Clorinde

Clorinde
ClorindeNameClorinde
TitleSegurando a Vela, Espreitando as Sombras
OccupationCâmara do Julgamento
AssociationFONTAINE
RarityRaritystrRaritystrRaritystrRaritystrRaritystr
WeaponWeapon Sword
ElementElement Electro
Day of Birth20
Month of Birth9
Vision (Introduced)Electro
Constellation (Introduced)Rapperia
Chinese Seuyu???
Japanese Seuyu???
English Seuyu???
Korean Seuyu???
DescriptionUma Duelista Representante invicta. Espada em mão, ela defende a justiça na Corte de Fontaine.
Character Ascension Materials
Lasca de Ametista Vajrada
Fragmento de Ametista Vajrada
Pedaço de Ametista Vajrada
Gema de Ametista Vajrada
Chifre de Água do Mar Primoridal
Lumitoile
Pérola Transoceânica
Pedaço Transoceânico
Cristal Caleidoscópico
Skill Ascension Materials
Ensinamentos da Justiça
Guia da Justiça
Filosofia da Justiça
Âmbar Eterno
Coroa da Sabedoria

Table of Content
Stats
Skills
Skill Ascension
Related Items
Gallery
Sounds
Quotes
Stories

Stats

LvHPAtkDefCritRate%CritDMG%Bonus CritRate%MaterialsTotal Materials
1100926.2561.035.0%50.0%0%
20261668.1158.35.0%50.0%0%
Lasca de Ametista Vajrada1
Lumitoile3
Pérola Transoceânica3
Mora20000
Lasca de Ametista Vajrada1
Lumitoile3
Pérola Transoceânica3
Mora20000
20+348190.61210.635.0%50.0%0%
405209135.59315.175.0%50.0%0%
Fragmento de Ametista Vajrada3
Chifre de Água do Mar Primoridal2
Lumitoile10
Pérola Transoceânica15
Mora40000
Lasca de Ametista Vajrada1
Lumitoile13
Pérola Transoceânica18
Mora60000
Fragmento de Ametista Vajrada3
Chifre de Água do Mar Primoridal2
40+5823151.58352.355.0%50.0%4.8%
506700174.39405.385.0%50.0%4.8%
Fragmento de Ametista Vajrada6
Chifre de Água do Mar Primoridal4
Lumitoile20
Pedaço Transoceânico12
Mora60000
Lasca de Ametista Vajrada1
Lumitoile33
Pérola Transoceânica18
Mora120K
Fragmento de Ametista Vajrada9
Chifre de Água do Mar Primoridal6
Pedaço Transoceânico12
50+7519195.72454.955.0%50.0%9.6%
608405218.77508.535.0%50.0%9.6%
Pedaço de Ametista Vajrada3
Chifre de Água do Mar Primoridal8
Lumitoile30
Pedaço Transoceânico18
Mora80000
Lasca de Ametista Vajrada1
Lumitoile63
Pérola Transoceânica18
Mora200K
Fragmento de Ametista Vajrada9
Chifre de Água do Mar Primoridal14
Pedaço Transoceânico30
Pedaço de Ametista Vajrada3
60+9019234.76545.715.0%50.0%9.6%
709913258.02599.785.0%50.0%9.6%
Pedaço de Ametista Vajrada6
Chifre de Água do Mar Primoridal12
Lumitoile45
Cristal Caleidoscópico12
Mora100K
Lasca de Ametista Vajrada1
Lumitoile108
Pérola Transoceânica18
Mora300K
Fragmento de Ametista Vajrada9
Chifre de Água do Mar Primoridal26
Pedaço Transoceânico30
Pedaço de Ametista Vajrada9
Cristal Caleidoscópico12
70+10527274.02636.965.0%50.0%14.4%
8011431297.54691.645.0%50.0%14.4%
Gema de Ametista Vajrada6
Chifre de Água do Mar Primoridal20
Lumitoile60
Cristal Caleidoscópico24
Mora120K
Lasca de Ametista Vajrada1
Lumitoile168
Pérola Transoceânica18
Mora420K
Fragmento de Ametista Vajrada9
Chifre de Água do Mar Primoridal46
Pedaço Transoceânico30
Pedaço de Ametista Vajrada9
Cristal Caleidoscópico36
Gema de Ametista Vajrada6
80+12045313.53728.825.0%50.0%19.2%
9012956337.24783.935.0%50.0%19.2%

