Itto Guide: Hanamizaka Heroics

Updated for Version 2.7


Art by @RKSHI_

Preface

Welcome to KeqingMains’ guide on Arataki Itto, The First and Greatest Head of the Arataki Gang. Itto is the first 5-star Geo Main DPS of Genshin Impact, with a fast-paced and satisfying playstyle, making him quite unique from the rest of the cast. His kit is straightforward, while still having room for more advanced optimizations, making him a good pick for players who are looking for a balance of fun and challenge. In this guide, we will go over how to gear and play The One and Oni, Arataki Itto. 


The following is a condensed infographic for basic information on Itto. For details about gearing, combos and team comp options, please proceed further into the guide.

Normal Attack (N/NA)Normal Attack string. Due to the unique nature of Itto’s attack string, the notations used in this guide will be:
   • N# (N1, N2. etc.) refer to the full combo from the first Normal Attack to whichever number is next to the N. For example: N2 means doing 2 normal attacks, including the first one in the string.
   • NA# (NA1, NA2, etc.) refer to a specific Normal Attack in the string. For example: NA2 means doing a singular normal attack that is the second one in the full string without having to start the first one. This is possible due to the fact that Itto’s string does not reset after dashing or using his Skill.

For example, this combo notation: Q NA1 E NA2 NA3 SCA3+F N4 SCA4+F E SCAF. Here, Itto is able to use his second and third Normal Attack (NA2, NA3) after using his Skill without having to restart from the first attack. After going through a combo slash, Itto uses a full Normal Attack string from start to finish (N4).
StacksTalent, artifact or  weapon effects that build up over time or under certain conditions. Can refer to Superlative Superstrength stacks, Husk of Opulent Dreams stacks, and Serpent Spine stacks
Charged Attack (CA)Arataki Kesagiri slashes that consume Superlative Superstrength stacks and no stamina – one of the main sources of Itto’s DMG. Not to be confused with Saichimonji Slash
Charged Attack Final (CF)Arataki Kesagiri Final Slash – the final slam that consumes the last Superlative Superstrength stack, dealing more AoE DMG
S.S.Superlative Superstrength
EREnergy Recharge
BuffProvides noticeable (DMG) boosts to a character
TTDSThrilling Tales of Dragon Slayer, a 3-star catalyst obtainable through wishing
AoEArea of Effect
ICDInternal Cooldown, see more explanations here
Snapshot and DynamicProperties that are assigned to skills and bursts that last over time. See more here
HitlagOccurs whenever a character hits a target, frames get frozen to give the player a sense of “weight” behind each attack. The amount of hitlag depends on the target hit. Ranged characters and skills aren’t affected by hitlag. See more here
BiSBest in Slot
EElemental Skill
QElemental Burst

Character Breakdown

Art by @panosarts_

Pros

  • Relatively easy to use compared to other more “difficult” characters (e.g. Hu Tao/Ayaka), while still possessing intricacies that make piloting him enjoyable.
  • Uses supports that others usually don’t use (Gorou, Albedo) and does not rely on contested supports like Bennett, Xingqiu, Kazuha, etc.
  • Fills the hypercarry role, and thus does not need very invested supports (with the exception of Albedo and Fischl)
  • Accessible weapon choices, such as Battle Pass or craftables.  
  • Respectable damage compared to other C0 5* units in both single target and multi-target scenarios.
  • Good AoE potential: his Charged Attacks hit a relatively large area around him and can chase enemies, without knocking them back.
  • Little to no stamina issues due to his special Charged Attacks.
  • Greater mobility and survivability during combat thanks to Normal Attack combo not being reset after dashing or using Elemental Skill.
  • Has a lot of interruption resistance during his Charged Attack chains.
  • Beatboxes (or sings opera) for you on your birthday.

Cons

  • High initial investment floor (Level 90/90 and investment into talents are almost required).
  • Team building is often locked to 3 Geo characters to get the most out of Gorou.
  • Gorou, while not necessary, is a significant boost to DMG, along with Albedo, a 5* unit.
  • Needs a considerable amount of ER  (130%-140%) or other Geo characters batterying him for maximum Burst uptime.
  • BiS set (4-pc Husk of Opulent Dreams) is in a domain alongside Ocean-Hued Clam, being potentially resin-inefficient to farm.
  • Team damage cannot benefit from 4-pc VV as well as amplifying reactions, thus having a lower potential ceiling compared to other teams.
  • Needs to be on-field for almost 16 seconds, and cannot swap-off during that time without losing DPS.
  • Many top supports are 5* units (Zhongli, Albedo).

Talents

Art by @v1rg03

Normal Attack

Normal Attack | Fight Club Legend

Perform up to 4 consecutive strikes. When the 2nd and 4th strikes hit opponents, Itto will gain 1 and 2 stacks of Superlative Superstrength (S.S.), respectively for a max of 5 stacks. Triggering this effect will refresh the current duration of any existing stacks. Additionally, Itto’s NA combo doesn’t immediately reset after sprinting or using his Elemental Skill.

