Normal Attack Perform up to 6 consecutive shots with a bow.
Charged Attack Perform a more precise Aimed Shot with increased DMG. While aiming, the power of Hydro will accumulate on the arrowhead. A [sic] arrow fully charged with the torrent will deal Hydro DMG and apply the Riptide status.
Riptide 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.
Plunging Attack 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.
Hitting an enemy with Riptide Flash grant 1 Elemental Particle. Doesn't generate elemental particle if one has been generated in the last of ~3 seconds.
It is the first and currently only non-elemental skill with a generation of elemental particles.
Normal Attack bonuses from artifacts or weapons affect the damage of Riptide Flash and Riptide Burst.
The Riptide AoE has quadratic scaling against mobs of enemies that are grouped together.
That is, suppose there are n enemies each affected by Riptide grouped close together. If Tartaglia uses his Elemental Skill to attack the n enemies in the cluster at once, it will trigger Riptide Slash for each enemy.
Each Riptide Slash will do local AoE damage hitting surrounding enemies. So there will be n Riptide Slashes, each hitting n-1 enemies.
In total, there will be instances of damage against n enemies for each time Tartaglia procs Riptide Slash in melee stance. So for mobs grouped close together (e.g. via Crowd Control abilities of Sucrose, Kazuha, The Viridescent Hunt), Tartaglia's Riptide damage will scale quadratically with the number of enemies in the cluster.
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:
Normal Attack Perform up to 6 consecutive Hydro strikes.
Charged Attack Consumes a certain amount of Stamina to unleash a cross slash, dealing Hydro DMG.
Riptide Slash 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.
This skill generates 1Elemental Particle when Riptide Slash is unleashed. Doesn't generate elemental particle if one has been generated in the last of 3 seconds.
Attacking weak spots in Melee Stance does not guarantee a Critical Hit, unlike Aimed Shots.
In some situations, like for the Shimenawa's Reminiscence artifact set (which drains energy when the elemental skill button is pressed), a trick to end the skill is to switch to another party member directly rather than press the elemental skill button a second time.
His normal attacks in Melee Stance, Tartaglia is able to deal damage to Ores equivalent to damage dealt by sword attacks.
For Tartaglia's Elemental Skill interaction with different weapons and artifacts:
Normal Attack bonuses apply to Ranged Stance and Melee Stance. Also affects the damage of Riptide Flash and Riptide Burst.
Aimed Shot bonuses apply to his Ranged Stance's Aimed Shot and Melee Stance's Charged Attack.
Charged Attack bonuses apply to his Ranged Stance's Aimed Shot and Melee Stance's Charged Attack. However, when the passive specifically states hits being "fired," the bonus does not work on Melee Stance Charged Attacks
Elemental Skill bonuses apply to the initial Melee Stance change and Riptide Slash
The following is Foul Legacy: Raging Tide's effect on bows that have a passive that gains Normal or Charged Attack Bonuses and Elemental Skill modifiers or stacks:
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.
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.
Critical hits from normal and Charged Attacks during the melee stance applies the Riptide mark to enemy hit. Critical hits from Normal Attacks or normal aimed-shot during the ranged stance do not apply the mark.
This can also refresh an existing riptide mark applied from a fully-charged shot during ranged stance.
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.