Full Beidou Guide: Tales from the Sea

Written by – ZΛNTO#4984

Original Document: Here


Original art by flowersblood

Ahoy! Welcome aboard to the official Beidou guide brought to you by ZΛNTO#4984 of Beidou Mains! Feel free to ask me on Discord about anything related to the guide or Beidou.

This guide will cover everything you need to know about Genshin’s one and only pirate queen, from basic mechanics to builds to team comps, and everything in between! And let’s be real, she desperately needed a comprehensive guide because there is just so much misinformation being spread about her. But it’s not like I can really blame anyone, since even the ingame descriptions don’t explain her well at all. Nonetheless, the ultimate purpose of this guide is to do our Beidou justice, because she deserves it.

Before we go further into the guide, I would just like to express my thanks.

Thanks to Kimmu#0007 and (^・ω・^✿)#7777 (Sage), my fellow co-admins over at BeidouMains. They’ve both done most of the actual server-work while I’ve been busy writing this guide. BeidouMains would be a desolate place without you guys.

Thanks to all the dedicated pirates over at Beidou Mains, you’ve all made the server a great place to be.

To all the contributors of visual aid for this guide, and to all my fellow theorycrafters and guide writers over at Keqing Mains and across the Genshin community, thanks for all that you do.

Why should you play Beidou?

Beidou is sorely underrated in the community, so let’s change that.



  • Full counter efficacy is one part player skill, another part monster AI
  • Damage output drops in single target situations
  • Wants high investment
  • F2P weapon selection can be limited without Battle Pass or Starglitter
  • Electro reactions aren’t great
  • Needs you to specifically build a team around her energy cost

Original image by artmancer21

Chapter 1: Character Breakdown

“Before you step foot on The Alcor, you need to answer one question. When the sea is full of perils — why is it that you still wish to come aboard my ship?”

Beidou is a character that is not explained very well in game. She is deceptively complex, and her effectiveness cannot be fully understood until you explore some of the “hidden” mechanics regarding her skills.

To summarize Beidou briefly, she is a hard hitting, AoE-centric character that wants to make reactive plays with her Tidecaller, then shred through crowds with her Stormbreaker.

There are a plethora of myths surrounding Beidou being spread across the Genshin Community, simply due to a misunderstanding of her kit.

I’m just going to go ahead and list out a few:

  1. “Her counter is the best part of Beidou’s kit.”
    1. This perspective is 100% true in terms of enjoyment. However, when it comes to dealing damage, it pales in comparison to her Burst.
    2. This idea also comes along with the notion that because enemy AI is bad, Beidou is bad. Beidou does not always need her counter to function, but it is still frustrating nonetheless. Furthermore, the Spiral Abyss provides ample room for countering to those that pay enough attention to enemy attack patterns.
  2. “Beidou is just a worse Fischl/Xingqiu.”
    1. This is 100% false and any well-read Fischl or Xingqiu user will also confirm this. The 3 all play different roles in a team and all have the edge over each other in certain areas.
    2. Fischl’s damage is 90% single target. She cannot deal with more than 1 enemy at a time, but is self sufficient. Beidou excels at AoE damage, but she struggles versus single targets.
    3. Xingqiu’s forte is his reactive potential as Hydro is a very valuable element. He trades some of his own damage for this, and generally has the lower damage output of the 3 but boosts his Carry’s damage through strong reactions in return.



Normal Combo

Normal Attack: Perform up to 5 successive strikes. Charged Attack: Drains Stamina over time to perform continuous slashes. At the end of the sequence, perform a more powerful slash. Plunging Attack: Plunges from mid-air to strike the ground, damaging opponents along the path and dealing AoE DMG upon impact.


Beidou’s normal combo is the most unique out of all the claymore users, as she performs a 5 hit combo rather than 4 hits. Despite having slightly less damage per swing, her total damage output is still decently competitive with the others. However, the main drawback of Beidou’s normals is their usability; the first two hits and last hit all hit vertically, and her attack speed during some parts of her combo are extremely slow. As such, her combo leaves much to be desired as a DPS tool when compared to dedicated normal-reliant characters like Razor, Keqing, or even Diluc. Her charged attack uses the multi-hit forward swing variation, and is generally pretty decent at the cost of stamina. Note that you cannot Tidecaller during a charged attack.

Lightning Storm

Beidou can utilize her A4 talent to increase her attack speed and damage of her normals and charged attacks. The damage boost while A4 is active is very noticeable (30% DPS boost with A4), so it should be your goal to maintain uptime on A4 if you wish to normal with Beidou.

Cancels and Tech

As with any character, you can utilize certain movement options like walking, dashing, or jumping to “cancel” parts of Beidou’s animations to speed things up. Generally speaking, the best moves to cancel would be after her 2nd hit to perform a “1-2 Loop” and avoid the sluggish 3rd hit. You can also cancel after the 4th hit to avoid the equally sluggish 5th hit. Granted, the extra time you save by cancelling does not lead to a significant damage increase, but the option is there. The 1-2 Loop specifically has its uses as the fastest way to apply Beidou’s C4 damage through normals, aside from her charged attack. Please refer to this video by lostguru#5024 for visualization and breakdowns of her normal combo and cancels.

Damage Values

Values shown below take into account the hitstop/hitlag when connecting with an enemy.

Credits again to lostguru.

Values are at Talent 6.

No Attack Speed BuffsDMG%/second
5 hit (no cancel)129%/second
1-2 loop (run cancel)126%/second
4 hit (run cancel)134%/second
Lightning Storm activeDMG%/second
5 hit (no cancel)167%/second
1-2 loop (run cancel)163%/second
4 hit (run cancel)173%/second
1-2 Loop, credits to HailCorporate#2970.

Double tap a direction to cancel the 2nd hit’s lag.


Elemental Skill

Press: Accumulating the power of lightning, Beidou swings her blade forward fiercely, dealing Electro DMG.

Hold: Lifts her weapon up as a shield. Max DMG absorbed scales off Beidou’s Max HP.

Attacks using the energy stored within the greatsword upon release or once this ability’s duration expires, dealing Electro DMG. DMG dealt scales with the number of times beidou is attacked in the skill’s duration. The greatest DMG Bonus will be attained once this effect is triggered twice.

The shield possesses the following properties:

  • Has 250% Electro DMG Absorption Efficiency.
  • Applies the Electro element to Beidou upon activation.

“Back at ya!”


Beidou’s counter is the flashiest part of her kit and is usually what draws players to her in the first place. Her counter takes the spot as the second hardest hitting Elemental Skill, losing by a bit to Lisa, but offers great survivability in exchange.

Mastery of her counter should be your first priority, as timing it right not only increases your damage output but also your energy generation.


During the counter, Beidou gets a shield equal to a hefty chunk of her HP. The HP scaling on the shield only influences the shield strength and nothing more. It is a common misconception that the amount of damage absorbed increases the damage of the counter, but counter damage scales with the number of times hit, not damage taken. Taking 1 damage twice will yield a stronger counter than taking 10000 damage once. Additionally, there are no I-Frames whatsoever during the counter, perfect counter or not. Beidou has the shield to mitigate damage as well as immense stagger resistance.