Charged Attack: When holding to perform a CA, Itto unleashes a series of Arataki Kesagiri slashes without consuming Stamina. Instead, each Arataki Kerasigi slash consumes 1 stack of S.S. When the final stack is consumed, Itto delivers a powerful final slash.
If no stacks of S.S are available, Itto will perform a single Saichimonji Slash.

Plunging Attack: Similarly to every other claymore user, perform a mid-air strike to the ground.

Itto’s Arataki Kesagiri slashes are the highlight of his kit, and will be explained further in a later section of the guide. Always aim to use the stacked up Arataki Kesagiri slashes (CA), rather than the slow and weak Saichimonji Slash. Superlative Superstrength stacks are indicated by the Oni mask floating on Itto’s back, which glows when the maximum number of stack is reached.

Elemental Skill

Elemental Skill | Masatsu Zetsugi: Akaushi Burst!

Hurls Ushi and deals Geo DMG to opponents on hit. When Ushi hits opponents, Itto gains 1 stack of Superlative Superstrength.
Ushi, considered a Geo Construct, will remain on the field and:
   • Taunts the surrounding opponents and draws their fire.
   • Inherits HP based on a percentage of Itto’s max HP.
   • When Ushi takes DMG, Itto gains 1 stack of Superlative Superstrength, at a maximum of 1 every 2s.
   • Ushi will flee when its HP reaches 0 or its duration ends. Grants Itto 1 stack when it leaves. 

This Skill is a burst of high damage, and is a noticeable portion of Itto’s damage. It’ll be covered during the Combos section, as well.

Elemental Burst

Elemental Burst | Royal Descent: Behold, Itto the Evil!

For a time, Itto lets out his inner Raging Oni King, wielding his Oni King Kanabou in battle. This state, which disappears when he leaves the field, has the following properties:
   • Converts Itto’s Normal, Charged and Plunging Attakcs to Geo DMG. This cannot be overridden.
   • Increases Itto’s Normal Attack SPD. Also increases his ATK based on his DEF.
   • On hit, the 1st and 3rd strikes of his attack combo will each grant Arataki Itto 1 stack of Superlative Superstrength.
   • Decreases Itto’s Elemental and Physical RES by 20%.

This is the crux of Itto’s kit, as he relies on DEF to give him ATK through this Burst, as well as a Geo conversion on all his attacks. The RES decrease on Itto himself is mostly irrelevant, as he has high base DEF and will be tankier than most characters.

A few things to note with Itto’s burst:
   • It only snapshots the DEF to ATK conversion, while the rest is dynamic. This means that any buffs aside from DEF buffs that expire or happen during Itto’s burst will affect his DMG.
   • Itto’s burst cannot be alt-swapped in without losing the buffs from Gorou, unless in special cases (see more here). It’s recommended to manually switch to Itto first, then activate his Burst once the buff indicator appears.

Ascension 1 Passive

Ascension 1 Passive | Arataki Ichiban

When Itto uses consecutive Arataki Kesagiri, he obtains the following effects, which will be cleared once he stops performing CAs:
   • Each slash increases the ATK SPD of the next slash by 10%. Max ATK SPD increase is 30%.
   • Increases his resistance to interruption.

Encourages you to get max Superlative Superstrength stacks before using them all at once in order to maximize the ATK SPD gain.  Also a good QoL passive, as it allows Itto to unleash his CAs faster without being interrupted, which can lead to DPS loss.

Ascension 4 Passive

Ascension 4 Passive | Bloodline of the Crimson Oni

Arataki Kesagiri DMG is increased by 35% of Itto’s DEF.

Simply more damage to his Charged Attacks. Encourages building DEF% on him even more.

Utility Passive

Utility Passive | Woodchuck Chucked

When a party member uses Attacks to obtain wood from a tree, they have a 25% chance to obtain an additional log of wood.


Itto is great for wood gathering, in addition to his fast NA string. Great unit for teapot fans. Any extra wood gained from this passive does not count towards the 2000 per day limit.

Talent Priority

> >


Itto’s Normal Attack is the most important to level, followed by his Elemental Burst. His Elemental Skill is good to level, as it is decent damage, but not as important as the other two.


See Zakharov#5645 calcs for a level-by-level breakdown of talent upgrade order.

Constellations

Constellation 1

Constellation 1 | Stay a While and Listen Up

After using Royal Descent: Behold, Itto the Evil!, Arataki Itto gains 2 stacks of Superlative Superstrength. After 1s, Itto will gain 1 stack of Superlative Superstrength every 0.5s for 1.5s.

Average damage gain over C0: 2%

This constellation is particularly interesting. Its average damage gain over C0 is not very high, because it only adds a few slashes to Itto’s combo while taking out some Normal Attacks. However, due to buff uptimes, this constellation can end up being better than expected because more of the slashes happen earlier in his combo. This constellation will be discussed more in the Combo section of the guide.

Constellation 2

Constellation 2 | Gather ‘Round, It’s a Brawl!

After using Royal Descent: Behold, Itto the Evil!, each party member whose Element is Geo will decrease that skill’s CD by 1.5s and restore 6 Energy to Arataki Itto.
CD can be decreased by up to 4.5s in this manner. Max 18 Energy can be restored in this manner.

