In the world of Teyvat — where the seven elements flow and converge — anyone can be blessed with power from one of the Archons.
Contents
Elements and Archons
The Archons bestow some of their elemental power to mortals in the form of Visions. Visions are usually spherical crystals branded with the symbol of their element and likewise, glow with their element's characteristic color. Visions appear mysteriously to a chosen few during moments of extreme crisis, or singular ambition or desire.
Visions allow the wielders to focus their mental energy so that they can use the elemental powers of the Archon that blessed them. Once given this power, the wielders are called "Allogenes".
When an Allogene dies, their Vision loses power, its glow disappearing and leaving a glassy gem. Sometimes, these spent Visions will resonate with a new person and become active again. For this reason, spent visions are a commodity sought by the extremely rich.[1]
There are seven Elemental Powers in Teyvat, each with a corresponding Archon and their own nation that worships said Archon.
Element | Status Effect | Reaction Formula | Reaction Description |
---|---|---|---|
![]() Pyro |
Applies the Pyro status. | ![]() ![]() |
Vaporize: Deals x1.5 Pyro DMG when a Pyro attack triggers the reaction. |
![]() ![]() |
Burning: Deals Pyro DMG over time. The grass is considered a Dendro object and will spread the burn effect around the area. | ||
![]() ![]() |
Overloaded: Deals AoE Pyro DMG and causes an explosion. | ||
![]() ![]() |
Melt: Deals x2 Pyro DMG when a Pyro attack triggers the reaction. | ||
![]() Hydro |
Applies the Wet status. | ![]() ![]() |
Vaporize: Deals x2 Hydro DMG when a Hydro attack triggers the reaction. |
![]() ![]() |
Electro-Charged: Deals Electro DMG over time until the effect wears off, every tick shocks and interrupts any action. It also creates a lightning bolt that jumps to one nearby Wet target, dealing Electro DMG. | ||
![]() ![]() |
Frozen: Freezes the target. If the frozen target is hit by a Claymore, a Sword Plunge Attack, or Geo DMG (excluding Catalyst user's Plunge), it will cause Shattered. Shattering a frozen target will deal additional Physical damage. | ||
![]() Dendro |
Applies the Dendro status. | ![]() ![]() |
Burning: Deals Pyro DMG over time. The grass is considered a Dendro object and will spread the burn effect around the area. |
![]() Electro |
Applies the Electro status. | ![]() ![]() |
Overloaded: Deals AoE Pyro DMG and causes an explosion. The explosion is considered as a Heavy Attack. |
![]() ![]() |
Electro-Charged: Deals Electro DMG over time until the effect wears off, every tick shocks and interrupts any action. It also creates a lightning bolt that jumps to one nearby Wet target, dealing Electro DMG. | ||
![]() ![]() |
Superconduct: Deals AoE Cryo DMG and reduces the target's Physical DMG Resistance by -40% for 12 seconds. Each Superconduct reaction deals DMG to targets within its range once, meaning if there are 3 Superconduct reactions, given all 3 targets are within the reactions' AoE, each target will take DMG 3 times. | ||
![]() Anemo |
None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Swirl: Infuses an element and deals that elemental damage while spreading the effect to nearby enemies. It does not deal Anemo damage (as that elemental damage seen comes from the talent that is dealing the Anemo element). Only one element at a time can be infused with Anemo. |
![]() Cryo |
Applies the Cryo status. (Reduces Movement Speed and Attack Speed) |
![]() ![]() |
Melt: Deals x1.5 Cryo DMG when a Cryo attack triggers the reaction. |
![]() ![]() |
Frozen: Freezes the target. If the frozen target is hit by a Claymore, a Sword Plunge Attack, or Geo DMG (excluding Catalyst user's Plunge), it will cause Shattered. Shattering a frozen target will deal additional Physical damage. | ||
![]() ![]() |
Superconduct: Deals AoE Cryo DMG and reduces the target's Physical DMG Resistance by -40% for 12 seconds. Each Superconduct reaction deals DMG to targets within its range once, meaning if there are 3 Superconduct reactions, given all 3 targets are within the reactions' AoE, each target will take DMG 3 times. | ||
![]() Geo |
None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Crystallize: Absorbs the element and drops a crystal of that same element. The crystal will give an elemental shield. The shield absorbs all types of damage, but it protects more efficiently against the shield's element. |
Notes: Elements that do not apply status effects naturally upon hit by the element cannot be used as a catalyst for Elemental Reactions (Such as Anemo), thus must be applied last.
