Albedo Guide: Kreideprinz

Original Artist

By Sir_pick_the_prick#2209

Updated for Version 2.6


Some assets used from the old Albedo guide written by Reydiar#8127.

Note: This guide is currently undergoing maintainance, so any observed glitches or mistakes in formatting will be fixed shortly.

Preface

Source: link

Don’t be nervous. My experiments may be dangerous, but no one gets hurt… most of the time.

Albedo

Say what you will about power levels, Geo daddies, and split scaling — Albedo is a Geo 5 Star Sub DPS whose unique scaling and properties, when utilized well, deliver deadly results. 

Pros

  • The most universally effective and damaging Geo off-field DPS in the game.
  • The lowest field time requirements in the game.
  • Does not typically interrupt Reactions.
  • Buffs the entire team’s EM with his Burst.
  • Weapon options are insanely F2P (His first/second best weapon is literally a 3* weapon)

Cons

  • Low and spread out Energy generation.
  • Is a unit of one of the least used Elements in the game, and so often has no significant outside source of Energy.
  • Struggles to benefit from buffs outside of hyper-specific buffs (Gorou) that lock him into specific teams.
  • Has no special synergy with units outside his Element, and so effectively has no special synergy with most units.
  • Optimal set is far beyond all other options, and is in a domain that is useless to farm unless also building a small set of specific healers.


Building and playing Albedo takes patience and persistence, but the genius known as the Kreideprinz will have results that will grow on you. Learn his mechanics well and your damage dealing capabilities with him can be taken to quite respectable levels. 


Now, it’s time for a class in Ancient Alchemy. Let’s start with some in-field research.

Skills

Source: link

1

2

3

Normal Attack: Favonius Bladework – Weiss

A functional, albeit entirely standard set of autos. Chaining his Normal Attacks does not produce very high damage, especially considering that they scale off of Attack and Physical DMG% while Albedo wants to build Defense and Geo DMG%. It should be noted that his Charged Attack can be walk canceled by double-tapping the W key. Thus, it is ideal to N1CW or N2CW (Normal Attacking once or twice, performing a Charged Attack, and then walk canceling). The third Normal Attack loses damage compared to N2CW.


Note that this combo still provides low DPS, and if possible Albedo should be swapped out, especially since he often runs Harbinger of Dawn which causes him being on field to become a massive risk.

Thanks to GottaGoFast#7876 for frame counting

Pros

  • Charged attack can pierce directional shields like mitachurl wooden or stone shields, thus proccing Albedo’s E

Cons

  • Low damage, like most autos
  • Keeping Albedo on field risks taking damage, directly risking Harbinger of Dawn’s passive if you use the weapon

Elemental Skill: Abiogenesis: Solar Isotoma

Albedo places a flower, which deals Geo damage in a minor AoE. Afterwards, every time an enemy takes damage, the flower creates a Transient Bloom and deals additional Geo damage scaling off of Defense. The procs can happen every 2s but due to hitlag and low attack frequency, one proc is usually generated every ~2.5s.

Each bloom has a 67% chance to produce a Geo Particle. 

Note that as the internal cooldown of the Bloom generation is based on the individual flower placed, Albedo can use the low cooldown of his Skill to proc a Bloom, replace the flower, and then immediately generate another Bloom.

If you stand on the Solar Isotoma, it will lift the active character up like an elevator. However, outside of plunging memes this has no real combat use and is more of an exploration feature. The flower can also be aimed to hit enemies otherwise out of reach.

As a side note, due to how infrequently Transient Blosssoms proc, it is not uncommon for every hit to apply Geo and crystallise. Crystallise shards can block a non-negligible amount of damage and provide immunity to stagger effects until they are removed, which is one of the two main benefits of a Shielder. As such, Albedo, while unable to act fully as a Shielder, can still semi-effectively fulfill in such a niche, due to providing parts of the benefits a Shielder would.