Average damage gain over previous constellation: 2.5%
Average damage gain over C0: 4.5%  

This constellation is purely QoL, with any damage increase coming from reduced ER requirements (if you can rearrange artifacts). Itto’s rotations already run over his Burst cooldown, so reducing it does not affect rotations at all. The Energy refund lowers ER requirements and allows for more offensive substats in artifacts, which is an increase in damage overall.

Constellation 3

Constellation 3 | Horns Lowered, Coming Through

Increases the Level of Masatsu Zetsugi: Akaushi Burst! by 3. Maximum upgrade level is 15.

Average damage gain over previous constellation: 4%
Average damage gain over C0: 9%

This constellation slightly increases the damage dealt by Ushi, which is not insignificant but it is also not very large. Not a particularly impactful constellation one way or the other.

Constellation 4

Constellation 4 | Jailhouse Bread and Butter

When the Raging Oni King state caused by Royal Descent: Behold, Itto the Evil! ends, all nearby party members gain 20% DEF and 20% ATK for 10s.

Average damage gain over previous constellation: 5%* 
Average damage gain over C0: 14%

This constellation is important to note because it only increases Itto’s damage from the second rotation onwards. The first time Itto uses his Burst in a particular Spiral Abyss floor, he will not gain any damage from this constellation, but any time after that he will gain the stated increase (as long as you use his Burst within 10 seconds, which you should be doing). This also buffs allies, so it is essentially a 4NO buff with an additional 20% DEF. A good constellation, if you aren’t already killing everything in the first rotation.

Constellation 5

Constellation 5 | 10 Years of Hanamizaka Fame

Increases the Level of Royal Descent: Behold, Itto the Evil! by 3. Maximum upgrade level is 15.

Average damage gain over previous constellation: 11%
Average damage gain over C0: 27% (without C4 active: 20.5%)

This constellation increases Itto’s Burst talent level, which increases the DEF to ATK conversion ratio. A rather large increase to Itto’s damage, but nothing particularly special about it, as it is a straightforward constellation.

Constellation 6

Constellation 6 | Arataki Itto, Present!

Arataki Itto’s Charged Attacks deal +70% Crit DMG. Additionally, when he uses Arataki Kesagiri, he has a 50% chance to not consume stacks of Superlative Superstrength.

Average damage gain over previous constellation: 24%
Average damage gain over C0: 56% (without C4 active: 49%)


Itto’s C6 is quite difficult to quantify. The CRIT DMG is very, very strong, especially when in combination with the second part of the effect to get many more Charged Attacks per Burst. However, the second part of the effect is completely RNG. Furthermore, sometimes, you might get no improvement from it as you will fail every single chance to save a stack. Sometimes, you might save a stack every single time. Because the number of stacks saved also means that it takes longer to get all of them out, it can also vastly change the combo and what you can fit in. Of course, Itto’s power at this level generally means most enemies will have died regardless. Overall, this constellation is quite strong, but it also makes Itto a lot less strategic and makes you rely quite significantly on RNG.

(% damage increase from each constellation was calculated by Merp#6832)

Artifacts

Artifact set calculation was done with R1 Whiteblind. 4Husk is prestacked if not using Serpent Spine.  If using Serpent Spine, 4Bolide can be worse than 2Husk 2Petra, but 4Husk is still BiS with any weapon.

Artifacts Ranking


Husk of Opulent Dreams (100%)
The premier artifact set for DEF-scaling, DMG-dealing Geo characters, Husk of Opulent Dreams gives Itto everything he wants: DEF and Geo DMG buffs that build up as he spends more time dealing DMG on-field. This set is his Best-in-Slot, and is what you should farm to maximize Itto’s DMG, even if it means bearing the pain of getting Ocean-Hued Clam pieces.

Note for Serpent Spine: When starting an Abyss chamber, prioritize gaining Serpent Spine stacks over Husk stacks by putting Itto in the first team slot. Itto will gain Husk stacks off-field while you rotate through supports and Sub-DPS prior to his Burst, and continue to build them up when in his Burst.

Retracing Bolide (91%)
Another viable set on Itto, slightly behind Husk of Opulent Dreams. The 40% Normal and Charged Attack DMG bonus to a unit that relies heavily on Charged Attacks like Itto is quite substantial. On teams where Itto runs with a shielder, he can make use of this set well. On teams without a shielder, Crystallized shields help to proc the effect of this set, though it is not recommended to rely on them alone.

Archaic Petra/Husk of Opulent Dreams (89%)
This set is somewhat less conditional than 4-piece Husk, but it is significantly less DMG. 4-piece Husk provides 54% DEF and 24% Geo DMG bonus at its best, while this set only gives 30% DEF and 15% Geo DMG at its best.

Gladiator’s Finale/Husk of Opulent Dreams (84%)
This set is very much worse than any of the others. ATK% bonus is not very useful on Itto, but it is the next best option since many players already have a lot of Gladiator’s Finale pieces. It’s almost certainly better to run rainbow pieces with good CRIT substats.