Only Cryo applies a status effect with debuffs. All other elements applying status effects are only used as catalysts for Elemental Reactions.
Ley Line Disorders

The Hydro special effect, Slowing Water
Within the Spiral Abyss and certain Domains, monsters or objects may have an aura that causes a harmful effect upon characters in its AoE. (This is separate from the Enemy Special Element Skill Auras on monsters; see below.)
Self Application from Characters
- The effect can be momentarily dispelled by intentionally causing elemental reactions on the character. For example, abilities like Barbara's Let the Show Begin and Xingqiu's Guhua Sword: Fatal Rainscreen can apply the Hydro effect on the character. This is known as a dormant element, and is just a pure application of an element, which does not inflict the status effect the element would normally inflict upon the target if applied through other means:
- The elemental self-application does not deal any damage.
- Self-applied Pyro does not inflict Fire, and therefore does not deal any damage over time.
- Self-applied Cryo does not inflict Cold, and therefore does not slow movement and attack speed.
- Self-applied Electro does not inflict Shock, and therefore does not interrupt movement and attacks.
- The Superconduct caused by self-application does not reduce the physical resistance of the character.
- For most talents with elemental self-application, the elemental gauge per self-application is 1 unit gauge. The exception to this is Diona's Icy Paws, which applies 2 units.
- For non-Geo/Anemo shield talents, like Diona's Icy Paws and Xinyan's Sweeping Fervor, when protected by the shield, once the player switches the on-field character to the next character, the talent will infuse the next character with the element. It can re-infuse infinitely many times by switching characters until the shield disappears.
- Some auras cannot be dispelled by some talents.[2]
- Slowing Water cannot be dispelled by Razor's Lightning Fang, Beidou's Tidecaller and Diona's Icy Paws.
- Engulfing Storm cannot be dispelled by Barbara's Let the Show Begin and Xingqiu's Guhua Sword: Fatal Rainscreen.
- The duration of the aura is not determined by the elemental gauge of the aura.
Character | Talent | Element | Elemental Gauge | Duration (second) | Interval (second) |
---|---|---|---|---|---|
Barbara | Let the Show Begin♪ | Hydro | 1 | <1 | 5 |
Beidou | Tidecaller | Electro | 1 | 2 | - |
Bennett | Fantastic Voyage | Pyro | 1 | 2 | 1 |
Diona | Icy Paws | Cryo | 2 | <1 | - |
Jean | Dandelion Breeze | Anemo | 1 | <1 | 1 |
Razor | Lightning Fang | Electro | 1 | 2 | 2 |
Xingqiu | Guhua Sword: Fatal Rainscreen | Hydro | 1 | <1 | - |
Xinyan | Sweeping Fervor | Pyro | 1 | <1 | - |
Debuff Abilities from Ley Line Disorders
Name | Element | Effects |
---|---|---|
Smoldering Flames | ![]() |
Continuously inflicts damage over time. |
Slowing Water | ![]() |
Increases skill CD durations. |
Engulfing Storm | ![]() |
Continuously drains Energy Recharge. |
Condensed Ice | ![]() |
Increases stamina consumption. |
Sheer Cold | ![]() |
After your character's temperature bar fills up with ice, you will lose HP per second until you are warmed up again by designated heat source. For more information regarding the HP drop function, see Subzero Climate. |
- Ley Line Disorders that exercise their effect through the environment will apply to all characters in the party independently.
- The effect of most environmental Ley Line Disorders can affect all characters in the party. However, the effect of Smoldering Flames only influences the characters currently on the field.
- The values of the effects differ between domains.
