EncoreBuild and Guide

Character
Introduction

Encore is a 5 rarity character from the
Fusion
Fusion element who uses the Rectifier type weapon.

A girl accompanied by one black and one white Wooly plushies. Encore, consultant from the Black Shores, is longing to create happy stories with candies, fairy tales, and her imagination.

To learn more about Encore check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Encore 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 1.3

Last major build/calcs update

Patch 2.0

Last profile update*

January 1st, 2025

*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.

To learn more about Encore 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

Wooly Attack

Basic Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Basic Attack: Wooly Strike

After the Basic Attack IV, press Basic Attack to attack the target, dealing Fusion DMG.

Heavy Attack

Encore consumes Stamina to attack the target, dealing Fusion DMG.

Mid-air Attack

Encore consumes Stamina to perform a Plunging Attack, dealing Fusion DMG.

Dodge Counter

Use Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG.

Lv. 1
Part 1 Damage
28.00%
Part 2 Damage
33.30%
Part 3 Damage
33.35%*2
Part 4 Damage
19.25%*4
Woolies Damage
120.00%
Heavy Attack Damage
94.10%
Mid-Air Attack
62.00%
Dodge Counter Damage
63.34%*2
Heavy Attack Stamina Consumption
25
Mid-Air Attack Stamina Consumption
30
Resonance Skill

Flaming Woolies

Flaming Woolies

Summon Cloudy and Cosmos to attack the target with high-temperature rays, dealing Fusion DMG. Energetic Welcome

After casting Flaming Woolies, use Resonance Skill to launch Energetic Welcome to attack the target, dealing Fusion DMG.

Lv. 1
Flaming Woolies Damage
38.53%*8
Energetic Welcome Damage
170.60%
Cooldown
10
Flaming Woolies Con. Energy Regen
15
Energetic Welcome Con. Energy Regen
5
Resonance Liberation

Cosmos Rave

As Encore loses control, Cosmos breaks free and wreaks havoc on its surroundings.

Basic Attack: Cosmos: Frolicking

During Cosmos Rampage, the Basic Attack is replaced with Cosmos: Frolicking, which performs up to 4 consecutive attacks, dealing Fusion DMG, considered as Basic Attack damage.

Cosmos: Heavy Attack

During Cosmos Rampage, the Heavy Attack is replaced with Cosmos: Heavy Attack, consuming Stamina to attack the target, dealing Fusion DMG, considered as Heavy Attack damage.

Resonance Skill: Cosmos: Rampage

During Cosmos Rampage, Flaming Woolies is replaced with Cosmos:Rampage, attacking the target with uncontrollable flames, dealing Fusion DMG, considered as Resonance Skill damage.

Cosmos: Dodge Counter

During Cosmos Rampage, use Basic Attack after a successful Dodge to attack the target, dealing Fusion DMG, considered as Basic Attack damage.

Lv. 1
Cosmos: Frolicking Part 1 Damage
45.36%*2
Cosmos: Frolicking Part 2 Damage
28.37%*3
Cosmos: Frolicking Part 3 Damage
33.19%*4
Cosmos: Frolicking Part 4 Damage
97.59%*3
Cosmos: Heavy Attack Damage
109.44%
Cosmos Rampage Damage
31.85%*4
Cosmos: Dodge Counter Damage
33.19%*4
Cosmos: Heavy Attack Stamina Consumption
25
Cosmos Rave Duration
10
Cooldown
16
Cosmos Rampage Cooldown
4
Res. Energy Cost
125
Con. Energy Regen
20
Forte Circuit

Black & White Woolies

Resonance Liberation: Cloudy Frenzy

When Encore's "Dissonance" is full, after casting a Heavy Attack, Encore will consume all "Dissonance" to enter the Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".

After the Dissonance state ends, Encore will cast Cloudy Frenzy, dealing Fusion DMG, considered as Resonance Liberation damage.

Resonance Liberation: Cosmos Rupture

During Cosmos Rampage, when casting Heavy Attack, if "Dissonance" is full, Encore will consume all "Dissonance" to enter Cosmos' Dissonance state, reducing damage taken by 70%. Switching Characters does not interrupt "Dissonance".

