Flins Full In-Depth Guide
Table of Contents
- Overview
- Pros & Cons
- Teams
- The Battery Slot
- The Hydro Slot
- The Buff Slot
- The Rest
- Gameplay & Talents
- Moonsigns
- Talent Usage & Combos
- Skill
- Mini-Burst
- Big Burst
- Combos
- Rotations
- Cooldowns
- Buffs
- Build
- Stat Priority
- Weapons
- Artifacts
- Flins’ Artifacts
- Artifact Stats
- Artifact Sets
- Team’s Artifacts
- Talents and Investment Priority
- Damage Distribution
- Jotaro’s Corner (For Whales)
- Constellations
- Flins’ Constellations
- The Rest of Team Constellations & Weapons
- FAQ
- Credits
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Overview
Flins is a Burst-focused Electro carry who does most of his damage through Lunar-Charged. The only source of direct Lunar-Charged damage in his kit is his burst, and his gameplay is focused on maximizing the damage said burst does.
Pros & Cons
| Pros | Cons |
|---|---|
| --- | --- |
| - Very easy combos and rotations | - Reliant on Ineffa |
| - Uses less contested supports | - Premium teams have no healing, only shielding with Ineffa |
| - Uses multiple 4* supports, and doesn’t rely too much on their constellations | - Many innate auras counter him. Pyro, Dendro and Cryo prevent Lunar-Charged, and Electro is often on Electro-immune enemies. |
| - DPS in premium teams is halfway between the average Natlan carry and Mavuika (~=Varesa) | - DPS in premium teams is sometimes underwhelming in certain lineups |
| - Powerful early constellation options | - Energy management can be tight in some rotations |
Teams
Flins’ fairly low energy generation paired with his burst reliance makes him dependent on a battery. Electro particles generate much more energy for him than particles of other elements, so pairing him with an Electro character is almost mandatory. Flins’ burst has its damage increased more than twofold if you’ve recently triggered Lunar-Charged, so a Hydro character is also almost mandatory. Your last team slot is a bit more flexible, but will generally be best used by a character that provides buffs rather than damage. Additionally, you need 2 Nod-Krai characters to enable his full kit.
The Battery Slot
Electro particles from your battery slot and from Electro resonance are paramount. However, Flins can use many tricks to cheat out additional energy and make the most of the energy he gets, so the difference between Electro batteries that provide a large amount of particles and ones that only provide a few isn’t particularly significant, and your main focus should be on how much damage they deal and how much they buff Flins’ damage, over how many particles they generate.
| Battery | Description | %Ineffa |
|---|---|---|
| --- | --- | --- |
| Ineffa: SS | Ineffa has a lot of the things Flins wants. She provides him with impactful buffs, has good personal damage that benefits from the same stats as him, and gives defensive utility. Flins’ personal damage in teams with Ineffa is actually not that much higher, and sometimes even lower, than with other Electro options. However, the main difference comes from Ineffa’s personal damage and added defensive utility. Her being a Nod-Krai character allows some flexibility for your Hydro slot. Ineffa also provides you with a more flexible damage profile. With Electro characters that don’t do much personal damage, you will find yourself quite reliant on the nukes from Flins’ bursts to deal your damage, leaving you stranded when facing enemies that are already low HP, where using your burst feels like a waste. | 100% |
| Ororon: B | Ororon’s main purpose is similar to Ineffa. Personal damage and minor team buffs, with some defensive utility sprinkled in through his taunt. However, he’s worse in every way. His buffs are smaller, since him being a Natlan support that can use Cinder City matters much less for characters like Flins who don’t value DMG buffs highly. His personal damage is much worse than Ineffa’s. His taunt is generally worse than a shield. Overall, teams with C6 Ororon are generally about 20% behind teams with Ineffa. | CO: ~75% (C0) / C6: ~81% |