Skills

Active Skils

Ataque Normal: Juramento do MarechalatoAtaque Normal: Juramento do Marechalato
Ataque Normal
Realiza até 5 golpes consecutivos.

Ataque Carregado
Consome uma certa quantidade de Stamina usando sua pistola para disparar Tiros Supressores no formato de um leque.

Ataque Imersivo
Mergulha em pleno ar para golpear o chão, causando dano aos inimigos ao longo do caminho e infligindo Dano em uma AdE no impacto.
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
Dano do 1° Golpe54.06%58.46%62.86%69.15%73.55%78.58%85.49%92.4%99.32%106.86%114.41%121.95%129.49%137.03%144.58%
Dano do 2° Golpe51.63%55.83%60.03%66.04%70.24%75.04%81.64%88.25%94.85%102.06%109.26%116.46%123.67%130.87%138.08%
Dano do 3° Golpe34.19% + 34.19%36.97% + 36.97%39.75% + 39.75%43.73% + 43.73%46.51% + 46.51%49.69% + 49.69%54.06% + 54.06%58.43% + 58.43%62.81% + 62.81%67.58% + 67.58%72.35% + 72.35%77.12% + 77.12%81.89% + 81.89%86.66% + 86.66%91.43% + 91.43%
Dano do 4° Golpe23.13% + 23.13% + 23.13%25.02% + 25.02% + 25.02%26.9% + 26.9% + 26.9%29.59% + 29.59% + 29.59%31.47% + 31.47% + 31.47%33.63% + 33.63% + 33.63%36.58% + 36.58% + 36.58%39.54% + 39.54% + 39.54%42.5% + 42.5% + 42.5%45.73% + 45.73% + 45.73%48.96% + 48.96% + 48.96%52.19% + 52.19% + 52.19%55.41% + 55.41% + 55.41%58.64% + 58.64% + 58.64%61.87% + 61.87% + 61.87%
Dano do 5° Golpe90.01%97.34%104.66%115.13%122.46%130.83%142.34%153.85%165.37%177.93%190.49%203.05%215.61%228.17%240.72%
Dano de Ataque Carregado128.14%138.57%149%163.9%174.33%186.25%202.64%219.03%235.42%253.3%271.18%289.06%306.94%324.82%342.7%
Consumo de Stamina de Ataque Carregado202020202020202020202020202020
Dano Durante a Queda63.93%69.14%74.34%81.77%86.98%92.93%101.1%109.28%117.46%126.38%135.3%144.22%153.14%162.06%170.98%
Dano de Queda de Baixa/Alta Altitude127.84% / 159.68%138.24% / 172.67%148.65% / 185.67%163.51% / 204.24%173.92% / 217.23%185.81% / 232.09%202.16% / 252.51%218.51% / 272.93%234.86% / 293.36%252.7% / 315.64%270.54% / 337.92%288.38% / 360.2%306.22% / 382.48%324.05% / 404.76%341.89% / 427.04%
Patrulha na EscuridãoPatrulha na Escuridão
Preparando sua pistola, entra no estado "Patrulha Noturna", usando uma combinação de aço e disparo. Nesse estado, o Ataque Normal de Clorinde é convertido em ataques de pistola "Caçada Selvagem", e o Dano causado é convertido em Dano Electro que não pode ser substituído. Ao lançar, sua Habilidade Elemental é transformada em "Perfura-Noite": faz um ataque de investida, causando Dano Electro. O Dano causado dessa forma é considerado Dano de Ataque Normal.

