







The current head of Fisalia, Cantarella, the Bane. A mysterious noblewoman, her beauty as captivating as it is perilous. She resides in a crown-like castle perched atop the mountain, where illusory dreams flow like streams, meticulously spun by her own hands.
To learn more about Cantarella check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Cantarella has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.2
Last major build/calcs update
Patch 2.2
Last profile update*
March 26th, 2025
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Cantarella check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Gameplay and teams
Calculations
Profile
Illusion Collapse
Basic Attack
Perform up to 3 consecutive attacks, dealing Havoc DMG.
Heavy Attack
Consume STA to attack the target, dealing Havoc DMG.
Heavy Attack - Delusive Dive
When Cantarella has Trance, Heavy Attack becomes Delusive Dive, dealing Havoc DMG to the target, and then Cantarella enters Mirage. While in Mirage, casting Delusive Dive does not activate Mirage again. Can be cast in water.
Mid-air Attack
Consume STA to perform Plunging Attack, dealing Havoc DMG.
Dodge Counter
Press Normal Attack right after a successful Dodge to attack the target, dealing Havoc DMG.
Dance with Shadows
Graceful Step
Attack the target, dealing Havoc DMG.
Flickering Reverie
When in Mirage, Resonance Skill becomes Flickering Reverie, which is considered an Echo Skill when being cast. Attack the target, dealing Havoc DMG, and send them into Hazy Dream.
Can be cast in mid-air.
Hazy Dream
Reduce the target's movement speed for 6.5s. When the target takes damage, Jolt is triggered once, removing Hazy Dream to deal Havoc DMG, considered Basic Attack DMG. Attacks by other Resonators in the team will not Jolt a target influenced by Hazy Dream and will remove the Hazy Dream.
Coordinated Attacks and damage from Utilities will not Jolt a target.
Beneath the Sea
Flowing Suffocation
Attack the target, dealing Havoc DMG (considered Basic Attack DMG). Grant Diffusion to all Resonators in the team. Casting this skill is also considered as casting Echo Skill.
Can be cast in mid-air close to the ground. Diffusion
When the Resonator on the field deals damage to a target, summon Dreamweavers to perform Coordinated Attack, dealing Havoc DMG (considered as Basic Attack DMG).
Within 3s after the Resonator deals damage, summon 1 Dreamweaver per second. This effect can be triggered once per second. Damage dealt by Dreamweavers cannot trigger this effect.
Up to 1 Dreamweaver can be summoned each second, max 21 Dreamweavers in total.
This effect lasts for 30s or until reaching the maximum number of Dreamweavers.
Between Illusion and Reality
Mirage
Basic Attack becomes Basic Attack Phantom Sting. Perform up to 3 consecutive attacks, dealing Havoc DMG. Can be cast in mid-air. When cast mid-air, Basic Attack Phantom Sting consumes STA, and the combo does not reset when Cantarella is airborne.
Hitting the target with Basic Attack Phantom Sting consumes 1 point of Trance to obtain 1 point of Shiver and heal all nearby Resonators in the team.
The third stage of Basic Attack Phantom Sting triggers 3 Coordinated Attacks, dealing Havoc DMG.
Mid-air Attack becomes Abysmal Vortex. Press Jump to perform a Plunging Attack at the cost of STA, dealing Havoc DMG.
Dodge Counter becomes Dodge Counter Shadowy Sweep. Attack the target, dealing Havoc DMG. Press Normal Attack right after casting the skill to cast Basic Attack Phantom Sting Stage 2.
When Mid-air Attack Abysmal Vortex or Dodge Counter Shadowy Sweep hits a target, consume 1 point of Trance to obtain 1 point of Shiver and heal all nearby Resonators in the team.
Mirage lasts for 8s.
Mirage ends when Trance is depleted.
Forte Circuit - Perception Drain
If Cantarella has 3 points of Shiver when in Mirage, Resonance Skill becomes Perception Drain.
Consume all Shiver to attack the target, dealing Havoc DMG, considered Basic Attack DMG. Send the target into Hazy Dream and heal all Resonators in the team.
Casting this skill is also considered as casting Echo Skill.
Can be cast in mid-air.
