Shiyu Defense
A useful build supports a repeatable combat plan. Decide who creates the opening and who uses it, then coordinate assists and resource spending. Practise the sequence against an actual enemy before judging an equipment upgrade from its headline stats.
Your first objective
Understand what makes your team’s damage happen. A multiplier is only one part of a skill: its target, resource cost, triggering state and level can determine whether the effect is available at the right moment. Read a skill’s conditions before treating every number in its parameter table as a simultaneous bonus.
A practical sequence
Choose one repeatable encounter. Track the opening actions, the support effects active before the damage window, and the resources left afterward. Repeat the same sequence with one change. Compare completion, survival and the next cycle’s readiness, rather than one unusually large hit. Use the game-specific system note and linked examples below to decide which resource or trigger to watch.
Before spending resources
Separate base character stats from equipment bonuses and conditional combat effects. A level change, passive unlock or variant may alter the comparison. Match the source level to your actual character and check whether the target is a single enemy, adjacent enemies or a group. When a numerical table omits a full trigger explanation, confirm that trigger in the current in-game skill text.
Verified examples
- Core Passive Twin Rainbows of the Swordheart
- Additional Ability Mystery Hunt
- Basic Attack: Celestial Overture
Core Passive Twin Rainbows of the Swordheart · Lv. 1
- DMG: 0.95s · each · after · DMG
- Parameter: 2.5% · each · DMG
- Parameter: 1s · while · if · up to · DMG
- Core Passive Voltage Gap
- Additional Ability Voltage Surge
- Awakened Potential: Electropulse
Core Passive Voltage Gap · Lv. 1
- Parameter: 0 · DMG
- DMG: 12.5% · DMG
- Parameter: 15% · after · DMG · CRIT DMG
- Core Passive Fluctuating Voltage
- Additional Ability Parallel Connection
- Basic Attack: Turbo Volt
Core Passive Fluctuating Voltage · Lv. 1
- Parameter: 3 · after · Basic Attack · Daze
- Daze: 32% · after · Basic Attack · Daze
Game modes
Related guides
Observed performance
This snapshot describes sampled clears for the displayed phase. Score is not an isolated measure of a character: teammates, upgrades, equipment, enemies and player execution influence it. Compare identical encounter and upgrade conditions before drawing a conclusion. Appearance rate measures use in the sample, not ownership or the chance to obtain a character. A missing score is not treated as zero. These aggregates do not determine a universal tier or the value of spending on a banner.
| Character | Aggregate score | Appearance rate |
|---|---|---|
| 34 888 | 15.95% | |
| 34 444 | 2.82% | |
| 34 245 | 63.75% | |
| 33 877 | 68.5% | |
| 33 764 | 9.5% | |
| 33 575 | 20.55% | |
| 32 863 | 18.19% | |
| 32 420 | 8.29% | |
| 31 610 | 2.02% | |
| 31 332 | 27.27% | |
| 31 316 | 28.3% | |
| 30 778 | 15.89% | |
| 30 606 | 33.75% | |
| 30 520 | 36.22% | |
| 30 490 | 1.23% | |
| 30 068 | 24.39% | |
| 30 037 | 0.45% | |
| 29 730 | 7.76% | |
| 29 706 | 0.54% | |
| 29 562 | 9.69% | |
| 29 488 | 1.48% | |
| 29 098 | 7.96% | |
| 29 033 | 37.91% | |
| 28 995 | 20.51% | |
| 28 917 | 43.91% | |
| 28 812 | 2.78% | |
| 28 811 | 10.03% | |
| 28 808 | 2.55% | |
| 28 793 | 45.82% | |
| 28 791 | 39.38% | |
| 28 672 | 10.42% | |
| 28 671 | 3.02% | |
| 28 440 | 11.76% | |
| 28 118 | 0.84% | |
| 28 094 | 0.94% | |
| 28 075 | 2.54% | |
| 27 997 | 22.46% | |
| 27 895 | 0.71% | |
| 27 641 | 9.34% | |
| 27 497 | 0.4% | |
| 27 391 | 5.98% | |
| 27 381 | 2.16% | |
| 27 298 | 0.12% | |
| 27 256 | 24.66% | |
| 27 247 | 0.72% | |
| 27 026 | 6.54% | |
| 26 898 | 19.89% | |
| 26 232 | 0.32% |