| Iansan: B | Much like Ororon, Iansan’s value partly comes from her DMG% buffs, which matter less to Flins. As such, she isn’t amazing. However, she still provides a fairly large ATK buff, and while Flins doesn’t move enough to generate a lot of Nightsoul for her, he doesn’t get punished much for running around instead of hitting enemies, so keeping Iansan’s Nightsoul high is achievable. If that was all there was, since Iansan’s buffs are actually larger than Ineffa’s, she could actually be less than 15% behind. However, Iansan’s burst cooldown is 18 seconds, which forces longer rotations, and brings the team DPS down quite a bit. | C0: ~71% / C2: ~74% / C6: ~77% |
| Sara: C | If Sara’s buff lasted 1 second longer, she would be the best alternative to Ineffa at C6. However, her buff duration being the same as Flins’ forced cooldown between bursts means it will likely be impossible to buff both instances. You can technically extend the buff duration by having the later hits of her burst refresh it, so there may be some setups that allow both to be buffed when you use Sara’s burst. That being said, her burst has a 20s CD, so it either extends your rotation by 4 seconds (very bad), or only happens every other rotation (less bad). Sara’s buff can also sometimes miss, and her particle generation is actually bad enough to create potential energy problems for Flins. Despite that, since Flins’ C1 allows for 3 bursts per rotation instead of 2 and reduces the time between them, you’ll end up with 2/3 buffed instead of 1/2, and Flins’ signature helps alleviate the energy problems. This can make Sara C6 a fairly strong option for Whale Flins, albeit worse than Ineffa. | C6: ~75% |
| Kuki: C | Kuki provides nothing but healing. However, if you don’t have Ineffa or Lauma, you need to use Aino on your Hydro slot, which only allows a defensive option on either the battery slot or the buff slot. Since there are no particularly powerful battery slots outside of Ineffa, it’s generally better to use a healer in this slot than the buff slot, making Kuki an acceptable option, despite her teams being around 30% behind Ineffa’s. | ~70% |
| Fischl: C | All Fischl does in Flins’ teams is personal damage. Since Flins has quite good personal damage himself and scales with slightly different stats than Fischl (EM vs DMG%), the Fischl teams often perform worse than the alternatives. | C0: ~73% / C6: ~76% |
| Dori: D | Dori’s kit provides much more for Flins than Kuki’s, but her 20 second cooldown prevents her from being good. | Q every rotation: ~56% / Ignore Q: ~66% |
| Lisa: F | DEF reduction doesn’t increase Lunar-Charged damage, as Lunar-Charged damage bypasses DEF to begin with. TTDS is good, but Sucrose’s power makes it likely you already have it. | No |
| Beidou: F | Beidou is another victim of rotations getting shorter. Her 20s cooldown makes her quite bad. | No |
| Yae: D | Yae’s longer field time compared to other electro units can often mean slightly longer rotations even if the cooldowns aren’t longer than 16s. That being said, Yae is better than Lisa as a TTDS bot, since she can at least trigger ToM from off-field. On a traditional build, Yae has the same issues as Fischl. | ~69% |
| Electro Traveler: D~B | Electro Traveler provides a LOT of energy. This extra energy can actually be enough to allow you to use Flins’ big burst every 2 or 3 rotations. That being said, properly picking up the amulets generated by Electro Traveler’s skill on the right character can be challenging. On top of that, the Electro RES reduction from the C2 only happens on burst, which you’ll use every other rotation because of the 20s cooldown. Overall, when played optimally, Electro Traveler is actually competitive with the other non-Ineffa battery options, but that optimal gameplay is much harder to achieve. | Optimized big burst rotation: ~81% / Same rotation: ~68% |
The Hydro Slot
Maintaining Lunar-Charged uptime on enemies is important for both reaction damage and thundercloud uptime. Hydro characters need some off-field application, but it doesn’t need to be very fast. Since no good Hydro characters deal relevant damage scaling with the same stats as Flins and Ineffa, you should generally focus more on buffers than damage dealers.
