⚔️ Genshin Impact Damage Calculator
Calculate exact damage output with ATK, CRIT, elemental bonuses, reactions & enemy DEF/RES
| Reaction | Trigger | Multiplier | EM 100 Bonus | EM 300 Bonus |
|---|---|---|---|---|
| Vaporize (Forward) | Pyro on Hydro | 2.0x | +33.0% | +58.7% |
| Vaporize (Reverse) | Hydro on Pyro | 1.5x | +33.0% | +58.7% |
| Melt (Forward) | Pyro on Cryo | 2.0x | +33.0% | +58.7% |
| Melt (Reverse) | Cryo on Pyro | 1.5x | +33.0% | +58.7% |
| Reaction | Trigger | Lv90 Base DMG | EM 100 Flat Bonus | EM 300 Flat Bonus |
|---|---|---|---|---|
| Aggravate | Electro on Quicken | 1446.85 | +477 | +849 |
| Spread | Dendro on Quicken | 1446.85 | +477 | +849 |
| Enemy Type | Level | DEF | Typical RES |
|---|---|---|---|
| Hilichurl | 90 | 505 | 10% All |
| Ruin Guard | 90 | 505 | 10% All / 70% Phys |
| Abyss Mage (Shield) | 90 | 505 | 10% All |
| Weekly Boss (Avg) | 93 | 523 | 10% All |
| Abyss Floor 12 | 98–100 | 556–570 | Varies |
| Character | Skill/Attack | Multiplier (%) | Hits |
|---|---|---|---|
| Hu Tao | Charged ATK (Blood Blossom) | 242.6% | 1 |
| Raiden Shogun | Musou Isshin Initial Slash | 721.4% | 1 |
| Ayaka | Soumetsu (Burst total) | 4099% | 20 cuts |
| Ganyu | Frostflake Bloom | 305.9% | 1 |
| Eula | Lightfall Sword (13 stacks) | 926.3% | 1 |
| Xiangling | Pyronado Swing | 238.4% | Per hit |
| Xiao | High Plunge (Burst) | 404.0% | 1 |
| Neuvillette | Charged ATK: Equitable Judgment | 73.2%/tick | ~8 ticks |
Genshin Impact has quite a lot of deep Damage system that can seem confusing at the start. When players attack or when enemy hits you, the Damage splits into eight types: seven are Elementary and one is Physical. One single hit can not pass 20 000 000, because the game has a soft limit set for that.
The most common attacks of players (normal blows), skills or explosions, scale based on ATK. Even so not every player works like this. Some have attacks that instead scale by means of other stats, like DEF, HP or Elementary Championship.
How Damage Works in Genshin Impact
It matters to know what stat your player scales by, to build it correctly.
Percent Damage bonuses appear in various forms. One kind is called AdditiveBaseDMGBonus, and it adds extra part “up” of the basic Damage of the attack. For instance, one of the talents of Itto expands the Damage of his Arataki Kesagiri by 35% of his DEF.
If a player already has lots of percent Damage boosts from artifacts or weapons, then supports like Bennett can actually give bigger improvement than other choices.
Critical stats are a big deal. Usually one aims for about 2:1 ratio of Critical Damage to Critical Rate. It is quite easy to reach 40% Critical Rate, but very hard by means of lucky artifact rolls to reach 80%.
ATK still is needed even so, because without it crits will not hit strongly. A Damage calculator or optimizer can help detect, what most matters four every player and build.
Elementary Championship strengthens Damage and effects of Elementary Reactions. Element-specific percent Damage bonus adds Damage done by that separate element. For stable, steady Damage, especially for Catalyst-users, element-specific bonuses usually are better.
Elementary Championship more shines when the team always swaps players and uses skills or explosions to trigger reactions. At Melt and Vaporize reactions especially, the Damage multiplier adjusts based on the element that triggers the reaction.
Supports like Fischl, Beidou and Xiangling can benefit from full ATK-builds, because elementary reaction Damage scales very strongly in the late game. That happens because reaction Damage bases on the level of the player, unless the reaction is Melt or Vaporize. Mainstream DPS-players should more focus on critical multipliers and on elementary or physical Damage bonuses for maximum results.
Enemy resistance also matters. The higher the physical resistance of an enemy, the more important becomes the reaction Superconduct for physical teams. Superconduct, triggered by means of combining Cryo and Electro, lowers physical defense by a flat 40%.
The artifact set Viridescent Venerer works the same for elementary teams, because it allows Anemo-users to reduce elementary resistance by a flat 40%. Hyperbloom teams are a strong choice for easy Damage. A team like Raiden, Xingqiu, Alhaitham and Barbara works well, with Raiden built first for Elementary Championship and high character level.
Getting strong artifacts is key. Real Damage improvement usually starts when five-star artifacts become available, which happens around Adventure Rank 45. There are several Damagecalculator tools, that allow players to create builds, compare them, save artifacts and test Damage based on team setups and boosts.
