Lisa

Lisa

4★ElectroCatalystOff-field Damage

TL;DR

Lisa's Burst leaves a rose of lightning standing where you dropped it, hitting everything nearby with Electro for 15 seconds and cutting their Defence by 15%. Her Skill taps out cheap Electro orbs that stack a mark on enemies. A held Skill cashes those marks in for one heavy hit. Tap three times, hold, Burst, swap.

Rotation

  1. Tap Skill (E) three times. Each orb adds a mark, three being the cap.
  2. Hold Skill (E) to call the lightning down and spend the marks.
  3. Burst (Q) to plant the rose where the enemies are standing.
  4. Swap off. The rose keeps firing for 15 seconds.

Abilities

Skill (E) Tap for a homing orb on a 1 second cooldown. It deals Electro damage and adds a mark to enemies in a small area, up to three.
Hold Skill 16 second cooldown and a long cast. Calls lightning down on everything nearby for heavy Electro damage, with a lot more of it per mark the enemy is carrying. It clears the marks.
Burst (Q) 80 Energy, back in 20 seconds. Drops a rose that fires bolts at everything around it for 15 seconds and throws small enemies about. Anything it hits loses 15% Defence for 10 seconds.

The one mechanic to understand

The marks only pay off on a held Skill.

Tapping the Skill is a cheap Electro hit on a 1 second cooldown, which makes it a fine way to keep Electro on a group. What the taps actually buy is the marks, which do nothing until the held version comes down on top of them. Three marks turns the hold from respectable into her biggest single hit. Her Charged Attacks apply marks too, so a slow catalyst swing is not wasted if she's standing there anyway. If you brought her purely for the rose, you can skip all of it and just press the Burst.

What actually matters

The two or three real decisions. Everything else is noise.

  • Energy Recharge for an 80 cost Burst. Around 180% if she's your only Electro character. The rose is what she leaves behind, so it wants to be up every rotation.
  • The Defence shred is party-wide. Everything the rose hits takes 15% more from everyone for 10 seconds, which is a bigger contribution than her own damage.
  • The rose knocks things around. Small enemies get launched out of your carry's reach, so drop it where that's acceptable.
  • C6 does the stacking for you. She applies all three marks the moment she takes the field, which turns her rotation into hold, Burst, leave.

Gear

A build that works. KeqingMains lists every other option.

Weapon Energy Recharge. Favonius Codex carries it and drops extra particles when she crits.
Artifacts 4-piece Emblem of Severed Fate. Energy Recharge on the two-piece, then Burst damage scaled off however much of it she ends up with.
Main stats Energy Recharge sands, Electro damage goblet, Crit circlet.

Works well with

HydroDendro

Hydro for Electro-Charged, since the rose reapplies Electro over and over. Dendro for Quicken off the same steady application.

Don't bother

  • Her Normal Attacks. Four slow Electro pokes.
  • Holding the Skill with no marks banked. It's the same long cast for a fraction of the damage.
  • Holding it at all if you only came for the rose.
  • Elemental Mastery builds unless the whole team is built around a reaction.

Want the full theorycrafting version? Read Lisa on KeqingMains.