| Hydro character | Description | %Aino (C0/C6) |
|---|---|---|
| --- | --- | --- |
| Aino: A | Aino is generally the best Hydro slot. However, this is mostly due to a lack of powerful options rather than it being a result of Aino’s strength. Flins’ 16s cooldown favors supports with cooldowns equal or shorter. Aino’s 13.5s cooldown fits well with this. Her personal damage is pathetic, and her buffs are mediocre and reliant on constellations. However, bad buffs is ~80%? (context: C0 ~100% total, C6 ~107% etc.) | CO: 100% / C1: ~102% / C6: ~107% |
| Yelan: A | Yelan has reasonable personal damage and DMG% buffs, but neither of those are what Flins teams really want. She also has an 18s burst cooldown. Despite that, her numbers are good enough to make her a reasonable alternative for the Hydro slot, finding herself somewhere between Aino C0 and C6. | ~106% |
| Furina: B | Furina is heavily restricted by the lack of good healing options for Flins. However, if you’re willing to accept being permanently at 50% HP, no-burst Furina is actually a strong contender for the Hydro slot, entirely because her long skill duration allows you to only use it every other rotation. However, Furina’s damage contribution in these teams is comical. | No Burst: ~104% / Burst with Xilonen: ~92% |
| Candace: A | Candace only buffs DMG%, which isn’t very good. However, the lack of a good Hydro option takes Candace C6’s power to be around the same as Furina due to the lack of extra damage from Furina’s HP consumption. Unlike Furina, however, Candace doesn’t force you to permanently play at half HP. | ~103% |
| Xingqiu: A | Xingqiu’s very fast Hydro application isn’t necessary for Lunar-Charged, and his 21s skill cooldown significantly increases rotation length, making him a fairly low-value choice if played normally. However, Xingqiu has off-field elemental application with his skill, which allows you to alternate the use of his burst and skill on each rotation, effectively sacrificing half a burst to reduce rotation length by 5 seconds. | Q every rotation: ~88% / Alternate: ~103% |
| Mona: B | Mona’s constellations provide buffs that actually work on Flins, with the 15% Lunar-Charged damage from C1 and the 15% CRIT Rate from C4. However, the duration is abysmal. Additionally, the low uptime on her skill results in less Lunar-Charged reaction hits. | C0: ~95% / C4: ~99% |
| Barbara: B | Barbara’s skill cooldown makes rotations way too long, but her skill does damage twice upon cast, allowing you to use Sacrificial Fragments R5 to stick to ~16s rotations. Her lack of off-field damage prevents her from using the good support sets too well, but her healing makes her a viable option nonetheless for those who deem it necessary. | ~98% |
| Kokomi: B | Kokomi effectively has the same upsides as Barbara, but trades the inability to fully use the good support sets for a stationary source of Hydro application, leading to a similar overall team. | ~99% |
| Sigewinne: A | Sigewinne has neither of the extra downsides present in Kokomi’s or Barbara’s cases, but is only barely better, and much less popular. | ~99% |
The Buff Slot
Flins’ main source of damage not scaling with DMG% restricts his buff options, but it scaling with EM introduces new ones. His EM scaling also allows for the possibility of adding additional reactions, so long as it doesn’t cost the damage obtained from Lunar-Charged. His premium Electro and Hydro slots don’t offer any RES reduction, which heavily favors Anemo characters or other shredders in the Buff slot, as opposed to ATK buffers.
| Buffer | Description | %Sucrose |
|---|---|---|
| --- | --- | --- |
| Sucrose: S | Flins’ best shredder. Sucrose provides 40% RES reduction through VV, as well as a large amount of EM from her ascension passives. As a catalyst, she can also use TTDS. On a triple EM build with around 60 EM from both the flower and feather, plus the 120 EM from the Serenade set, Sucrose reaches 800 EM. Since she shares 20% of her EM, on top of an additional 50, she will provide a 210 EM buff. While TTDS has a cooldown longer than your rotations, it’s acceptable to just give up on the buff every other rotation, for an average of 24% ATK. All of these factors together make Sucrose an amazing shredder for Flins. On top of all of this, she has incredibly short animations, allowing her to maintain the 16s rotations much more easily. Sucrose’s value can be slightly increased with alternative weapons, but none of them is a major upgrade over TTDS. | TTDS: 10-20%? (varies by build) |
| Lauma: B | Lauma’s Dendro application introduces Hyperblooms. Since Flins and Ineffa already build a fairly large amount of EM, those Hyperblooms deal a non-trivial amount of damage. Lauma’s personal damage is also a nice addition. That being said, Lauma requires fairly fast Hydro application, and is not always optimal. | ~80% |
| Xilonen: A | Xilonen’s DMG% buff through Cinder City is fairly bad for Flins’ teams, though the saturation of other stats means her best set is still Cinder City. She’s a high uptime shredder and a healer but you should consider her if you don’t have Sucrose or Barbara. | ~94% |
| Bennett: A | Bennett’s buff provides ATK and has sustain value; however, it’s not always ideal. He’s good for some teams but not the best shredder. | ~90% |
| Iansan: C | Iansan provides a mix of ATK% and DMG%, but no shred. | ~74% |
| Lan Yan: A | Lan Yan’s shield and TTDS enable buff uptime but shield uptime is a limitation; TTDS is useful but not top-tier for Flins. | ~90% |
| Kazuha: B | Kazuha buff is not optimal for Flins due to longer animations and grouping issues. | ~90% |
| Venti: B | Venti is not a good TTDS buffer for Flins. | ~88% |
| Zhongli: B | Zhongli provides a safe shield; not a strong shredder. | ~86% |
| Chevreuse: F~SS | Chevreuse buff potential is strong when Hydro aura is present, but generally niche. | ~65%-150% (aura dependent) |
The Rest
Chevreuse: F~SS
When enemies have innate Hydro auras, you don’t need to have a Hydro character on the team to trigger Lunar-Charged. In those cases, Chevreuse teams become significantly stronger than any of his other teams. Outside of Hydro-infused enemies, Overload Flins is not very good, but still better than very old characters like Keqing.
