
Freminet
CryoClaymoreMain DamageTL;DR
Freminet's Skill turns into a finisher for 10 seconds after you press it, so the character is press Skill, press Skill again straight away, repeat. Don't swing in between. His Burst resets that cooldown and then knocks 70% off it, which is how you get a run of finishers instead of one every 10 seconds.
Rotation
- Skill (E), then Skill (E) again immediately. The second press is the finisher and it's the hit you care about.
- Burst (Q). It resets the Skill cooldown on the spot and cuts it by 70% for the next 10 seconds.
- Spend those 10 seconds pressing Skill (E) in pairs, as often as it comes back. Four or five finishers is a normal count.
- Swap off, or carry on in pairs at the full cooldown if nobody else needs the field.
Abilities
| Skill (E) | The first press is an upward thrust for Cryo damage that starts his 10 second timer. The second press is the finisher, which cancels the timer. 10 second cooldown. |
|---|---|
| Burst (Q) | 60 Energy, 15 second cooldown. Area Cryo damage and a reset on the Skill cooldown. For the next 10 seconds that cooldown is 70% shorter and the frost coming off his Normal Attacks does double damage. All of it cancels the moment he leaves the field. |
| Normal Attacks | Each swing during his timer pushes his pressure up a level, which turns the finisher Physical. On the Cryo build that is the last thing you want, so mostly you don't swing at all. |
The one mechanic to understand
Fire the finisher at zero pressure.
Fire at zero every single time, never swinging in between. That gets you a Cryo finisher every few seconds off a straightforward Cryo build. Swinging first pushes the pressure up and turns the finisher part or fully Physical, which your Cryo artifacts and team do nothing for. There is a Physical build that fills the bar on purpose, but it is slower and wants different gear, so take the Cryo one until you have a reason not to.
What actually matters
- Not swinging between the two presses. Every Normal Attack pushes the pressure up a level, so the fastest way to ruin the loop is to play him like an ordinary claymore user. Press Skill, press Skill.
- Energy Recharge. His Burst is what makes the loop fast and it costs 60. Roughly 160% if he's your only Cryo character.
- Hydro on the team. His passive gives the finisher 40% more damage for 5 seconds after he shatters something. Shatter needs a frozen enemy, which needs Hydro alongside his Cryo.
Gear
| Weapon | Attack and Crit, with Energy Recharge substats until the Burst comes back on time. Prototype Archaic is craftable and does the job as a plain stat stick. |
|---|---|
| Artifacts | 4-piece Golden Troupe. Nearly everything he deals is counted as Skill damage, the frost off his Normal Attacks included. Take 4-piece Blizzard Strayer instead in a team that keeps things frozen, where the free Crit Rate beats the Skill bonus. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| ATK / ER | Cryo DMG | Crit | Crit / ATK |
Energy Recharge sands while the Burst isn't coming back every rotation.
Don't bother
- Holding the Charged Attack. It spins, it eats your whole stamina bar and his damage isn't there.
- Waiting on the Burst before you start. The Skill loop runs on its own cooldown, the Burst only makes it faster.
Want the full deep dive? Read Freminet on KeqingMains.
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Hydro
Electro