Abyssal Rebirth
After casting Intro Skill, Cantarella enters Abyssal Rebirth, which lasts for 25s and can be activated once every 25s. In the duration, for up to 6 times, when Resonators in the team cast Echo Skill, Cantarella recovers 6 points of Concerto Energy. Echoes with the same name can only trigger this effect once.
When in water, Cantarella's swimming speed increases and STA cost decreases.
Trance
Cantarella can hold up to 5 points of Trance.
Casting Intro Skill recovers 1 point of Trance.
Hitting a target with Basic Attack Stage 3 recovers 1 point of Trance.
Casting Resonance Skill Graceful Step recovers 1 point of Trance.
Casting Resonance Liberation Flowing Suffocation recovers 3 point of Trance.
When in the water, recover 1 point of Trance every 5s.
Shiver
Cantarella can hold up to 3 points of Shiver.
Hitting the target with Basic Attack Phantom Sting recovers 1 point of Shiver.
When Mid-air Attack Abysmal Vortex or Dodge Counter Shadowy Sweep hits a target, restore 1 point of Shiver.
Cure
Increase Healing Bonus by 20%.
Poison
Casting Echo Skill gives 6% Havoc DMG Bonus for 10s, stacking up to 2 times.
Cruise
Ripple
Attack the target, dealing Havoc DMG.
Press Normal Attack shortly after casting this skill to start the Basic Attack combo from Basic Attack Stage 3. Tidal Surge
When in Mirage, Intro Skill becomes Tidal Surge, which triggers 3 coordinated attacks on hit, dealing Havoc DMG. Casting Tidal Surge resets the combo of Basic Attack Phantom Sting.
Gentle Tentacles
Amplify the incoming Resonator's Havoc DMG by 20% and Resonance Skill DMG by 25% for 14s. Switching Resonators ends this effect.
Sequence Node 1
Casting Resonance Skill recovers 1 point of Trance. The DMG Multiplier of Resonance Skill Graceful Step, Resonance Skill Flickering Reverie, and Forte Circuit Perception Drain is increased by 50%. Immune to interruptions while casting Perception Drain.
Sequence Node 2
Resonance Liberation Flowing Suffocation now sends the target into Hazy Dream. The DMG Multiplier of Jolt triggered by Cantarella is increased by 245%.
Sequence Node 3
The DMG Multiplier of Resonance Liberation Flowing Suffocation is increased by 370%. After casting Resonance Liberation Flowing Suffocation, enter into Mirage. If already in Mirage, casting Resonance Liberation Flowing Suffocation does not activate the Mirage state again.
Sequence Node 4
When in Mirage, Healing Bonus is increased by 25%.
Sequence Node 5
The maximum number of Dreamweavers Cantarella can summon through Resonance Liberation Diffusion is increased by 5.
Sequence Node 6
Increase the DMG Multiplier of Basic Attack Phantom Sting by 80%. Casting Resonance Liberation Flowing Suffocation makes Cantarella's DMG ignore 30% of the target's DEF for 10s.
For the first 1.2s of Hazy Dream, when the target takes an instance of DMG that does not inflict Hazy Dream, Jolt will not be triggered on the target.
While the source of the materials can be quickly found in the game, when it comes Seaside Cendrelis you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Strong on and off-field presence with big on-field hits and Coordinated Attacks.
Works in many teams by amplifying both Skill and Havoc damage.
Provides extra healing and slows down enemies for comfort purposes.
Has lots of viable Weapon choices, even F2P ones.
Huge Energy Regen requirements — depending on your build, an Energy Regen main stat Echo may be required, causing a significant decrease in her damage. By extension, all teammates will require more Energy Regen than usual as well.
No perfect meta relevant team at the time of her release where she’s the clear best in slot choice (However she has a place in some more niche non-meta teams).
Her only way to stand out from other Coordinated Attacking Hybrids is by offering extra healing, which may not be necessary to a lot of players.
Could be distracting to play (no judging though).
Cantarella is a 5-star Havoc Rectifier Hybrid who fills a few roles on the team: she’s capable of dealing damage on the field, off the field via Coordinated Attacks, and she can heal your team as well. And if that wasn’t enough, she buffs Havoc DMG and Resonance Skill DMG through her Outro skill. This makes her able to function as a mix of DPS, Buffer, and Healer for your team all at once, fulfilling many roles and giving her a lot of flexibility in team compositions.