%Premium VS normal enemy: ~65%
VS Hydro aura enemy: ~150%
The Battery Slot Continuation
The Battery Slot and all related mechanics are central to Flins’ uptime and energy economy. The main goal is to optimize energy generation while preserving Lunar-Charged uptime. The battery choices influence your rotation flexibility and the ability to fit the big burst in optimal windows.
Gameplay & Talents
Lunar-Charged
When Flins is on the team, Electro-Charged reactions are converted to Lunar-Charged. Upon triggering Lunar-Charged, you generate a thundercloud on the field, which provides you with 2 main benefits. First, it deals damage to enemies affected by Hydro and Electro. Second, it enables certain Lunar-Charged characters’ abilities. For example, Flins’ burst deals an additional instance of damage when there’s a thundercloud on the field.
The Reaction
Lunar-Charged shares some similarities with Electro-Charged. It allows an Electro and a Hydro aura to coexist on enemies, and those auras get partly consumed at set intervals to deal Electro damage. However, there are also many differences. Electro-Charged damage is triggered every second, but certain conditions can allow it to be triggered slightly faster. It only scales with your character’s level and EM, and deals damage when it’s triggered, even if the aura doesn’t make it onto the enemy, based on the stats of the last character to have applied either Hydro or Electro. Lunar-Charged, however, is triggered at most every 2 seconds, with no ways to make a tick happen earlier. It scales with the same stats as Electro-Charged, although its EM scaling is worse, but also has the ability to CRIT. The damage of Lunar-Charged, unlike Electro-Charged and every other reaction in the game, actually scales with the stats of every character that applied Hydro or Electro. It calculates the damage of each contributor individually. Once the individual contribution has been calculated, it then halves the second highest contribution, and divides all others by 12, then adds them up. In other words, the highest trigger’s damage is fully accounted for, the second highest is halved, but still relevant, and additional contributors are incredibly insignificant. It also doesn’t deal damage itself, but rather creates the thundercloud, which only deals its damage when both auras are present on enemies. This means triggering Lunar-Charged in a Dendro team can often create the thundercloud without actually allowing that thundercloud to deal damage. Since many of Flins’ optimal teammates buff EM, and he favors CRIT stats wherever they’re available, on top of his passives, weapons and sets also providing you with these stats, he is generally the highest contributor to the Lunar-Charged reaction damage. The second highest is then generally Ineffa, and the Hydro character is the third, making their stats fairly insignificant. However, Flins does not have full uptime, so some procs will disregard his stats altogether, which allows your Hydro character’s stats to matter a bit more. Also, if your Hydro character is an EM scaler like Aino, they can have partial second ownership instead of Ineffa. Overall, this Lunar-Charged damage generally represents around 20% of your team DPS. Since Lunar-Charged only ticks every 2 seconds, and only consumes a fairly small amount of aura on each tick, it does not benefit from your Hydro application being fast. A basic 1 unit of Hydro allows for 2 ticks, meaning that as long as Hydro is reapplied within 4 seconds, before the third tick would happen, you won’t lose any uptime on the reaction. This allows slower Hydro applicators to still have more than enough application for Flins’ teams, although you do need some form of off-field application to properly enable him.