- The interval between each pulse is 30 seconds.
- After starting the challenge, it takes 3 seconds for the environment to release the first pulse.
- The duration of the aura is not determined by the elemental gauge of the aura.
- Aura have different durations between abilities.
- Aura have different elemental gauges between domains.
- The duration of the aura can be reduced by Artifacts and Elemental Resonance.
- For example, the base duration of Engulfing Storm is approximately 20 seconds. When a character has Prayers for Wisdom and Shattering Ice, the duration will be down to 20 * (1 - (1 - 0.4) - (1 - 0.4) ) = 20 * (1 - 0.6 * 0.6) = 20 * (1 - 0.36) = 7.2 seconds.[3]
- For common calculation,
- Affected Duration = Base Affected Duration × (1 - ( 1 - Artifact Reduction) - ( 1 - Elemental Resonance Reduction) )
- Engulfing Storm will drain energy per 3 seconds during the duration.
- Engulfing Storm will start the first Energy draining in 3 seconds when the aura applies on characters.
- For Engulfing Storm with the duration of 20 seconds, it will drain for 6 times until it naturally depletes.
- The behavior of Smoldering Flames is unusual.[citation needed]
- When the duration of DOT ends, applied statuses of the off-field characters will be cleaned compulsorily. But the applied status of the on-field character will still last.
- The duration of DOT can also be reduced by Artifacts and Elemental Resonance. The formula of the duration reduction of DOT is similar to the one of the duration reduction of auras.
- For the damages of Smoldering Flames, they are determined by the base multiplier, the level multiplier and the Resistance.
- The base multiplier is variable between different domains.
- The level multiplier is the same as the level multiplier of transformative reactions.
- For the relationship between resistance and the damage reduction by resistance, see Damage#Resistance.
- For calculations,
- Damage = Base Multiplier × Level Multiplier × Damage Reduction by Resistance
DL | Effect | Enemy Level | Base Multiplier | Element | Elemental Gauge | Duration |
---|---|---|---|---|---|---|
Smoldering Flames (Domain: Taishan Mansion) | ||||||
I | 28 Pyro damage per second | 38 | 15% | Pyro | 1 | 30 |
II | 56 Pyro damage per second | 54 | 15% | Pyro | 1 | 30 |
III | 111 Pyro damage per second | 71 | 15% | Pyro | 1 | 30 |
IV | 456 Pyro damage per second | 88 | 40% | Pyro | 2 | 30 |
Slowing Water (Domain: Cecilia Garden) | ||||||
I | -80% Cooldown Reduction | 15 | - | Hydro | 1 | 30 |
II | -100% Cooldown Reduction | 36 | - | Hydro | 1 | 30 |
III | -100% Cooldown Reduction | 59 | - | Hydro | 1 | 30 |
IV | -150% Cooldown Reduction | 80 | - | Hydro | 2 | 30 |
Condensed Ice (Domain: Forsaken Rift) | ||||||
I | -200% Stamina Consumption Reduction | 38 | - | Cryo | 1 | 20 |
II | -200% Stamina Consumption Reduction | 54 | - | Cryo | 1 | 20 |
III | -200% Stamina Consumption Reduction | 71 | - | Cryo | 1 | 20 |
IV | -200% Stamina Consumption Reduction | 88 | - | Cryo | 2 | 20 |
Engulfing Storm (Domain: Hidden Palace of Lianshan Formula) | ||||||
I | Drain 2 Energy per 3 seconds | 15 | - | Electro | 1 | 20 |
II | Drain 2 Energy per 3 seconds | 36 | - | Electro | 1 | 20 |
III | Drain 3 Energy per 3 seconds | 59 | - | Electro | 2 | 20 |
IV | Drain 5 Energy per 3 seconds | 80 | - | Electro | 2 | 20 |
Damage Abilities
- Damage is dealt based on the base effect's multiplier, the domain's level multiplier, and the target's resistance to the damage type.
- The base multipliers of some abilities may vary between different domains.
- The level multiplier is the same as the level multiplier of transformative reactions.