Caçada Selvagem.
· Quando seu Contrato de Vida é igual ou maior que 100% de sua Vida Máxima: dispara sua pistola.
Quando seu Contrato de Vida é menor que 100% de sua Vida Máxima, disparar a pistola a concederá um Contrato de Vida, com a quantidade concedida sendo baseada na sua Vida Máxima. Os disparos que ela realizar podem perfurar os oponentes, e o Dano causado contra os oponentes em seu caminho é aumentado.

Perfura-Noite
Baseado numa certa porcentagem do Contrato de Vida atual, determina o efeito do Perfura-Noite atual:
· Quando o Contrato de Vida é 0% para ser eliminado, faz um ataque de investida.
· Quando o valor do Contrato de Vida é menor que 100% de sua Vida Máxima, cura Clorinde. A quantidade curada é baseada no valor do Contrato de Vida. Aumenta a AdE e o Dano desse Perfura-Noite
· Quando o valor do Contrato de Vida é igual ou maior que 100% de sua Vida Máxima, faz o ataque Perfura-Noite: Ordem, regenerando uma maior proporção de Vida para Clorinde, e aumentando o Dano e AdE desse Perfura-Noite.

Além disso, quando Clorinde está no estado Patrulha Noturna, efeitos de cura que não sejam Perfura-Noite não surtirão efeito, e ao invés disso, serão convertidos em um Contrato de Vida que é uma porcentagem da cura que teria sido recebida.

O estado Patrulha Noturna será removido quando Clorinde sair do campo.

Arkhe: Ousia
Periodicamente, quando os disparos de Caçada Selvagem de Clorinde atingem oponentes, uma Lâmina da Fluidez cairá na posição deles, causando Dano Electro com Ousia.

Apesar do mal que se escondia nas sombras da noite ter sido expurgado ao longo de milênios, a sombra que a luz não podia alcançar escurecia os corações humanos.
Ainda agora, o aviso deixado pela Caçadora Dourada estava em sua memória: aqueles da Patrulha Noturna, segurando velas contra a escuridão têm uma necessidade ainda maior de se manterem vigilantes. Não sejam cooptados pela escuridão fria.
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
Dano de Caçada Selvagem26.76% / 38.79%28.94% / 41.94%31.12% / 45.1%34.23% / 49.61%36.41% / 52.77%38.9% / 56.38%42.32% / 61.34%45.75% / 66.3%49.17% / 71.26%52.9% / 76.67%56.64% / 82.08%60.37% / 87.49%64.11% / 92.91%67.84% / 98.32%71.58% / 103.73%
Ganho de Contrato de Vida de Caçada Selvagem35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima35% da Vida Máxima
Dano de Perfura-Noite32.97% / 43.96% / 23.39% ×335.66% / 47.54% / 25.3% ×338.34% / 51.12% / 27.2% ×342.17% / 56.23% / 29.92% ×344.86% / 59.81% / 31.82% ×347.93% / 63.9% / 34% ×352.14% / 69.52% / 36.99% ×356.36% / 75.15% / 39.98% ×360.58% / 80.77% / 42.98% ×365.18% / 86.9% / 46.24% ×369.78% / 93.04% / 49.5% ×374.38% / 99.17% / 52.77% ×378.98% / 105.31% / 56.03% ×383.58% / 111.44% / 59.3% ×388.18% / 117.58% / 62.56% ×3
Cura de Perfura-Noite0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida0% / 104% / 110% do Contrato de Vida
Conversão do Contrato de Vida80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura80% de Cura
Dano de Lâmina da Fluidez43.2%46.44%49.68%54%57.24%60.48%64.8%69.12%73.44%77.76%82.08%86.4%91.8%97.2%102.6%
Intervalo de Lâmina da Fluidez10s10s10s10s10s10s10s10s10s10s10s10s10s10s10s
Duração da Patrulha Noturna9s9s9s9s9s9s9s9s9s9s9s9s9s9s9s
Tempo de Recarga16s16s16s16s16s16s16s16s16s16s16s16s16s16s16s
Queda da LuzQueda da Luz
Concede a si mesma um Contrato de Vida baseado em sua Vida Máxima antes de evadir rapidamente e atacar com a espada e a pistola, causando Dano Electro em AdE.