After Cosmos' Dissonance state ends, Encore will cast Cosmos Rupture, dealing Fusion DMG, considered as Resonance Liberation damage.

Dissonance

Encore can hold up to 100 "Dissonance".

When Normal Attack Wooly Attack hits the target, Encore restores "Dissonance". When Resonance Skill Flaming Woolies hits the target, Encore restores "Dissonance". When Resonance Skill Energetic Welcome hits the target, Encore restores "Dissonance". When Intro Skill Woolies Helpers hits the target, Encore restores "Dissonance".

During the duration of Resonance Liberation Cosmos Rampage, hitting targets will restore "Dissonance" to Encore.

Lv. 1
Cloudy: Frenzy Damage
168.00%
Cosmos: Rupture Damage
23.35%*6+249.08%
Cloudy: Frenzy Con. Energy Regen
10
Cosmos: Rupture Con. Energy Regen
10
Inherent Skill

Angry Cosmos

During the Resonance Liberation Cosmos Rave, when Encore's HP is above 70%, DMG dealt is increased by 10%.

Inherent Skill

Woolies Cheer Dance

When Resonance Skill Flaming Woolies or Resonance Skill Cosmos: Rave is cast, Encore's Fusion DMG Bonus is increased by 10% for 10 seconds.

Intro Skill

Woolies Can Help!

Encore pounces at the enemies with Cosmos, dealing Fusion DMG.

Lv. 1
Skill Damage
100.00%
Con. Energy Regen
10
Outro Skill

Thermal Field

Encore generates a Flame Zone centered around skill target, with a radius of 3m. Targets inside the Flame Zone are continuously burned, suffering Fusion DMG equal to 176.76% of Encore's ATK every 1.5s for 6s.

Resonance Chain (Dupes)
S1

Sequence Node 1

When Basic Attack hits a target, Encore's Fusion DMG Bonus is increased by 3%, stacking up to 4 times for 6s.

S2

Sequence Node 2

Encore additionally restores 10 Resonance Energy when casting Basic Attack Woolies Attack or Resonance Skill Energetic Welcome. This can be triggered once every 10s.

S3

Sequence Node 3

The DMG multiplier of Resonance Liberation Cloudy: Frenzy and Resonance Liberation Cosmos: Rupture is increased by 40%.

S4

Sequence Node 4

Resonance Liberation Cosmos: Rupture increases the Fusion DMG Bonus of all team members by 20% for 30s.

S5

Sequence Node 5

Resonance Skill DMG Bonus is increased by 35%.

S6

Sequence Node 6

During Resonance Liberation Cosmos: Rave, Encore gains 1 stack(s) of "Lost Lamb" every time she deals damage, each stack increasing her ATK by 5% for 10s, stacking up to 6 time(s).

Minor Fortes (Total)
Stat
Fusion DMG
+12%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
10513
Stat
ATK
425
Stat
DEF
1247
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Fusion DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Whisperin Core
  • 12x MF Whisperin Core
  • 12x HF Whisperin Core
  • 4x FF Whisperin Core
  • 46x Rage Tacet Core
  • 60x Pecok Flower
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Whisperin Core
  • 28x MF Whisperin Core
  • 40x HF Whisperin Core
  • 57x FF Whisperin Core
  • 25x Lento Helix
  • 28x Adagio Helix
  • 55x Andante Helix
  • 67x Presto Helix
  • 26x Unending Destruction
  • 2 030 000 Shell Credits

While the source of the materials can be quickly found in the game, when it comes Pecok Flower you will have to gather them from the map. Check our Interactive map to find them quickly:

Voice Actors
ENG
Carina Reeves
JPN
Chikano Ibuki
CN
Hao Sibai
KR
Lee Serena

Review

Pros & Cons
Pros

  • Can be played as a Hyper Carry or in Quick-Swap double damage teams.

  • Can be played in far more teams than many other characters in the game thanks to her flexibility.

  • Very easy character to pick up and play.

  • Incredible Resonance energy generation for herself and the team.

  • Has a pet sheep.

