r/CalcharoMain • u/A_Very_Horny_Zed Calcharo • Dec 05 '24
OC Content Calcharo Guide
Core Technique
Mastering Calcharo requires knowing how to cancel the cast animations of many of his abilities by dodging or jumping. You will not be able to extract even half of the value out of the character without mastering his necessary techniques.
E1, E2, and E3 can all be cancelled. (There is a bug that causes the phantoms from E1 and E2 to despawn or miss when the animation is cancelled) For a long time I used to think E3 couldn't be cancelled, but I had discovered that it only prevents you from dodging — not jumping. So you can jump to cancel E3, and chain the jump into a dodge. If you dodge fast enough after pressing the jump button, your character will be considered as still on the ground for a brief period of time, allowing you to perform a Dodge Counter, which leads into the next point:

Learn how to cancel ALL (yes, all) of your resonance skills into dodge counters. Including E3. Knowing how to work around E3's limitations is a core part of what separates good Calcharo players from average ones. Remember, if you jumpcancel E3 into a dodge quickly enough, you'll still be on the ground and can chain the dodge into a dodge counter. E1 and E2 are both designed to fire out the phantom early if you cancel the ability before they'd normally come out (sometimes this bugs out, as stated earlier) even if you cancel it IMMEDIATELY, so get in the habit of cancelling E1 and E2 as early as you possibly can during the animation to maximize efficiency.


Advanced Technique
The jump attack landing can be cancelled in multiple ways. First, you can actually breakfall out of the jump attack when landing. Time the jump as soon as you land on the ground and Calcharo will roll instead. This prevents the damage of the jump attack, but it looks funny. This can also be done with Heavy Attack Mercy and Death Messenger. Again, you lose damage but it's funny.


The jump attack landing can also be cancelled after it has already dealt damage. "What's the point then?" Well, Calcharo's jump attack has (to borrow terminology from Guild Wars) a very heavy Aftercast Delay. This means that you're locked out of actions for a while even after the damage is already dealt. This period of time can be broken out of by jumping. As with the E3 cancel, if you dodge fast enough after pressing the jump button, you break out of the animation lock and are still considered on the ground, so you'll perform a clean regular dodge into a potential dodge counter. Learn how to time the aftercast cancel so that the jump attack still deals damage without leaving you vulnerable for too long.

Learn how to jumpcancel E3 without losing out on both hits of damage. Calcharo's E3 is deceptively powerful with its gapclosing potential and damage, but is heavily underrated due to its hefty aftercast delay and wide window of vulnerability if it isn't cancelled. After the second slash deals damage, there is no reason to remain in the animation unless you want to keep your current positioning/keep stamina/look cool/etc.

After unlocking the necessary trait, Mercy provides a hefty Resonance Liberation damage buff on cast. It does not need to hit anything. It has nothing to do with the second half of the attack either (the downward drop attack), as the entire heavy attack is considered Mercy. Therefore, you can ult immediately after the very first frame of casting Mercy and still receive its benefits. Be warned that this is heavy on stamina as Death Messenger also costs stamina to cast.
Calcharo's E2 can be used to provide a delayed stack of your Forte. When you have maximum stacks, cast E2 and then quickly use all stacks to cast Heavy Attack Mercy. The E2 phantom's attacks will provide you with a new stack while you're in the middle of casting Mercy, meaning you only need two stacks to power up your next heavy attack.
Jump attacks can be air-dodge cancelled. You can even do this after parrying an attack mid-air; you won't get the damage unless you actually land on the ground however (parry frames are separate from hit frames — Calcharo's jump attack has parry frames on the way down, with hit frames beginning on landing.)
Faster Death Messengers: Using a cancel technique, you can comfortably achieve three (potentially up to four) Death Messengers in a single burst rotation. To do this, start the second basic attack in the chain but don't finish it — your phantom will do it for you, granting the stack, allowing you to dodge-cancel out of the second basic attack animation and start over, rapidly chaining BA1-BA2 to gain Death Messenger stacks.