The damage of the counter scales like any other damage instance, however the multiplier has 3 separate levels. By just tapping the skill, it will deal the base damage (170% at Talent 6). If you hold the skill and get hit once, it will deal the base damage plus the damage bonus % (total of 170% + 224%). If you get hit a second time or “perfect” counter, then it adds the bonus damage a second time (total of 170% + 224% + 224%).

In summary (talent level 6):

Base: 170% Half: 394% Full: 618%

Visualization of the different levels, courtesy of the Genshin Wiki.
Perfect Countering

Beidou’s A1 talent (Retribution) allows her to gain the damage of a Full counter as long as she is attacked within a certain time frame from the start of the counter, regardless of how many times she is hit.

The timing is 17-18 frames from the button press, about 1/3rd of a second. If you factor in the 2 frames of starting time, then it is about a 20 frame window for a perfect counter. This may seem daunting but is only slightly harder to pull off than dashing through an attack, a skill that everyone should try to get good at anyways.


Tidecaller is pretty straightforward once you learn its scaling. One mechanic you should be aware of is that you do not need to hold the skill button when trying to perform a perfect counter. As long as you tap within 20 frames of the move hitting then it will come out as perfect.


While under the effects of her counter shield, damage blocked is still considered as “taking damage” for the sake of Beidou’s talents and constellations. However, for weapons like Serpent Spine, it is not considered as “taking damage” unless the shield breaks from the attack and directly hits Beidou.

Particle Generation2 + 1 per counter level, up to 4
Gauge Value2U
Perfect Counter Frames20~
F2P, well invested, T12 Beidou counter with Prototype Archaic. 32k unbuffed full counter, 70k with buffs. Clip by Ty#4618
T11 Beidou counter with Wolf’s Gravestone. 45k unbuffed full counter. By Drazatis#7439


Elemental Burst

Recalling her slaying of the great beast Haishan, Beidou calls upon that monstrous strength and the lightning to create a Thunderbeast’s Targe around herself, dealing Electro DMG to nearby opponents.

Thunderbeast’s Targe:
  • When Normal and Charged Attacks hit, they create a lightning discharge that can jump between opponents, dealing Electro DMG.
  • Increases the character’s resistance to interruption, and decreases DMG taken.
  • Triggers a maximum of 1 lightning discharge per second.

“To ashes!”


Probably the most misunderstood skills in the entire game, due in no small part to the vague wording by the game itself. However, this is an absolutely broken skill that keeps you hooked on Beidou after being pulled in by her counter.

Stormbreaker helps solidify her position as the de facto AoE queen of Sub Carries, and single handedly carries her into the Main Carry position.

Lightning Discharges

The game says that her discharges can “jump between enemies,” but it doesn’t say how many times.

At C0: 2 jumps, 3 including the first target

At C2: 4 jumps, 5 including the first target

It’s a matter of semantics if you want to include the first target as a “jump,” but the main point you need to take away is that she deals damage 3 times with 1 discharge, 5 at C2. In order for the jumps to occur, there needs to be at least 2 enemies, meaning her damage output spikes sharply in AoE scenarios, similar to Tartaglia. These jumps can also chain back to the previous target, meaning her discharges will always deal full damage as long as there are at least 2 enemies.

Internal Cooldown

The ICD of her lightning discharges is said to be 1 second ingame, and this is mostly true. The timer of the ICD starts from the first hit of the lightning, making it possible to chain back to back discharges once you factor in the bounces. However, due to Beidou’s slow normals, she herself cannot proc a discharge per second normally.

On average, Beidou can look for about 9 to 10 procs in a single use of Stormbreaker. When paired with fast attackers like Keqing, it is possible to go beyond that. Because Stormbreaker discharges cannot be buffered and trigger on-hit, it is noticeably more difficult to get 100% of the procs in comparison to Xingqiu’s Raincutter.

When it comes down to ICD for reactions, it follows normal ICD rules (every 3rd hit, 2.5 second reset timer.). In other words, the tick rate of the discharge damage is faster than the tick rate of any reactions it procs. This means it is much better to gear Beidou towards increasing her raw damage instead of reaction damage.

Damage Output

To illustrate just how strong Stormbreaker is when factoring in bounces, refer to the table below at various breakpoints.

2 targetsTotal Damage (Talent Levels 6 to 13)
C0 single discharge402% – 612%/second
C2 single discharge670% – 1020%/second
C0 12 discharges4824% – 7344%
C2 12 discharges8040% – 12,240%
C0 10 discharges4020% – 6120%
C2 10 discharges6700% – 10,200%
Energy Cost

Such a strong burst is balanced by one glaring weakness: energy cost. Beidou has a hard time funding her own burst without good ER values and full counters. Additionally, enemy AI does not always permit you to perfectly counter as much as you would like. As such, the main way to remedy her 80 cost is through the use of battery units.

THAT BEING SAID, community perception of Beidou’s energy situation is greatly overblown, and a good Beidou team will rarely have energy issues. She does have an 80 cost yes, but her personal energy generation is actually VERY good, surpassing even Fischl’s until C6.

Thankfully, by being Electro, Beidou can utilize one of the best Sub DPSes and batteries in the game: Fischl. As long as Beidou still has some amount of ER (120 – 140%), Oz’s energy generation more or less patches the holes in Beidou’s energy generation. On top of Oz, Electro Resonance grants a welcome amount of extra energy. You are not limited to Fischl however, as Razor and Keqing also provide good enough generation to fuel Beidou, albeit at different ER requirements.

However, running double Electro is not always feasible, so it is still important to be mindful of Beidou’s energy situation.

Recommended ER values are underestimated to account for kill/damage orbs as well as energy provided by other party members aside from the main battery. It also assumes that Beidou can switch enough some amount of the particles generated by her teammates, and at least her counter particles.

Recommended ER
ER recommended (Solo Electro)160 – 180%, 2-3 full counters
ER recommended (C1 Electro MC + reso)100 – 120%, 2 full counters
ER recommended (C4 Electro MC + reso)100%, 2 full counters
ER recommended (Fischl Battery + reso)120 – 140%, 2 full counters
ER recommended (Keqing Battery + reso)140 – 160%, 2 full counters
ER recommended (C2 Keqing Battery + reso)120 – 140%, 2 full counters
ER recommended (Razor Battery + reso)120 – 140%, 2 full counters
C2 bouncing 5 times per discharge between 2 targets. Original video by Drizet#8559.
C6, high investment, T12 Stormbreaker with Serpent Spine.15k per bounce. Clip by Kikouma #1098

Stormbreaker is snapshotted, meaning her stats are “locked” at the start of the skill until the end. Any changes in stats, positive or negative, will not change the current damage of her Stormbreaker.

Interestingly, certain effects that read “if the enemy is affected by x” bypass this snapshot. This means that the Thundersoother artifact set still works with her burst, as well as the Rainslasher passive, and so on.

