
Situational—Anaxa is a Wind Erudition carry/partner. Ultimate “Sprouting Life Sculpts Earth” hits every enemy on the field in one cast. Best with The Herta / Sunday / Tribbie. Often best as The Herta’s Erudition partner or dual Erudition. Skip when you already have Jade/Serval covering The Herta’s slot.
Anaxa is a 5★ Wind Erudition Main DPS. Skill “Fractal, Exiles Fallacy” is the primary in-combat spend. Ultimate “Sprouting Life Sculpts Earth” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
Life Should Be Cast to Flames
Signature BiS when owned.
Relic Set
Scholar Lost in Erudition (4pc) + Sigonia, the Unclaimed Desolation (2pc)
Standard Erudition relic direction for Anaxa.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Wind DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK%
Sprouting Life Sculpts Earth carries most of the kit’s damage or utility—level this first.
Tetrad Wisdom Reigns Thrice supports the main rotation—raise after the top priority traces.
Fractal, Exiles Fallacy supports the main rotation—raise after the top priority traces.
Pain, Brews Truth is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 0.6%. When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 0.12%, lasting for 2 turn(s). The same types of effects cannot stack.
Why it works —Signature / best-in-slot when owned—passive lines up with Anaxa’s kit triggers.

5★ · Path cone
For every enemy on the field, increases the wearer's ATK by #2[f1]%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 0.3% for 1 turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

5★ · Path cone
Increases the wearer's ATK by 0.08%. After using an attack, for each enemy target hit, additionally increases ATK by 0.04%. This effect can stack up to 5 times and last until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 0.08%, lasting for 1 turn(s).
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's DMG by 0.12%. For every enemy defeated by the wearer, the wearer's ATK increases by 0.04%, stacking up to 3 time(s).
Why it works —Budget path cone—fine while building the account.



Primary multi-target Erudition team for Anaxa. The Herta, Sunday, Huohuo are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
The Herta is the damage seat in this shell — build the supports around their rotation, not the reverse.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Huohuo covers healing (and often Energy / cleanse) so the carry can stay on-curve.
Deals Wind DMG equal to 140% of Anaxa's ATK to one designated enemy.
Deals Wind DMG equal to 88% of Anaxa's ATK to one designated enemy and additionally deals 4 instance(s) of DMG. Each instance of DMG deals Wind DMG equal to 88% of Anaxa's ATK to one random enemy, prioritizing Bouncing to enemy targets that have not been hit by this instance of Skill. When used, for each attackable enemy on the field, this Skill has its DMG dealt increased by 20%.
Inflicts the "Sublimation" state on all enemies, then deals Wind DMG equal to 200% of Anaxa's ATK to all enemies. In the "Sublimation" state, the targets will be simultaneously inflicted with Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary Weaknesses, lasting until the start of the targets' turn. If the targets do not have Control RES, they are unable to take action in the "Sublimation" state.
Each time Anaxa lands 1 hit on enemy targets, inflicts 1 Weakness of a random Type to the targets, lasting for 3 turn(s), with priority to the Weakness Type that the target doesn't already possess. While Anaxa is on the field, inflicts the "Qualitative Disclosure" state on enemy targets that have at least 5 different Types of Weaknesses. Anaxa deals 36% increased DMG to targets afflicted with the "Qualitative Disclosure" state. In addition, after using Basic ATK or Skill on them, unleashes 1 additional instance of Skill on the targets. This additional Skill does not consume any Skill Points and cannot trigger this effect again. If the target has been defeated before the additional Skill is used, it will be cast on one random enemy instead.
After using Technique, inflicts the Terrified state on enemies in a set area. Terrified enemies will flee in a direction away from Anaxa for 10 second(s). When allies enter combat via actively attacking a Terrified enemy, it will always be considered as entering battle via attacking a Weakness. After entering battle, Anaxa applies 1 Weakness of the attacker's Type to every enemy target, lasting for 3 turn(s).
After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets' DEF by 16%, lasting for 2 turn(s).
Is it worth getting?
Modest E1: After using Skill for the first time, recovers 1 Skill Point(s). Helpful padding, not a build-defining unlock.
When enemy targets enter the battlefield, triggers 1 instance of the Talent's Weakness Implant effect, and reduces their All-Type RES by 20%.
Is it worth getting?
Defining stop for many accounts: When enemy targets enter the battlefield. Pull here if you main Anaxa; this is the eidolon that changes how the kit is played.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
Is it worth getting?
Side-grade: When using Skill, increases ATK by 30%, lasting for 2 turn(s). Happy if it drops; not a planned stopping point.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace "Imperative Hiatus" will be triggered directly and will no longer depend on the number of "Erudition" characters in the team.
Is it worth getting?
Whale ceiling: The DMG dealt by Anaxa is 130% of the original DMG. Only chase if Anaxa is your dedicated Erudition main and E0–E2 already feel finished.
Anaxa is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
Not sure Anaxa is right for you? Compare against similar characters to find your best pull.

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