For Mainstat, use DEF% sands / Geo DMG Bonus goblet / CRIT Rate/DMG circlet

For Substats, prioritize ER% (if ER requirement is not met) > CRIT DMG/Rate > DEF%

For ER% requirements, aim for 130-140%. It is recommended to not use an ER% sands due to significant DMG loss, and instead aim to get enough from substats. Use the Energy Recharge Calculator to determine the exact requirements for your team.

Weapons

See Merp#6832’s calcs for details and assumptions.

Weapons Ranking


Redhorn Stonethresher (5*)
Relative DMG to R1 Whiteblind: 130% (R1) – 140% (R5)
Itto’s signature weapon, undoubtedly uncontested as his BiS. Offers an amazing passive along with strongly appreciated second stat, which makes balancing stats in artifacts much easier thanks to his CRIT Rate ascension. This weapon also does not have any conditions on it, and offers pure damage without any hoops to jump through.

Serpent Spine (4*)
Relative DMG to R1 Whiteblind: 112% (R1) – 122% (R5) or 101.5% (no stacks)
Serpent Spine continues to be an amazing weapon choice for low spenders (while also looking quite good on Itto aesthetics-wise). The CRIT Rate substat and strong passive make it his second BiS. While slightly anti-synergistic with 4-pc Husk of Opulent Dreams, players can gain max stacks on both Serpent Spine and the artifact set from the second rotation onwards, provided they prioritize Serpent Spine stacks over Husk stacks when starting an Abyss chamber. If players choose to ignore Serpent Spine’s passive entirely (i.e. prestacking Husk instead and get hit enough to never have any SS stacks), then the weapon will still be usable due to its CRIT Rate secondary stat. Strongly recommended to have a shielder on the team when using this weapon.

Skyward Pride (5*)
Relative DMG to R1 Whiteblind: 109% (R1) – 119% (R5)
The 36% ER substats can help cover Itto’s energy needs, allowing players to focus on building purely offensive stats in artifacts. A solid option overall.

Whiteblind (4*)
Relative DMG to R1 Whiteblind: 100% (R1) – 105% (R5)
Recommended F2P option due to its free refines, while still being a very viable option. This is the default for Itto. Refines do increase damage, but not by a very significant amount due to Itto’s Burst snapshotting DEF. Gets better from the second rotation onwards, with the increased number of stacks.

Blackcliff Slasher (4*)
Relative DMG to R1 Whiteblind: 105% (R1) – 108% (R5)
While spending Starglitter on Blackcliff weapons is not recommended, Blackcliff Slasher appears to be a somewhat suitable option, having worse refinements scaling than Whiteblind, while still being better at R5.

Sacrificial Greatsword (4*)
Relative DMG to R1 Whiteblind: 96% (any refine) if the reset procs on the first Skill in Itto’s Burst
Sacrificial Greatsword is a strange option for Itto, but it is usable. It allows him to use a new combo (with 3 Skill uses in one Burst) that will increase his damage, as well as essentially negating Itto’s need for ER. These two things almost balance out the lack of ATK, DEF, and CRIT stat provided by the weapon. The combo is:
Q N1 NA2~E NA3 E C4F N4 C4F E F

The Unforged (5*)
Relative DMG to R1 Whiteblind: 102% (R1) with 100% shield uptime
Usable option, but generally poor compared to other free options due to having a substat and passive not being that helpful on Itto, as well as constantly having a shield to maximize its uptime, which can be difficult.

Wolf’s Gravestone (5*)
Relative DMG to R1 Whiteblind: 98% (R1) assuming no passive activation
Usable option; however, Itto does not benefit greatly from the passive. Recommended to use any other free option, and put this on another claymore user instead.

Combos

A short preface to this section: If you don’t want to do any of these combos, that is absolutely fine – just keep in mind that you want to use Itto’s Skill at the beginning and end of his burst, and you want to maximize the number of stacks spent in each chain of Arataki Kesagiri slashes. You might also want to see the Combo Improvisation section. With that said…


Itto’s combos are rather complex and hard to properly calculate, because of a few factors.


One, he has to micromanage the number of stacks he has, keeping in mind the absolute maximum of 5 stacks.


Two, his A1 talent makes having more stacks at once better because it speeds them up, but by how much is difficult to quantify.


Three, when Ushi (the cow summoned by his Elemental Skill) gets hit by an enemy, he gains one stack. This causes him to do an extra Kesagiri slash, which can extend the combo enough to not give him enough time to properly finish it.


Four, his A4 talent adds purely DEF-scaling MVs to his arsenal, which makes calculating the difference in damage somewhat annoying, as you cannot simply compare the MVs straight up, but instead you have to calculate the whole combo, and different assumptions can lead to different combos becoming more relevant than others.


Five, his Normal Attack combo can be canceled by a dash or by his Elemental Skill without interrupting the combo. This can be used to start a normal attack, cancel out of it, and continue to the next one, saving some time to allow more Charged Attacks. This adds so many more options to be explored for Itto’s combos, and this is primarily why the TC on Itto took a long time.