Gauge / ERDetails
Initial Cast Gauge Value4U
Discharge Gauge Value1U
Lightning Discharge Bounce Range3 abyss tiles


Beidou’s constellations all play a unique role in developing her various playstyles. The following breakdown assumes you know the basic descriptions of each constellation:

C1: Sea Beast’s Scourge

Transferable shield that should have good uptime as long as you have Burst uptime. Currently the only Electro shield in the game, and also lasts 15 seconds. However, it is by no means comparable to any of the strong shields in the game unless facing Electro enemies, which means it ends up breaking very fast. Underwhelming constellation that adds a bit more survivability but will rarely make a difference unless against Electro enemies like Cicin Mages or Lectors.

C1 shield, from the Genshin Wiki.
C2: Upon the Turbulent Sea, The Thunder Arises

Beidou’s bread and butter constellation, easily her strongest constellation and one of the strongest in the entire game. Additional bounces boosts her AoE damage capabilities to even higher levels, increasing her Burst damage values by 66% multiplicative damage. Since 2 targets is all it takes for her Burst to get off all its bounces, it can now hit the initial target 3 times and a second target 2 times per second. Amazing constellation that should be your bare minimum goal.

Main DPS overall damage increase: 51%

Sub DPS overall damage increase: 57%

C3: Summoner of Storm

Talent Level increase for Tidecaller. Overall great to have like any other talent increase, but is generally less valuable than boosting her Stormbreaker.

Main DPS overall damage increase: 3.7%

Sub DPS overall damage increase: 3.6%

C4: Stunning Revenge

Pretty solid on its own but it is only applicable to Main DPS Beidou. The extra damage is nice since it scales off of Electro Damage, giving her some extra punch to her normals. It also applies to her charged attacks, despite the description not saying so. Taking shield damage also procs C4. The biggest draw about C4 is not necessarily its damage however, and more so the interactions it enables. It allows for Beidou to more consistently proc Fischl’s A4 if you have another consistent elemental aura such as Xinqiu. It also makes the 4 piece Thundering Fury passive more appealing in turn.

Main DPS overall damage increase: 2.1%

C4 on charged attacks, clip by EternalDream#5503
C5: Crimson Tidewalker

Talent Level increase for Stormbreaker. Amazing to have due to it boosting Beidou’s already insane scaling on her burst. If you decide to go past C2, this should be your next goal.

Main DPS overall damage increase: 15%

Sub DPS overall damage increase: 17%

C6: Bane of Evil

Beidou’s capstone constellation, which is great but a bit underwhelming (worse version of Xingqiu’s C2). Nonetheless, AoE Electro RES shred is still quite good since it potentially frees up a slot for a 4VV user, and gets great value when you run multiple Electro characters (which you should).

Variable damage increases based on enemy resistance, at least 14% against enemies with 10% RES.

Original art by flowersblood

Chapter 2: Playstyles

“If you can change something, change it. If you can’t, don’t waste time thinking about it. That’s how I go about things. But, really if you get stuck, come find me. I’ll help you deal with it.”

Beidou is a very versatile character, capable of fulfilling multiple roles. It’s hard to pinpoint exactly which role she is designed to play, due to how her constellations and talents support both Main Carry and Sub Carry playstyles.

Most characters can be divided into Main Carry/DPS, Sub Carry/DPS, or Supports, and Beidou is no exception. I am going to assume most of you know the basic classifications of each role, but for those that don’t, here’s a quick rundown:

Main Carry:

  • A character that takes up the majority of your field time. These characters typically have desirable normals or long combos in tandem with their skills and bursts, and typically high damage output to match. Some can be selfish, where they want to hog all your resources, or others can be used as a platform to enable their supports/sub carries.

Sub Carry:

  • A character that does not want field time, or does not benefit greatly from taking the field. These characters usually have very strong skills that persist when swapped to another character, or have moments of burst damage when they briefly switch in. Sub carries tend to have amazing damage output on par with most main carries, but others can be used for their reactive potential instead.


  • A character that does not contribute much damage themselves, but directly buffs their party or debuffs the enemy. This is a very broad role, with many different ways to contribute, including but not limited to: RES shreds, ATK boosts, healing, and shields. Like a sub carry, they do not need much field time but their offscreen presence is just as important and valued.

Main Carry Beidou

I am going to address this playstyle of Beidou first because I need to make something very clear: Physical Damage Beidou is sub-optimal. If you truly think this is her best playstyle, you are misinformed. Additionally, if you are under the notion that she is bad as a unit because she cannot compare to Razor in terms of Physical Damage output, you are severely misinformed.

That being said, Physical isn’t the worst thing in the game, and it’s perfectly fine for clearing any of the game’s content if you try hard enough and get good enough artifacts. There is no problem as long as you have fun. Nonetheless Physical Damage Beidou is still suboptimal, if you care about that. Just know that Beidou as a character cannot be evaluated by her Physical Damage capabilities alone, as that is the absolute minimum of her potential.

From an optimization perspective, Physical is strictly worse than Electro because there is functionally no gameplay difference (in terms of how you play her) but there IS a noticeable damage difference. You still need to play as if you are Electro to get value out of Beidou; you NEED to Tidecaller to proc Lightning Storm and you SHOULD Stormbreaker because why not? Even artifact optimization has identical opportunity cost; they both want Gladiator pieces but one also wants Bloodstained and the other Thundering/Noblesse. You are playing the same character the same way, just doing less damage in doing so considering most content is multi-target. Beidou’s build options are not like Keqing’s, whose Electro versus Physical options are more competitive with each other.

But I digress. There is no problem with playing Physical, as long as you know what it entails. I encourage you to play the game however you want as long as you do not take your experience as fact and spread misinformation about optimizing Beidou.


Electro Main Carry

Overall Effectiveness: 8/10


  • Benefits greatly from all of her constellations
  • Capitalizes on her AoE damage potential with Stormbreaker
  • Still relatively easy to execute and forgiving
  • Great survivability
  • Lower ER requirements
  • Aside from a battery, has very flexible team compositions
  • Very versatile in artifact selection
  • Still has the option to switch to supports and normal with them to maintain value with Stormbreaker


  • Does not really add much by being on field
  • Wants priority of Fischl over other characters
  • Weaker single target damage
  • Reliant on Stormbreaker uptime
  • Countered by Electro slimes and Electro Cicin mages

Playing Beidou as your on-field Main DPS is a fairly easy way to play her. It has lower ER requirements due to Beidou collecting on field particles. In terms of damage, she is mostly carried by her abilities, as her normals are lackluster through and through. While it may be tempting to invest into her normals to improve their damage, the increase is very minuscule.

Main DPS would only be particularly “optimal” if your Beidou was incredibly invested. In these cases, playing Beidou like a Hypercarry and pairing her with a battery and buffers is a great way of capitalizing on her high multipliers; think of her like Electro Xiao.

Main DPS also has the option to run unorthodox artifacts sets, namely 4Thundering Fury. The ability to drop Tidecaller to a 3-4 second cooldown can be very powerful in certain pieces of content, due to the high MV/s, energy generation, and stagger. However, said content is very rare at the moment.

Constellation Power Spikes
  • C2 for overall damage.
  • C4 for reactions and additional damage.
  • C5 for overall damage.
  • C6 for RES shred.
Talent Priority

Stormbreaker >= Tidecaller > Normals

Gameplay and Rotations

Before doing anything on Beidou, it’s important to set up buffs that Beidou can snapshot. 

