CantarellaBuild and Guide

Character
Introduction

Cantarella is a 5 rarity character from the
Havoc
Havoc element who uses the Rectifier type weapon.

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.

Video guide

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:

Update tracker

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

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

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.

Lv. 1
Stage 1 DMG
40.00%
Stage 2 DMG
18.33%*4
Stage 3 DMG
36.50%*2
Heavy Attack DMG
28.76%*2
Delusive Dive DMG
26.68%*2
Mid-air Attack DMG
21.12% + 31.68%
Dodge Counter DMG
26.66%*4
Heavy Attack STA Cost
20
Delusive Dive STA Cost
20
Mid-air Attack STA Cost
30
Resonance Skill

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.

Lv. 1
Graceful Step DMG
37.02%*2
Flickering Reverie DMG
98.70%
Jolt DMG
100.00%
Graceful Step Cooldown
6
Flickering Reverie Cooldown
12
Graceful Step Concerto Regen
10
Flickering Reverie Concerto Regen
10
Resonance Liberation

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.

Lv. 1
Flowing Suffocation DMG
189.13%
Diffusion DMG
7.31%*21
Flowing Suffocation Cooldown
25
Resonance Cost
125
Flowing Suffocation Concerto Regen
20
Forte Circuit

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.

Lv. 1
Phantom Sting Stage 1 DMG
17.77%*3
Phantom Sting Stage 2 DMG
31.65%*2
Phantom Sting Stage 3 DMG
32.50%*4
Abysmal Vortex DMG
21.12% + 31.68%
Perception Drain DMG
336.00%*2
Shadowy Sweep DMG
37.77%*3
Healing by Consuming Trance
90 + 21.60%
Perception Drain Healing
375 + 90.00%
Mid-air Phantom Sting STA cost
5
Abysmal Vortex STA Cost
30
Mirage Duration
8
Perception Drain Cooldown
18
Perception Drain Concerto Regen
12
Inherent Skill

Cure

Increase Healing Bonus by 20%.

Inherent Skill

Poison

Casting Echo Skill gives 6% Havoc DMG Bonus for 10s, stacking up to 2 times.

Intro Skill

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.

Lv. 1
Ripple DMG
21.25%*4
Tidal Surge DMG
8.50%*3 + 59.50%
Ripple Concerto Regen
10
Tidal Surge Concerto Regen
10
Outro Skill

Gentle Tentacles

Amplify the incoming Resonator's Havoc DMG by 20% and Resonance Skill DMG by 25% for 14s. Switching Resonators ends this effect.

Resonance Chain (Dupes)
S1

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.

S2

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%.

S3

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.

S4

Sequence Node 4

When in Mirage, Healing Bonus is increased by 25%.

S5

Sequence Node 5

The maximum number of Dreamweavers Cantarella can summon through Resonance Liberation Diffusion is increased by 5.

S6

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.

Minor Fortes (Total)
CRIT Rate
CRIT Rate
+8%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
11600
Stat
ATK
400
Stat
DEF
1100
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Havoc DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Polygon Core
  • 12x MF Polygon Core
  • 12x HF Polygon Core
  • 4x FF Polygon Core
  • 46x Cleansing Conch
  • 60x Seaside Cendrelis
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Polygon Core
  • 28x MF Polygon Core
  • 40x HF Polygon Core
  • 57x FF Polygon Core
  • 25x Lento Helix
  • 28x Adagio Helix
  • 55x Andante Helix
  • 67x Presto Helix
  • 26x When Irises Bloom
  • 2 030 000 Shell Credits

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:

Voice Actors
ENG
-
JPN
-
CN
-
KR
-

Review

Pros & Cons
Pros

  • 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.

Cons

  • 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).

Review

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.

Ratings

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.

T1

Tower of Adversity

T1.5

Whimpering Wastes

Video guides

Build

Best Weapons

125.63%

Stats at Level 90: ATK: 500 | CRIT DMG: 72%

Cantarella's signature weapon is expectedly perfect for her, as it gives her a huge boost to many stats including CRIT DMG, ATK, Basic ATK DMG Bonus and can even ignore Havoc RES. These buffs activate naturally quickly in her rotation, making the weapon especially powerful.

112.27%

Stats at Level 90: ATK: 500 | CRIT DMG: 72%

Cantarella can make great use of the passive effects of Zhezhi's signature weapon since she heavily benefits from Basic Attack DMG Bonus. It also has CRIT DMG and ATK% - 2 stats Cantarella enjoys as a damage dealer. Having 3 uses of her Resonance Skill, Cantarella is able to exploit this weapon's passive effects well too. This makes this option an outstanding choice for her if you own it.

111.59%

Stats at Level 90: ATK: 500 | CRIT Rate: 36%

Yinlin's signature weapon is a versatile option that gives a lot great stats such as CRIT Rate, All-Type DMG Bonus and ATK, especially if the character deals off-field damage or uses Swap Cancels. Because of this, it almost always lands as the #1 or #2 weapon of choice for rectifier damage dealers. However, on Cantarella specifically, this weapon gives stats that can be diluted by some of her best teammates buffs, making Rime-Draped Sprouts equal or slightly better than it with other Supports buffing Cantarella.