Six, hitlag extension can lead to a significant extension of his burst duration, which can affect the combos used in different rotations. Hitlag extension is a type of animation lag present on all melee weapons, alongside startlag, and endlag. Startlag and endlag are easy to see –  it simply shows the wind-up animations before and after the attack is dealt. Both of these are affected by Attack Speed. Hitlag, on the other hand, occurs when the enemy is hit, and is incorporated in order to include the feel of the impact of the attack on the character. Hitlag is implemented by essentially “pausing” all other effects during its duration, and this has some interesting consequences:

  • It is not affected by Attack Speed.
  • It effectively extends the duration of some effects present while it is occurring, as it pauses the timer on which they run.
  • This includes Itto’s Burst effect duration; thus causing Itto’s Burst to effectively last longer than the stated duration.


However, due to the diligence of the KQM theorycrafters, a few optimal (to our knowledge) combos have been found.


For readability’s sake, here are a few rules for how these combos will be formatted, and things that are not stated.

  1. Combos will be notated using “NA#” and “N#”. The differences between these can be found in the glossary.
  2. An “SCA#+F” means start a charged attack, and keep doing Arataki Kesagiri slashes until you run out of stacks. The # is the number of combo slashes, and the F means the finisher. Just a SCAF means you only have one stack, and thus do no combo slashes.
  3. All of Itto’s combos are fairly close in effective power (within 5%). In the end, it comes down to whichever one is easiest or feels the best to you, unless you really need that last bit of damage to 3* the abyss floor.
  4. Framerate has not been considered when making these combos. There are some characters where framerate makes a difference in ease of execution (Hu Tao, for example), and it may be similar for Itto. All of the combos here have been done by someone, but framerates may have differed.

Combo Tech

Dash Canceled SCAF: By dashing right after the SCAF lands, you can save a few frames by canceling the large endlag of Itto’s SCAF. This is not necessary for most combos, and actually can be a frame loss if done poorly, but it could make it easier for you if you are used to it. Of course, this can be buffered, so you can get it very consistently even without frame-perfect inputs. This is only necessary for some of the hardest combos (“Prestack N1 E N2” and “Harder C1-C5 w/ Ushi” in particular).


Buffering: You can start the input for the next attack during the previous attack for the majority of his combos. The places where this is useful are as follows:

  • Buffering an SCA out of NA3 (as soon as the NA3 animation starts, you can hold attack to buffer the SCA)
  • Buffering an SCA out of NA4 (same as NA3, you can do it at any point during the N4 animation)
  • Buffering a dash out of SCAF (the SCAF has to land first, if you dash during the jumping part before he lands then it will cancel the SCAF hit entirely and lose a lot of DPS)
  • Buffering a SCAF out of E (can do it during any point in the E animation)
  • Buffering any normal attack after the next (you can just mash click and it’ll work)

This is extremely useful for making sure you get combos done well.


NA1Q: This very recently discovered tech is very niche, but it is worth mentioning. It is not entirely known how it works internally, but it allows Itto to start his Burst with a stack by pressing his Q during the hitlag of an NA1. This allows Itto to gain a stack without wasting any time during the burst. This tech is only useful to start even the first rotation with a prestack combo, without wasting time on doing a full NA2 before burst.
See more details here

C0 Combos

MVs%s are based on Talent Level 9.

All of Itto’s combos on this list are within 5% DPS of each other.

“NA1 E NA2” (RECOMMENDED):

Combo:
Q NA1 E NA2 NA3 SCA3+F N4 SCA4+F E SCAF
MVs:
4392.95% ATK, 350% DEF
MVs if Ushi is hit:
See “Prestack NA1 E NA2”

This combo does not require any cancels, and all of its inputs (while they can be tight) can be buffered. If Ushi gets hit during the first part of the combo, the extra SCA will still fit in while still being able to do the rest of the combo (at least on high-hitlag opponents, and if done well). 

“Prestack NA1 E NA2”:

Combo:
Q NA1 E NA2 NA3 SCA4+F N4 SCA4+F E SCAF
MVs:
4560.43% ATK, 385% DEF
(If miss SCAF:
4209.67% ATK, 350% DEF)
MVs if Ushi is hit:
4377.15% ATK, 385% DEF

This combo is very similar to NA1 E NA2, except you have one extra stack. This is effectively the same as NA1 E NA2 w/ an Ushi proc. However, this is worth mentioning because each rotation after the first, you start with one stack, and this can slightly increase your damage. Also, you can utilize N1Q to get this combo on the first rotation if you can. If Ushi gets hit during this combo, the SCAF at the end will not fit. As an additional variation of this combo, you can try starting with 2 stacks instead of 1, and skipping the first NA3, which gives you a lot more room.

Rotation example: https://youtu.be/FxwVESgYPnY 

“NA1 Finisher”:

Combo:
Q NA1 E NA2 NA3 SCA3+F N3 SCA3+F N1 E SCA1+F
MVs:
4323.15% ATK, 385% DEF
MVs if Ushi is hit:
4490.63% ATK, 385% DEF

This combo is also very similar to NA1 E NA2, except you cut out the NA4 and instead put an NA1 after the second SCA chain. This combo is weaker overall than NA1 E NA2, but it is significantly easier to do with the extra stack from Ushi or prestacking. If a prestacked NA1 E NA2 is too hard for you, then you can try this combo instead for pretty similar damage output. Using a variation of this is generally a good idea when you are improvising because it has so much extra room.