Then, as with any Beidou rotation, you ideally want to start off with a perfect counter (enemies usually always attack at the start of combat) then immediately cast Burst. This allows you to save some time and get the counter particles to contribute to the next Burst.

When Normal attacking, you must remember that Beidou’s full N5 combo is pretty bad at proccing Stormbreaker. The main culprit is her N3, which has an incredibly long start up animation. As such, the recommended normal rotations are to either spam N2 and cancelling the end lag, or by simply doing N1s and timing them to hit every second. The latter is easier and despite yielding less DPS than N2, her normals contribute a pitiful amount of damage anyways.

Sub Carry Beidou

This playstyle involves Beidou being off the field and contributing damage from behind the scenes. As a Sub DPS, Beidou still deals a majority of her damage through her Stormbreaker, essentially adding more DPS to her Main Carry.

Make no mistake however, as despite her being a “sub” carry, she still deals incredible amounts of damage. Beidou alongside Xiangling both fill the very unique role of being Hypercarries that do not need to be on the field.

Overall, Sub Carry Beidou is the most “efficient” use of her, as it substitutes her subpar normals with a Main Carry that would have good ones instead.

There is only 1 form of playing her as a Sub Carry, which is going full Electro damage.

Original art by Bitter Nai-GA38

Electro Sub Carry

Overall Effectiveness: 10/10


  • Greatly benefits from most of her constellations
  • Does not need screen time
  • Capitalizes on her AoE damage potential with Stormbreaker
  • Trivializes most Abyss stages
  • Very versatile in artifact selection
  • Sub Carry is an inherently more flexible role
  • Can get away with lower investment
  • Enables Main Carries to play comfier and more aggressively


  • Countered by Electro stages
  • Requires much more Energy Recharge to maintain Stormbreaker uptime
  • Switching in to counter has a slightly different timing
  • Much more complicated substat optimization
  • Team building can get tricky

Playing Beidou as a Sub Carry is her most efficient playstyle. She keeps the majority of her damage through her transferable Stormbreaker and good usage of switch Countering. She effectively adds DPS to what your on field Carry is providing, allowing 2 characters to do damage at once. However, because Beidou is off field, she does not receive full energy from particles, meaning more investment into ER.

Teams that want Beidou as a Sub Carry have a couple of conditions they want to satisfy:

  • Ideally, they have another slot open in the team for another Electro unit. Sub Carry Beidou functions best as a 2 unit core, as the addition of a battery unit significantly reduces the amount of ER Beidou needs to Burst off cooldown.
  • The addition of constant electro application does not mess with the primary reactions of the team. For example, you generally would not run Beidou in a Melt team due to Electro on Cryo creating Superconduct. However, she could function in Vaporize teams due to the way Electrocharge works. In this case, the knockback from Overload must not be too much of a burden.
  • The on field Carry has a good rate of proccing Stormbreaker. Due to how much of Beidou’s power is tied to her burst, having an on field Carry that has consistent frame data is key. Additionally, their cast times should not be too long either.

If you can satisfy these conditions, then Beidou is a great addition to the team and will most likely outdamage your Main Carry.

Constellation Powerspikes
  • C2 for overall damage.
  • C3 for swap counter damage.
  • C5 for overall damage.
  • C6 for RES shred.
Talent Priority

Stormbreaker > Tidecaller >>>> Normals

Gameplay and Rotations

Same as Main Carry, start your rotations off with setting up buffs for Beidou, then counter into Burst. Switch off ASAP and start normal attacking with your other characters.

It is vital that you weave Normals between every character swap, to ensure you are continuously proccing Stormbreaker. The last thing you want is 2+ seconds on end of not proccing Stormbreaker.

The optimal normal chains for each character is different, but generally avoid the hits that have long gaps between it and the previous hit. 

When swapping Beidou in to counter, make sure to wait a bit and allow Beidou to collect the particles.

Original Art by AAAAlter

Chapter 3: Gearing

“You want to know of my legendary tales? Hahaha, that’s just my men exaggerating, adding in their own little details. Although, if you were to ask me if I’m afraid of what monsters lurk in the deep, I’d tell you I have no fear of them.”

Oh boy, gearing. This is one HUGE can of worms that I am about to open. Gearing is very complex, and your weapon choice is going to influence your artifact choice, as well as the substats to focus on.

Any conclusions are made from calculations done in my Beidou Mastersheet. Raw numbers to back up rankings can be found there.


Index of all Claymores

Regarding the 1.6 reaction and EM buffs

Patch 1.6 increased transformative reaction base damage past level 60, and greatly increased EM scaling. Many thought this was the Electro buff that was so eagerly awaited. However, 1.6 largely did nothing for the element.

First and foremost, Electro does not really need a buff in the first place. The only Electro characters that are largely underwhelming are Keqing and Lisa, who have issues built into their kits that inhibit them.

Second, the buffs do almost nothing for Beidou either way. This is not because the buffs aren’t big (see Anemo units), but because Beidou’s multipliers are simply so high that EM just cannot compete. While Crit, DMG%, and ATK all get amplified by Beidou’s 8000%+ in talent multipliers, reactions cannot capitalize on it.


Artifacts Breakdown

Beidou has numerous options for Artifacts, and no clear “best in slot” like other characters. Your choice in artifact will depend on weapon, team comp, and most importantly: substats.

Main Stats

Your Main Stats should always aim to be:

Circlet: Crit Rate/Crit Damage

Sands: ATK%

Goblet: Electro Damage%

Sub Stats

Always prioritize ER until you reach the recommended ER thresholds.


  • Crit Rate = Crit Damage
  • ATK%
  • ATK
  • ER
  • EM

DEF and HP are not desirable. Balance your Crit Rate to Crit Damage ratio to 1:2. How much ATK% you want is dependent on weapon, but you generally do not want to sacrifice Crit for ATK.

ATK% vs ER% Sands

In general, Beidou will never need the full 152% ER provided by ER% sands as long as she is placed in a team that can generate energy for her. In double Electro teams, Beidou will only need 120 – 140% ER which can be achieved through substats. In solo Electro teams, Beidou may need anywhere from 160 to 180 ER, in which case an ER sands is justified. Overall, my recommendation is to build a proper team and forgo ER sands, and instead look for ER substats.

The times you can consider an ER sands is when Beidou is put into a team where she is the only Electro user, thus requiring her to need much more ER to compensate for the loss of a battery. In these teams, the expected amount of ER is 160 – 180%. 

Remember that by dropping ATK sands, your Beidou deals about 75% of her potential damage, so any unit that you use over a battery unit would need to be able to make up the damage loss on Beidou as well as the damage of her battery unit. If you can satisfy these conditions, high ER and ER sands can be acceptable.

Artifact Sets

4EoSF >= 2TF/2NO/2GL > 4TS > 4TF > 4NO

Artifact SetNotes
Thundering Fury (2) / Noblesse Oblige (2) / Gladiator’s Triumph (2)These 3 sets all serve the purpose of “always on” generic damage increases. They are the most consistent, and the value of each one is generally equal. In practice, any combination of these 3 sets will yield good results as the difference between them is small, so it all comes down to which has better substats. 
The cases where 2Thundering + 2Noblesse is best are with ATK% stacking weapons, or when your substats are skewed towards ATK%. It is also much easier to grind out a good set for as opposed to Gladiator. 