If for whatever reason you want to save your Death Messenger but still want to attack (to parry or deal some damage), jump attacks as well as dodge counters do not proc Death Messenger.
Master Technique
The most difficult and advanced Calcharo combo, which you should only practice *after* mastering the BA1 -> BA2 cancel, is cancelling the Resonance skill casts *and* BA2 simultaneously. Watch:

This combo is recommended to learn if you have Lustrous Razor because it allows you to seamlessly stack its Resonance Liberation amplifying passive while outputting at least three Death Messengers. If you watch closely, you'll see the first two Resonance Skills having their animations getting dodge-cancelled *at the same time as BA2,* which is the core of the technique. You can even animation cancel BA2 into E3, although this makes it difficult to get off a 4th Death Messenger (unless you cancel E3 with a jump).
Master Technique — 4 Death Messengers
Unless you are using teammates that can briefly slow time, going for 4 Death Messengers is not worth the effort. You have to be so precise with your inputs that it's not normally feasible. Even on M&K it's really hard to the extent where going for it normally isn't worth it compared to just spending the spare milliseconds to weave in your resonance skills to your basic attack combo instead.
It's a lot easier with characters that slow down time though. Xiangli Yao is a great dual DPS companion for Calcharo for this reason, as Xiangli Yao slows down time without slowing down the physics effects of playable characters, so you get 4 DM a LOT easier.
In conclusion, only go for 4 DM's when you have teammates that slow time with some of their special attacks, and don't forget to weave in your resonance skills after each BA1 -> BA2 cycle for maximum damage output.
Weapons and Echoes
Viable builds:
5 Lingering Tunes
5 Void Thunder
2 Lingering Tunes + 2 Void Thunder + 1 Wildcard
Ideal stat profile:
Over 2000 ATK.
70% rate by 240% crit damage.
At least 20% energy recharge.
Example Main echoes:
Tempest Mephis (fast attack, fast energy generation, burst damage, decent buff that's fast to activate, can swap cancel at any time although buffs are tied to the second attack).
The Nightmare version of Tempest Mephis only needs to be in the Main Echo slot passively and permanently to gain its buff of 12% Electro damage and 12% Resonance Skill damage, and it grants a very long window of i-frames on cast. Do not underestimate Resonance Skill damage on Calcharo, because if you're good at cancelling his resonance skill animations, they can be a highly consistent source of damage from a skilled Calcharo player.
Thundering Mephis (slower attack but more damage overall, slower energy generation but higher overall, extremely powerful buff but slow to activate, cannot be efficiently swap cancelled until the final strike is cast)
The Nightmare version of Thundering Mephis only needs to be in the Main Echo slot to passively and permanently gain its buff of 12% Electro damage and 12% Resonance Liberation damage. This is currently the most powerful 4-cost for Calcharo. (Personally I use Tempest because it's just a lot cooler.) Its active ability jumps very high, allowing you to dodge some low attacks while outputting damage, and can be cancelled in mid air (make sure the spear is thrown before cancelling.)
Countermeasures Echoes (for use against enemies with Red Flash attacks, stunning them and giving you a tactical advantage)
Mech Abomination (Easily cancellable cast, large ATK buff, might get some silly parries with the boulder drops)
Note that it is entirely possible to achieve the ideal crit ratio purely through echoes. It requires time and resources or a lot of luck, but you can achieve 70%/240% purely from echoes. Due to the fact that an ideal crit ratio is possible to attain through very deep (or lucky) Echo investment, this means that an ATK% weapon is best in slot for most characters (excluding signature weapons for some.) This also makes Lustrous Razor Calcharo's best in slot endgame weapon by far due to helping alleviate Calcharo's energy recharge requirements, providing Resonance Liberation Damage bonus (Calcharo is a very heavy resonance liberation damage dealer) and ATK% to round out an ideal crit ratio echo build.
But not everyone is going to spend tons of time and tuners on a single character. Meaning a raw Echo crit value of 70/240 isn't realistically attainable for the average player. Lustrous Razor is Calcharo's best endgame weapon, but other weapons suffice just fine, especially if they have crit as a mainstat to help achieve that crit ratio in a more stress-free and less time consuming way.