C1+ Combos

C1-5 Combo:

Combo:
Q E SCA5+F N4 SCA4+F E SCAF
MVs:
4273.68% ATK, 455% DEF
MVs if Ushi is hit:
4441.16% ATK, 490% DEF

This combo is very easy to play, and has a lot of leeways. However, if Ushi does not get hit, this is actually worse than the recommended C0 combo.

Harder C1-5 Combo:
Ushi hit:
https://youtu.be/t-kbVCTSNj
No Ushi hit: https://youtu.be/EULCJGpS9QE 

Combo:
Q N1 E SCA6+F N4 SCA4+F E SCAF
MVs:
4586.73 ATK, 490% DEF
MVs if Ushi is hit:
4403.45% ATK, 525% DEF
(If done well:
4754.21% ATK, 525% DEF)

This combo is basically the same as the other one, except you can fit an extra N1 in the beginning of the combo by being a bit more precise on your inputs. It is possible to fit another SCA in the combo (for a SCA7 at the beginning) but it is extremely tight.

C6 Combo:

Combo:
Q N1 E SCA11+F N2 SCA3+F E
MVs:
4522.16% ATK, 560% DEF
MVs if Ushi is hit:
N/A

This combo is extremely fluid because of the RNG of C6. You could get a lot more saved stacks, or very few. This is just an average sort of combo, assuming more or less every other SCA doesn’t consume a stack. Pray to RNGesus, and learn to improvise.

Combo Improvisation

We’ve attempted to give you some combos that are proven to work and do well, but sometimes, Ushi gets hit twice, or you do a prestack combo but Ushi gets hit anyway.  Or maybe, you have C6 Itto. Sometimes, combos won’t go your way. Never fear, though, because it’s very possible to change your combo midway through, if you have quick-thinking skills.


Let’s start with an example. If you are doing a prestacked NA1 E NA2, but Ushi gets hit during the first half of the combo, then you will not have room to fit the SCAF in at the end, resulting in a significant loss of damage. What can we do to rectify this? Well, you can drop the last hit of the N4 string (NA4) in the second half, which makes you lose 2 stacks (one of them is gained back by Ushi disappearing, which usually goes over the cap in this combo). This would lead to the overall combo being Q NA1 E NA2 NA3 SCA5+F (Ushi gets hit during that SCA chain) N3 SCA3+F, and then finish it off with E SCAF. This means that you’ve dropped an NA4 for the finisher, overall, which is significantly better than just going ahead and ignoring Ushi getting hit and not hitting the finisher. In fact, that allows the Ushi proc to be beneficial rather than a detriment to that combo.


This general process can be applied to any combo you might do, and generally requires some forethought since there are so many factors that go into Itto’s combos. However, if you can master this, then you have indeed mastered the One and Oni. 

Some general rules to maximize your damage: 

  1. You should always use 2 E’s per Burst. The burst cooldown timer will be around 2-3 seconds left when the burst actually ends if you’ve been attacking enough, so make sure to use the second Skill no matter what.
  2. You should always try to hit the SCAF right after the final E, because it uses the stack up. There’s no real way to time this with improvisation, so you just have to get a feel for it.
  3. Itto will have time for approximately two SCA chains in his burst, and then the final SCAF. The length of these can vary, but trying to fit a third in will likely not let you use the E SCAF at the end.
  4. Try not to overcap stacks: using a full N4 will give you 5 stacks, which is the maximum, so try not to use an E during that or continue doing normal attacks. Once you have 5 stacks, start an SCA chain.
  5. Cutting off an NA4 in a combo will usually be the solution to allow the SCAF to fit, because NA4 takes 78 frames on its own. If Ushi gets hit, as well, then NA4 is mostly irrelevant, as you will only gain 1 stack. Additionally, Ushi disappearing and giving a stack is usually ignored by these combos; if you drop the NA4 because Ushi got hit, in one of these cases you’ll be at the same number of stacks with 78 frames saved. 
  6. All of this is mostly irrelevant at C6. It’s all RNG up there, so you can try to make sure you get something but honestly you’re going to be killing everything anyways. So.

Teams and Synergies

Images generated using Genshin Team Portrait Generator

Triple Geo

This team composition is the recommended go-to for Itto due to all the synergy it has. Itto appreciates the extra energy generated by having teammates of the same element, and Gorou’s buffs cap out at having 3 Geo members on the team. Albedo is highly recommended in the 3rd slot due to his consistent off-field damage alongside energy particles generation. The fourth slot is usually flexible, and does not require any particular unit, as Itto does not have anti-synergy with a majority of the cast due to the innate, non-reactive nature of the Geo element.


Though strong, Triple Geo with Itto, like any other team, has its own drawbacks. The most obvious problem is the team’s difficulty with breaking elemental shields: Geo does not react with other elements like Pyro, Hydro or Cryo do. This, coupled with the fact that Itto’s NAs and CAs during his burst all apply 1U Geo, means that he by himself can struggle with taking down Abyss Lector’s or Herald’s shield. Fortunately, the flex fourth slot of the team can be a dedicated shield-breaker, making the team far from useless when dealing with shielded enemies.  