Additionally, whenever you run Bennett with Beidou, 2Thundering + 2Noblesse is always best.

2Gladiator is preferred on weapons with DMG% passives, and when you don’t have Bennett.
Emblem of Severed Fate (4)With the release of Inazuma, Emblem of Severed Fate seems like a perfect match for Beidou.
Both the 2P and 4P effects are very powerful and tie into the stats Beidou wants perfectly.
However, while it is close to being a “Best in Slot” set for Beidou, it is still incredibly close to the alternatives and substats ultimately make the difference.
The 20% ER makes chasing substats much easier as well as hitting ER thresholds earlier as well. The 4P effect is a bit of a bait, as the biggest boost in damage is from the 100% base ER. Stacking an obscene amount of ER with this set is still a mistake, but it does make an ER Sands less of a damage decrease. You should never go over 200% ER even with this set, nor should you ever need to.
If you don’t already have good pieces of the alternative sets, you should farm this set.

It should also be noted that any ER you receive from EMC’s ER share DOES NOT get turned into DMG% from 4Emblem. Unsure if this is a bug, but it is how it currently functions. If you plan on running EMC with Beidou, 2TF/2NO/2GL are safer choices.
Thundersoother (4)This set is only particularly useful in an Electrocharged focused team. It does have a higher damage ceiling compared to the generalist sets by 2-5%, but does suffer due to reliance on uptime. If you really want to minmax, are willing to take the team comp limitations, and learn your rotations perfectly, it can be worth it.
Thundering Fury (4)The focus of this set is not on the reaction damage portion, but the cooldown reduction. As such, this is a Main Carry only set since the CDR does not work off-field. You will need to make a VERY specific team for this set to work; one that would enable Beidou to get as many reactions as possible while still maintaining overall DPS. The actual mileage of this set is extremely hard to quantify. Getting counters down to a 4 second cooldown sounds cool, but very few enemies actually attack you fast enough to make use of it. Simply shaving off 3 seconds of a tapped counter does not yield much value. There is something to be said about the increased energy gains, but Main Carry Beidou typically has her energy situation figured out. Another thing to note is that the potential of this set is heavily gated behind C4. Video by BakaSky.
Noblesse Oblige (4)Nearly identical to Noblesse (2)+ Gladiator (2) for Beidou if just used for her Burst. However, one thing to note is that Beidou is not a great user of the set due to her long cooldown. Noblesse (4) users typically have 40 to 60 cost bursts. That being said, it is certainly an option if your team does not already have a Noblesse (4) user.
It is a known bug that Beidou sometimes does not benefit from the 20% ATK. Use only as a last resort.


TL;DR Rankings

120 – 140% Energy Recharge (2x Electro, with 2TF/2NO/2GL)

  1. Wolf’s Gravestone/Serpent Spine (when using Bennett)
  2. Serpent Spine
  3. The Unforged
  4. Skyward Pride
  5. Song of Broken Pines
  6. Lithic Blade/Sacrificial Greatsword (Double Counter)
  7. Prototype Archaic
  8. Blackcliff Slasher
  9. Royal Greatsword
  10. Sacrificial Greatsword
  11. Katsuragikiri Nagamasa
  12. Rainslasher
  13. The Bell
  14. Whiteblind
  15. Snow-tombed Starsilver
  16. Favonius Greatsword

170%+ Energy Recharge (1x Electro, with 4EoSF)

  1. Wolf’s Gravestone/Serpent Spine (when using Bennett)
  2. Skyward Pride
  3. The Unforged
  4. Serpent Spine/Sacrificial Greatsword (Double Counter)
  5. Song of Broken Pines
  6. Lithic Blade
  7. Sacrificial Greatsword
  8. Katsuragikiri Nagamasa
  9. Prototype Archaic
  10. Royal Greatsword
  11. Blackcliff Slasher
  12. Favonius Greatsword
  13. Rainslasher
  14. Whiteblind
  15. The Bell
  16. Snow-tombed Starsilver

Wolf’s Gravestone

Main Carry Ranking: 1st

Sub Carry Ranking: 1st

Wolf’s Gravestone is strong enough to be a consistent 1st place for Main Carry. It has a ridiculous amount of ATK% that pads its damage output tremendously. On top of that, it has a party wide buff on its passive to further bolster team damage. Overall, Wolf’s is the low-effort, high-payout claymore that Beidou can absolutely take advantage of.

For Sub Carry, WGS’ insane ATK% stat is extremely helpful as it more or less covers for the need to spec into ER substats. While Beidou does not make much use out of the passive due to it being triggered on field only + it does nothing if triggered during Beidou’s Burst, it’s still a very solid statstick.

The Unforged

Main Carry Ranking: 1st/2nd

Sub Carry Ranking: 3rd

The Unforged is generally considered to be a WGS-lite due to their extremely similar stats spreads. However, the Unforged has the caveat that it needs to attack to get the ATK% that WGS has by default. When shielding and at maximum stacks however, the Unforged actually pulls ahead of WGS in terms of personal damage. One thing to keep in mind however is that Beidou’s C1 shield does not grant Beidou the Unforged shield ATK% during her Burst. You will need to shield Beidou before she enters Burst for maximum effect.

For Sub Carry, similar situation to WGS; comfy building and access to ER without much sacrifice. However, the issue with the Unforged as a Sub Carry is that Beidou generally does not have the opportunity to stack up. She does not gain stacks off-field, which means we would need to stay on field normal attacking until max stacks, which is generally a DPS loss. Overall, it’s a bit cumbersome to use but even with max stacks, it loses to Skyward Pride in damage.

Serpent Spine

Main Carry Ranking: 3rd/1st

Sub Carry Ranking: 2nd/1st

Serpent Spine is phenomenal for a 4 star weapon, easily the best one to ever exist. It is incredibly high-value and was practically made for Beidou to abuse. The stack mechanic synergizes very well with Beidou as she has an abundance of shields to ignore stack loss. Coupled with a Crit rate substat and a DMG% passive, Serpent Spine is absolutely stacked if you can keep it stacked (heh). Additionally, due to its skyhigh innate Crit Multipliers as well as its DMG% Multipliers, Serpent Spine scales exceptionally well with ATK buffs like Bennett or TTDS. This means that running such buffs ends up making Serpent Spine the highest damaging option Beidou has. Always #1 with buffs.

Serpent Spine actually jumps to 2nd for a number of reasons. First, Unforged loses a chunk of its effectiveness which makes it worse than Serpent. Secondly, Sub Carry Beidou interacts even better with the passive due to her being off-field with little risk of losing stacks, allowing her to always benefit from 5 stacks of free DMG%. Always #1 once you factor in external ATK buffs.