Her kit is fairly complex to grasp, as there are many things to note when trying to execute a proper rotation for her. All of it is synergistic and needs to be exploited correctly to unlock her full potential. As such, we’ll try our best to explain things in a way that will be understandable by most.
As we mentioned earlier, her full kit must be exploited, and as such, unlike other characters, she has no focal point, as everything functions together. Therefore, we’ll take a different approach this time and detail all of her abilities in order as they happen in the rotation we use on the site.
First things first, her Intro skill. It has several effects and possesses two variants, aside from just being the typical small burst of Havoc DMG.
The first variant, triggered upon casting her Intro skill normally without doing anything on Cantarella prior to using it, is called Ripple. This is the only variant you will realistically use in a rotation, and it has the effect of starting her Basic Attack chain from stage 3, as well as generating 1 of her Standard Forte points, called “Trance”.
“Trance” stacks up to 5 times and when fully stacked, allows Cantarella to cast an enhanced Heavy Attack called “Delusive Dive”. This sends her into the air in a special state called “Mirage” during which a lot of her kit changes — we’ll get back to this part in a bit.
The second variant of her Intro is triggered upon casting her Intro skill after having used “Delusive Dive” and entering into “Mirage” state. It deals the same amount of damage as her first Intro skill variant and has no special effect other than resetting your Basic Attack chain in the “Mirage” state, making this skill something that will never be realistically used on her.
Both Intro skills make Cantarella enter a state called “Abyssal Rebirth”. The only effect this has is assisting her with her Concerto Energy generation — whenever she or her teammates cast an ability that is considered as an Echo skill, it generates 6 Concerto Energy for her up to 6 times.
As mentioned earlier, Cantarella gets access to her Basic Attack 3 right away when she casts her first Intro skill, so we make use of that to generate Concerto Energy and an extra “Trance” stack. The other 2 Basic Attacks typically go unused.
Her default Resonance Skill is Graceful Step, which is necessary to use for the slight amount of Concerto Energy it generates. It also generates an extra “Trance” stack, providing us with three in total at this point.
Her Ultimate allows her to max out on “Trance” stacks, as it generates 3 stacks (so we overcap by 1, but it’s necessary to use for her Concerto Energy requirements). Besides that, it deals a good burst of damage which is considered as Basic ATK DMG as well as an Echo Skill for Abyssal rebirth. It also activates her Coordinated Attacks, which are considered as Basic ATK DMG by summoning up to 1 Coordinated Attack per second every time your characters deal damage — this functions the same as Zhezhi’s Ultimate (except Cantarella has the initial burst hit to top it off).
Now that we have maximum “Trance” stacks obtained through the rotation so far, we can enter “Mirage” using her enhanced Heavy Attack. With this we get access to a brand new Resonance Skill, the cooldown of which instantly refreshes and is called “Flickering Reverie”, which is considered as an Echo Skill. It also sends any enemies hit by it into a state called “Hazy Dream”, during which they are slowed down for 6.5s. This will also have an effect of triggering one additional Basic Attack called “Jolt” automatically, whenever Cantarella deals damage to them while in the “Hazy Dream” state.
While in “Mirage” state, Cantarella gains access to a new enhanced Basic Attack called “Phantom String,” which we’ll be using next. These new enhanced Basic Attacks generate a new Forte bar called “Shiver”, which stacks up to 3 times, after which she can cast her big skill nuke called “Perception Drain” which is considered as Basic ATK DMG as well as an Echo Skill for Abyssal rebirth. This skill not only does a big chunk of damage but also heals your whole party, sending enemies into “Hazy Dream” state once again. She finally ends her rotation when we use her standard Echo skill afterwards, since we’ll have used enough Echo skills to make full use of her “Abyssal Rebirth” state at this point (including the Echo skills of other characters in your team).
So, the short and extremely simplified version is that you use her Intro, then her Basic Attack, then her Skill, then her Ultimate, then her Heavy Attack, then her Skill, then her Basics three times, then her Skill, then her Echo, and you’re done. Voilà.
This doesn’t come without its own set of issues, though. The biggest one is Cantarella’s Energy Regen. Unfortunately for her, she really doesn’t generate enough energy while performing her rotation, which leads to huge problems for her and, in some cases, her teammates. Cantarella must have access to her Ultimate every rotation - this combined with her lack of Base Resonance Energy generation means her % Energy Regen requirements can go through the roof unless you run her with Moonlit Clouds Echo set paired with a weapon that gives extra Energy like the F2P-accessible Cosmic Ripples and Fusion Accretion, or in the worst case scenario using an Energy Regen as main stat on your 3 cost Echoes.