Dizem que o legado da arte antiga de resistir seres não humanos, mas com um corpo mortal, remonta aos Cavaleiros da Água Pura que resistiram o império de Remuria.
De qualquer forma, se alguém encontrar uma forma de usar o nível da força, não é como se não pudesse ser usado em duelos contra oponentes ordinários.
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
Dano de Habilidade126.88% x5136.4% x5145.91% x5158.6% x5168.12% x5177.63% x5190.32% x5203.01% x5215.7% x5228.38% x5241.07% x5253.76% x5269.62% x5285.48% x5301.34% x5
Ganho de Contrato de Vida66% da Vida Máxima72% da Vida Máxima78% da Vida Máxima84% da Vida Máxima90% da Vida Máxima96% da Vida Máxima102% da Vida Máxima108% da Vida Máxima114% da Vida Máxima120% da Vida Máxima126% da Vida Máxima132% da Vida Máxima138% da Vida Máxima144% da Vida Máxima150% da Vida Máxima
Recarga15s15s15s15s15s15s15s15s15s15s15s15s15s15s15s
Energia Elemental606060606060606060606060606060

Passive Skills

Recompensa da Patrulha NoturnaRecompensa da Patrulha Noturna
Mostra a localização de Especialidades de Fontaine próximas no mapa.
Chama Dispersadora da EscuridãoChama Dispersadora da Escuridão
Depois de um membro da equipe desencadear uma Reação relativa ao Electro em um inimigo, o Dano Electrode Ataques Normais de Clorinde e Queda da Luz será aumentado em 20% do ATQ de Clorinde por 15s. Máximo de 3 acúmulos. Cada acúmulo é contado separadamente. O aumento máximo de Dano possível desses ataques é 1.800.
Recompensa LegalRecompensa Legal
Se o Contrato de Vida de Clorinde é igual ou maior que 100% de sua Vida Máxima, sua Taxa CRIT aumenta em 10% por 15s quando o valor de seu Contrato de Vida aumentar ou diminuir. Máximo de 2 acúmulos. A duração de cada acúmulo é contada separadamente.
Além disso, o estado Patrulha Noturna de Patrulha na Escuridão é fortalecido: quando está ativo, a Cura é convertida em uma porcentagem do Contrato de Vida, até no máximo 100%.