Lithic Blade

Main Carry Ranking: 5th

Sub Carry Ranking: 6th

Lithic Blade’s release in 1.3 means Beidou finally gets a good gacha 4 star. It has a unique passive that would require you to make a Liyue team to get its full effect. Thankfully, Beidou is already Liyue and Xingqiu is, too. However, due to Beidou’s reliance on Fischl, it is difficult to slot in 4 Liyue. As such, when compared to Serpent Spine, it ultimately loses out by a small amount. Another thing to note about Lithic is that the optimal substat spread changes based on refine and Liyue members, which means this weapon is especially nightmarish to optimize.

Lithic Blade does not change much for Sub Carry. 

Skyward Pride

Main Carry Ranking: 6th

Sub Carry Ranking: 4th

Great base attack and a usable passive, held back on Main Carry only by its ER substat. ER is generally not needed when Beidou is on-field, as she can get full value from Fischl’s particles. Still, the ER lets you be more flexible in team building which is always great. Its blade passive is quite good, although it scales off of Physical damage. It does give Beidou some much needed reach on her normals, and the ability to cleave multiple mobs with the blades is valuable. Overall great, but doesn’t have as much upfront damage as the others. 

Skyward Pride innately possesses exactly enough ER Beidou wants in most of her team comps. This allows you to run absolutely zero ER substats at all which makes artifact selection much easier. That said, the passive is now functionally useless, but the substats saved is more than enough.

Blackcliff Slasher

Main Carry Ranking: 7th

Sub Carry Ranking: 7th

Beidou’s official wish art weapon, and it’s actually decently strong strong. The Crit damage substat is one of a kind coupled with an interesting passive. However, the passive is what holds Blackcliff Slasher back most of the time. In all relevant endgame content that we have seen, mostly Spiral Abyss, it has been very hard to stack this weapon on the harder stages. Fatui stages, Mitachurls, and now Geovishaps and Ruin Guard/Graders, all give Blackcliff Slasher very little opportunity to get stacks. As such, it certainly has potential, but ultimately Mihoyo has the fate of this weapon in their palm.

The same limitations apply to Sub Carry as well, however there are even more caveats. The user needs to be on the field to receive a stack, meaning you would need to deliberately switch Beidou in for her to get kill credit, even if it is inopportune. Overall, I would suggest against buying this weapon with Starglitter if you only intend on using her as a Sub DPS, as the synergy is lacking and the potential is gimped by game design.

Prototype Archaic

Main Carry Ranking: 8th

Sub Carry Ranking: 8th

Archaic is as mediocre as it gets. This is usually what people use as their entry-level claymore, and for good reason. It has a decent statspread of 44 base attack and ATK% sub. The passive on the other hand leaves a lot to be desired but it still acts as free damage occasionally. Good placeholder weapon and probably one of the best prototype weapons in general, but I would not suggest refining it. Having multiple copies of Archaic is generally better because it is so universally decent on everyone, and the refines ultimately amount to a less than 1 percent overall damage increase anyways.

Archaic finds itself at 7th place again, and there’s really not much else to say. Make sure to Normal once after casting her Burst to make use of the passive.

Royal Greatsword

Main Carry Ranking: 9th

Sub Carry Ranking: 10th

Royal is essentially just an Archaic without the passive. Royal’s crit stacking passive sounds enticing at first, but is more or less a trap once you get any semblance of good gear. Instead, we just opt to build crit like usual, ignoring the passive altogether. At most, we can expect a 1-3% effective crit rate boost which is pretty miniscule. There are some implications with the passive and snapshotted abilities like Stormbreaker, but until more vigorous testing is done, this weapon remains a waste of starglitter.


Main Carry Ranking: 10th

Sub Carry Ranking: 11th

After the 1.6 Buffs, Rainslasher is unfortunately still pretty meh. The EM is still largely useless, due to how reactions only made up a tiny fraction of her overall damage in the first place. Even then, Rainslasher can ONLY function in Electrocharge teams, due to the restrictions on its passive. This usually means stealing Xingqiu away from other teams that need him more. It certainly is not worth taking Xingqiu away just to get access to some measly EC ticks.

That being said, Rainslasher is more on par with Archaic now in EC teams, and it’s definitely far from the worst weapon on Beidou.

Sacrificial Greatsword

Main Carry Ranking: 14th/8th

Sub Carry Ranking: 9th

Double counter is a fun gimmick and the ER helps, but Sacrificial ultimately falls behind for damage in the Main Carry role. However, if the cooldown reset allows you to get another perfect counter, it’s effectiveness is comparable to or better than Archaic overall, also getting better with each refine.

However, Sacrificial is considerably decent for Sub DPS. Double counter is still a gimmick, but it possesses enough ER to allow you to focus purely on Crit substats.

Favonius Greatsword

Main Carry Ranking: 16th

Sub Carry Ranking: 14th

Favonius is the single worst weapon when it comes to Main Carry. It literally just deals the least amount of damage possible; 41 base attack and nothing to boost its damage through subs or passives. Energy is the last of Main Carry Beidou’s concerns, so Favonius is extremely redundant.

Favonius is still not great in Sub Carry and when using an ATK% timepiece. It just doesn’t have any good offensive stats and even for Energy purposes, Favonius overinvests into ER. Beidou’s primary role is a damage dealer, and with Favonius you’ll have high uptime but have low damage in return. It is simply better to fix energy issues elsewhere, especially when Fischl is such an efficient character that fixes Beidou’s issues and deals lots of damage as well.

Katsuragikiri Nagamasa

Main Carry Ranking: 15th

Sub Carry Ranking: 12th

New to Inazuma, you would think this is a good weapon for Beidou. However, it lacks in almost every department, making it only better than Favonius Greatsword. To start, the statline is strictly inferior to Sacrificial Greatsword, due to its lower Base ATK but higher ER. In general, the 30% from Sac GS is almost always sufficient, and allocating the rest of its power into Base ATK is extremely efficient. Unless you plan on running Beidou without a battery and need to run 160%+ ER, this weapon will almost always stray behind Sac GS and Archaic by quite a bit. Even in high ER situations, other weapons still perform better.
Moreover, its passive stat increase of Skill DMG% may seem synergistic with Beidou and can compensate for the Base ATK, however Beidou’s Skill makes up less than a third of her overall damage. Running an ER weapon comes with the assumption that you’ll be prioritizing Burst damage over Skill damage, and this weapon fails to deliver.

Furthermore, the fact that this weapon drains any energy at all has some heavy implications on gameplay smoothness. One of the most crucial aspects of Beidou’s fluidity and energy economy is her ability to cast Skill immediately followed by Burst, allowing you to contribute her energy into the next cast of your Burst. However, because this skill drains even just 3 energy means you can no longer do this, slowing your rotation and making your particles go to waste. In essence, this weapon’s passive forces you to run even more ER, despite being an ER weapon just to compensate for a loss of up to 4 particles. 

There is so much anti synergy it’s actually kind of funny, especially since Beidou seems like the only claymore user that can actually use this weapon in the first place. 

The “Other” Weapons

The Bell and Snow-tombed are bottom of the barrel and I do not think I need to go much into detail about them. Beidou is probably the only character that can feasibly use the Bell, yet it is still terrible. Snow-tombed is also incredibly horrible on her, as the Physical damage substat might even be worse than Elemental Mastery. Whiteblind is “ok” as a statstick from its ATK% passive, but is strictly worse than Archaic in every way.

