
Flins
ElectroPolearmMain DamageTL;DR
Flins presses his Skill to light the lamp and step into a form where his spear turns Electro. Inside that form the Skill button becomes a spear volley. Pressing it swaps his Burst for a much cheaper version that you can fire twice per form instead of once every 20 seconds. All his real damage is Lunar-Charged, the moon version of Electro-Charged, so he needs a Hydro teammate and a second Nod-Krai character.
Rotation
- Your Hydro teammate goes first and gets Hydro on the enemy.
- Skill (E) to enter the form.
- Skill (E) again for the spear volley, then Burst (Q) straight after for the cheap version.
- Normal Attacks until the volley is back, then repeat step 3. Two cheap Bursts per form.
Abilities
| Skill (E) | About 10 seconds in his form. Normal and Charged Attacks turn Electro and nothing can override that. He gets much harder to knock about. 16 second cooldown. |
|---|---|
| Skill (E) in the form | A volley of spears in front of him for Electro damage. Its own 6 second cooldown, which nothing shortens. For 6 seconds afterwards the Burst button becomes the cheap version. |
| Burst (Q) | Costs 30 Energy after a volley. One big Electro hit that counts as Lunar-Charged damage. This is the one you actually press. |
| Normal Attacks | A five-swing string, Electro while he is in the form. This is what you do between volleys and it is where the Energy for the next Burst comes from. |
The one mechanic to understand
Press the volley and for the next 6 seconds your Burst button turns into a 30 Energy version of itself. The volley is back off cooldown in those same 6 seconds. So the loop is volley, Burst, swing the spear a bit, volley, Burst. You get through two of them inside one 10 second form. Without a volley first the button is the full 80 Energy Burst, which is bigger but costs nearly three cheap ones. Press that one only when you have Energy going spare.
What actually matters
- A Hydro teammate applying off the field. His damage is Lunar-Charged. Electro is the only half of that reaction he can supply. No Hydro means no reaction and no character.
- A second Nod-Krai character. Flins alone lifts the party's Moonsign one level, which is one short of what his kit wants. A second Nod-Krai character lifts it again and two things switch on: his extra reaction damage and additional hits on the Burst.
- Attack, not Elemental Mastery. One passive converts 8% of his Attack into Elemental Mastery for free and another scales the reaction's damage off his Attack as well. Attack does two jobs on him where Elemental Mastery does one.
Gear
| Weapon | Crit first, Attack second. Prospector's Shovel is craftable and its passive is built for exactly this reaction, which makes it the best craftable option. |
|---|---|
| Artifacts | 4-piece Night of the Sky's Unveiling, which is the set the lunar reactions were written alongside. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| ATK | ATK | Crit | Crit / ER |
An Electro damage goblet is worse here, because reaction damage ignores it. Roughly 120% Energy Recharge, or a bit less if there is a second Electro character feeding him.
Don't bother
- Charged Attacks. They cost stamina and the five-swing string beats them.
- Counting Energy. Swing the spear between Bursts and 30 comes back fast enough that it stops being a decision.
Want the full deep dive? Read Flins on KeqingMains.
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Hydro
Anemo