However, most of these solutions come at the cost of reducing her damage, and none really solve the Energy problems she introduces to her teammates. Despite all this, one silver lining to all of this is her team options, her Havoc Element ones don’t suffer quite as badly as a result of her lack of Energy generation.
Yet another weakness of Cantarella is that she currently lacks a perfect team mate to play alongside with her Outro’s Havoc and Skill DMG amplifications. Here are some examples:
Havoc Rover and Camellya, while being Havoc, deal most of their damage through Basic ATKs instead. The only character who is able to synergize well with her boosts is Danjin - Cantarella is the best partner for main DPS Danjin, as she makes Danjin much better when played in that role. But since Danjin is typically played as a Hybrid herself and primarily used to buff someone like Camellya or Havoc Rover, and not as a Main DPS, it makes it more of a niche team composition.
Speaking of buffing Camellya, ironically enough, Danjin provides 3% more Havoc DMG amplification and an extra 20% ATK from her S6, so she straight-up has better buffs than Cantarella when it comes to supporting Camellya. And that’s not even mentioning the freely accessible Sanhua, who’s a level above both of them in Camellya teams, or the premium Roccia for maximal performance.
General Skill DMG-oriented teams don’t really help her case either, since Zhezhi and Changli don’t make for the best duo partners for Cantarella - much stronger Brant exists as Changli’s perfect teammate, and Zhezhi only exists as a relatively weak alternative, and she is faster than Cantarella, which speaks for itself.
Jinhsi might look tempting since Cantarella has Coordinated Attacks, but unfortunately, pairing them will cost Jinhsi dearly, reducing her Ultimate use to once per 3 rotations instead of 2 unless your Jinhsi is built with an absurd Energy Regen to counter it (which is also a damage loss).
Finally, in Carlotta teams, not only do both Carlotta and Cantarella require way more additional Energy Regen, but Brant and Zhezhi both exist and outclass Cantarella in either damage or buffs while not having Energy issues.
All of this really poses a lot of questions regarding her current value. It’s far from impossible that Cantarella gets a good DPS to work with in the future, but not only is that uncertain, it’s also possible Cantarella might have a rerun with said character, following the pattern we’ve observed with a lot of recent units (Xiangli Yao and Yinlin, Carlotta and Zhezhi, Changli and Brant, and so on).
In conclusion, Cantarella’s current pull value is definitely more speculative than cemented from a meta perspective. While she isn’t bad in performance by any means, she is slightly outclassed in one way or another when supporting the best current meta DPS units. However, she performs well, works in several places, has healing and slows down enemies as backup to make the game easier and while all of this makes her a solid character, none of it changes the fact she currently lacks a perfect team to play in and until that time Cantarella wont hold as much value as other characters that do so.
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Tower of Adversity
Whimpering Wastes
Build
125.63%
Stats at Level 90: ATK: 500 | CRIT DMG: 72%
112.27%
Stats at Level 90: ATK: 500 | CRIT DMG: 72%
111.59%
Stats at Level 90: ATK: 500 | CRIT Rate: 36%
100.56%
Stats at Level 90: ATK: 500 | Crit. Rate: 36%
100%
Stats at Level 90: ATK: 500 | ATK: 54%
95.55%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
84.89%
Stats at Level 90: ATK: 462 | ATK: 18.2%
82.85%
Stats at Level 90: ATK: 387 | ATK: 36.4%
Best Echo Sets show the best sets that support the main character playstyle and work out of the box while the Special Echo Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
1
2 Set: Havoc DMG +10%.
5 Set: When Outro Skill is triggered, deal additional 480% Havoc DMG to surrounding enemies, considered Outro Skill DMG, and grant the incoming Resonator 15% Havoc DMG Bonus for 15s.
Offers a 10% unconditional Havoc DMG% boost alongside adding a large Havoc Damage hit to the Outro of the wearer. Also grants the incoming resonator a Havoc DMG% boost when the wearer uses their Outro. Set most suitable for Cantarella when supporting Havoc-DPS units while also improving her own personal damage as well.