Original art by prawnm33

Chapter 4: Team Building

“I chose you as my crewmate, as my comrade on the sea. It gives me great pride to be able to say that.”

Beidou is already ridiculously strong on her own, but what’s a Pirate Queen without her faithful crewmates? Team Building is crucial for bringing out the maximum potential of all your characters, but is also the trickiest part of Genshin optimization. While it is certainly possible to just brute force your way through Abyss with stacked C6 5 stars, the majority of players will need to think carefully about their team choices and which characters to invest in.

Beidou already has some great team compositions already discovered and playtested, but I think it is equally important to highlight exactly which units she synergizes with, and what qualities she looks for. Understanding synergy is the first step in creating your own teams.

Synergy Breakdown

Main Carries

As a Sub Carry, Beidou wants an On Field carry that can work well with her Stormbreaker. Due to the unique triggering mechanics and ICD of Stormbreaker, a character that can consistently hit the 1 second ICD is vital. In some cases, picking a carry with lower personal damage but high proc rate can outweigh a unit that has higher damage but worse procs due to how powerful Beidou’s Burst is.

The following rankings aim to balance personal damage with Beidou’s damage. It also takes into account how the synergy feels, as awkward rotations are less than ideal.

  1. C2 Keqing: Strong frame data, and can reliably proc Stormbreaker even when N1Cing. By being Electro, she can also serve to provide Electro Resonance and with C2, can also match Fischl’s energy generation. Optimally, Keqing even surpasses Fischl’s effective energy generation since you can funnel all of Keqing’s energy into Beidou.
    However, it is important to use Keqing’s Burst wisely, as the long animation can make you lose discharges.
    Keqing’s personal DPS is enough in most cases and also benefits from most buffs that Beidou benefits from.
    Overall, a C2 Keqing is very hard to come by, but those lucky (or unlucky) enough to get your hands on one should definitely give her a shot.
  2. Sucrose: On field Sucrose does not neccessarily mean Tazer Sucrose, and that specific team will be addressed later on. Sucrose as a buffer often ends up on Beidou teams due to her great normals and her ability to wear 4VV and TTDS. Being ranged offers numerous advantages such as no hit lag as well as not being affected by enemies being staggered as much. Additionally, the Swirls she provides can be helpful, but not the main focus. Sucrose is simply a unit that is often on Beidou teams, and can fulfill multiple roles at once.
  3. Tartaglia: Strong frame data and good damage. However, the uptime on his melee stance can be tricky to play around because you generally never want to stay on him for the entire 15s duration of Stormbreaker. Doing so makes your downtime quite noticeable, so it’s advised to stay on him for 8~ seconds.
  4. Zhongli: Similar to Sucrose, he fulfills the buffer and on fielder attacker role at the same time. Zhongli however has amazing frame data, and he is able to consistently proc 12 Stormbreaker discharges, unlike every other character.
  5. C0 Keqing: Functionally the same as C2, but with noticeable lower energy generation, meaning she fulfills the battery role less effectively. Playing Beidou with a C0 Keqing and no other Electro unit demands higher ER from Beidou.
  6. Catalyst Users: Aside from Klee, all other catalysts have consistent attack speeds and good range.
  7. Sword Users: Generally the same consistency as Catalysts, but need to worry about range.
  8. Spear Users: Aside from Xiao (due to his plunge gameplay), spear users have good frame data.
  9. Diluc: His N1 or N2 weave combos sync surprisingly well with Stormbreaker, at least much better than other claymores.
  10. Claymore Users: Most claymore users have a weird gap in their N2 and N3, where the N2 is too fast to trigger a proc but the N3 is too slow which ends up losing 1 discharge.
  11. Klee: Klee can have good frame data, but requires good animation cancelling, as well as very careful positioning due to her limited projectile trajectory.
  12. Eula: Perhaps one of the worst Stormbreaker proccers, due to her obscenely long animations. She shares the same flaws as other claymores in her N2 and N3, but her Hold E and Q animations are insanely long, and those are skills you kind of have to use as Eula.


All flavors of Beidou greatly benefit from a Battery unit to provide particles for Beidou, allowing her to decrease her ER needs and make rotations smoother. Having a battery is especially important at lower levels of investment, as one of the largest DPS gains you can receive is to make your rotations faster.

  1. Electro Traveler: By far the best pure battery for Beidou. The ability to grant up to 36 flat energy from 2 skill casts in addition to upwards of 50%+ ER to Beidou is game changing. EMC is the only character that can comfortably allow Beidou to run no ER whatsoever, provided that they themselves are built for ER.

It should also be noted that any ER you receive from EMC’s ER share DOES NOT get turned into DMG% from 4Emblem. Unsure if this is a bug, but it is how it currently functions. If you plan on running EMC with Beidou, 2TF/2NO/2GL are safer choices.

  1. C2 Keqing: C2 Keqing clocks in at around 32 particles per minute, which is extremely good. What’s more is that she generates her particles in bursts (off her E casts) which means she can funnel her particles into Beidou. Her C2 acts as “free” energy and does not need to be funneled.
  2. Fischl: At both C0 and C6, Fischl is your “go to” battery due to how easy she is to use. You only need to swap into her every now and then to refresh Oz, and her base 28 particles per minute with near full uptime can go to 35 at C6. However, due to how her energy “trickles” in over time, it is difficult to get full effectiveness out of her particles unless your Beidou is on field.
  3. C0 Keqing: Only 20 particles per minute, relying solely on Keqing’s E energy.
  4. Razor: Despite generating 30 particles per minute, his long animation time and inability to generate particles during his Burst significantly impacts his battery potential. His Tap E is surprisingly long, taking well over a second to execute, which means you’ll eventually lose multiple procs over the course of 15s by swapping into Razor.
  5. Lisa: Good luck getting her Hold E off consistently (even when you do, it averages to 18 per minute), and Tap E doesn’t generate particles.


Beidou is a great unit to apply buffs to, due to her high multiplier as well as he ability to snapshot with her Burst. As such, most Beidou teams end up dedicating a unit that provides strong buffs.

  1. Bennett: His ATK buff is second to none, and synergizes greatly with Beidou’s Burst and Serpent Spine.
  2. Sucrose: Holds TTDS, 4VV and even provides some more DMG% at C6.
  3. Kazuha: Slightly weaker than Sucrose as an individual buffer until C2, but pulls ahead if he can buff multiple units.
  4. Any Anemo: 4VV is good.
  5. Zhongli: Provides some comfort and RES shred.
  6. Mona: Strong but very low duration buff.

Main Carry Templates

Holy Trinity Tazer Electro

Video: Abyss 12-1-1 by DaPhatWan#5333, 12-3-1

Literally just slapping the 3 best Sub DPSes into one team. Beidou is the “main carry” as she has the highest damage ceiling, but you can basically normal with whoever you want. The last slot can be virtually anything, as the damage reduction stacking from Beidou + Xingqiu obsoletes the need for a healer. That being said, Bennett should take priority.