Constellations

"De Hoje em Diante, Passo a Vela pelas Sombras"
Enquanto o estado Patrulha Noturna de Patrulha na Escuridão está ativo, e quando o Dano Electro dos Ataques Normais de Clorinde atingir um inimigo, ativarão dois ataques coordenados da Sombra da Noite invocada perto do inimigo atingido, causando 30% do ATQ de Clorinde como Dano Electro.
Esse efeito pode ser desencadeado uma vez a cada 1.2s. O Dano causado dessa forma é considerado Dano de Ataque Normal.
"Até Aqui, Enquanto Enfrentamos os Perigos da Longa Noite"
O Talento Passivo "Chama Dispersadora da Escuridão" será fortalecido: Depois de um membro da equipe desencadear uma Reação relativa ao Electro em um inimigo, o Dano Electrode Ataques Normais e Queda da Luz será aumentado em 30% do ATQ de Clorinde por 15s. Máximo de 3 acúmulos. Cada acúmulo é contado separadamente. O aumento máximo de Dano possível desses ataques é 2.700.
É necessário primeiro desbloquear o Talento Passivo "Chama Dispersadora da Escuridão".
"Jamais Esquecerei o Juramento do Dia"
Aumenta o nível das Patrulha na Escuridão em 3.
O nível máximo de elevação é 15.
"Lembrarei as Lágrimas, a Vida e o Amor"
Quando Queda da Luz causa Dano contra os oponentes, o Dano causado será aumentado baseado na porcentagem do Contrato de Vida de Clorinde. Cada 1% de seu Contrato de Vida aumentará o Dano de Queda da Luz em 2%. O máximo de aumento de Dano de Queda da Luz alcançável desta forma é 200%.
"Lembrarei da Chegada do Amanhecer"
Aumenta o Nível de Queda da Luz em 3.
O nível máximo de elevação é 15.
"E Assim Nunca me Desesperarei"
Por 12s depois de Patrulha na Escuridão ser usada, a Taxa CRIT de Clorinde será aumentada em 10% e seu Dano CRIT em 70%.
Além disso, enquanto o estado Patrulha Noturna estiver ativo, uma Sombra da Luz aparecerá, perseguindo os inimigos e causando 200% do ATQ de Clorinde como Dano Electro. Dano causado dessa forma é considerado Dano de Ataque Normal.
A Sombra da Luz aparecerá nas seguintes circunstâncias:
· Quando está para ser atacada por um oponente.
· Quando Clorinde usa Perfura-Noite: Ordem.
1 Luz da Sombra pode ser invocada dessa forma a cada 1s. 6 Sombras podem ser invocadas por uma única duração de Patrulha Noturna.
Além disso, durante o estado Patrulha Noturna, o Dano que Cloriden sofre é reduzido em 80%, sua Resistência contra interrupção é aumentada. Esse efeito será removido quando o estado Patrulha Noturna acabar, ou 1s depois de invocar Sombras da Luz 6 vezes.

Skill Ascension

Sounds

Quotes

Audio Language:
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Stories

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* Desbloqueia quando Amizade atingir Nv.2
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* Desbloqueia quando Amizade atingir Nv.3
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* Desbloqueia quando Amizade atingir Nv.4
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* Desbloqueia quando Amizade atingir Nv.5
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* Desbloqueia quando Amizade atingir Nv.6
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* Desbloqueia quando Amizade atingir Nv.4
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* Desbloqueia quando Amizade atingir Nv.6

477 responses to “Clorinde”

  1. Clorinde C0+R1,In my calculations. R1 Futsu 98%, R1 Mistsplitter 92%, R1 Jade and R1 The Black Sword 80%, R1 Created with Sketch 83% up and down.

      
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  2. So can anyone tell is missplipter is a good choice on her I’m planning on getting c2 clorinde I was told that mist is not a good option for her

      
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  3. Idk why but current patch + leaks feel refreshing.
    I like this character-design meta of self-sustained independent powerhouses lately. That have everything they need to be comfortable solo, but obviously will do more with a well thought out team of 3. That more or less could be called a chearleader team for how secondary is their role. LOL Bench all, go solo 36*. Style on abyss. Go have fun in overworld. 1-2NA, 0 reactions and mitachurl is dead. Life good. I see that Chlorinde isn’t a powerhouse on her own per se, but still a good looking not dependant on specific full c6 4*, a healer, a shielder, etc. Independent fun character. That might need just a Nahida to feel on par with last 2 known menaces of “powercreep-afraid” public.

    Smol update:
    Got Arle in 20-pull after loosing 80 to Diluc btw. I don’t really like to go that close to the sun with my pulls…
    Completely cut off the outside world, grinded, tested everything, didnt spoke to anyone for 3 days, good shit. Half the Fontaine and whole of Chenyu Vale left, can’t wait for Natlan, il Capitano, Varka etc.

      
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        • While I think most people appreciate the change in character design, I can see the argument that having more and more characters being self-sufficient being a bad thing in the long run. If more characters are able to buff, heal, and provide IR for themselves, new characters are inevitably going to be compared to these character designs. That ultimately will make the “outdated” design less desirable and the need for reactions on your team becomes less and less. Sure, it’s fun to speed run the Abyss with solo Neuvillette or solo Arlecchino or whoever but I do think that design should be balanced with the need for a shielder or healer or whatever. Like what if the only way to get BoL on Chlorinde was for her to be healed or overhealed? As it stands, she doesn’t need to have a passive that converts healing to BoL when her E will do it for her and clears it too. It feels redundant and I believe they need to pick a lane.

