ability is unleashed again, this skill will end. Tartaglia will return to his Ranged Stance and this ability will enter CD. The longer Tartaglia stays in his Melee Stance, the longer the CD.
If the return to a ranged stance occurs automatically after 30s, the CD is even longer.
He chose the bow as his weapon precisely to overcome his weakness with it. But a serious fight demands that he gets serious...
Performs different attacks based on what stance Tartaglia is in when casting.
Ranged Stance: Flash of Havoc
Swiftly fires a Hydro-imbued magic arrow, dealing AoE Hydro DMG and applying the Riptide status.
Returns a portion of its Energy Cost after use.
Melee Stance: Light of Obliteration
Performs a slash with a large AoE, dealing massive Hydro DMG to all surrounding opponents, which triggers Riptide Blast.
When the obliterating waters hit an opponent affected by Riptide, it clears their Riptide status and triggers a Hydro Explosion that deals AoE Hydro DMG.
DMG dealt in this way is considered Elemental Burst DMG.
Rushing waters are rarely seen in his snowy homeland. Perhaps his ability to command water is due to his understanding of just how precious it is.
Extends Riptide duration by 8s.
Sword of Torrents
When Tartaglia is in Foul Legacy: Raging Tide's Melee Stance, on dealing a CRIT hit, Normal and Charged Attacks apply the Riptide status effect to opponents.
Master of Weaponry
Increases your own party members' Normal Attack Level by 1.
Foul Legacy: Tide Withholder
Decreases the CD of Foul Legacy: Raging Tide by 20%
Foul Legacy: Understream
When opponents affected by Riptide are defeated, Tartaglia regenerates 4 Elemental Energy.
Abyssal Mayhem: Vortex of Turmoil
Increases the Level of Foul Legacy: Raging Tide by 3.
Maximum upgrade level is 15.
Abyssal Mayhem: Hydrospout
If Tartaglia is in Foul Legacy: Raging Tide's Melee Stance, triggers Riptide Slash against opponents on the field affected by Riptide every 4s, otherwise, triggers Riptide Flash.
Riptide Slashes and Riptide Flashes triggered by this Constellation effect are not subject to the time intervals that would typically apply to these two Riptide effects, nor do they have any effect on those time intervals.
Havoc: Formless Blade
Increases the Level of Havoc: Obliteration by 3.
Maximum upgrade level is 15.
When Havoc: Obliteration is cast in Melee Stance, the CD of Foul Legacy: Raging Tide is reset.
This effect will only take place once Tartaglia returns to his Ranged Stance.