
Traveler (Electro)
ElectroSwordSupportTL;DR
A battery, and an unusually blunt one. The Skill leaves little charms floating where it hit, and whoever swaps in next soaks them up for a lump of Energy. The Burst then feeds that same character more Energy every time they swing. It does not care what element they are, which is the point: if somebody on your team is permanently one Burst behind, this fixes it.
Rotation
- Burst (Q) first, so the lightning is hanging over the field.
- Skill (E) into the enemies. The charms only appear where the bolts connect with something.
- Swap straight to the character who is short of Energy. They absorb the charms just by being near them.
- Cast that character's Burst and attack. Every hit calls down more lightning and hands them more Energy.
Abilities
| Skill (E) | Three bolts fly out doing Electro damage, and each one that hits an enemy drops a charm on the spot. Two of them, three once you have the first constellation. They hang around for about 15 seconds. About a 13 second cooldown, less in practice because of the passive below. |
|---|---|
| Burst (Q) | Costs 80 Energy, back in about 20 seconds. Knocks enemies off you, then for the next 12 seconds your active character's normal and charged attacks call down extra lightning. Each strike gives that character Energy back. |
| The charms | Restore a flat chunk of Energy to whoever absorbs them and raise that character's Energy Recharge for the rest of the charm's life. Flat Energy, so it is worth the same to a 40-cost Burst as it is to a 90-cost one. |
The one mechanic to understand
The charms are for somebody else.
Nothing about the charms rewards the Traveler picking them up. The passive only fires when another party member absorbs one, and it knocks a second and a half off the Skill cooldown each time. So the play is to cast the Skill and leave immediately, and let the character who swaps in soak them. They do it on their own by walking near, there is no button for it. The one thing that can go wrong is casting the Skill at nothing: the bolts have to connect with an enemy for a charm to drop at all. Recasting the Skill also wipes any charms still lying around, so do not press it again just because it lit up.
What actually matters
The two or three real decisions. Everything else is noise.
- Energy Recharge on the Traveler feeds everyone else. Their second passive adds a tenth of their own Energy Recharge onto the buff the charms hand out. So stacking the stat is not selfish here, it makes the charms better for the character absorbing them.
- Level the Skill talent, nothing else. The Energy the charms give is a flat number that grows with that talent level. The Burst and the normal attacks are along for the ride.
- They have to hit something. No enemy in front of the bolts means no charms, which means the whole cast did nothing. Cast it into the pack, not on the approach.
Gear
A build that works. KeqingMains lists every other option.
| Weapon | Exaiphanes Blade. Free from the Snezhnaya Archon Quest, nothing to pay to level or refine it beyond visiting that region's Statues of the Seven, and the best sword on every Traveler form. Its passive trickles Energy back and keeps working from the bench, which is where this one lives. Favonius Sword until you have it, for the extra particles. |
|---|---|
| Artifacts | 4-piece Emblem of Severed Fate. Honestly the half you care about is the Energy Recharge on the two-piece, so two Emblem pieces plus two of any other set with the same bonus is fine while you farm. |
| Main stats | Energy Recharge sands, and after that it barely matters. Take a Crit Rate circlet if you are running Favonius Sword so its passive actually triggers, and whatever has the best substats in the goblet. |
Works well with
ElectroThe Energy goes to any element, so the team is whatever you already run. The Electro pill is there because Electro resonance hands out more Energy on top, which doubles down on the job.
Don't bother
- Absorbing the charms yourself. That is the one way to get nothing out of them.
- An Electro damage goblet, or crit substats you had to go hunting for. They are not here to deal damage.
- Standing around under your own Burst. Cast it and go, the lightning follows whoever is on the field.
- Chasing constellations. Electro Traveler's come out of levelling Inazuma's Statues of the Seven.
Want the full theorycrafting version? Read Traveler (Electro) on KeqingMains.