The Talent
Abilities can deal Lunar-Charged damage directly. Lunar-Charged damage dealt through these abilities is completely independent from the Lunar-Charged reaction damage, but is often conditional on the presence of a thundercloud, which stays present for 8 seconds after triggering Lunar-Charged. This damage, which will be referred to as Lunar-Charged talent damage, is calculated slightly differently from most other sources of damage. Instead of being increased by sources of DMG% like Electro DMG%, it is increased only by Lunar-Charged damage increases. However, this also includes the Lunar-Charged damage increase from EM. This makes Lunar-Charged damage scale with the same stats as Vaporize and Melt reactions, except DMG%. Another property it shares with those reactions is that its damage is multiplied, although the multiplier is 3, as opposed to 1.5 or 2. Unlike most other sources of damage, it can also bypass enemy DEF. Since the DEF multiplier is generally around 0.45 in most endgame content, this effectively multiplies the damage by 2 again. All things considered, Lunar-Charged talent damage generally ends up outputting about as much actual damage as normal talent damage that is 1 digit higher. In other words, Flins’ ~300% Lunar-Charged scaling on his mini-burst is fairly similar to a ~3000% normal scaling. Maintaining enough thundercloud uptime for Flins’ burst to always get the additional hit is paramount, but specific rotations can allow this to happen without any off-field Hydro, if you’re willing to accept the loss of Lunar-Charged reaction damage.
Moonsigns
The amount of Nod-Krai characters on your team decides your Moonsign. 1 Nod-Krai character means Nascent Gleam, and 2 or more means Ascendant Gleam. Since the additional hit from the mini-burst is conditional on your Moonsign being Ascendant, using Flins with another Nod-Krai character is necessary. Ascendant Gleam also provides other bonuses. When characters that aren’t from Nod-Krai use abilities in Ascendant Gleam, your Lunar reaction damage is increased based on their stats, up to 36%. This is additive with the EM multiplier, so it isn’t necessary to max it out, but it allows for non-Nod-Krai characters to have a nice upside. The Nod-Krai artifact sets also both provide larger bonuses in Ascendant Gleam, with the carry set providing 30% CRIT rate, and the support set providing a 120 EM buff. Flins also directly gets 20% Lunar-Charged damage from one of his talents.
Talent Usage & Combos
Flins’ gameplay loop is focused on using his skill to enter a special stance, then using a special skill during that stance to change his burst into the mini-burst, which consumes significantly less energy but deals almost as much damage. This special skill has a 6s cooldown, which can’t be reduced by cooldown reduction effects. Those effects will instead apply to the base skill cooldown. During this cooldown, as long as he’s still in the special stance, he will be able to attack enemies with Electro-infused normal attacks. The damage of those attacks is fairly inconsequential, but Flins’ particle generation is tied to using those attacks instead of using the skill itself, making it important to still hit enemies despite the low damage.
Skill
Flins’ skill Ancient Rite: Arcane Light switches him to the Manifest Flame form for 10 seconds. In this form, his attacks are infused with Electro, and he gains access to another Elemental Skill, Northland Spearstorm. Northland Spearstorm deals low damage, but using it converts his burst to Thunderous Symphony, which will be referred to as the mini-burst. Northland Storm’s 6s cooldown means you will only be able to use it twice per Manifest Flame, but the timing will be quite lenient. During Manifest Flame, normal attacks generate an Electro particle, with a 2s cooldown. This means you’ll generally spend between 6 to 10 seconds using those Electro normal attacks between mini-bursts, and you’ll generate 3 to 5 particles that way. Flins can’t use plunge attacks during this form, but since plunge attacks don’t scale with the EM he wants to build for his Lunar-Charged damage, this doesn’t really matter. He also gets resistance to interruption.
Mini-Burst
Twice per rotation, Flins can use his mini-burst Thunderous Symphony. For 30 energy, he deals Lunar-Charged damage based on ~300% of his ATK. This is his main source of damage, and generally represents around half of your team’s total DPS. Since Flins can store up to 80 energy because of the 80 energy cost of his normal burst, Flins has a bit more flexibility in his energy requirements than most characters. Since Spiral Abyss allows you to start with full energy, even if his ER is lower than his actual ER requirements, it can take quite a few rotations until you actually run out of energy. Even outside of Spiral Abyss, like in Stygian Onslaught, enemies often have high resistance or invulnerability phases, during which you can store energy without using his mini-burst for future rotations. On the other hand, in situations where you generate more energy than you need, you can swap out of Flins immediately after the second mini-burst, provided you have something else you could be doing.