100.56%

Stats at Level 90: ATK: 500 | Crit. Rate: 36%

Phoebe's signature works as a pure stat stick for Cantarella — the buffs that it provides are linked to Spectro Frazzle so beyond an extra 12% ATK and 36% CRIT Rate this weapon's effects are completely unexploitable, however it gets enough stats to stand out as an option if you own it.

100%

Stats at Level 90: ATK: 500 | ATK: 54%

The standard banner weapon does many good things for Cantarella. It offers a minor amount of Energy Regen that she very much appreciates, it gives a lot of ATK% for the extra damage and it has a stackable Basic ATK DMG Bonus effect that Cantarella heavily benefits from. Overall an amazing F2P-friendly option if you choose to acquire it.

95.55%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Outstanding generic Rectifier option, offering base CRIT RATE for excellent scaling but also an easily activatable and maintainable bonus ability granting ATK% after the wearer's Resonance Liberation is activated. Almost any character who can use CRIT RATE and ATK will be more than happy to have this weapon available only losing to 5★ options.

84.89%

Stats at Level 90: ATK: 462 | ATK: 18.2%

Despite this weapon being in direct competition with other F2P 4* options, this weapon is very solid for any ATK% scaling characters. The ATK% boost it provides when casting your Resonance Skill is great on most characters. On Cantarella specifically, the extra Energy you get from its passive after casting your Resonance Skill is especially appreciated as Cantarella needs a lot of Energy funneled into her, making this fully F2P option perform way better than usual.

82.85%

Stats at Level 90: ATK: 387 | ATK: 36.4%

A good alternative 4★ Rectifier to Augment, offering an easy to maintain bonus ability granting ATK% after using an Intro skill and a good amount of ATK% as a main stat.
Best Echo Sets

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.

Best Echo Sets

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:

  • Lorelei
    Lorelei
    - Offers an unconditional 12% Havoc DMG and 12% Basic DMG boost when placed in the Main Echo slot, making it a solid choice for Havoc focused resonators who emphasize Basic damage and are looking to use the 5P Midnight Veil set bonus.
  • Sentry Construct
    Nightmare: Impermanence Heron
    - Offers an unconditional 12% Havoc DMG and 12% Heavy Attack DMG boost when placed in the Main Echo slot, making it a solid choice for Havoc focused resonators who emphasize Heavy Attack damage and are looking to use the 5P Midnight Veil set bonus.

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:

  • Echo Image
    Impermanence Heron
    - Supportive Echo that can be run at the cost of a sizeable chunk of damage for the character who equips, trading personal gain for team benefits. Should always be used and immediately switch cancelled right before performing an Outro, leading to another DPS. When done so will grant the next character switching in 12% increased DMG% which when combined with the 5P Moonlit set which also grants 22.5% ATK% under the same conditions makes for a sizeable boost. While the echo does lower the damage of whoever wears it, it grants a massive chunk of energy on use usually saving 1 or sometimes even 2 Energy Regen sub stats that may otherwise be needed by the wearer allowing for some damage to be recovered.

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:

  • Sentry Construct
    Hecate
    - Offers a 40% unconditional Coordinated Attack DMG% boost when placed in the Main Echo slot, making it a solid choice for Coordinated Attack-focused resonators looking to use the 5P Empyrean Anthem Echo set bonus.
Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Stat
Havoc DMG
3 cost
Stat
Havoc DMG
Energy Regen
Energy Regen
ATK
ATK%
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Satisfied) > CRIT RATE = CRIT DMG > ATK% > Flat ATK = Basic ATK DMG%

Best Endgame Stats (Level 90)

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.

Skill Priority

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

Rotation

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:

  • Generate 5 points of Trance through her Intro, Resonance Skill/B3 and Liberation,
  • Enter Mirage through her Heavy ATK Delusive Dive,
  • Use her strongest Forte Enhanced abilities whiles generating 3 points of Shiver,
  • Consume all Shiver to use Peception Drain and switch out.

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
Synergies

Below you can find a list of some of the stronger synergies between this character and others.

Example Teams

Team 1 - Double Havoc

Camellya
Camellya
Rover (Havoc)
Rover (Havoc)
Danjin
Danjin
  • Use Cantarella on Midnight Veil here. It's recommended to use Verina with Danjin because she takes a ton of field time as a Main DPS.

Team 2 - Carlotta Team

  • Your Carlotta may need more Energy Regen than usual for this team to work.

Team 3 - Jinhsi Team

  • Strongly recommended to use Cantarella on Moonlit Clouds to alleviate Energy requirements. Verina is a better pick than Shorekeeper due to requiring less field time and providing extra Coordinated Attacks.

Calculations

Damage Profile
Cantarella damage profile
Damage Output
Additional information

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!

  • Sequence 3: Cantarella's Sequence 3 allows her Ultimate to initiate Mirage, allowing you to skip using Delusive Dive if you so desire. Trimming Delusive Dive from the rotation can result in an increase in DPS beyond what is displayed below.
Cantarella in 1 Target scenario

Rotation time: 8.4s

Details about the calculations

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.

4 cost
CRIT DMG
CRIT DMG
3 cost
Stat
Havoc DMG
3 cost
Stat
Havoc DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regen (28%), CRIT Rate (42%), CRIT DMG (84%), ATK (27%)