Pros

  • The bread and butter of the most common Albedo playstyle.
  • Requires close to zero field time, with a long duration and 100% uptime.
  • Its low aura application is unable to remove most auras alone, and so does not interfere with reactions.
  • Generally good damage, AOE has a chance to hit multiple enemies.

Cons

  • Destroyable like all Geo constructs.
  • Depends on ‘dealing damage’ and thus can’t break shields or proc on shields.
  • Low Energy generation; by itself, it is unable to fuel Albedo’s Burst if his Burst is used every rotation.

Elemental Burst: Rite of Progeniture: Tectonic Tide

Albedo summons Geo crystals as an initial hit, damaging enemies. Additionally, if his Burst is performed within the range of a flower, Fatal Blossoms are created that damage nearby enemies. A fraction of the Fatal Blossoms are pseudo-rng, while the rest target individual enemies and have quadratic scaling. This means that one Blossom is assigned to each enemy, and the rest are distributed randomly, but with a predisposition towards generating near an enemy.

Pros

  • High motion value, which means that this scales incredibly well with ATK buffs.
  • Quadratic scaling, which means that the more enemies that are clustered, the more total damage that Albedo deals.
  • Lots of I-frames due to taking nearly 2 seconds to cast.
  • Extra carrier effect with A4.

Cons

  • Long cast duration, combined with Albedos not typically stacking ATK means his Burst does not deal a lot of damage in practice without outside help.
  • Significant percentage of Burst damage being locked behind Blossoms means that damage drops in single-target.
  • Burst is constrained by Albedo’s bad Energy generation, meaning that in non-mono-Geo comps, forcing Albedo to Burst regularly requires him to run ER, eating into his damage.

Innate Talent: Flash of Genius

When Albedo crafts Weapon Ascension Materials, he has a 10% chance to receive double the product.


A crafting passive that can save you resin is always welcome. This passive competes with Mona’s passive which has a 25% chance to refund a material used. While it may, on its face, generate larger amounts of materials, in practice the additional number of crafts allowed by Mona makes them about equal, with the exact distribution depending on the amount of materials needed.

Ascension 1 Talent: Calcite Might

Transient Blossoms generated by Abiogenesis: Solar Isotoma deal 25% more DMG to opponents whose HP is below 50%.


A decent damage buff that leads to an overall damage increase of about 13% for any proc that benefits from this ascension talent. However, given its requirements, don’t expect its uptime to be more than 50%.

Ascension 4 Talent: Homuncular Nature

Using Rite of Progeniture: Tectonic Tide increases the Elemental Mastery of nearby party members by 125 for 10s.


This Passive seems decent on paper as 125 EM is a sizable amount of EM. However, as most teams are capable of running Kazuha or Sucrose, their ability to utilize the 4VV set makes them a superior choice in most cases. While this isn’t an entirely useless Ascension Talent and can make him a good pick in specific teams, it is certainly a niche one.

Constellations

Disclaimer: Constellations do not affect Albedo’s Energy generation for the team or his capability to trigger Geo Resonance. As such, most of his strengths come right out of the box. Constellations will tend to be low impact, and can easily be outshined simply by better choices of teammates or improvements in gameplay.

C1: Flower of Eden

Transient Blossoms generated by Albedo’s Abiogenesis: Solar Isotoma regenerate 1.2 Energy for Albedo.

The value of this Constellation depends heavily upon the comp that Albedo is in. In a mono-Geo comp, Albedo has no use for this Constellation. In some other teams, where it is a DPS loss to Burst with him, this Constellation is irrelevant. However, in a comp where Albedo is the sole Geo in the team, his Burst is required, and there are no team Energy generators like EMC or Raiden, this Constellation is incredibly valuable. 


Cum. DPS increase: 0%-12% DPS increase

C2: Opening of the Phanerozoic

Transient Blossoms generated by Abiogenesis: Solar Isotoma grant Albedo Fatal Reckoning for 30s:


Unleashing Rite of Progeniture: Tectonic Tide consumes all stacks of Fatal Reckoning. Each stack of Fatal Reckoning consumed increases the DMG dealt by Fatal Blossoms and Rite of Progeniture: Tectonic Tide’s burst DMG by 30% of Albedo’s DEF.


