Overview
Quick Build
Artifacts
Emblem of Severed Fate
4-Piece · ER → Burst DMG
Sands
ATK% or ER%
Main stat
Goblet
Electro DMG%
Main stat
Circlet
CRIT Rate / DMG
Substats
CRIT Rate ≥ CRIT DMG > ATK% > ER% (until 150%)
Strengths
- Near-mandatory C2 in Taser teams — Stormbreaker discharge stacks with rapid Normal Attacks
- Perfect counter Skill generates strong Geo/Cryo shield equivalent DMG reduction on top of damage
- Stormbreaker's 15s duration is one of the longest off-field Bursts in the game
- DMG reduction from Stormbreaker (+20–24% at high level) is valuable survivability bonus
Weaknesses
- C0 is underwhelming compared to C2 — a noticeable power gap between the constellations
- High ER requirement (150–180% at C0) without Sacrificial Greatsword or Raiden
- Stormbreaker only activates on Normal/Charged Attacks — doesn't benefit Catalyst or off-field Sub-DPS drivers
- Burst cost of 80 Energy means rotation gaps if ER isn't high enough
Talent Priority
Main source of damage or utility. Level to 10.
Level to 6–8 for meaningful gains.
Level minimally or skip.
Substat Priority
Electro Particles from Fischl and double Electro resonance help. Sacrificial Greatsword drops requirement further.
Fischl's Oz generates ample Electro Particles. With Sacrificial Greatsword on Beidou, ~140% is achievable.
No Electro battery means higher ER dependency. Use Sacrificial Greatsword or run a Raiden variant.
C2 allows Beidou to generate more value per rotation, partially justifying higher ER investment.
Weapons
5-star Weapons
4-star Weapons
Artifact Sets

Sands
ATK% or ER%
Goblet
Electro DMG%
Circlet
CRIT Rate / DMG

Sands
ATK%
Goblet
Electro DMG%
Circlet
CRIT Rate / DMG

Sands
ATK%
Goblet
Electro DMG%
Circlet
CRIT Rate / DMG
Team Compositions

Beidou
Sub-DPS

Ayato
Main DPS

Fischl
Sub-DPS

Kazuha
Support
The quintessential Beidou team. Ayato drives with rapid Shunsuiken hits, each triggering Beidou's Stormbreaker lightning and Fischl's Oz. Kazuha groups enemies and provides elemental DMG buffs. At C2, Beidou gets 2 lightning discharges per Ayato hit, creating enormous off-field Electro damage.

Stormbreaker provides off-field Electro discharges on every Ayato Shunsuiken hit. At C2, 2 discharges per hit combined with Ayato's high hit frequency creates massive sustained Electro DMG. Also provides +20% DMG reduction.

On-field driver. Rapid Shunsuiken hits trigger Beidou's lightning and Electro-Charged reactions with high frequency. Kamisato Art: Suiyuu Burst also boosts Normal Attack SPD, further increasing hit frequency.

Oz provides persistent off-field Electro. Double Electro resonance with Beidou grants +35 EM to both. Additional Oz hits proc off-field Electro-Charged without consuming Beidou's limited discharge count.

Groups enemies for AoE efficiency. EM-based Hydro or Electro DMG Bonus amplifies all reactions. Swirl provides additional elemental damage procs.
Talents & Constellations
Talents
5-hit Claymore combo. Beidou rarely uses Normal Attacks — she's an off-field unit. Only relevant if she's the active character during her own Burst window (uncommon).
Press: Beidou swings and deals Electro DMG, generating particles. Hold: enters parry stance for up to 3 seconds. If hit during parry, performs a perfect counter dealing massive Electro DMG in an AoE and generates 4 Particles (max power). Counter DMG scales with enemy hit count (max 2). The shield from the parry stance absorbs DMG based on Beidou's Max HP.
Summons the Thunderbeast for 15 seconds. While active: the active character deals Electro lightning discharges on Normal and Charged Attacks (1 discharge per attack at C0, 2 at C2); party members gain +20% DMG reduction (scales with Burst level). The discharge DMG scales with Beidou's ATK and is the primary source of her off-field value. Also grants interruption resistance to the active character.
Performing a perfect counter with Tidecaller (i.e., counterattacking an incoming hit) gives a 100% chance to refund the Skill's cooldown time. In practice, any perfect counter gives Beidou a free Skill reset for rapid ER-neutral on-field damage.
Stormbreaker's DMG reduction bonus also grants the active character +15% Normal and Charged Attack DMG. This is a persistent buff for as long as Stormbreaker is active, making Beidou's Burst directly buff the on-field DPS beyond just discharges.
Constellations
When Beidou's Stormbreaker is active, using an Elemental Burst or Elemental Skill creates a shield on the character equal to 16% of Beidou's Max HP for 15s. Moderate defensive upgrade.
Is it worth getting?
Minor defensive bonus. Not a reason to pull.
Stormbreaker can now be triggered by Charged Attacks in addition to Normal Attacks. More importantly, the maximum number of discharges per Normal/Charged Attack sequence increases from 1 to 2. This effectively doubles Stormbreaker's damage output in rapid-hit compositions.
Is it worth getting?
The pull target. C2 is what makes Beidou S-tier. The 2-discharge cap combined with rapid drivers like Ayato or Tartaglia creates some of the highest off-field Electro damage in the game. If you're investing in Beidou, C2 is mandatory.
Increases Tidecaller level by 3, boosting counter DMG and particle generation.
Is it worth getting?
Incremental improvement to an already-good Skill.
After a perfect counter, Beidou's Normal Attacks gain +15% Electro DMG for 10 seconds. Only relevant in the rare case where Beidou stays on-field after a perfect counter.
Is it worth getting?
Niche. Only applies to on-field Beidou which is uncommon in standard rotations.
Increases Stormbreaker level by 3, boosting discharge DMG and DMG reduction.
Is it worth getting?
Direct Stormbreaker damage increase. Welcome on the path to C6.
Stormbreaker additionally provides +15% Normal and Charged Attack DMG to the active character and discharge DMG penetrates 15% Electro RES. Significant overall DPS improvement in endgame teams.
Is it worth getting?
Strong endgame constellation. Between C2 doubling discharges and C6 adding penetration and Normal ATK DMG, fully invested Beidou reaches an impressive ceiling.
C0 is usable but noticeably weaker. First and most important stop: C2. Endgame target: C6. First stop: C2. Endgame target: C6.
Alternatives to Beidou
Not sure Beidou is right for you? Compare against other characters to find your best pull.

Better at C0; Oz provides consistent single-target Electro without Burst dependency.

Provides team energy restoration and on-field burst DPS; different archetype.

Better off-field DMG at C0 in Aggravate/Spread teams; no rapid-hit synergy requirement.