Note: If players have not obtained Gorou or cannot use him, the characters from the 3rd slot, notably Ningguang, can also fit well for the 2nd slot for this team.

Character Equipment Explanation


Gorou

Role: Support, Battery
Ranking: S
Weapons:
Favonius Warbow, Elegy for the End, Sacrificial Bow

Artifacts:
4-pc The Exile, 4-pc Noblesse Oblige. 2-pc Emblem of Severed Fate/2-pc The Exile, 2-pc Emblem of Severed Fate/2-pc Husk of Opulent Dreams
Gorou is an invaluable teammate for Itto, providing Geo particles and buffs. Prioritize having enough ER on him to use Burst every rotation. Constellations on Gorou are appreciated, but not necessary.
If Gorou is at C6, players can choose to use his Burst right before Itto’s for more uptime on the CRIT DMG buffs.
CharacterEquipmentExplanation

Albedo

Role: Off-field DPS
Ranking: S
Weapons:
Cinnabar Spindle (BiS), Harbinger of Dawn, Favonius Sword

Artifacts:
4-pc Husk of Opulent Dreams
Albedo is the best teammate in this slot, due to his strong synergy with Itto and Gorou. Offers consistent off-field DMG and Geo particles, and benefits from Gorou buffs and infinite uptime on Husk. Unfortunately, his BiS weapon, Cinnabar Spindle, is an event-exclusive sword, making his damage contribution lower without it. It is recommended to not use Albedo’s Burst in this team.

Geo MC

Role: Support, Battery
Ranking: B
Weapons:
Favonius Sword, Festering Desire, Amenoma Kageuchi

Artifacts:
4-pc Emblem of Severed Fate, 4-pc Nobless Oblige, 2-pc Archaic Petra/2-pc Noblesse Oblige
Geo MC serves as an adequate replacement for players without Albedo. The Geo particles and CRIT buff provided by their kit are valuable. Nevertheless, using their Elemental Skill optimally may be difficult, and their full damage potential is not realized in an Itto team, making them an often suboptimal choice for this slot.

Zhongli

Role: Shielder, Support
Ranking: S
Weapons: Favonius Lance, Black Tassel

Artifacts: 4-pc Tenacity of the Millelith

In teams where Zhongli deals damage with Stone Steele resonance, he prefers more damage-oriented weapon and artifact options.
The best option for a shielder in this team. Zhongli provides a strong shield with consistent uptime and RES shred, all of which are appreciated for Itto. The shield provides extra value for players using Serpent Spine or The Unforged on Itto. It is not recommended to build him for DMG on this team.

Ningguang

Role: Support, Battery
Ranking: C
Weapons:
TTDS, Prototype Amber

Artifacts:
4-pc Noblesse Oblige
Ningguang is another viable option for batterying Itto and providing buffs. However, she herself does not contribute much in terms of DMG when built for utility in this team, and while she is capable of high Burst DPS, building her for it in this team is not recommended.

Noelle

Role: Shielder (not recommended)
Ranking: F
Bad shield uptime and zero particle generation. There’s no synergy between Noelle and Itto – they’re better off in different teams.

Yun Jin

Role: Support (not recommended)
Ranking: F
Weapons:
Favonius Lance, Prototype Starglitter, The Catch

Artifacts:
4-pc Noblesse Oblige, 4-pc Husk of Opulent Dreams
Yun Jin synergizes well with characters that utilize a lot of Normal Attacks in their kit (Yoimiya being a prime example). Itto does not do enough Normal Attacks in his combos for Yun Jin to be a good pick in his team. Not recommended to pair them together.
CharacterEquipmentExplanation

Bennett

Role: Support
Ranking: B
Weapons:
Any high base ATK sword, Favonius Sword, Festering Desire

Artifacts:
4-pc Noblesse Oblige
Although Itto has more than enough ATK in his Burst, Bennett’s buffs can still be valuable for the sheer amount of flat ATK he can add, alongside healing. Also good at taking down shields with his tap E. However, the benefit of playing Itto is that he is not dependent on Bennett like a lot of other units are, and Bennett is likely of better value on your other Abyss team. Note that Bennett’s ER requirements will be much higher than usual in this team.

Fischl

Role: Off-field DPS, Support
Ranking: B
Weapons:
Any damage-oriented bow, Elegy for the End

Artifacts:
2-pc Thundering Fury/2-pc Gladiator’s Finale/2-pc Shimenawa’s Reminiscence
Fischl offers consistent Electro application from off-field, providing damage and Crystallized shields, in addition to Energy regeneration. Can also hold Elegy for the End for team-wide buffs. Despite her strengths, Fischl has bad turret uptime with Itto as she can only summon Oz once per rotation (due to Itto’s high field time).

Mona

Role: Support
Ranking: C
Weapons :
Favonius Codex, TTDS, Prototype Amber

Artifacts :
4-pc Noblesse Oblige, 4-pc Emblem of Severed Fate
Mona is able to hold TTDS and provide DMG buff with her Burst, or use Prototype Amber for some healing. However, her Omen buff does not last long enough for Itto’s Burst duration, and her Energy needs are high when in the team. Not recommended for general gameplay outside of damage showcase.