Big Burst
Another option available to you when you generate more energy than necessary is to use Flins’ normal burst Ancient Ritual: Cometh the Night. For 80 energy, he deals Lunar-Charged damage based on ~300% of his attack. He technically also does normal talent damage with his big burst, but it is fairly insignificant. Since it has almost the same scaling as the mini-burst, his big burst is significantly worse. That does not mean that Flins’ big burst is never worth using, however, unlike a character like Varesa. Varesa rotations often allow for 3 enhanced skills, which could allow for 3 mini-bursts, but the team’s energy generation is low enough that you would have to go out of your way to generate energy up to 90, let alone over it. Because of that, Varesa’s rotations generally use 2 mini-bursts, with extra energy allowing a third mini-burst when available. Flins, however, does not have a way to use a third mini-burst because, unlike Varesa, he can’t use his mini-burst outside of opportunities gated by his skill cooldown. This means that extra energy simply gets stocked up until it’s full. Once it is, you can simply open Flins’ rotation with the big burst instead of the mini-burst. Since the big burst is a much less efficient way to convert energy to damage than the mini-burst, additional sources of energy on him aren’t as good as they are on characters that only have 1 option for their burst. However, in order to actually unlock the ability to use the big burst without losing a mini-burst, you will need to generate the 60 energy needed for 2 mini-bursts within his uptime window, rather than within your whole rotation including setup. This means that having slightly more ER than necessary isn’t actually enough to allow the big burst. This creates a situation where energy past his default ER requirements is useless until it reaches the energy breakpoint to generate 60 energy within his uptime. The default breakpoint with Ineffa hovers around 175%, but goes down if he uses a weapon that generates energy. Kitain Cross Spear and his signature weapon Bloodsoaked Ruins have this breakpoint at around 140%, and Favonius Lance has the breakpoint low enough to be trivial. More details on energy will be discussed in the build section.
Combos
By default, Flins’ combos involve using his skill twice and a mini-burst, then attacking until the skill cooldown is back, then using skill and mini-burst again. However, as long as you use the first skill to enter the Manifest Flame form, it isn’t necessary to immediately use the special skill. Since Flins’ energy generation is tied to his normal attacks, using at least one to put the effect on cooldown before the special skill allows you to generate a bit more energy. In rotations that use his big burst, you will generally want to use the big burst after entering the Manifest Flame form and before the first special skill, ideally after the first normal attack to get that extra particle. Using the big burst before your skill means your skill cooldown starts about 2 seconds later, which will delay the start of your next rotation by about 2 seconds. During Manifest Flame, as long as his special skill is on cooldown, the time window to use the mini-burst won’t end. This means that, even if you don’t have enough energy to use the mini-burst yet, there’s no reason not to use the skill.
Default combo: E N1 E Q (N) E Q (N)
Big burst combo: E N1 Q N1 E (N) Q (N) E (N) Q (N)
Rotations
Flins deals almost all of his damage with his mini-burst. As such, the main goal of teams built around him should be to buff those mini-bursts as much as possible, and use them as often as possible.
Cooldowns
Flins’ skill cooldown is 16 seconds. Since his premium supports are mainly Ineffa and Sucrose, and both of those characters can be used in 16 second rotations, it’s generally recommended to try to actually execute your rotations in 16 seconds. Characters with longer cooldowns will extend the rotations unless you accept using their longer cooldown abilities only every other rotation. This means that a character like Furina, with her 20 second skill cooldown and 30 second duration, will perform better if you only use her skill every other rotation. Characters with a long skill cooldown that don’t have a long duration, like Barbara, will instead become reliant on Sacrificial weapons, where you’ll use their skill only once, and the cooldown-reset effect will allow you to use it again 16 seconds later. Since Sacrificial weapons have a cooldown that depends on their refinement level, it means those Sacrificial-reliant characters will only function when your Sacrificial weapon refinement is high enough to allow it to trigger every 16 second rotation, which is only possible at R5.