- For the relationship between resistance and the damage reduction by resistance, see Damage#Resistance.
- For calculations,
- Damage = Base Multiplier × Level Multiplier × Damage Reduction by Resistance
- The durations of applying aura on characters is determined by the elemental gauge, which is similar to the ones of attacks from characters; in most cases, 9.5 seconds.
- Elemental gauges of these attacks are in most cases 1 unit.
- The skills have a fixed cooldown.
- The cooldown of Powerful Blast is 4 seconds. For each character, the cooldown counts individually.
- The cooldown of Energy Blast is 3 seconds. In the single mode, all characters in the party share the cooldown.
DL | Effect | Enemy Level | Base Multiplier | Element | Elemental Gauge | Duration |
---|---|---|---|---|---|---|
Icicles (Domain: Forsaken Rift) | ||||||
III | 222 Cryo damage per Hit | 71 | 30% | Cryo | 1 | 9.5 |
IV | 570 Cryo damage per Hit | 88 | 50% | Cryo | 1 | 9.5 |
Lightning Bolts (Domain: Hidden Palace of Lianshan Formula) | ||||||
III | 471 Electro damage per Hit | 59 | 100% | Electro | 1 | 9.5 |
IV | 1419 Electro damage per Hit | 80 | 150% | Electro | 1 | 9.5 |
Balls of Lightning | ||||||
- | - | - | 30% | Electro | 1 | 9.5 |
Powerful Blast | ||||||
- | - | - | 400% | Physical | - | - |
Energy Blast | ||||||
- | - | - | 360% | Physical | - | - |
Enemy Special Element Skills
Within the Spiral Abyss and certain Domains, monsters may have a aura that can cast special elemental skills.
Debuff Abilities
- The aura from enemies will apply to the in-range characters currently on the field. Once you switch the on-field character to next character, the aura will be inherited by next character.
- The effect of auras from enemies only influence the characters currently on the field.
- When the element gauges of the aura is depleted, auras and debuffs on characters will disappear immediately.
- The interval between each pulse is 15 seconds.
- After starting the challenge, it takes 15 seconds for the enemy to release the first pulse.
The duration of the aura from enemies is not determined by the elemental gauge of the aura.
- The durations of auras are 20 seconds.
- The gauges of auras are 1 unit.
- Durations of auras from enemies cannot reduced by Elemental Resonance. It is unknown whether Artifacts can reduce durations of auras from enemies.[citation needed]
DL | Effect | Enemy | Enemy Level | Base Multiplier | Element | Elemental Gauge | Duration |
---|---|---|---|---|---|---|---|
Engulfing Storm (Domain: Midsummer Courtyard) | |||||||
II | Drain 5 Energy per 3 seconds | Large Electro Slime | 47 | - | Electro | 1 | 20 |
VI | Drain 5 Energy per 3 seconds | Large Electro Slime | 90 | - | Electro | 1 | 20 |
Condensed Ice (Domain: Midsummer Courtyard) | |||||||
III | -100% Stamina Consumption Reduction | Large Hydro Slime | 59 | - | Cryo | 1 | 20 |
Slowing Water (Domain: Midsummer Courtyard) | |||||||
IV | -100% Cooldown Reduction | Cryo Abyss Mage | 69 | - | Hydro | 1 | 20 |
Damage Abilities
The names of these abilities come from the official update log[4].
- Damage is determined by the base multiplier of the skill, the level multiplier of the domain, and the resistance of the target to the damage type.
- The base multipliers for most domains (including Spiral Abyss) are in the table above.
- The level multiplier may be the same as the level multiplier of transformative reactions.
- For the relationship between resistance and the damage reduction by resistance, see Damage#Resistance.
- For calculations,
- Damage = Base Multiplier × Level Multiplier × Damage Reduction by Elemental Resistance
- The durations of applying aura on characters is determined by the elemental gauge, which is similar to the ones of attacks from characters; in most cases, 9.5 seconds.
- Elemental gauges of these attacks are in most cases 1 unit.