This effect stacks up to 4 times.

C2 fully stacked


C2 mostly solves Albedo’s split scaling issues and makes all of his abilities scale at least partially with DEF. This Constellation is difficult to evaluate, in part because its value is highly dependent on Albedo Bursting, which is not always optimal for some teams (such as Xiao comps). However, if Albedo Bursts regularly, this Constellation is very valuable.


It is interesting to note that C1 and C2 are directly synergistic. C2 without C1 would be a much worse Constellation because C1 makes using Albedo’s Burst outside of high Geo Energy generation comps viable without tanking Albedo’s damage. However, C2 also gives meaning to C1 in said comps by making the Burst actually deal meaningful damage.


Note that if Albedo does not optimally use his Burst in a comp at C0, this Constellation will not change that.


Individual DPS increase: 13 – 21% if Albedo wants to cast Burst, else 0%


Cumulative DPS increase: 21 – 27% DPS increase if Albedo wants to cast Burst, else 0%.

C3: Grace of Helios

Increases the Level of Abiogenesis: Solar Isotoma by 3.


Maximum upgrade level is 15.


C3 is an upgrade to Albedo’s main damage source. This is a good Constellation, and it’s recommended to stop here.


Individual DPS increase: 10 – 17.7%


Cumulative DPS increase: highly dependent on team, but anywhere between 27 – 32%

C4: Descent of Divinity

Active party members within the Solar Isotoma field have their Plunging Attack DMG increased by 30%.


Elevator memes aside, this Constellation is pretty useless for Albedo. It’s not even that useful for Xiao, given it only produces anywhere between a 2% and 8% damage increase for him.


Individual DPS increase: 0%

C5: Tide of Hadean

Increases the Level of Rite of Progeniture: Tectonic Tide by 3.


Maximum upgrade level is 15.


C5 is a much more niche con than C3, as the ability this Constellation buffs provides less benefit.


Individual DPS increase: 3 – 4%


Cumulative DPS increase: 37 – 45%

C6: Dust of Purification

Active party members within the Solar Isotoma field who are protected by a shield created by Crystallize have their DMG increased by 17%.


C6 marginally strengthens Albedo’s capabilities as an off-field DPS by increasing the damage of his teammates. Note that just like the DMG% from Geo Resonance, this bonus only applies to units on field and does not snapshot, meaning that this Constellation is only beneficial for the on-field carry of the team, and thus has very little applications in effect.


Individual DPS increase: 3%


Cumulative DPS increase: 41 – 49%

Albedo after hilichurl mass massacre

Source: link

Importance of Levelling Albedo

It is recommended to level Albedo to 90 as an investment priority compared to typical ATK scaling units. Unlike ATK scaling units, who get close to ¾ of their Base ATK from their weapon, Albedo mainly scales off his DEF and is much more dependent on his base stats. Ascending and leveling Albedo from 80/80 to 90/90 increases his total damage by roughly 16%, which is the equivalent of going from C0 to C2. Therefore, it is highly recommended to level Albedo as part of the process of increasing his damage, more so than for most ATK scalers.

Artifacts

Mainstat Priorities

TL;DR DEF, Geo, CRIT Rate/ CRIT Damage


Albedo functions mainly on Defense. While his Burst may make it tempting to use an ATK% Sands, as it creates larger numbers that are more obvious, with even the shortest rotations and weapon choices favoring ATK% to the greatest extent, a DEF% sands still wins by 5%, which is roughly the margin of 2 substats.


For Albedos who use the Husk of Opulent Dreams set (i.e. ideally, every Albedo), their circlets are either CRIT Rate or CRIT Damage, no exceptions.

