
Fischl
ElectroBowOff-field DamageTL;DR
Fischl's Skill drops a raven on the battlefield that pecks things with Electro while you go and play someone else. That's the character. She's a 4-star from the standard banner, she takes about two seconds of field time per rotation, and she has been in good teams since the game launched.
Rotation
- Let any buffers in the team go first.
- Tap Skill (E).
- Swap to your damage dealer.
- Pop back for Burst (Q) when the raven fades, which gives you another one.
Abilities
| Skill (E) | Summons the raven for about 10 seconds. It hangs where it landed and shoots one enemy at a time with Electro. Tap E again while it's out and it hops over to wherever Fischl is standing. Cooldown is a long 25 seconds. |
|---|---|
| Burst (Q) | A short flurry of lightning, and at the end you get a fresh raven. That second raven is the real reason to press it. |
The one mechanic to understand
The raven locks in its buffs when it lands.
Whatever attack buffs are on Fischl at the moment the raven appears, it keeps for its whole 10 seconds, even after those buffs fall off her. So cast her buffers first and her raven last. Get the order backwards and it spends its life flapping about with none of your team's buffs on it. Same reason the Burst matters: it puts down a new raven, which re-checks the buffs.
What actually matters
The two or three real decisions. Everything else is noise.
- Stand on the enemies when you press E. The raven stays where it lands and never chases anything, so a cast from the back of the arena spends its 10 seconds shooting at nothing. If the fight moves, tap E again and it comes to you.
- She only needs a little Energy Recharge. Around 120% covers a Burst every rotation, and the raven makes particles for the whole team while it's out. She often ends up powering your other Electro character.
- Her passive fires on every Electro reaction. While the raven is out, whenever your on-field character sets off an Electro reaction, extra Electro damage lands. It has almost no cooldown, so teams built around constant reactions get a lot of free damage out of her.
- C6 is her big one. The raven gets longer duration and starts firing along with your normal attacks. It's a genuine step up rather than a nice bonus, and she's a 4-star, so it turns up.
Gear
A build that works. KeqingMains lists every other option.
| Weapon | Crit and Attack. The Stringless is the pick if you have it, since its passive boosts skill damage and the raven counts as skill damage. Prototype Crescent is craftable and fine. |
|---|---|
| Artifacts | 4-piece Golden Troupe. It boosts skill damage hard while she's off the field, which describes her entire existence. |
| Main stats | Attack sands, Electro damage goblet, Crit circlet. Don't level her normal attacks, she never uses them. |
Works well with
Hydro
Pyro
Dendro
CryoHydro for the constant Electro-Charged ticks, Pyro for Overload, Dendro if you want Aggravate. She can work in a lot of teams, so long as something can react with her Electro.
Don't bother
- Shooting the raven with a charged aimed shot. It does a thing, the thing is not worth the seconds it costs.
- Playing her as your main damage dealer. It works, it's worse, and it costs you a team slot's worth of flexibility.
- Physical damage builds. That was a 2020 idea.
- Holding Skill (E) out of habit. Tap it when you're already stood where you want the raven. The hold is for putting it somewhere you can't stand.
Want the full theorycrafting version? Read Fischl on KeqingMains.