Superconduct Physical

Video: 12-3-2 Abyss, by Shanksta#3638

Simple comp that uses Superconduct as the main reaction to boost her Normals. Although SC is a weak reaction, it is primarily used for the RES shred and the output of Beidou + Fischl is enough to cover for it. The flex slot can be filled with Bennett or Zhongli, for a further boost in damage. Not recommended.

4Thundering Counter Spam

Video: Abyss 12-1-1 with C0, by BakaSky

This comp can very much work with just the Holy Trinity Tazer comp, but there are a few added options in slot 3. Generally speaking, any of the 3 work with Bennett being the least advisable outside of abyss due to Overload, but Xingqiu is often used in other teams so Chongyun is a solid choice. It is highly recommended to have C4 Beidou before attempting this for the sake of consistency.

Hypercarry Beidou

Video: Abyss 12-3-1, 15s by me

This comp is an Abyss centric, and is an easy transition off of Turbo comps once you hit higher damage thresholds. Replaces Fischl for an Anemo or Zhongli due to RES shreds and forgoes ER entirely. If your Beidou is extraordinarily strong, go for this alteration. Xiangling can be flexed for Mona or someone else that provides damage, but Fischl is always an option if you desire more energy. This team goes all into damage, meaning comfort is not really a priority.

Sub Carry Templates

Delusion Childe

Video: Abyss 12-3-1, by Kikouma#1098, Abyss 12-1-1, by Codidote#1854

Also known as Fireworks Childe. By pairing Childe and Beidou together, two characters that already excel in AoE situations, the damage potential is immense. Do note that Childe does have considerable downtime in between his Form switches, so it would be wise to choose teammates that can fill in the gaps. Despite it seeming like an obvious match, any guide that recommends Rainslasher for her in this team is still wrong.

Keqing Trinity Tazer

Video: Abyss 12-3-1, by Codidote#1854, 12-3-2, 12-1-1

Replaces Fischl for Keqing to act as a dedicated Carry, and Keqing is one of the best units to hold Stormbreaker. However, Keqing generates substantially less energy than Fischl does, so a team like this would need to have a C2 Keqing or invest more heavily into ER for Beidou. It is still an option to run Fischl in slot 4 due to there being no need for a healer, but it would be preferred to have an Anemo, Zhongli, or Bennett for buffing.

Klee Overload Warfare

Video: Abyss 12-1-1, by Codidote#1854

This is inherently an Abyss-centric team, as Overload is not an issue with the abundance of knockback resistant enemies. We combine Beidou + Xingqiu to form Electrocharged, which allows both the Hydro and Electro aura to persist. Klee can then proc Overload and Vaporize in a single attack, leading to great AoE damage. Note that this team is not good for fueling Beidou, but it is possible to still maintain uptime with 160% ER due to Klee’s A4.

Catalyst Trinity Tazer

Video: 1.2 Abyss 12-3-2, very low investment by Jinjinx​, Mona Variation by LACola

Despite Sucrose and Mona being the “Main Carries,” they require little to no investment at all. They simply act as an efficient way of proccing Beidou and Xingqiu Bursts, as well as Fischl’s A4. Overall effective in the current Abysses that don’t force any particular element, allowing it to be brute forced through the power of zap.

Tazer Sucrose has some added nuance after the 1.6 EM buffs. Sucrose contributes a very large amount of damage when built for EM, meaning she can actually be the Main Carry. However, Beidou applies so much Electro that she ends up stealing reactions from Sucrose, so you need to ensure your Beidou is geared well to be worth running.

Ningguang Shock Rock

Video: 1.2 Abyss 12-1-1 demonstration by HiScore

Ningguang has very good synergy with Beidou and Fischl for a number of reason: Her attacks all apply Geo and due to how Crystallize works, she will always be the trigger of the reaction. Hence, she has great uptime with Fischl’s A4. Ning’s normals also has frame data that makes it good for proccing Stormbreaker, and she can do it ranged. This comp has no damaging reactions however, so it is advised to stack into all 3 characters as much as possible. Additionally, almost all of the AoE damage is provided by Beidou, so there are situations where this team struggles.

Razor Superconduct


On paper, Razor is quite a good battery for Beidou, however this comp prefers Fischl over Beidou because of Razor’s own energy issues. He cannot generate particles during his Burst, meaning he is reliant on Fischl’s offscreen energy gen to help him sustain uptime. Beidou needs to switch in to generate, which is heavily discouraged as Razor loses his Burst on switch. Overall, it CAN work if the 4th slot was Fischl, in which case you either run no healer or Diona. Not the best pairing in the world, but as always, an invested Beidou can make everything work.

Quickswap Templates

Turbo Beidou

Video: 12-3-1 Abyss, 25 seconds clear by me

By using the “Fischl Feature,” we can “turbo” charge our Beidou with insane amounts of energy not normally possible, allowing us to go absolutely zero ER while still Bursting off cooldown. This way, we can focus entirely on offensive stats to reach maximum DPS potential for zero tradeoff. Aside from Fischl, Xiangling is pretty much core here, as her Pyro application actually outpaces Oz, and Benny helps battery while also providing an insane ATK boost. Swapping is pretty frequent, but it doesn’t really matter who normals because the majority of the damage comes from Beidou and Xiangling’s Bursts. Not to mention that every single unit here is a 4 star and incredibly efficient on their own. However, the overall damage ceiling of this team is not that high, and only has use when doing multi-rotation clears.

As of 4/20/21, the Turbo interaction has been confirmed to be a bug and has been patched. The team still functions, however now requires more ER.

Overall Recommendations

These comps are the easiest to execute, build, and play very intuitively.

  • Any variation of Tazer, whether Main or Sub is very easy to execute. It also invests in units that are universally good in most teams, so you either already have the units built or they’ll be built for the future. There are some gear requirements, mainly Sacrificial Sword on Xingqiu and all 3 need to have moderately good artifacts. But, they all scale incredibly well so it’s worth it. Fireworks Childe is technically a Tazer team, but he would need added investment as well as a backup plan for his downtime.
  • Main/Hypercarry Beidou is very intuitive and easy to pick up. While I encourage most people to lean towards Sub Carry Beidou for the sake of Team DPS, Hyper Beidou is very cheap on resin as you don’t need to invest much into the rest of the team.


“After all this training, I feel like I’m finally at my best. Thank you… But please, I’d still like for you to keep me on my toes.”

… And that’s it! After 50 pages I think I’ve finally addressed everything I needed to talk about. Hopefully this has been enough to teach you about Beidou, and maybe convince you to build and use this ridiculously broken unit.

If you still want more, me and the Beidou Mains Discord server are happy to answer your questions. You can even find me in Keqing Mains if you need to ask any questions. My DM’s are always open so feel free to directly ask me questions as well. I hope to see many new Beidou mains in the future!

As for the future of this guide, I’ll be keeping it updated for new weapons, artifacts, or discoveries whenever they appear. The Team Templates will be updated with new videos when I can find/get to them. For now though, I think this is as comprehensive as it gets.

Anyways, that’s it from me. – ZΛNTO#4984

My other Stuff:

Keqing Weapon Guide

My Youtube where I post Beidou Abyss clears

Network Resources:

Keqing Mains Website

Beidou Theorycrafting Library

Discord Links: