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In the world of Teyvat — where the seven elements flow and converge — anyone can be blessed with power from one of the Archons.

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
Pyro
Applies the Fire status. Pyro + Hydro Vaporize: Deals x1.5 Pyro DMG when a Pyro attack triggers the reaction.
Pyro + Dendro Burning: Deals Pyro DMG over time. The grass is considered a Dendro object and will spread the burn effect around the area.
Pyro + Electro Overloaded: Deals AoE Pyro DMG and causes an explosion.
Pyro + Cryo Melt: Deals x2 Pyro DMG when a Pyro attack triggers the reaction.
Hydro
Hydro
Applies the Wet status. Hydro + Pyro Vaporize: Deals x2 Hydro DMG when a Hydro attack triggers the reaction.
Hydro + Electro 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.
Hydro + Cryo 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
Dendro
None Dendro + Pyro Burning: Deals Pyro DMG over time. The grass is considered a Dendro object and will spread the burn effect around the area.
Electro
Electro
Applies the Shock status. Electro + Pyro Overloaded: Deals AoE Pyro DMG and causes an explosion. The explosion is considered as a Heavy Attack.
Electro + Hydro 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.
Electro + Cryo 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
Anemo
None Anemo + Pyro Anemo + Hydro Anemo + Electro Anemo + Cryo 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
Cryo
Applies the Cold status.

(Reduces Movement Speed and Attack Speed)

Cryo + Pyro Melt: Deals x1.5 Cryo DMG when a Cryo attack triggers the reaction.
Cryo + Hydro 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.
Cryo + Electro 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
Geo
None Geo + Pyro Geo + Hydro Geo + Electro Geo + Cryo 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 while Pyro inflicts damage. 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.

  • 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.
  • The aura will only affect the characters currently on the field.
  • The duration of the debuff can be reduced by Artifacts or Elemental Resonance
    • For example, the base duration of Engulfing Storm is 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.[2]
    • For common calculation,
Affected Duration = Base Affected Duration × (1 - ( 1 - Artifact Reduction) - ( 1 - Elemental Resonance Reduction) )
Name Element Effects
Smoldering Flames Pyro Continuously inflicts damage over time.
Slowing Water Hydro Increases skill CD durations (-80% Reduce CD).
Engulfing Storm Electro Continuously drains Energy Recharge (5 energy per 3 seconds).
Condensed Ice Cryo Increases stamina consumption (-200% Reduce Stamina Consumption).
Sheer Cold Cryo After your character's temperature bar fills up with ice, you will lose 5% HP per 2 seconds until you are warmed up again by designated heat source. See Climate#Subzero Climate.

Elemental Nodes

Certain Domains and some parts of the overworld have Elemental Nodes 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 ~14.5 seconds, buffing all enemies in range:

  • Un-buffed enemies gain a 4-unit Elemental Gauge of the node's element (Triggering an Elemental Reaction first if the enemy already has an elemental gauge of a different element). Unlike elemental gauges applied by characters' talents and most other elemental sources, the gauge from the node's buff does not seem to decay over time, and instead lasts until depleted by Elemental Reactions.
  • Buffed enemies gain 1 extra gauge unit.[Note 1]

However, once an enemy's buff gauge is fully depleted, the enemy cannot regain the buff for approximately 30 seconds (The actual value is somewhere between ~20-40 seconds).

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[3]:

  • Cryo: Doubles the DEF of enemies.
    • 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: Increases the damage dealt from enemies by 1.4x.
    • This damage dealt increase effect will be added to the enemy damage reduction effect from characters.
    • For example, after the enemy gets the Pyro-enhanced state, Diona uses her Burst skill to reduce their damage dealt by 10%, and the damage dealt by the enemy becomes 1.4 - 0.10 = 1.3 times instead of 1.4 * (1-0.1) = 1.26.
  • Electro: Increases the charge rate of enemies. (No effect for enemies that do not have energy-based attacks)
    • This effect has been tested and is confirmed to exist. However, considering the factors relating to enemy charging and which enemy might have this mechanic, further testing has proved to be indecisive.

After testing, an author has confirmed or found out some details about Elemental Nodes:[4]

  1. Confirming that Element Nodes will give a 4-unit elemental gauge to un-buffed enemies and 1 extra gauge unit to buffed enemies.
    • The max available gauge of this buff is 4 units.
  2. Corresponding elements which aren't from nodes won't affect the buff, whether before or during buffing.
    • If applying other elements before buffing, it will react and subtract some gauges of the buff.
  3. It has 2-round internal cooldown for applying another buff to enemies. An enemy can only gain another buff until the third round after the enhanced element is fully depleted.
    • It is similar to a study about the Internal Cooldown on applying elements with talents.[3] (For the translation, see here[5])
  4. There should exist natural decaying for the gauge of the buff, but the decaying rate is extreme slow (the value of actual rate is still unknown).
    • The author used a conclusion, "Currently, it needs at least 0.5 gauge to trigger Electro-Charged or Swirl with weak Anemo" from Gauge Unit Theory, to explain this case.
      • It is found that after subtracting 3.5 gauge of the enhanced element, Sucrose did Normal Attack and it didn't trigger Swirl, but the buff disappeared. Due to this phenomenon, it is possible to conclude that the rest gauge is less than "0.5".
    • However, this conclusion is based on the establishment of the first conclusion, and cannot be guaranteed to be correct.
      • Because the weakest element currently subtracts 0.5 from the gauge, it is impossible to discriminate data less than "0.5".
      • If the amount of attribute stone is between 3.5 and 4, the same situation will occur, but the outcome is completely different.
      • Therefore, assuming that the adhesion amount is 4 and the minimum requirement of Swirl/Electro-Charged is "0.5", the attribute stone element does appear to have a natural attenuation.
  5. Another extra mechanic may exist as there were some unknown cases during the test. For example, the actual times of the reaction is contrary to the theoretical times of the reaction.

In the most non-complex situations, the four conclusions above #5 can still be used.

Cryo Infusion Stones in Dragonspine are confirmed to be the same as the Elemental Nodes in Domains, except they are vulnerable to damage and can be destroyed.

Gauge Unit Theory

This theory is translated from the article[6] and intends to explain Same Element Superposition, Elemental Reactions, Shield Breaking and other mechanics related to Elements.

For conclusions and relevant data, see the articles in KeqingMains Theorycrafting Library[5].

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

  1. This needs more testing; there may be some maximum gauge value, or a soft-cap beyond which the gauge starts decaying? Or perhaps the entire gauge decays, but the decay rate is slower than the 15s buff rate?

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