Cons

  • Forte-charged Heavy Attacks have a small input window that can leave Encore vulnerable before having a chance to switch.

  • Has limited parrying potential during non-Ultimate form.

  • More challenging-to-use Echo options than other elements.

Review

Encore is a 5-star Fusion Rectifier wielder that can be played as a Hyper Carry in teams focused on powering her up as the sole damage dealer or in Quick-Swap teams where she’s played alongside another damage dealer. Depending on the style you prefer, you can adjust accordingly - If playing Encore as a Hyper Carry you’ll focus mostly on landing as many buffs onto her before she uses her Ultimate to empower her burst rotation. Alternatively, if playing Encore in a Quick-Swap double DPS team you’ll instead focus on keeping her standard Resonance skill and Echo on cooldown as much as possible while also cycling through the rest of your team. While Encore's Ultimate is still considered powerful in these teams, it is mostly used to fill downtime between each character’s cooldowns.

Upon being fully charged, Encore’s Forte allows her Heavy Attack to be enhanced, turning it into a high DPS attack with a significant casting period. This ability is enhanced during her Ultimate skill and should always be cast during it for maximum effect. In addition, despite having the drawback of a significant casting period, this ability can be Swap-Cancelled, which should be executed every time it is activated. However, do note that she has a small window where she is vulnerable before she can be Swapped after attacking.

Encore’s skill is divided into two main parts: in the first part, she fires a barrage of fireballs over a lengthy casting duration, not only dealing decently high DPS, but also generating significant amounts of Resonance energy. In the second part of her skill, she generates a large fire explosion again dealing good damage, but generating much less Resonance energy. The second part of her skill is rarely used, as it requires you to immediately trigger it after the first part of her skill has finished executing, which is almost always Swap-Cancelled to prevent its lengthy casting duration.

Meanwhile, Encore’s Ultimate will send her into a frenzy, converting her gameplay from that of a ranged mage into a melee attacker. The conversion changes and empowers the majority of her abilities, significantly increasing Encore’s damage output - most of which comes from spamming her basic attacks.

As you might have guessed from the information present above, Encore is a versatile character that can stay on the field for varying amounts of time. She can bring short bursts of damage through her Resonance skill and Echo in Quick-Swap teams, a much larger sustained damage burst window in Hyper Carry teams, or a mix of both. Regardless of how you choose to play her, one thing remains consistent; at S0, all she can do is deal damage.

If her versatility didn’t already sell you on her, Encore is also one of the easiest characters in the game to play in the endgame Tower of Adversary. Her skill is one of the easiest and most forgiving Quick-Swap skills in the game, and her burst rotation is also incredibly forgiving to execute. Even if you end up dodging, you won't lose too much damage as most of her abilities also have gap-closing built into them, meaning you really can just mash attacks and get reasonable results as long as you dodge. The only challenging thing about this character is activating her Heavy Attack enhanced by her Forte skill cleanly, and switching at the right time with Inferno Rider.

Regardless of the playstyle you prefer for Encore, be it Hyper Carry or Quick-Swap build, Swap-Cancellation is an essential mechanic to her gameplay. Similarly, regardless of build, Encore plays as a damage dealer in all team’s she’s present in and will always use a 5P damage-focused set.

Overall, Encore is a solid DPS option in Hyper Carry teams in endgame, but even stronger in Quick-Swap teams, finding a place alongside many other damage dealers thanks to her flexible field time.

Ratings

This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.

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.

T0.5

Tower of Adversity

Video guides

Build

Best Weapons

114.55%

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

Yinlin's signature Rectifier that stands far above all other options currently in the game for Rectifier damage dealers, thanks to its unethical amount of CRIT RATE and generic damage boost on top of a reasonably easy to active ATK% boost.

