Albedo Guide

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.


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


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. 

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 on-the-field research.


Normal Attack: Favonius Bladework – Weiss

A functional, albeit entirely standard set of autos. Chaining his normal attacks does not give very high damage. However, his charged attack can be cancelled by walk cancelling, which is double-tapping the W key. Thus, it is ideal to either N1CW or N2CW. The third auto loses damage compared to N2CW.

Note that this combo is still not optimal damage, 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 for losing its passive.

Thanks to GottaGoFast#7876 for frame counting


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


  • 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 does damage in a minor AOE. Afterwards, every time an enemy takes damage, the flower creates a Transient bloom and deals extra damage. This can happen a maximum of once every 2 seconds. Each bloom has a 67% chance to produce a Geo particle. The procs can happen every 2s but due to lacking attack frequency you will usually average one proc every ~2.5s.

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. Additionally, the ICD of the flower is not exactly 2 seconds, as the flower itself experiences hitlag. Therefore, you cannot proc the flower on cooldown with abilities that hit at exactly 1 or 2 second intervals such as Zhongli’s pillar.

If you stand on the Solar Isotoma, it will lift you 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.


  • The bread and butter of the most common Albedo playstyle
  • Requires close to zero field time, long duration and 100% uptime
  • Only consumes weak elemental gauge, and thus rarely interferes with reactions
  • Generally good damage, AOE has a chance to hit multiple enemies


  • Destroyable like all Geo constructs
  • Depends on ‘dealing damage’ and thus can’t break shields or proc on shields
  • Low energy generation, by itself insufficient to fuel Albedo’s Burst if used every rotation

Elemental Burst: Rite of Progeniture: Tectonic Tide

Albedo summons Geo crystals as an initial hit, damaging his enemies. Additionally, if the burst is performed within the range of a flower, Fatal Blossoms are created that damage nearby enemies. The fatal blossoms are pseudo-RNG, and have quadratic scaling. This means that one blossom is assigned to one enemy, and then when all enemies within the circle are accounted for, the rest are distributed randomly, but with a predisposition towards generating near an enemy.


  • High motion value, which means that this scales incredibly well with atk buffs.
  • Quadratic scaling and AOE, 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


  • Long duration, combined with Albedos not typically stacking atk, means the burst does not do a lot of damage without outside help
  • Significant percentage of burst damage being locked behind blooms means that damage drops in single-target
  • Burst is constrained by Albedo’s poor energy generation, meaning that in non-mono Geo comps, forcing Albedo to Burst regularly requires him to actually run ER and eats 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, 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 sizeable amount of EM. However, as most teams are capable of running Kazuha or Sucrose, their ability to utilise the 4VV set makes them superior choices in most cases. While this isn’t an entirely useless ascension talent, it is certainly a niche one.


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, regardless of whether Albedo is working with an energy deficit, it can be a DPS loss to Burst with him and making his Burst 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.

Cumulative DPS increase: 0-12%

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 is an upgrade in damage. C2 mostly fixes Albedo’s split scaling issues and makes all of his skills scale at least partially with def. This constellation is difficult to evaluate, in part because its value is highly dependent on Albedo casting his burst which actually does not impact damage in some comps due to Albedo’s burst not always being optimal to use (such as in 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 is what makes using Albedo’s burst outside of high Geo energy generation comps viable at all without tanking Albedo’s damage. However, C2 also gives meaning to C1 in said comps due to making the burst not a DPS loss to use.

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, his Elemental Skill. Nothing bad about this.

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 only really useful when you pair Albedo with Xiao, or use dragonstrike comps.

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, this constellation sees a lot less benefit than C3. However, it does have places where it shines.

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 a sub-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 towards the carry of the team, and thus can be rather niche.

Individual DPS increase: 3%

Cumulative DPS increase: 41 – 49%

Albedo after hilichurl mass massacre

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Importance of Levelling Albedo

Level Albedo to 90. It is recommended 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 so is much more dependent on his base stats. Leveling and ascending Albedo from 80/80 to 90/90 increases his total damage by roughly 16%. Therefore, it is highly recommended to upgrade Albedo as part of the process of increasing his damage, more so than for most atk scalers.

Artifact Mainstat Priorities

TL;DR Def, Geo, Crit Rate/Crit Damage

Albedo functions mainly on defense. While the 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 favouring 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.


Albedo the (Geo)bro

This comp plays to Albedo’s strengths, having strong offield damage while allowing the carries to be on field and do their own thing. Albedo’s low gauge application on his skill here plays to his benefit, as he won’t eat gauge like a lot of other units.

This comp especially works with Hu Tao or Xiao, but is 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.


Albedo runs around 140% ER where Zhongli is the only other Geo. Atk% is not recommended, as def% is still superior in 99% of cases.

4 set Husk of Opulent DreamsBest damage set by a large margin. Please, just use this and forget about anything else.
4 set Noblesse Oblige/4 set Instructor’s/4 set Tenacity of the Millelith/4 set 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.


The selection depends on whether you require casting Burst.

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 Stack99%

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.


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 resistance shred alone), not to mention how other Geos also buff both his damage and the teams due to the conditional 15% dmg% while shielded buff.

Albedo the Quickshot

A comp that minimises rotation duration to maximise damage. Due to the nature of Geo characters, and the tendency for them to have low cooldown duration bursts, it is ideal to run rotations with short durations. 