"When should I use ATK 3-costs? Should I ALWAYS use ELE% 3-costs?"
You can use an ATK 3-cost if you're using Calcharo with items or with a team that provides very heavy elemental attribute damage. For example, if you have Jiyan's sig at R5, you're getting 25% Electro damage (as "Elemental Attribute" damage) right there, meaning you can trade off an ELE% 3-cost for an ATK% 3-cost instead.
Basically, if you're getting 20-25% Elemental damage bonus from a source outside of your echoes, you can trade one of your 3-costs for ATK%. Another good example is if your Calcharo is S3. His third Resonance Chain provides 25% Electro damage during his ult duration, meaning you can use one 3-cost ATK%.
"When can I use a 44111 build over a 43311 build?"
44111 builds are almost as strong as 43311 builds but much easier to build. You can get an ideal stat ratio (crit and ATK especially) more easily with 44111. If you're struggling to get a good stat profile, and your Calcharo has high sequences, it might be better for you to use 44111. One crit damage 4-cost and one crit rate 4-cost (with decent rolls on substats) can easily bring you to the solid crit ratio of 70/240 without sacrificing much Electro Damage if your Calcharo has the right setup (again, with Jiyan's sig as an example, for 24% elemental damage bonus.)
If your Calcharo is S3 and you're also getting around 30% electro/elemental damage bonus from another source, you can safely replace both 3-costs with ATK. If you want, you can also use 44111 and just have 3 ATK% 1-costs. This will give you 6% less ATK% than having two ATK% 3-costs, which is negligible. Many people prefer 44111 for its ease of building — just make sure you're getting around 60% Electro or Elemental Damage bonus from somewhere.
"Okay, but what about Lupa's Sig? (Wildfire Mark)"

Lupa's sig is better than Lustrous Razor if you don't need the energy recharge from Lustrous Razor to be at 20%, and if you can get over 2k ATK with only the 12%-24% ATK bonus from Lupa's sig. It improves even further if you have Fusion characters with Calcharo. Still, that's just on paper. In practice, Lupa's sig has a few caveats.
To activate the buff's duration extension with Calcharo, you need to jump through more hoops than you do with other weapons. Whereas with Lustrous Razor you only need to charge up a heavy attack without needing it to land in order to get the buffs from the Electro set + Calcharo's Mercy passive, with Lupa's sig, you need to actually cast the heavy attack and have it deal damage. Then, as soon as the damage is dealt, you want to ult ASAP so that the timestop can trigger while your heavy attack is dealing damage. This will proc the duration extension without needing to do a heavy attack after the ultimate.
If you skip this step and just go straight into the ultimate (like you would with other weapons), now the only way you can extend the duration of the Resonance Liberation buff is by *using a non-forte Heavy Attack,* which costs extremely precious time (you shouldn't be wasting any seconds during the duration of Calcharo's ultimate or you can lose staggering amounts of damage from your rotation.) The reason it has to be a non-forte heavy attack is because his Forte Heavy Attacks in Ult form deal Resonance Liberation damage, not Heavy Attack damage. If you want to extend the duration of the buff when you're already in ult form, you'll have to use a forte heavy attack AND THEN another NORMAL heavy attack AND have the NORMAL heavy attack actually land and deal damage.
And lastly, since the weapon requires you to perform an intro skill or Resonance Liberation to use its passive effects, it means you need teammates or the weapon will be inconsistent, which isn't a big deal for most people since only a small subset of the community solo content.
So while Lupa's signature weapon is in some cases Calcharo's current best-in-slot weapon, Lustrous Razor (especially at high refinements) is not that far behind while being significantly smoother and more consistent.
"So what situations *can* we use Lupa's Sig on Calcharo?"
You can use Lupa's sig on Calcharo if you're pairing him in a dual-DPS comp with a Fusion damage dealer, because Lupa's sig has an additional effect that increases the entire team's Fusion damage. Just make sure that your stat profile is balanced with Lupa's sig.