108.98%

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

Zhezhi's Signature weapon that is tailored for her and characters that deal a large amount of their damage through Basic Attacks. Characters that intend to use this weapon should also be able to frequently launch Resonance Skills - ideally every 6 seconds while fighting. As a baseline the weapon offers a tremendous 72% CRIT DMG main stat alongside an unconditional 12% ATK buff, all on top of its Basic Attack DMG buffing capabilities. When using any Resonance Skill, the wearer gains a stack granting 12% Basic Attack DMG for 6 seconds stackable up to 3 times. This effect isn't easy to keep active for characters that aren't Zhezhi but if you can it's a nice bonus. Upon casting an Outro, if the wearer has a full 3 stacks of the buff all of them will be consumed replacing the buff with a 52% Basic Attack DMG bonus for 27 seconds but only while that character remains off the field.

100%

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

An excellent Rectifier, only in competition with some 4★ Weapons with multiple dupes. Offers high base ATK, ATK%, a good amount of Energy Regen to save at least 1 sub-stat on gear to be reallocated to better uses and a stackable Basic ATK DMG% bonus that ramps up as you use more and more Basics.

93.40%

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.

89.55%

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, and while the small energy generation it provides at the same time is more situational, it can be handy as well.

87.09%

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.

Important! The 2.0 introduced quite a lot of new Echoes and we need more time to properly test out all of them (especially considering the past bugs related to them that made some stronger, some weaker). The builds below are provisional and we will be updating them over the next few days as we do our testing - so before you use all your stamina on the new Echoes, please have a bit of patience.

100%

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

Offers a 10% unconditional Fusion DMG% boost and an additional 30% Fusion DMG% after using a Resonance Skill for a grand total of 40% additional Fusion damage.

Below you can find Main Echo options that you should be using with the set:

  • Sentry Construct
    Nightmare: Inferno Rider
    - Offers an unconditional 12% Fusion DMG and 12% Resonance Skill DMG boost when placed in the Main Echo slot, making it a solid choice for Fusion focused resonators who emphasize Resonance Skill damage and are looking to use the 5P Molten Rift set bonus.
Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Stat
Fusion DMG
3 cost
Stat
Fusion DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK > Basic 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: 1800-2400+

  • HP: 15000+

  • DEF: 1200+

  • FUSION DMG%: 52%-82%+

  • CRIT RATE%: 50-70%+

  • CRIT DMG% 100-140%+

  • Energy Regen:

    • How much Energy Regen you'll need on Encore will depend on how you plan to play her - specifically how frequently you plan to make use of her Ultimate.

    • In the Quick Swap teams, Encore's ultimate is not the focus of her value so you can run minimal or even no Energy Regen and get away with it (0-20%).

    • When playing Encore with a focus on her Ultimate in Hyper Carry teams where much of your damage is dealt during its duration aim for 15-25% Energy Regen as a conservative estimate - although you may find yourself able to get away with less.

Skill Priority

Below you can find the order of leveling the abilities for Encore.

Quick Swap Variant

Res. Skill

Forte Circuit

Res. Liberation

Intro Skill

Basic Attack

Hyper Carry Variant

Res. Liberation

Forte Circuit

Res. Skill

Intro Skill

Basic Attack

Gameplay and teams

Rotation

Below you can find optimal rotation (or rotations) for Encore. The total time needed to perform it is 10.65 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.


WARM UP

When awaiting cooldowns, building energy for Encore and cycling through your team for Concerto or playing Encore in Quick Swap, aim to execute the following warm-up moves on cooldown. Ensure all of the following abilities are always utilized to maximize her damage, this is even more so important when playing Encore in Quick Swap teams, where she has less field time to utilize her Ultimate.

  • Use Resonance Skill P1 Flaming Woolies on cooldown and immediately Swap-Cancel it after casting, allowing you to play another character while Encore finishes the cast in an immune state.
  • Use Encore’s Echo on cooldown, especially if Inferno Rider, performing any Swap-Cancels where required. When playing Encore in teams with ample time for her Ultimate usage, ensure Echo buff is active throughout her Ultimate duration.
  • Use Charged Heavy Attack whenever Encore’s Forte Gauge is full and Swap-Cancel to the next character immediately. Whenever possible, align usage of Forte Gauge with her Ultimate for a large increase in its damage.
EASY & BASIC BURST COMBO

When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.

Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.

