Updated for 2.0
Spark Knight Klee of the Knights of Favonius, reporting for duty! …There’s some more, but uh, I forgot. I’m not so good at remembering…
Written by jamie#9248
Table of Contents
Inarguably the cutest playable character in Genshin Impact, Klee was the headline act of the second limited-time Event Banner from version 1.0. With a mixture of adorableness and Genshin’s arguable peak popularity, Klee was unofficially recorded with the 2nd Highest Single Day iOS Sales in China, 3rd Highest Overall Banner iOS Sales in China, 3rd Highest Overall Banner iOS + Android Sales in Japan.
Despite her undeniable popularity, Klee is currently far from a meta choice in late-game content. Klee may have dominated the early versions which heavily favoured both her and pyro elements in general, but as content progressed and new characters with new teams were released and discovered, her playstyle and skill floor requirements just aren’t returning the same dividends as many others, those of which have also been both stronger and easier to play. Simply put, Klee isn’t the easiest character to control.
Nevertheless, Klee is still able to form the backbone for a variety of teams easily strong enough to clear late-game content. Her current teams may not be at the very top in terms of damage potential, but her personal gameplay is very unique and skill expressive. She also has untapped potential which may be unleashed with future supporting characters. Overall, Klee is a bundle of joy both as a character and in combat, and investing into her will bring you happiness.
*Source: CN iOS sales via chandashi.com JP iOS + Android sales via game-i.daa.jp credit aljini10 for work https://www.reddit.com/r/Genshin_Impact/comments/o0qvrq/banner_sales_as_of_june_14th/
Klee’s normal and charge attacks are considered heavy attacks. Resultantly, in combat she can break geo shields and constructs quickly, and shatter freeze. Outside of combat she can mine ores,
If aiming to play optimally to any degree, Klee’s full 3-hit normal attack combo should never be used in any circumstance. Due to a mixture of talent scaling and slow speed, both her 2nd and 3rd hits are objectively weaker than just repeating her 1st hit over & over with animation cancels, known as Machine Gun. The guide will touch on later how to achieve this. Though understand that ultimately even situations which warrant Machine Gun spamming are rare due to her high Charge Attack damage, which you almost always want to weave into your combos instead. Note, when Normal Attacks deal DMG, Klee has a 50% chance to obtain an Explosive Spark, via her 1st Ascension Passive, Pounding Surprise.
Her normal attacks are mainly single target with poor AOE. These attacks (and her charge attacks) are projectile based, compared to most other catalyst users which are hitscan, meaning due to its lobbing animation it does give her a limited range.
Consumes 50 stamina normally, and 0 stamina whilst under the effects of Pounding Surprise.
One of the pillars of Klee’s kit, the simplest (and overall strongest) way to weave this into gameplay is to simply double-click. Klee will do the 1st hit of her normal attack and quickly follow this up with a charge attack, denoted as N1C. Spamming this double-click in rhythm provides Klee with her highest talent dmg% combo, though even with Pounding Surprise procs, this will deplete her stamina rapidly. With this note, better triggering her 1st Ascension Passive, Pounding Surprise, and helping synergy with Xingqiu, it is often recommended to instead weave N1C > N2C (Machine Gun to charge attack) > repeat combos instead. Achieving N2C will be covered later in the guide.
Klee’s charge attack is very noticable in that it has high stagger potential. She will often break enemies poise and can send them flying. This also serves as a defensive function. This tool can also be used in conjunction with Venti’s elemental burst, where her charge attack can throw even the largest enemies in the air and make them locked into Venti’s burst. This knockback direction is independent of an enemy’s position within the hitbox, meaning the charged attack does not diverge groups of enemies.
The hitbox and overall range for her charge attack is much larger than one would assume, both horizontally and vertically. Practical application of this means this hits enemies inside Venti’s burst, even if they are fully staggered and lifted. It also forms a large part of her AOE damage coverage.
Like other catalyst users, her plunge attack is elemental. However it is un-notable and irrelevant for 99% of gameplay. This is not considered a heavy attack.
Elemental Skill: Jumpty Dumpty
Klee throws Jumpty Dumpty which bounces 3 times, with sizable AOE damage potential with each bounce. After this, the bomb splits into 8 mines, which will set off if an enemy comes into its small range. Hitting an enemy will produce 4 pyro elemental particles, though each usage of the skill can only produce this once.
With two charges, this provides heavy front loaded damage but with a long 20 second cooldown, allowing Klee to potentially terminate an enemy if there’s enough damage to bypass the following cooldown issue. When using two charges in succession, the mines of the first will explode early to make way. Whilst hitting an enemy with either the initial Jumpty Dumpty damage or the following mines, Klee has a 50% chance to obtain an Explosive Spark, via her 1st Ascension Passive, Pounding Surprise. It is therefore recommended to weave in charge attack combos in between Jumpty Dumpty charge uses.