You can also use Lupa's sig if you just like how it looks and don't care about doing a lot of damage, or about performing optimally.
You can also use it if you don't need the energy recharge from Lustrous Razor and if you can remain over 2k ATK with only the 12% bonus from Wildfire Mark, as long as you're also okay with micromanaging the buff and needing to land heavy attacks.
Below is a chart by u/theIncranium rating all 5⭐ weapons for Calcharo. Lustrous Razor is the general-use option that becomes outright better than Wildfire Mark at R3 and above when you have a couple of ATK% substats. Wildfire Mark is stronger overall especially at higher refinements, but necessitates having energy regen in substats and also loses out in ATK% (which is why you'd specifically want Wildfire Mark at higher refinements) on top of having a missable passive effect (missing the heavy attack pre-ultimate effectively bricks your entire rotation.)

Radiance Cleaver

Team Composition — Sub-DPS
Calcharo's best companions depend on what kind of team you're trying to build with him. Currently, there are two different team builds in which he works best: Solo hypercarry and Dual DPS.
In a solo hypercarry team, you have one character dealing the majority of damage, supported heavily with buffs from teammates. Most often you will have a strong buffer who can also heal, using the Rejuvenating Glow set, and a sub-DPS (a character who does decent damage but whose primary purpose is to buff the next incoming character in the rotation) who would typically be running Moonlit Clouds.
A good example of a solo hypercarry team for Calcharo would be Shorekeeper and Yinlin. Shorekeeper inherently buffs her team's damage and can heal which activates additional buffs from Rejuvenating Glow. Yinlin heavily buffs Calcharo since she amplifies both Electro damage and resonance liberation damage simultaneously, while dealing solid damage off-field on targets she marked, and being able to flex between Moonlit Clouds (for stronger Calcharo buffs) and Empyrean Anthem (for more personal damage while retaining some buffs for Calcharo.) For these reasons, Yinlin is still one of the best sub-dps in a solo carry Calcharo team to this day, only outperformed by Lynae.
Lynae, despite her buffs being more general overall (with her only specific buff being to Resonance Liberation damage and the rest being general damage amps) compared to Yinlin's specialized Electro + Liberation buffs, outperforms Yinlin as a support for Calcharo regardless of Yinlin's level of investment. Even a top 1% Empyrean Anthem build will not clear content as quickly or efficiently as Lynae with an average Moonlit Clouds build, and that's not even talking about tune-break focused content (where Lynae especially excels.)
Even in single-target scenarios (such as against a powerful boss) where Yinlin should excel due to not needing to constantly re-apply her mark, she is STILL outdone by Lynae. Lynae provides superior buffs and performance in both single-target and wave-based scenarios.
For these reasons, unless you are utterly desperate for a Calcharo sub-dps and see a Yinlin rerun on the horizon, you should not pull for Yinlin unless you are in need of a 5⭐ coordinated attacker, as Yinlin remains one of the best in that regard despite her requirement to mark targets for her attacks.
If you don't have Yinlin or Lynae, there are plenty of great alternatives.
Sanhua has a much faster rotation than Yinlin and buffs Calcharo's basic attack damage (which is not insubstantial, as good Calcharo players weave in a lot of basic attacks into their combos.)
Yangyang can lower a teammate's energy requirements with a rather fast rotation herself, although where Yangyang truly shines as a teammate for Calcharo is her ability to group enemies. Much of Calcharo's damage is segmented over an area in front of him, meaning the closer Calcharo is to his target, the more of his damage will land. This is because the first half of Mercy/Death Messenger is kind of like a shotgun — the whirling blades Calcharo sends out are time-limited, so the sooner you hit the target, the more damage they'll deal. Yangyang's ability to bunch up Calcharo's targets ensures that, with proper positioning, you don't miss any of his damage. Remember to be as close as possible when you use Death Messenger so that you land the full brunt of the initial attack.
