Razor

Razor

4★ElectroClaymoreMain Damage

TL;DR

Razor is a Physical carry who swings a claymore. His Burst summons a wolf that hits alongside his Normal Attacks for 15 seconds and speeds him up. His Skill is a short cooldown tap that banks sigils, which turn back into Energy when the Burst goes off. Tap Skill, Burst, then Normal Attack until it ends.

Rotation

  1. Tap Skill (E) each time it's up to bank a sigil, three at most.
  2. Burst (Q) once you have three. It spends them back into Energy and resets the Skill.
  3. Normal Attack for the 15 seconds it runs. The wolf strikes with you.
  4. Tap Skill (E) again as it comes back, since the cooldown is short enough to fit in mid-string.

Abilities

Normal Attacks Four Physical claymore swings. This is where his damage lives, so the rest of the kit exists to keep him swinging.
Skill (E) Tap for Electro damage in front of him on a 6 second cooldown, cut by 18% by his own passive. A hit banks a sigil, up to three, each one adding Energy Recharge while it's held.
Hold Skill 10 second cooldown. A lightning storm over a small area for heavy Electro damage. It clears every sigil and turns them into Energy.
Burst (Q) 80 Energy, back in 20 seconds. Runs 15 seconds. The wolf hits alongside his Normal Attacks, his attack speed goes up and he resists interruption. His Charged Attacks are switched off while it runs. Casting it clears the sigils into Energy and resets the Skill's cooldown.

The one mechanic to understand

He deals Physical damage, not Electro.

His Normal Attacks are the character and they hit as Physical, so an Electro damage goblet and Elemental Mastery are wasted on him. What his Electro is for is Superconduct: pair it with Cryo and enemy Physical resistance drops by 40%, which lands on every swing he takes. The sigils are the other half of playing him properly. They add Energy Recharge while banked and convert into Energy when spent, so tapping the Skill on cooldown is how an 80 cost Burst comes back every rotation on a character with no battery.

What actually matters

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

  • Physical damage on the goblet. There is no Physical damage bonus anywhere else, so this slot is not optional.
  • Tapping the Skill on cooldown. It's the Energy, the sigils and a hit, all for a short animation.
  • Cryo in the team. Superconduct's Physical resistance shred is the biggest thing that happens to his numbers.
  • Energy Recharge, but less than you think. The sigils and his under-half-Energy passive both hand him some, so around 150% covers it.

Gear

A build that works. KeqingMains lists every other option.

Weapon Physical damage and Crit. Snow-Tombed Starsilver is craftable and carries a Physical damage bonus on it, which nothing else cheap does.
Artifacts 4-piece Pale Flame. Physical damage on the two-piece, then stacking Attack every time his Skill lands, which on a short cooldown is most of the fight.
Main stats Attack sands, Physical damage goblet, Crit circlet.

Works well with

CryoElectro

Cryo for Superconduct. A second Electro character for the resonance, which is a steady trickle of Energy on a character who wants exactly that.

Don't bother

  • An Electro damage goblet. His swings are Physical.
  • Elemental Mastery. He is not built around a reaction he triggers himself.
  • Holding the Skill in a rotation. It eats the sigils for one hit and a longer cooldown.
  • Charged Attacks. The Burst switches them off anyway.

Want the full theorycrafting version? Read Razor on KeqingMains.