Artifact Sets

4pc Set Husk of Opulent DreamsBest damage set by a large margin. Please, just use this and forget about anything else.
4pc Noblesse Oblige/4pc Instructor/4pc Tenacity of the Millelith/4pc Archaic PetraDepending on your investment, Albedo may not have good damage and buffing his team’s damage may be a superior option. However, this kind of situation is incredibly rare. Just use the above set.

Weapons

Needs to Burst

Albedo 9 Skill procs, 1 Burst 2 Fatal Blossoms per enemy, 140% Energy Recharge, 4HoOD, DEF/Geo/CRIT

Cinnabar Spindle R5111%
Primordial Jade Cutter100%
Harbinger of Dawn100%
Mistsplitter Reforged 2 Stacks99%

Doesn’t need to Burst

Albedo 9 Skill procs per enemy, 100% Energy Recharge, 4HoOD. DEF/Geo/CRIT

Cinnabar Spindle R5120%
Harbinger of Dawn100%
Primordial Jade Cutter99%
Miststplitter Reforged 2 Stacks98%

In single target, the best sword bar none. Even in large enemy counts, where this weapon would be at a disadvantage, it is merely equal to Harbinger in total damage, without the crippling downside of requiring 90% HP.

A decent option, however it doesn’t perform as well as Cinnabar, and is only marginally better than HoD.

Take it. Use it. Don’t get hit or you’ll lose it. Simple and clean. (unless you get hit with corrosion aaAAA)

In practice, rotations maxing its stacks and damage is clunky, and it still does around the same as HoD (lower in practice due to imperfect play). Ideally, don’t use this weapon.

Anything else is suboptimal and should be avoided.

Teams

Double Geo Flex Albedo

This comp plays to Albedo’s strengths, having strong off-field damage while allowing the carries to monopolize field time. Albedo’s Skill applies very little Geo and is thus unable to remove most aura on enemies without assistance, so he can work with most carries without issue. That said, Zhongli’s pillar can interfere with aura if used recklessly.


This comp works especially well with Hu Tao or Xiao, but is also really effective with carries that are relatively self reliant or only need one strict pair, and particularly carries who appreciate using Zhongli.

Team Comp

Consistent free damage and his A4 is an ok buff.

Zhongli brings Geo Resonance and a shield strong enough to let most teams run without a healer, though this can run into challenges against corrosion mechanics.

Energy Recharge

Albedo runs around 140% ER when Zhongli is the only other Geo. ATK% is not recommended, as DEF% is still superior in 99% of cases.

Rotation

Use Skill, use Burst if you want, swap off, and profit.

Why not ‘Albedo the Solo Geo Flex’?

It’s not the best idea to run Albedo without another Geo, due to how much his damage increases from Geo Resonance (16.7% from its Resistance Shred alone), not to mention how other Geos also buff both his and the team’s damage due to the conditional 15% DMG while shielded buff. While there are specific teams where Solo Geo Albedo functions fine (such as Childe teams), by and large, a solitary Albedo is a bad Albedo.

Geo Quickswap

A comp that minimizes rotation duration to maximize damage. Due to the nature of Geo characters and their tendency to have Bursts with low cooldowns, it is ideal to run rotations with short durations.

A unit with high Energy generation and incredible burst damage. Often shafted by being forced into 15+ second rotations due to supports, but fits well in mono-Geo comps.

Ideal for a mono-Geo comp as lower rotation times means more contested field time. Albedo puts out consistent damage while needing no field time.

Discussion on the Flex Slot

With the core of Ningguang/Albedo, the rotation time is around 12 seconds. However, DPS is damage per second, meaning that actions that increase the length of a rotation decrease the actual DPS unless they have sufficient reason to justify their use. In the case of mono-Geo, Ningguang has a high-damage Burst that is practically only limited by the duration of the rotation, and thus any flex that extends that rotation directly impacts her, and the team’s, damage per second. 


Thus, any support that extends a rotation’s length must compensate via their own damage. This splits Geo Quickswap into two different kinds of archetypes: one where rotations are 12-15 seconds, and the other where rotations are 20-25 seconds.