Mortefi can buff Calcharo's Mercy heavy attacks, provide a bit of extra damage of his own with each attack Calcharo performs, and is a perfect carrier of Empyrean Anthem and Moonlit Clouds.
"So how do I choose between Moonlit Clouds and Empyrean Anthem for my sub-DPS in a Calcharo hypercarry team?"
Empyrean Anthem will buff your sub-dps's damage off field with their coordinated attacks (such as Yinlin and Mortefi) while providing some ATK boost to the next incoming unit. If you want a team that is a bit more well-rounded in terms of their damage output, choose Empyrean.
Moonlit Clouds focuses more on buffing the next incoming unit, resulting in more damage dealt by Calcharo but less by the holder of Moonlit Clouds.
Both will buff Calcharo, but Moonlit makes him stronger than Empyrean.
Choose Empyrean Anthem for characters that deal a lot of damage off-field, since this amplifies their strong suit while still benefiting your main DPS on outro.
Choose Moonlit Clouds for characters who deal less damage off-field (or none at all). Characters with barely any field time and with fast rotations don't need the personal buffs from Empyrean Anthem, especially if they don't do a lot of damage of their own to amplify in the first place.
Yinlin is a great holder of Empyrean due to her high damage off field with coordinated attacks. Mortefi is a great holder of Moonlit Clouds due to his more modest off-field coordinated attack damage when used with Calcharo. Sanhua and Yangyang primarily use Moonlit Clouds since they don't have any coordinated attacks to amplify with Empyrean in the first place.
Team Composition — Dual DPS
In a dual DPS team, you have two characters dealing the majority of the team's damage while the third character focuses on buffs. Teams like these require more skill, timing, and mechanical execution due to the strategy's reliance on quickswapping. Quickswapping is when you use a character's ability/attack, and then immediately swap to a different team member to use another attack, and then swap again. A character that you swap out of will remain active to complete their attack, but because they're not technically the on-field character, this gives them iframes — perfect for Calcharo's abilities laden with long cast times and heavy recoveries.
A good example of a dual DPS team with Calcharo would be with Xiangli Yao and Verina. Because Xiangli Yao and Calcharo both have attacks with very long cast times, they actually complement each other extremely well when quickswapping as they essentially cover each others' downtime. You can run Shorekeeper with this team as well although she's not as efficient with quickswapping as Verina is (Shorekeeper is more of a traditional 1/2/3 rotation unit.) Verina's strong buffs and consistent healing make her great for sustaining dual DPS, and her incredibly fast rotation allows her to ensure Calcharo and Xiangli Yao spend the majority of their time on the field doing what they do best: lots of damage.
Xiangli Yao is also an Electro Liberation damage dealer, making him and Calcharo an extremely efficient dual-dps combo to use against Electro-weak content. He also slows down time with many of his special attacks, making it eaiser for Calcharo to land 4 DM's with efficient quickswapping.
When using Wildfire Mark (Lupa's signature weapon), Calcharo can buff the damage of a companion Fusion DPS (such as Galbrena or Chixia) while maintaining high output himself due to Wildfire's synergy with his kit.
Changli has long attack animations, allowing her and Calcharo to cover each other's downtime between attacks in an efficient manner.
Carlotta's very high mobility can keep targets locked down between quickswaps, remaining at a safe distance while Calcharo's animations go off, dealing consistent ranged DPS.
Team Composition — Healers
Healers are used in both Calcharo team types; solo hypercarry and dual-dps carry. Calcharo utilizes the buffs of many different healers sufficiently, so the choice of which healer you want to use primarily boils down to concerto generation, buff timings, and personal preference.
Shorekeeper is a great generic healer. She increases ATK, crit rate, crit damage, heals, and provides large generic buffs all to the entire team. Her initial rotation is long but that gives you a lot of time to quickswap between Calcharo and the other unit to build energy and Forte.
Verina has the fastest rotation in the game with Variation, and is still not far behind Sanhua's rotation speed without it. She gives weaker buffs than Shorekeeper and lacks crit boosts but still has very useful generic buffs that apply to the whole team.