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          • It’s nice because you can also just bring whoever else you want without “needing” heals or shields or whatever, which is what excludes several characters currently because there’s only 4 slots in a team.

          • Yeah this one part “UnLucky” mentions, is main reason in feeling refreshing, you dont NEED an ULTRA-specific team to enjoy said char, and it feels freeing to be able to put whomever (you actually like, instead of optimizing) into the party, and not feeling set back by it, also not feeling like a Cyno in overworld. LOL
            The thing i should probably clarify, i do not mean chars should be wihout downsides. Im just kinda tired of collecting a thousand of different pieces for one dude every time. HIV kinda overdid this part with a big chunk of all releases. Plus i dont really mean every single one of them from now on should be like that, we need some contrast too. The obvious gap IMHO adds to the feeling of fresh.

          • what I’m concerned about is recent trends in character design. take 5* characters in early versions of the game. most would consider the constellations those characters to be pretty useless and most would probably compare those characters to Dehya. Most characters nowadays get turned into a main dps or become an even stronger one at c6. All I’m saying is that they have changed how they designed the characters throughout the lifetime of the game and hardly any characters are designed like they were when the game first came out. I can see the “self-sufficient design” becoming more commonplace especially if that is what gets people to spend more money on the game. Fontaine has been all about how can characters recover their own hp and I think it is about time that design died.

            I really don’t get the bring whoever you want argument. if Neuvillette or Arlecchino can solo the Abyss, why would you need to bring anyone? There’s always been 4 slots on a team and there’s always going to be characters excluded from your team. No one is going to “bring whoever they want” when playing any character. Sure you can bring Thoma with your Neuvillette but why would you want to? Some characters will bring negative synergy at worst and be straight up useless at best. It really isn’t about “needing” healing or shields. That is a personal choice and you can play as risky as you want without these new characters being able to sustain themselves. These characters are actually excluding healers from the party because of the BoL mechanic itself being a source of damage.

          • to “Solo is dangerous waters.”
            You misunderstood me.
            I specificly advocate for not-DISABLED characters in the c0 state. I like what i saw recently. And i wish they own up and redo their past mistakes, but they wont. Cause poor, indy, HOYO went with “Waterfall model” and didn’t dedicated a single dev stage for “redo and fix.” So we can only look & hope for future chars.

            “Whoever i want” problems is the game going against itself. Both in abyss and overworld, slightly for different reasons. Like raidou. Like wanting to put someone somwhere, and on paper it sounding good. But then you get stuck into arbitrary problems, that you need to deal with. And only after it, character starts to function. Like them giving cahracters strong buttons, and then taking away so much particles that you cant use Q ever anyway LMAO. People like to make builds, not fixing holes in the colander, with 2 hands and 10 fingers.
            Wrio that ASKS FOR A char slot of a HEALER, TO EVEN START TO USE E. WHAT THE FUCK!? Why is it a C1?!?!
            And for overworld, I’m tired of re-editing my teams every 5m. Or pressing Q on Cyno to have fun and having fun only for 1 initial seconds, and for the rest of the Q retarded, cause i wasted 17s of it into nothing, and now need to re-earn it for good chunk of time with tooth pick in my hands and an 8s cooldown between Es. Arle and Nuvi alleviated alot of this problems or have none of it, cause they dont need Q for basic function, they have the ultimate and that is AN ACTUAL ultimate, you press it when you NEED it. This is what im talking about. Completely counterproductive sensations always pop everywhere.

            I jsut want HOYO to relax the “ASKS” some chars throw at you, and to stop releasing glorified NPC that need fixing. Unfortunately we already have alot of those, but with Arle, Nuvi, Navia and hopefully Chlorinde I can afford to put one or two of those favurites but disabled like: (Dehya, Lynette, Candace, etc) and do abyss 36* comfortably in one go. Even with those handicaps.

