
Ineffa
ElectroPolearmSupportTL;DR
Ineffa presses Skill for a shield and a little robot, then Burst to hurl the robot into the enemies. The robot stays out for 20 seconds putting Electro on things while you play somebody else. Her Burst also hands your active character a lump of Elemental Mastery worth 6% of her Attack. The reason she is in the team, though, is that every Electro-Charged reaction your party triggers becomes Lunar-Charged (the moon version) instead. Her Attack is what makes that hit harder, so she wants a Hydro character next to her.
Rotation
- Skill (E) for the shield and the robot.
- Burst (Q) to throw the robot at the enemies. This is what hands out the Elemental Mastery.
- Swap to your damage dealer. The robot fires Electro at whatever is near it for the rest of its 20 seconds.
- Back in for both buttons every rotation. If your rotation is long, split them: one button, the team's turn, then the other, so the robot never leaves the field.
Abilities
| Skill (E) | 16 second cooldown. One hit of Electro around her, a shield that lasts 20 seconds and scales off her Attack, plus the robot for the same 20 seconds. |
|---|---|
| Burst (Q) | 60 Energy, 15 second cooldown. Launches the robot where you aim for Electro damage and leaves it there. If the robot is already out this just re-throws it and resets its 20 seconds. Casting it also gives her and your active character Elemental Mastery equal to 6% of her Attack for 20 seconds. |
| The robot | Attacks on its own while she is off the field, which is what keeps Electro on the enemy. If a moon reaction has left thunderclouds nearby, it adds an extra hit. |
The one mechanic to understand
She converts Electro-Charged into Lunar-Charged.
With Ineffa in the party, an Electro-Charged reaction anybody triggers is replaced by Lunar-Charged. Its damage then goes up with her Attack. That is why she is built for Attack rather than Electro damage: the same stat feeds the reaction, the Elemental Mastery she hands out and the size of her shield. None of it needs her on the field. It does need Hydro in the team, because with no Hydro there is no Electro-Charged to convert in the first place.
What actually matters
- Attack. Three separate parts of her kit are a percentage of it. Stack it and the rest follows.
- A Hydro character. Lunar-Charged is Electro plus Hydro. Without one, all she brings is a shield, a robot and the Elemental Mastery.
- Energy Recharge. Roughly 150%, less once a second Electro character is feeding her particles.
Gear
| Weapon | Attack, with enough Energy Recharge that the Burst is up every rotation. Kitain Cross Spear is craftable and refunds Energy whenever her Skill lands, though its stat line is Elemental Mastery rather than Energy Recharge. Favonius Lance actually carries Energy Recharge on the stat line, so take it instead if the whole team is short on Energy rather than just her. |
|---|---|
| Artifacts | 4-piece Aubade of Morningstar and Moon, the set built for lunar reactions, which gives Elemental Mastery and a Lunar-Charged damage bonus. 4-piece Gilded Dreams is the stopgap if you have not farmed the newer domain yet. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| ATK | ATK | Crit | Crit / ATK |
An Electro damage goblet only touches her own hits, while Attack feeds the reaction and the party buff as well.
Don't bother
- Her Normal Attacks and the spinning Charged Attack. She is on the field for two buttons.
- Crit stats before Energy Recharge. A late Burst is a late robot and a late Elemental Mastery buff.
- Standing around watching the robot work. It does the same thing whether you are there or not.
- Aiming the Burst carefully in a crowd. Anywhere in the pile is fine.
Want the full deep dive? Read Ineffa on KeqingMains.
Found something wrong? If a rotation is wrong, or a page skips the bit you needed, the contact form lands straight in my inbox.
Hydro