  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Skill: Cosmos: Rampage
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Heavy ATK: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:

  • Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
  • The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up. up.
  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic ATK: Cosmos: Frolicking P1
  • Basic ATK: Cosmos: Frolicking P2
  • Basic ATK: Cosmos: Frolicking P3
  • Basic ATK: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Heavy ATK: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
  • Outro
No Forte Rotation

This rotation is specific to the Encore-Sanhua-Verina trio - or with any 2 supports with the same extremely short field time.

Since you don’t have time, at an optimized level, to use both Encore’s Forte and off-ultimate skill in the team’s rotation, it ends up being optimal to forfeit the Forte entirely. This is also optimal if you want to skip investing into your Forte’s skill level — which may help you cut on resources without forfeiting much damage.

Remember however, that the timings on the cancels here are pretty tight and make for one of the most difficult rotations in the game (while not on the level of the most difficult). This rotation may also present minor inconsistencies if your enemy isn’t a training dummy (which Encore thankfully doesn’t suffer much from).

Here’s what it looks like:

  • Echo (pre-rotation)
  • Intro
  • Ultimate
  • Skill
  • B1
  • B2
  • B3
  • B4 (dash cancel)
  • B1
  • B2
  • B3
  • B4
  • Skill (cancel B4’s endlag)
  • B1
  • B2
  • B3
  • B4
  • Skill (cancel B4’s endlag)
  • Skill (after your previous skill’s damage comes out, then swap cancel this attack)
  • Outro
  • Skill: Energetic Welcome (come back to Encore to cast this attack before swapping out)

Note: This is only optimal if your other 2 characters have field times as short as Sanhua and Verina. This rotation becomes suboptimal when Shorekeeper is at play, for example — in which case use the other optimized rotation (that includes using Forte).

Synergies

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

Example Teams

Team #1 - Hypercarry

Team #2 - Quickswap

Calculations

Damage Profile
Encore 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.

Encore in 1 Target scenario

Rotation time: 10.65s

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.

EASY & BASIC BURST COMBO

When playing teams that focus on Encore's Ultimate or when you have field time to spare after all other cooldowns have been expended in Quick Swap team's execute the following burst combo on Encore.

Ending Encore’s Ultimate early to cast Rupture before duration concludes can be a viable strategy in Quick Swap teams, so as to not waste other DPS cooldowns. Whereas, if Encore is the sole DPS that is buffed by teammates, this is generally advised against.

  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Skill: Cosmos: Rampage
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage
  • Heavy Attack: Cosmos: Rupture (Swap-Cancel The Moment Encore Begin's Channelling)
  • Outro
ADVANCED BURST COMBO

For those aiming even more damage when playing Encore and are confident in their mechanical abilities, there are a number of tricks you can employ to increase her damage at cost of difficulty increase in battle. This is achieved via executing more Basic Attacks after each Ultimate, here is what you will need to adjust:

  • Core of new rotates lies in cancellation of Encore’s 4th enhanced Basic Attack animation, allowing you to start your next action much faster. This can be achieved by interrupting it via Skill usage or a Dash, you will need to perform one of these cancels 3 times during her Ultimate in this new rotation.
  • The other change is, this rotation gives one enhanced Skill use in favor of 4 more Basic Attacks, this leads to increased damage but leaves you with very less time to execute the entire combo without losing out on final Basic Attack, Skill and Forte Heavy Attack if you mess up.
  • Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
  • Intro
  • Ultimate
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4 (Dash Cancel this attack)
  • Basic Attack: Cosmos: Frolicking P1
  • Basic Attack: Cosmos: Frolicking P2
  • Basic Attack: Cosmos: Frolicking P3
  • Basic Attack: Cosmos: Frolicking P4
  • Skill: Cosmos: Rampage (Use Skill to animation cancel Frolicking P4)
  • Heavy Attack: Cosmos: Rupture (Swap-Cancel the moment Encore begins channelling)
  • Outro

And here are the Echoes and Weapons used in the calculations.

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

2 Set: Fusion DMG% increases by 10%.

5 Set: Upon using Resonance Skill, Fusion DMG increases by 30% for 15s.

4 cost
CRIT Rate
CRIT Rate
3 cost
Stat
Fusion DMG
3 cost
Stat
Fusion DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)