
Situational standard—Gepard’s Ult shields are accessible. Ultimate “Enduring Bulwark” applies a Shield that absorbs incoming damage. Best with Acheron / Yanqing. Shield-only; no cleanse—struggles vs heavy CC/DoT. Skip when you own Aventurine/Fu Xuan/Permansor.
Gepard is a 5★ Ice Preservation Shielder. Skill “Daunting Smite” is the primary in-combat spend. Ultimate “Enduring Bulwark” 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
Moment of Victory
Signature BiS when owned.
Relic Set
Knight of Purity Palace (4pc) + Belobog of the Architects (2pc)
Standard Preservation relic direction for Gepard.
Body
DEF%
Main stat
Feet
SPD
Main stat
Sphere / Rope
DEF% · ERR%
Substats
DEF% / SPD / Effect Hit as needed
Daunting Smite carries most of the kit’s damage or utility—level this first.
Enduring Bulwark supports the main rotation—raise after the top priority traces.
Unyielding Will supports the main rotation—raise after the top priority traces.
Fist of Conviction 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
Increases the wearer's DEF by 0.24% and Effect Hit Rate by 0.24%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an extra 0.24% until the end of the wearer's turn.
Why it works —Signature / best-in-slot when owned—passive lines up with Gepard’s kit triggers.

5★ · Path cone
Increases the wearer's Effect RES by 0.08%. If the wearer is attacked and has no Shield, they gain a Shield equal to 0.16% of their Max HP for 2 turn(s). This effect can only be triggered once every 3 turn(s). If the wearer has a Shield when attacked, the DMG they receive decreases by 0.12%.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's DEF by 0.16%. After entering battle, increases All-Type RES of all allies by 0.08%. Abilities of the same type cannot stack.
Why it works —Budget path cone—fine while building the account.

4★ · Path cone
Increases the wearer's DEF by 0.16%. When the wearer is attacked, there is a 1% base chance to Burn the enemy. For each turn, the wearer deals DoT that is equal to 0.4% of the wearer's DEF for 2 turn(s).
Why it works —Budget path cone—fine while building the account.



Gepard enabling Yanqing. Yanqing, Sunday, Robin complete the hypercarry shell.
Yanqing is the damage seat in this shell — build the supports around their rotation, not the reverse.

Anchors sustain in this squad while contributing Preservation utility the archetype expects.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Deals Ice DMG equal to 140% of Gepard's ATK to one designated enemy.
Deals Ice DMG equal to 250% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 75% of Gepard's ATK at the beginning of each turn.
Applies a Shield to all allies, absorbing DMG equal to 53% of Gepard's DEF plus 769 for 3 turn(s).
When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 63% of his Max HP. This effect can only trigger once per battle.
After Gepard uses his Technique, when the next battle begins, a Shield will be applied to all allies, absorbing DMG equal to 24% of Gepard's DEF plus 150 for 2 turn(s).
When using Skill, increases the base chance to Freeze the attacked target enemy by 35%.
Is it worth getting?
Modest E1: When using Skill, increases the base chance to Freeze the attacked target enemy by 35%. Helpful padding, not a build-defining unlock.
After an enemy Frozen by Skill is unfrozen, their SPD is reduced by 20% for 1 turn(s).
Is it worth getting?
Stat-leaning E2: After an enemy Frozen by Skill is unfrozen, their SPD is reduced by 20% for 1 turn(s). Clear damage, but it does not rewrite Gepard’s rotation the way a mechanic eidolon would.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Ultimate + Talent levels only (+2). Free if you roll into it; never spend currency aiming for E3.
When Gepard is in battle, all allies' Effect RES increases by 20%.
Is it worth getting?
Side-grade: Pads Effect RES during the enhanced state. Happy if it drops; not a planned stopping point.
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Skill + Basic ATK levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
When his Talent is triggered, Gepard immediately takes action and restores extra HP equal to 50% of his Max HP.
Is it worth getting?
Whale ceiling: When his Talent is triggered, Gepard immediately takes action and restores extra HP equal to 50% of his Max HP. Only chase if Gepard is your dedicated Preservation main and E0–E2 already feel finished.
Gepard clears endgame content at E0 with proper supports and relics. Chase eidolons only after Light Cone and team foundations are online. First stop: E0. Endgame target: E0.
Not sure Gepard is right for you? Compare against similar characters to find your best pull.

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