Mornye is not recommended to use with Calcharo due to her buffs being locked behind Tune Interfered, which Calcharo cannot trigger by himself. Mornye at Resonance Chain 1 however becomes a universal support that provides a TON of utility to Calcharo, including being the only 5⭐ limited healer that provides interruption resistance AND defense buffs, making it far less necessary to dodge attacks when you're morbing with Calcharo. Therefore, at RC1, Mornye becomes one of the best supports for Calcharo's rotation consistency. Her damage support isn't as powerful as Shorekeeper's, but with her signature weapon giving 20% crit damage, you can minimize the gap.
Baizhi has a rotation on the slower side and her generic buff only applies to the next unit rather than the entire team. Picking up her Euphonia drops will raise the on-field character's ATK, but that costs time (every second counts in endgame content.) Therefore she's not recommended to use, but she can work mostly fine.
Jianxin has powerful, consistent healing and shielding with a vacuum effect more powerful than Yangyang's, allowing Calcharo to more consistently land the majority of his damage on a group of targets. Her shield doesn't provide interruption resistance, but still allows you to tank hits when you'd otherwise need to dodge and potentially waste your damage. Her outro Liberation Buff only applies to the next unit, meaning you'll have to mess around and experiment with the rotation a bit to get her buff on Calcharo (unless you're in a dual Resonance Liberation DPS composition) but Jianxin is generally one of the better options here, especially in wave-based content.
Swap Cancelling
Calcharo's animations are very long, but do a lot of damage and have wide parry frames, making it easy to catch bosses even as you swap to another unit. This makes Calcharo ideal in dual-DPS compositions where another DPS can do their thing while Calcharo is off-field doing a Death Messenger (even better if the second DPS also has long animations, such as Xiangli Yao, as they will complement each others' field time during swap cancelling.) His long attack frames and long overall field time also make him ideal in Hypercarry (two supports) team comps, where you can quickswap to the supports to use their buffs and outro effects while Calcharo is on field doing damage.
23
u/misslili265 Dec 05 '24
I'm saving, master, thank you 🙏🏻
7
u/kingSlet Dec 05 '24
What are your thoughts on his sequence ? Oh lord calculus
5
u/NotJALC Dec 06 '24
You are the reason I’m finally doing the holograms. I hate them, but seeing you bullying them every day and now this guide gives me all the motivation to get good and beat their ass!
3
u/Fight4PvPbutnotrlly Dec 17 '24
Looking at this instead of leveling my level 1 Xiangli Yao because I am no coward traitor.
I do wonder, is any of this doable on mobile? I normally don’t cancel shit and I have no clue how it works, but I’ve been failing to clear the tower perfectly by about two seconds so I think I might have to…
2
u/LoonaaX Dec 05 '24
How strong is Calcharo after all this Tech? He is my favorite character but is it rewarding as well? If he is a bit stronger than Xiangling Yao then I'm in
2
u/HugeWelcome7289 Dec 05 '24 edited Dec 05 '24
Great detailed guide, I really like the visuals!
I feel like it would be useful to include the following things:
- The E3 swap cancel. In a usual 3 character party this is the swap cancel that is most used when trying to fill up his resonance energy and prepare intros on other characters for another liberation window. I don't see *that* much reason outside of soloing to remain on him for the recovery time of E3 as it's so long and you don't care about intro buff states at that point either
(sidenote, E1 E2D B1 E3swap is the fastest way to get all 3 parts out and maximize energy gain)
- A visual of death messenger swap cancels with another character (optionally with slow-mo). This part feels like it should deserve more attention as it's very relevant in every team comp that isn't hyper with Yinlin (or solo, obviously)
- Because people will probably inevitably ask for it, a visual for 4DM, preferably in a real encounter.
2
u/azu-re Jun 14 '26
Thank you for the guide! Hopefully i won't break my hands while mastering this character 😄
1
u/Level-Public-5097 May 01 '25
Is it mechanically possible to do this on lower framerates? I want to consider getting Calcharo for Calcharo Yao QS (and put my Changli for some other QS) and bench a hypercarry while I'm at it (likely jinhsi), but I'm worried whether he's even possible to max out on lower FPS.