Diona

Role: Shielder, Support
Ranking: B
Weapons:
Favonius Warbow, Elegy for the End

Artifacts:
4-pc Noblesse Oblige, 2-pc Tenacity of the Millelith/Maiden Beloved/Ocean-Hued Clam
Diona condenses buff, shield and healing all in one, making her a viable option for this slot. Can act as a battery with Favonius Warbow, or provide further buffs with Elegy of the End, though she does not stack the passive quickly.

Thoma

Role: Shielder, Support
Ranking: C
Weapons:
Favonius Lance, Black Tassel

Artifacts: 4-pc Noblesse Oblige, 2-pc Emblem of Severed Fate/Tenacity of the Millelith
Thoma provides a decent shield when stacked up, and further buffs with his C6. However, he has high Energy needs in this team, and should only be used at C4+.

Electro MC

Role: Battery
Ranking: C
Weapons:
Favonius Sword, Sacrificial Sword

Artifacts:
4-pc The Exile, 4-pc Noblesse Oblige, 2-pc The Exile/Emblem of Severed Fate
Electro MC provides Energy for Itto, completely removing ER requirements for him. They are set back by their own high Energy needs, and lack of any other utility in the team. Using Geo MC is a better choice overall.

Overall, any unit with decent particle generation as well as Support and DMG Boosting abilities will be appreciated in this 4th slot. Examples of team compositions can be found below.

Itto Gorou Albedo Zhongli

Triple Geo plus Zhongli, or Mono Geo, trades in healing and shield-breaking for comfort thanks to the high uptime on a strong shield, in addition to extra Geo RES shred. A rather straightforward team, with Itto and Albedo being the primary DMG dealers, and Gorou and Zhongli adding valuable buffs and protection. Also eases up ER requirements for Itto and Gorou.


Rotation: Zhongli hold E → Gorou EQ → Albedo E → Itto Q combos

Itto Gorou Albedo Diona

This triple Geo variation provides DMG while also offering utility and healing. Albedo is the perfect partner for the Itto-Gorou duo for all the reasons listed above – being able to double-dip in infinite uptime on 4-pc Husk and Gorou buffs, while contributing respectable off-field DMG. Diona provides shield, healing and energy, alongside some potential shield-breaking. 


Rotation: Diona EQ  → Gorou EQ → Albedo E → Itto Q combos

OR

Rotation: Gorou EQ → Albedo E → Diona EQ → Itto Q combos


You can choose which one to do by which one you prefer: a shield throughout more of your Itto combos, or Gorou buff (15% Geo DMG) throughout more of your Itto combos.

“Microwave”: Itto Geo MC Zhongli Gorou

Only recommended for players with C1 Zhongli, although the team is functional without this Constellation. This team revolves around maximizing resonance damage between the Geo constructs of Zhongli and Geo MC, with Gorou providing buffs. As the resonance between Zhongli’s Stone Steele and Geo MC’s constructs contributes significantly to overall damage, players without C1 Zhongli need to use a different rotation to make sure the pillar is always active. Zhongli prefers a damage-oriented build here (HP sands is recommended).


C1 Zhongli Rotation: Gorou E > Geo MC EQ > Zhongli hold E > Gorou Q > Itto Q combos
C0 Zhongli Rotation (second rotation onwards): Zhongli tap E > Gorou E > Geo MC EQ > Zhongli hold E > Gorou Q > Itto Q combos

Other Teams

Itto unfortunately does not have a lot of team options outside of Triple Geo, given that he will perform best with teammates of the same Element due to the reasons already discussed. However, this does not mean that players are discouraged to explore unconventional options. Players can opt for teams with Itto and another Geo unit, and two flex units that work off-field and can provide good utility or DMG, or mix and match for more fun teams. See some examples below:

2.3 Spiral Abyss, Itto – Beidou from Aftermath#7658: https://youtu.be/R3pHhNWbE0k

2.3 Spiral Abyss, Itto – Beidou from Akarin#8270: https://youtu.be/uPnDR94Ti4k

Afterword

Art by @yeurei

This marks the end of the Arataki Itto guide done by the KQM community. We hope that after reading the guide, you are able to gain more interest in trying out the joy that is Itto. We would like to give special thanks to the KQM Theorycrafting community, as well as everyone that provided their support and contribution to the guide during the writing process. Feel free to contact any of the authors for further questions regarding the guide, and check out the KQM Discord.


This guide was written by :
Merp#6832
Prévisible#7440 (Taked)
nxriaki#6316


Calculations were provided by:
Zakharov#5645
Merp#6832: All of these calculations have variable weapons. If you would like to see accurate artifact/constellation/combo comparisons with a weapon of your choice, create a copy of this sheet and select it from the dropdown. Contributions to these calcs were also made by Aftermath#7658.


Special thanks:

Akarin#8270

Aftermath#7658

Neo Frost#2327

Meatball#0438

Cuzimori#1535

Emiliabyss#1641

Reens#9389