Because of that, big Burst rotations are possible only when the energy economy is extremely favorable. The 16s rotation length remains the practical baseline; any rotation shorter than that requires careful planning of buffs and shield uptime.
Buffs
Flins’ special skill Northland Spearstorm has a 6 second cooldown. If you add the animation time for the normal skill, and for the mini-burst, it means the shortest amount of time between swapping into Flins and getting the damage from his second mini-burst is around 8 seconds. Due to rotation timing, most opt to use long-duration buffs right before Flins; best combos are buffs that last around 10-12 seconds. When you open, you typically start with the battery slot, then Hydro, then buff slot, then Flins.
Premium buffs (Q/E/E/Q) are planned around 16-second windows. Sara’s buffs are shorter (6 seconds) and require precise timing. Timings matter for buff uptime to maximize the first and second mini-bursts.
Build
Stat Priority
The most important stat for Flins is ER. This is true for most characters, but Flins has two ER breakpoints: the basic ER requirement to generate 60 energy per rotation, and the extra ER requirement to generate that 60 energy within his uptime so you can use the big burst at full energy. If you reach the second ER requirement, you unlock the big burst on full energy. In premium teams, typical basic ER requirement is ~125%, with extra ER requirement around ~175%. Extra ER can be worth it if substats provide ED or EM synergy. Outside of ER, CRIT is prioritized first, followed by ATK%, EM, and Lunar-Charged% in that order. EM is valuable early but loses value as EM saturates.
1. ER to meet basic requirement
2. ER if close to extra requirement already
3. CRIT
4. ATK%
5. Lunar-Charged%
6. ER that gets you to extra requirement (ER Sands)
7. EM
8. ER beyond extra requirement
9. Flat ATK
10. ER that doesn’t reach extra requirement
Weapons
Prospector’s Shovel
Prospector’s Shovel doesn’t give Flins the stats he loves, but it gives him an obscene amount of the stats he likes. The base W gives energy that is comparable to a higher-rarity weapon when considering the overall stat-line. This weapon is the base weapon assumed in most situations where a weapon isn’t specified.
Bloodsoaked Ruins
Flins’ signature provides him with energy, CRIT, and Lunar-Charged%. Because the energy granted depends on the overall statline, its performance varies. It can lower base ER requirements and shrink extra ER needs, but removing ER also reduces the utility of high-ER artifacts. In some builds, it can push ER to ~140% for extra ER turns; in others, its energy refund is less valuable. It can be very good if you can leverage higher ER with it.
Favonius Lance
Favonius Lance is a high-energy weapon that can help you trigger big burst more often in 16s rotations. It’s best for F2P and can be competitive with Shovel when used with big burst rotations. It also reduces ER requirements for the team, enabling other Hydro and Ineffa uses. R4+ is often optimal for a stock roster, but not always the best choice depending on content.
Staff of the Scarlet Sands
This EM-focused weapon ignores EM-to-ATK conversion for its own EM, but it provides a flat EM boost across the team. It enables EM mainstats on the circle and reduces the gap between different mainstat choices. The main drawback is the overall CRIT Rate baseline from Nod-Krai sets; balancing it requires careful stat distribution.
Deathmatch & Ballad of the Fjords
CRIT stat sticks with different base ATK and substats. Deathmatch tends to be slightly better due to its higher base CRIT synergy.
Primordial Jade Winged-Spear
Standard weapon with decent DPS; refinement improves DPS by ~1.5% per rank; good budget option.
Skyward Spine
Standard weapon; not optimal for most, but can be better than F2P options given artifact constraints.
Engulfing Lightning
ER weapon that helps reach the extra ER requirement; lacks CRIT, but its ER is reliable for Flins’ needs.
Staff of Homa
If your Hydro slot lacks healing or shield synergy, Homa becomes valuable; better when you’re low HP and Furina is present to enable HP consumption effects.
Artifacts
Flins’ Artifacts
Artifact Stats, main stats: ATK% or ER, EM, ATK%, EM, CRIT. CRIT mainstat is the most valuable. Generally, ATK%/ATK%/CRIT is ideal, but substats can override mainstats in some cases. EM has value early on but saturates. ER requirements make ATK% substats valuable as well. The difference in substat value can be represented by EM rolls vs CRIT vs ATK. A useful heuristic: each EM mainstat roll is worth about 9 EM points; ATK mainstat about 21; a CRIT mainstat about 4x-5x more valuable than an EM mainstat depending on the stat distribution. ER mainstat is valuable for enabling big bursts.
