
Chevreuse
PyroPolearmSupportTL;DR
Every Overloaded reaction your team sets off loads a heavy round into Chevreuse's musket. Hold her Skill to fire it and the party gets a big attack bonus for 30 seconds, plus a heal that runs while you play someone else. Her Burst is a grenade and it is mostly there to start the reaction that loads the round. The catch: her party has to be Pyro and Electro characters and nothing else.
Rotation
- Burst (Q) first. Its Pyro sets off an Overloaded on an Electro-soaked enemy, which loads her round.
- Hold Skill (E) and fire it. This is the attack buff and it starts the healing.
- Swap to your damage dealer and keep setting off Overloaded to hold the resistance shred up.
- Back in every 20 seconds or so for the same two buttons.
Abilities
| Skill (E) | Tapped, she shoulders the musket and fires a quick shot for Pyro damage. Tapped or held, it also starts a heal that tops up whoever is on the field for about 12 seconds, scaling off her Max HP. 15 second cooldown. |
|---|---|
| Holding the Skill | Takes aim for a precise shot. If she has a loaded round it goes off instead, for more damage over a wider area. Firing it is what hands out the attack bonus. |
| Burst (Q) | Costs 60 Energy, 15 second cooldown. Lobs a grenade that splits into a ring of smaller shells, which go off a moment later for more Pyro damage. |
The one mechanic to understand
Pyro and Electro only, no exceptions.
She knocks 40% Pyro and Electro resistance off anything hit by an Overloaded. The passive behind it checks your whole party before it will do anything. Every character has to be Pyro or Electro and there has to be at least one of each. Slot in a single Anemo or Hydro teammate and the shred switches off entirely. There is no partial credit and no way around it.
What actually matters
- Max HP, up to about 40,000. The attack bonus is 1% per 1,000 of her Max HP and it stops climbing at 40%, so 40,000 is the target and anything past it does nothing. Her healing scales off the same number.
- Firing a loaded round every rotation. An Overloaded has to happen before you hold the Skill, or there is no round loaded and the attack bonus does not happen at all.
- Not much Energy Recharge. Both her buffs come off the Skill, so nothing important breaks when the Burst is late. Around 130% and casting it whenever it is up is fine.
Gear
| Weapon | Max HP, then Energy Recharge. Black Tassel is a 3-star with a lot of HP on it and gets her most of the way to the cap for free. Favonius Lance instead if your Pyro and Electro characters are short on Energy, since nobody else in that team is likely to be feeding them. |
|---|---|
| Artifacts | 4-piece Noblesse Oblige. Her Burst goes off every rotation anyway and the party Attack bonus it gives stacks on top of her own. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| HP | HP | HP / Healing Bonus | HP / ER |
Take a Healing Bonus circlet instead if she is the only thing keeping your team alive. Ignore Crit completely.
Don't bother
- Her Normal Attacks. There is a four-hit spear string in there and she has no reason to ever use it.
- Building her for damage. Crit stats on Chevreuse are wasted.
- Pushing HP past the cap. Once the attack bonus maxes out, extra HP only buys slightly bigger heals.
Want the full deep dive? Read Chevreuse on KeqingMains.
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Electro