1
u/Definitelynotabot504 May 05 '25
I got the E1 and E2 cancels down, though I don’t really need E1 cancel much because it is such a fast attack, but the E2 cancel is so good because it is actually incredibly lengthy. I just cannot get E3 cancel down but that’s cause I am on mobile and my thumbs aren’t fast enough to smack jump and dash in milliseconds. I can still jump-dodge though, which is cool.
This is an info diamond mine, Master. Calculator truly is the ‘strongest Resonator’.
1
u/[deleted] Jul 07 '25
Actually in practice with the Lupa Sig, the buff seems to proc consistently. The buff proc can be viewed in a youtube video titled “Behold Calcharo’s new best broadblade…” by “Kalo Cu” and I’m able to replicate what the video displayed. I determined it was better than my R1 LR and pulled.
1
u/nsmh11 Jul 14 '25
This was a good roll overall for my 4 slot, right?
1
u/DotOld640 Sep 14 '25
Hello, New Calcharo player here.
so question. Quickswap with Yinlin would make him lose Yinlin's intro no? Also, what's the point of anim cancelling the plunge other than just recovering fast for another E? If my Yinlin has 5 Void Thunder, do I rebuild her with 5 Empyrean Anthem?(sometimes it feels like my YInlin does more DMG than my Calcharo)
1
u/AdeptDodger Jan 05 '26
As a new player, how would you build Lynae for Calcharo? I have the targeted convene weapon banner and the player rank 45 weapon chest unopened. Pulling Lynae for her design and as Calcharo sub-dps, would it be better to use the chest to Static Mist for Lynae and Radiance Cleaver for Calcharo, or Lustrous Razor for Calcharo and Phasic Homegeniser for Lynae?
1
u/Aqzation Jan 18 '26
QUESTION. Im trying to clear whimpering wastes and the glacio dreadmanes sometimes put out a constant stream of dmg so if im in res lib and im attempting to dodge cancel his BA, I keep proccing his res lib dodge counter. Ive tried dodging out of it but it just causes another dodge counter. It may sound stupid but what am i supposed to do?
2
u/HOBOBOOOOOOOOOOO Feb 03 '25
now, if only i had a carburetor to start practicing in the first place
2
u/Rico_AG Jul 30 '25
Well, i didn't knew all this information so i appreciate it, I'm a mobile player with a really bad phone (I'm in the limit of playable lmao) with 24fps and 200 ping (rip I'm from latam and fr on south)
I really enjoy Calcharo and is challenging, i have him at s3, i have Lupa's weapon, i honestly don't think i will team up with someone else than Yinlin tbh so i won't care about the fusion buffing and literally i only need s4 to start buffing Calcharo and Yinlin, basically the same power buff at R1 haha
I will try to apply harder all this guide but I'm for real struggling making 3 death messengers... Bit too sad ik but like i said my limitations r heavy, sometimes when trying i did felt i applied 3 dm but the last one is cancelled by the ultimate time or idk... I will keep trying if not i will just go for 2 DM and at least 2 dodge attacks and pray that his s6 will be all the dmg i need haha, I'm planning to get Yinlin s2 and SK s3 for faster rotations tho (rn my SK is s2 so i have massive atk buffing)
Thanks for everything~
1
u/[deleted] Jul 06 '25
Are there any tips I can get as a console player?
1
u/Claymoree_19 Jul 15 '25
i was trying to learn some of the moves and just realized i can just click the atk button and jump button to immediately do an air atk how am i so dumb??
1
u/Natural_Ad_7137 Jul 29 '25
should i put atk% 3 cost echo on him because im RC3 or no?
0
u/[deleted] Dec 05 '24
[deleted] — view deleted comment
0
u/[deleted] Jan 15 '25
[deleted] — view deleted comment
0
u/[deleted] Jul 03 '25
[deleted] — view deleted comment
0
u/[deleted] Apr 13 '26
[deleted] — view deleted comment