Oratrix

Flins Lunar-Charged DPS

Flins, the flins-lunar-charged-dps board. Closed 2026-10-05 18:53. 1 proposal, 1 vote. Opened by aprilsivyy. See the leaderboard

Flins C0 Ineffa C1 Columbina C1 Sucrose C6

How to build

Flins performs best in Lunar-Charged teams that maintain Ascendant Gleam and support his Energy needs without interrupting his field time. Ineffa provides Electro particles, EM, Lunar-Charged support, shielding (high QOL improvement), and off-field damage. Columbina supplies powerful Lunar-Charged buffs and Hydro application. C6 Sucrose provides EM, RES Shred, and additional team utility.

Weapons

  1. Bloodsoaked Ruins
  2. Staff of the Scarlet Sands
  3. Fractured Halo
  4. Staff of Homa
  • Flins favors weapons with high-value CRIT and ATK. These stats strengthen his Lunar-Charged damage while maintaining sufficient Energy for his short Bursts. Bloodsoaked Ruins is his clear best-in-slot because it is catored to his kit with its direct Lunar-Charged amplification and significantly reduces his ER requirements.

Artifacts

  1. 4pc Night of the Sky's Unveiling
  2. 4pc Gilded Dreams
  • Night of the Sky's Unveiling is Flins's preferred set, granting 30% CRIT Rate and teamwide Lunar Reaction DMG Bonus under Ascendant Gleam. ATK% is generally preferred over EM for his Sands and Goblet because Flins already receives significant EM from his own A4 (4th Ascension Passive) and team buffs, he does NOT need an Electro DMG goblet. This is because he is a Lunar-Charged DPS which will not benefit from conventional Electro damage. In turn he would love an ATK% Goblet as this would increase his damage output in the form of Lunar-Charged damage.

Result

1
Lunar-Charged DPS by aprilsivyy supporter ratified

This build prioritizes the CRIT, ATK, Energy requirements, and team synergy that maximize Flins's on-field Lunar-Charged damage.

How it scores
CRIT Rate 25%
Optimal value best at 65%, ±10%
Curves
CRIT DMG 25%
As high as possible higher is better, linear scaling from 50%, 100 at 300%, no maximum
Curves
ATK 25%
As high as possible higher is better, linear scaling from 2,000, 100 at 3,000, no maximum 65% Threshold at least 1,850, ramp 1,700 to 2,000 35%
Curves
Elemental Mastery 15%
As high as possible higher is better, log scaling from 0, 100 at 300, no maximum
Curves
Energy Recharge 10%
Threshold at least 115%, ramp 105% to 125% Value cap above 12500% counts as 12500%
Curves
1vote

Discussion

No discussion was had.

The discussion closed with the ballot.