A high energy generation unit, has 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 less field time and more contested field time. Albedo puts out consistent damage, while needing no field time. Additionally, mono-Geo fixes his energy issues.

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 every second the rotation is extended, but the increased damage due to that duration extension does not equal the DPS pre-extension, makes the extension of the rotation a DPS loss. This is specifically limiting in the case of mono-Geo as Ningguang has a high-damage Burst that is practically only limited in the duration of the rotation, and thus any flex that extends that rotation directly impact her, and the team’s, damage per second. 

Thus, the flex slot is ideally either 40 cost burst, 12 second CD, or 80 cost, 20 second CD. While it seems counterintuitive, 80 cost low field time bursters are actually pretty good in a 12 second comp. This is due to the fact that their cooldowns are long enough to cover 2 rotations. This means that you can burst with them as part of the first rotation, and then perform the second rotation without them, all within 24 or so seconds. You can then Burst with them again on the third rotation, leading to seamless and short 12 second rotations.

However, note that this ‘80 cost rule’ no longer holds true if you use any 60 cost Burst character. This is because using these characters in conjunction with 80 cost Burst characters would naturally desync from normal rotations, instead of coinciding in duration every second rotation. Instead, when these units, the ideal Burst cost is 40 cost or 60 cost, coinciding with their cooldowns, and the rotation duration is extended to 15 seconds. (This rule does not hold true for GMC, his Burst’s duration is 20 seconds, and thus he functions as a psuedo-80 cost character.)

Flex Spot Options

Any combination of units will work to some extent here as this comp is very versatile and lacks significant requirements. As such, this is likely not an exhaustive listing of good combinations for this team. 

Bennett with Xiangling OR Kaeya with RosariaBoth of these are strong 2 unit combos which deal a lot of damage by themselves, and are fitted with this team simply due to their relative lack of reliance on each other. Note that to maximise damage, Bennett Xiangling should function on a desynced rotation from Ningguang Albedo, bursting once for every 2 times Ningguang Albedo combo bursts together. Bennett C1, Xiangling C3 and C4 and Rosaria C2 is recommended in their specific comps.
Venti or Kazuha with Bennett or Sara or ChongyunBoth Venti and Kazuha are fantastic groupers that will make it dramatically easier for both Ning and Albedo to hit multiple enemies on their shots, not to mention deal incredible damage by themselves. The quadratic scaling on Albedo’s burst becomes relevant here. Furthermore, Albedo’s A4 buff is a significant increase to their swirl damage as well. 
However, they also stand to gain a lot of personal damage by having an element to infuse. Of your possible options, Bennett or Sara is indeed the best option for these. Sara C2 is highly recommended, as is Bennett C1. Chongyun is just listed because he can infuse and cut rotation time.
Note that if you do indeed use Sara, the ideal teammate to buff is Ningguang, right before she Bursts. Do check out our Ningguang guide for more information.
Pick 2 of Zhongli, Mona, Sara, BennettThis is a comp to maximise Geo damage. Bennett C1 or Sara C2 is recommended. 
Chongyun with SaraThis is a comp to maximise the speed at which the team rotates. While the damage per rotation is lower than most comps on this list, the team makes up for it by doing rotations twice as fast as normal comps such as Xiangling Xingqiu Bennett Sucrose. Chongyun C2 is required and Sara C2 is recommended. 
Fischl with Zhongli or SaraThe idea is to have 1 unit (Zhongli or Sara) rotate along with Ningguang and Albedo, while Fischl alternates between starting each rotation with E or Q. Fischl is uniquely suited to this role as, similar to Albedo, she does a lot of damage offield and requires no field time. Sara C2 is recommended.

Why Not Noelle?

As you may have noticed, Noelle, despite being a Geo character, is conspicuously missing from the above list. This is intentional. Noelle, as an on-field Carry and DPS, requires a significant amount of field time to function. Additionally, she is, on base, a 60 cost 15 sec CD character, which already desyncs from these characters. To add on to this, due to Noelle’s immense hitlag, her Burst duration can actually last up to 20 seconds, further de-synchronising her from her supports. Finally, Albedo’s energy generation is not significant enough to be a solo battery unless you are built enough to match enemy hp thresholds to gain hp particles (if you have to ask, you likely aren’t), and simply put, doesn’t play well with Noelle.

This is not to say that Noelle is bad, or that Albedo does not function well with Noelle. Noelle simply does not function in this specific comp archetype and playstyle. However, Noelle’s team with Albedo, as well as Noelle’s general playstyle, is much more similar to how a carry utilises Geobros. This is expanded upon in the Noelle guide. 


Albedo runs around 110% ER, but in some rotations and teams can go up to 125%. Atk% is not recommended, as def% is still superior in 99% of cases.

4 Set Husk of Opulent DreamsUnconditional BIS artifact set. Please just use this.


There is no significant deviation from the above chart. Use Harbinger of Dawn, Cinnabar Spindle or Primordial Jade Cutter.


Ningguang is the main attraction here. Minimise the time between her bursts, while using Albedo in between to provide extra damage, Geo resonance and fill in the gaps of her damage. He can also ideally buff his team with 4 Set NO, 4 Set AP, 4 Set ToM and/or his A4 buff.


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

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