- Defeating the enemy that cast the skill will immediately cause the skill's effects to despawn. (This does not include any damage or elements already afflicted by these effects; e.g., Pursuing Fireball will disappear, but any character who was previously hit by it will still be affected by Pyro.)
- The skill has a fixed cooldown.
- Pursuing Fireball: 20 seconds.
- Mist Bubble: 12.5 seconds.
- Lightning Stake: 12.5 seconds.
- Ice Cage: 12.5 seconds.
- Vacuum Vortex: unknown.
- Rumbling Stone: 15 seconds.
Elemental Nodes
Certain Domains and some parts of the overworld have Elemental Nodes or Infusion Stones that imbue nearby enemies with elemental affixes.
The range of these nodes is significantly larger than their pulse visuals would imply; further testing is needed to determine their exact range (Possibly the entire area of the Domain fighting area).
Nodes pulse once every 15 seconds, buffing all enemies in range[5]:
- Un-buffed enemies gain a 4-unit Elemental Gauge of the node's element .
- Unlike elemental gauges applied by characters' talents and most other elemental sources, the gauge from the node's buff does not decay over time, and instead lasts until depleted by Elemental Reactions.
- Triggering an Elemental Reaction first if the enemy already has an elemental gauge of a different element.
- Corresponding elements which aren't from nodes won't affect the buff, whether before or during buffing.
- Buffed enemies gain 1 extra gauge unit.
- The max available gauge of this buff is 4 units.
- Once an enemy's buff gauge is fully depleted, the enemy cannot regain the buff in next 2 pulses.
Until the Elemental Gauge has been depleted, enemies will gain 50% RES to all damage types along with an additional 50% RES to the node's element, and another bonus based on the node's element[6]:
- Cryo: +100% DEF
- This DEF increase effect will be added to the DEF reduction effect from characters.
- For example, after the enemy gets the Cryo-enhanced state, Razor uses his skill to reduce their DEF by 15%, and the DEF of the enemy becomes 2 - 0.15 = 1.85 times instead of 2 * (1-0.15) = 1.7.
- Pyro: +40% ATK
- This ATK increase effect will be added to the enemy ATK reduction effect from characters.
- For example, after the enemy gets the Pyro-enhanced state, Diona uses her Burst skill to reduce their ATK by 10%, and the ATK of the enemy becomes times instead of .
- Electro: Increases the Cooldown Reduction of enemies by 50%. (No effect for enemies that do not have cooldown-based attacks.)
- This effect can be observed on some enemies such as Electro Cicin Mages, increasing the rate at which they are able to use their Supercharged Shield attack, but it is not yet known exactly which other enemies and attacks it affects.
Pyro Infusion Stones in the ruin of Nine Pillars of Peace and Cryo Infusion Stones in Dragonspine buff enemies the same way as the Elemental Nodes in Domains, but the infusion stones are vulnerable to damage and can be destroyed to immediately remove their auras and buffs from enemies.
Gauge Unit Theory
This theory intends to explain Same Element Superposition, Elemental Reactions, Shield Breaking and other mechanics related to Elements[7].
Trivia
- A spring fairy in the book Heart of Clear Springs (II) tells the tales of a faraway realm of Hydro, meaning that each element has its own realm.
- Shattered, unlike any other elemental reaction, is unique for being affected by enemy's physical resistance than elemental resistance.
- The Traveler is the only character in the game who serves as an elemental wildcard; by resonating at one of the Statues of the Seven, their elemental ability can be Anemo, Geo, Pyro, Cryo, Hydro, Electro, or Dendro.
References
- ↑ Ningguang's Character Stories, Vision
- ↑ Some Features about Lay Line Disorders (Chinese Article in NGA Forum
- ↑ Tests about Engulfing Storm duration (Chinese)
- ↑ [ https://genshin.mihoyo.com/m/en/news/detail/9368 Invitation of Windblume: Version 1.4 Update Details]
- ↑ Details about Elemental Nodes - NGA Forum Post (Chinese)
- ↑ Effects of Elemental Nodes - NGA Forum Post (Chinese)
- ↑ NGA Forum Post (Chinese)
|
|