Below you can find Main Echo options that you should be using with the set:
2
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
Offers a 10% unconditional Energy Regen% boost taking some pressure off your gear when aiming at ER breakpoints. Also upon using Outro, grants the next character switching in a 22.5% ATK boost, amplifying any of your main damage dealers burst windows. Generic supportive set for Cantarella that can be used in all her team compositions, but ut focuses purely on support - meaning it can fall behind other more dedicated options in specific compositons.
Below you can find Main Echo options that you should be using with the set:
3
2 Set: Energy Regen +10%.
5 Set: Increase the Resonator's Coordinated Attack DMG by 80%. Upon a critical hit of Coordinated Attack, increase the active Resonator's ATK by 20% for 4s.
Offers an unconditional 10% Energy Regen% and 80% Coordinated DMG boost. Also grants a passive supportive effect which triggers when the wearer of this set critically strikes with a Coordinated attack - this effect grants the on field Resonator an ATK% boost regardless if they're the wearer of the set or not. Another generic supportive option for Cantarella, thanks to her consistant ability to launch coordinated attacks and a viable alternative to both Moonlit Clouds and Midnight Veil.
Below you can find Main Echo options that you should be using with the set:
Substats: Energy Regeneration (Until Satisfied) > CRIT RATE = CRIT DMG > ATK% > Flat ATK = Basic ATK DMG%
Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.
ATK: 1500 - 2200+
HP: 16000+
DEF: 1100+
HAVOC DMG%: 30% - 82%+ (Depending on set and echo used)
CRIT RATE: 60% - 70%
CRIT DMG: 120% - 140%+
ENERGY REGEN: 40% - 50%
Cantarella requires a significant amount of ER to perform her optimal rotation. The amount of ER she requires will depend on the teammates she is supporting.
For most teams, we recommend building between 40% - 50% ER. As always, you may be able to get away with less (or need more), depending on your specific circumstances.
Below you can find the order of leveling the abilities for Cantarella.
Forte Circuit
Res. Liberation
Res. Skill
Basic Attack
Intro Skill
Gameplay and teams
Below you can find optimal rotation (or rotations) for Cantarella. The total time needed to perform it is 8.4 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.
Standard Rotation
Cantarella's rotation like most Hybrid characters revolves around gaining Concerto to trigger her Outro as fast as possible. Doing this is simple - all she needs to do is cycle through her kits key abilities:
Echo Usage: Most of Cantarella's main Echo choices will want to be used at the end of her rotation and swap cancelled, but some can be used at other times situationally.
- Intro Skill: Ripple
- Basic P3
- Skill: Graceful Step
- Ultimate: Flowing Suffocation
- Heavy ATK: Delusive Dive
- Skill: Flickering Reverie
- Forte: Phantom String P1
- Forte: Phantom String P2
- Forte: Phantom String P3
- Forte: Skill: Perception Drain
- Echo
- Outro Skill
Below you can find a list of some of the stronger synergies between this character and others.
Team 1 - Double Havoc
Team 2 - Carlotta Team
Team 3 - Jinhsi Team
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.
Do note that DPS and DMG aren’t perfect metrics for a character’s individual value and should be taken with a grain of salt.Anything pertaining a character’s relevance in the meta is addressed in our Review and Tier List, which the numbers below shouldn’t be used for as an end-all-be-all to. Instead, DPS and DMG are good metrics for a character’s sequence value and comparison between an individual character’s different rotations. We recommend using those metrics for such purposes.
Important!
Rotation time: 8.4s
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.
Standard Rotation
Echo Usage: Most of Cantarella's main Echo choices will want to be used at the end of her rotation and swap cancelled, but some can be used at other times situationally.
- Intro Skill: Ripple
- Basic P3
- Skill: Graceful Step
- Ultimate: Flowing Suffocation
- Heavy ATK: Delusive Dive
- Skill: Flickering Reverie
- Forte: Phantom String P1
- Forte: Phantom String P2
- Forte: Phantom String P3
- Forte: Skill: Perception Drain
- Echo
- Outro Skill
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 500 | ATK: 54%
2 Set: Havoc DMG +10%.
5 Set: When Outro Skill is triggered, deal additional 480% Havoc DMG to surrounding enemies, considered Outro Skill DMG, and grant the incoming Resonator 15% Havoc DMG Bonus for 15s.
Substats: Energy Regen (28%), CRIT Rate (42%), CRIT DMG (84%), ATK (27%)
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