However, to explain them fully would not be the place of this guide. Check our Ningguang Guide for more details. Instead, here is  a non-exhaustive list of the most ideal flexes.

Flex Spot Options

Bennett/SaraBennett and Sara are both capable of providing significant ATK buffs to teammates, which synergises well with Albedo. Furthermore, both of them have extremely low cooldowns, which work well with the first archetype of Geo Quickswap.
Venti or KazuhaBoth Venti and Kazuha are fantastic groupers who will make it dramatically easier for both Ning and Albedo to hit multiple enemies with their attacks, not to mention dealing incredible damage by themselves. 

However, note that this team causes both characters’ ER needs to skyrocket, and should only be used in high enemy count scenarios. 

The quadratic scaling on Albedo’s Burst becomes relevant here. Take note that the last member must also be capable of applying an aura, or these units will lose a lot of damage.
Zhongli/Gorou (at C6)Both of these units inherently work well with Geo Quickswap due to benefiting it and benefiting from it via synergistic buffs (Zhongli’s universal RES Shred and Gorou’s Geo DMG% buff).
FischlFischl actually can function in a Geo Quickswap comp by alternating her Skill and Burst. However, note that by herself, her ER requirement might be higher than average. Pairing her with another Electro might be necessary.

Why Not Noelle/Itto?

Noelle and Itto, despite being Geo characters, are conspicuously missing from the above list. This is intentional. Both units, as an on-field Carry and DPS, require a significant amount of field time to function. Additionally, their Burst cooldowns automatically desync from other characters. Finally, Albedo’s Energy generation is not significant enough to be a solo battery for the majority of players.


This is not to say that either of these units are bad, or that Albedo does not function well with them. In fact, they use Albedo exceptionally well. They simply do not function in this specific comp archetype and playstyle. However, their teams with Albedo are expanded upon in their respective guides. Albedo is built similarly to Geo Quickswap in those teams, so refer to that section for more info. 

Energy Recharge

Albedo runs around 110% ER, but in some rotations and teams can go up to 125%. Alternatively, not Bursting can also be optimal due to saving time.

Rotation

Ningguang is the main attraction here. Minimize the time between her Bursts, while using Albedo in between to provide extra damage, Geo Resonance and fill in the gaps of her damage. Note that Albedos ridiculous Skill duration means it’s possible to use his Skill every other rotation instead of every rotation.

Conclusion

Appendix: Gimmick compilation

Source: Mcpie#8672 from KQM


The following selection is not key to playing Albedo, but might enhance your experience with him.

Skill Normal Burst Combo


ENQ (referring to Elemental Skill – Normal Attack – Burst Skill) allows you to squeeze some extra damage out every time you rotate in to use your Q. It abuses the fact that the different attack types are able to cancel each other’s animations early (just like dashing or jumping) and that replacing your Solar Isotoma resets the TB proc timer. It also allows C2 Albedo to quickly gain one more stack at the start of the fight.
Side Note: Make sure not to immediately replace your E after the initial hit of your Q lands because it cancels the remaining Fatal Blossoms.

Juggle-Combo (N5 Skill / N1C Skill)


This is more of a fun combo but can come in handy at times. Both the last attack of Albedo’s Normal Attack chain (N5) and his Charged Attack string (N1C) allow Albedo to lift smaller enemies up in the air. If you immediately follow up and use your Solar Isotoma, you can kick the enemies even further up to juggle them in the air, so to speak. This lifts enemies high enough to trigger fall damage when they land.

Oceanid Trick


There is a way to make use of your Solar Isotoma during the Oceanid fight if you place it on the construction carriers just next to the main platform (Credits to Astral#8077). Just stay close to the edge and enjoy cheating on the floating fish angel.

Elevator Jump


You can gain additional altitude from your elevator if you dash and jump shortly before the elevator reaches its maximum height. Your dash jump will be accelerated by the momentum of the rising elevator.

Here, have an Albreado for making it this far

Source: Omocookie