            Yeah the drawback only is if they will raise DPS entry floor immensly over Arle’s performance. As happened on dendro release, i was happy at first but then all of my non-dendo plummeted into near not finishing abyss with 36*, first time in years.

        • I know hoyo wont ever update something that has to do with chars. But now i wonder how will they tackle personal changes. For someone like Childe that arent binded to one and done region. It starts to feels awkward. He didn’t platoed in power, but he is like a fucking time capsule, his outdated phrases about Arle, 4digit numbers, etc. (Still like this best companion-rival)

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          • Tbf his phrases about Arle aren’t “outdated” that’s just the common opinion of her, that’s very likely just what he really thinks

          • Also Childe is still very strong not for his raw dmg but his synergy with strong sub-dpses, international is still popular after all

          • Well after their dialogue in Arle quest i’d disagree, he realised that rumors were spread. And his voice-over line in game is way to radical for that to be the case.

            About The Knave
            Look, I’ve got nothing against people who have their own agendas I myself joined the Fatui to get more experience in combat. But I don’t like her at all. If she stood to benefit from betraying others, she’d turn against the Tsaritsa in a heartbeat. There isn’t a sane bone in her body.

          • Yeah I feel like it should probably be changed but the development was relatively minor and Hoyo probably forgot that line existed

  4. Would something like Kazuha, Nahida, Fischl be a good aggravate team, or is there too much electro and Nahida can’t keep up? Then maybe Yaoyao instead of Fischl? Now with the recent buffs Clorinde actually only needs 2,550 ATK to max out her A1, probably so more to incentivize playing her in an aggravate team, which I will be doing.

      
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    • You underestimate Nahida’s stupidly high dendro application, and yeah that’s a good team
      Also Clorinde still caps at 3000atk I think since the A1 cap was increased to 1800

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    • Aggravates don’t deplete Quicken aura, so there’s no situation where Nahida can’t keep up in that team. Unless you’re fighting in a river with lit torches around for Kazuha to swirl, or something. If you ever do lose the dendro aura, an electro swirl will proc Nahida’s E off field, so you’re good.

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  5. will bolide 40% multiplier increase in NA will be good comparing with another dmg increase set like gladiator or fragment?

      
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        • seems like keqing/alhaitham with bond of life buffs. best team is avvagrate with that many damage instances but work in pretty much in other team also? wonder if she has alhaitham’s aoe in his e infusion hits.

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    • It sounds good. I am interested in the problem of generating particles of the “Night Watch” state, if the generation is weak, then it would be possible to recycle Q, like Chiori, as a result of which 50 will cost 13.5 CD. Although, given the Electro resonance and Fischl, there should be no problems with 60 cast when generating 4 particles per “Night Watch” state.

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  6. Genuine question:
    Should i get her signature or c1 first? Her signature gives a lot of crit and damage in overall while her c1 will give her more electro application

      
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    • We need to understand how necessary the value of c1 will be. Signature weapons are just statistics. The same statistics will be given by Mistsplitter Reforged.

      Haran Geppaku Futsu will be a good choice if you don’t go over the limit on a crit rate.

      Freedom-Sworn and Light of Foliar Incision can be good options in aggravate.

      The Primordial Jade Cutter will be very difficult to balance in terms of crits. But if you succeed, then this is a good option. 100\200 crits ahead.

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    • C1 is more valuable compared to a good amount of ATK and Crit DMG from the signature weapon. Because there are so many great swords in the game (both 5-Star and 4-Star), I find that getting her weapon would be a commitment as she is the only current character who can benefit from it. As things stand now, I recommend getting her C1 or constellations overall instead of her weapon because there are so many great options already available.
      Take note: These are your Primogems, your choice.

      I’m definitely going for C6 though and maybe her weapon R1.

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  7. they need to pump those numbers up
    as of now, she’s equal to c0 raiden but without support capabilities, hope they buff her

      
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