Artifact Sets
Night of the Sky’s Unveiling (2p EM, 4p Lunar-Charged% not too impactful)
Maréchaussée Hunter (MH) (buffs personal DPS but requires HP consumption; limited uptime due to Furina healing)
Thundering Fury (TF) (reduces cooldown via 4p; leads to shorter rotations but sometimes not worth it)
Gilded Dreams (EM-focused but EM saturation makes it weaker in Flins’ team)
2p2p ATK or EM
Team’s Artifacts (VV, Serenade, ToM, Noblesse, etc.)
ToM, Noblesse, Serenade interplay with Ineffa and Hydro slots. Serenade on Ineffa is often recommended; ToM on Hydro is useful when your Hydro slot can maintain uptime.
Talents and Investment Priority
Flins’ damage is split across three main sources: Lunar-Charged burst damage, skill/normal attacks, and Lunar-Charged reaction damage. Investment priority:
1) Get him to level 60/70 with 2-piece sets and a level 90 weapon.
2) Farm signature set to get right mainstats; aim for ~28-30 useful rolls total.
3) Level him to Ascension 6 (80/90), max burst, etc.
4) Normal artifact farming to get 4 useful rolls per piece; aim for a high total of ~28-30 rolls.
5) Level 90; adjust as needed for resin efficiency.
6) Take a break and farm other team upgrades.
7) Return to the domain for further farming.
Damage Distribution (Key Focus)
- Burst Damage: ~72.7%
- Reaction Damage: ~18.1%
- Electro Damage: ~9.1%
Jotaro’s Corner (For Whales)
Priority and Constellations
- Bloodsoaked Ruins: Signature weapon; ~3-4% team DPS increase once refined; best after Ineffa early constellations.
- Ineffa C1: ~10% increase; C2: ~5-10%; C6: ~10-20% (strong but diminishing returns).
- Ineffa C3-D/C4-D: low value; C5: ~1%;
- Ineffa C6: doubles Ineffa’s ascension 1 passive; ~10-20%
- Fractured Halo: ~10%
- Key of Khaj-Nisut: ~5%
- Xilonen C2: reduces ER; ~10% (depends on ER)
FAQ
Do I need Ineffa?
Ineffa is generally a ~20% increase over the strongest alternatives offensively, but this increase goes up to ~30% if she is replacing a character that provides defensive utility. In premium teams, Ineffa situates Flins in the upper half of Natlan carries like Varesa; without Ineffa, Flins sits lower. If you don’t have Ineffa, a C1 can still work in non-Ineffa teams, though performance may be reduced. Lauma can be used as an alternative, but its teams are bloom-focused and may not suit all lineups. Overall, obtaining Ineffa is the best upgrade for a Flins team, but missing her banner isn’t a disaster.
C1 or R1? C2 or R1?
C1 and C2 are generally better than R1; R1 can be tempting if you don’t have a 5* polearm, but later you may obtain Primordial Jade Winged-Spear which reduces the value of R1.
I have Varesa. Should I get Flins?
Varesa and Flins do not share teams; you can use both, but you’ll face Electro resistance in many cases. It’s fine to have both for Abyss runs, but for Stygian Onslaught versatility you can focus on one.
How much ER do I need on Ineffa?
Ineffa’s ER requirements are around 165% for continuous burst; it drops to ~120% with Kitain or ~140% with Favonius. Favonius Lance helps further by producing ER itself. Burst every rotation with ER sands vs burst every other rotation with ATK sands yields comparable DPS.
Should I aim for Aino constellations?
No. C6 Aino is marginally better than other Hydro options; you shouldn’t chase Aino constellations unless you’re aiming for Flins’ constellations themselves or Lauma.
Is level 90 important?
Not particularly. Lunar-Charged damage scales with level, but the main DPS comes from bursts; level 90 adds modest increases and is not a strict requirement.
Is his big burst bad?
Big burst is weaker than mini-burst but can be worth using if energy economy allows; think of big burst as a less efficient but occasionally useful option when energy is abundant.
Credits
Me I made it all :)