The initial Jumpty Dumpty hits have a fair amount of AOE, and will hit vertical enemies for example those caught in Venti’s burst. As for the mines, Sucrose’s, Kazuha’s, Anemo Traveller’s and Jean’s suction abilities will suck in these mines, allowing more damage opportunities. However, none of Venti’s skills will move these mines. This is acknowledged by Mihoyo as not a bug but a design decision.
Each mine has its own ICD on pyro application; however, these mines share an ICD on pyro application with her normal attacks. Meaning, they can both steal reactions and allow Klee to do more reactions due to increased amounts of attacks. See ICD Theory page for more in-depth info.
By using both charges in quick succession, the game counts it as 3 instances, allowing Klee to gain an extra stack (3 stacks) than expected from Crimson Witch. Similarly, you can spam E with just one charge and also obtain a second stack. (Note, this is clearly a bug and may be patched, however this has existed since version 1.0
Elemental Burst: Sparks ‘n’ Splash
For 10 seconds, summons groups of projectile hits every 2 seconds which home in on nearby enemies. It deals damage in 6 waves, and on each wave, there is a 35% chance for 3 hits to occur, 50% chance for 4 hits to occur, and 15% chance for 5 hits to occur. If you switch out within 10 seconds, the burst effects end and will not continue. Therefore, it is encouraged to use her Burst as soon as she swaps in (or after normal/charge attacks if needed to buff her with specific weapon conditions)
Klee’s attributes are snapshotted on cast, meaning buffs like Bennett’s elemental burst, Noblesse 4pc effect, Instructor’s 4pc effect etc. will benefit the entire damage of Sparks ‘n’ Splash as long as they were present at the start of the cast.
1st Ascension Passive: Pounding Surprise
When Jumpy Dumpty (both initial bounces and the following mines) and Normal Attacks deal DMG, Klee has a 50% chance to obtain an Explosive Spark. This Explosive Spark is consumed by the next Charged Attack, which costs no Stamina and deals 50% increased DMG. This spark can only be generated every 4 seconds, and both methods of obtaining it share this cooldown.
Ascension Talent Pounding Surprise “Spark” DMG increase
Assuming Level 90 (additive so 50% spark + 46.6% pyro cup + 28.8% ascension + 15% cw or 35% lw)
w/ Crimson Witch 2pc
240.4/190.4 = 26% DPS increase
w/ Crimson Witch 4pc + 3 Stacks
262.9/212.9 = 23% DPS increase
w/ Lavawalker 4pc
260.4/210.4 = 23% DPS increase
4th Ascension Passive: Sparkling Burst
Energy obtained is flat and therefore not affected by the Energy Recharge% attribute of Klee nor other members of the team. Despite not doing damage, “would have been” crits on shielded enemies will also proc this passive.
C1: Chained Reactions
Attacks and Skills have a certain chance to summon sparks that bombard opponents, dealing DMG equal to 120% of Sparks ‘n’ Splash’s DMG.
If Klee is used as an enabler (roles are covered later), this is strictly an upgrade in both damage and elemental application. However in Vaporize carry teams, this brings more inconsistency to her vaporize% with Xingqiu support, although minimal if Xingqiu has constellation 6. Therefore it can be either a DPS loss or gain depending on where these procs do occur.
This additional damage is considered as elemental burst damage, therefore noblesse 2pc set effect boosts this, and additionally Solar Pearl’s passive both boosts this and it’s own application counts as a condition to boost her normal attack damage too.
C2: Explosive Frags
Being hit by Jumpy Dumpty’s mines decreases opponents’ DEF by 23% for 10s.
Her overall best constellation and one of the few sources of DEF shred in the game. A huge boost to both her and her team’s damage output and also allows for to justifiably be played in a supportive role. The Team DPS increase will typically range from 13-18% depending on the enemy’s level, which is significant. Note that constellation 4 is also needed in conjunction to truly transition, however in practical gameplay it is not necessary and also comes with a steeper cost.
Further constellations are practically out of reach for f2p and light spenders. If the player has the resources to do so, C2 is definitely the recommended stopping point to boost both Klee’s ceiling and future proof potential without being unrealistic.
C3: Exquisite Compound
Increases the level of Jumpy Dumpty Overload by 3.
A multiplicative increase in Skill damage by roughly 18-21% depending on talent level.
C4: Sparkly Explosion
If Klee leaves the field during the duration of Sparks ‘n’ Splash, her departure triggers an explosion that deals 555% of her ATK as AoE Pyro DMG.
Practically, this is significant as it allows Klee to be fully realised as both debuff support and sub dps with huge burst potential. As a carry, this is also a strict dps increase when proc’d shortly before burst expiration, and also allows more versatility as previously she loses damage when switching early. This burst has a higher than normal elemental application guage at 2B. As great as this is, especially in conjunction with C2, is it only within reach of heavy spenders.
C5: Nova Burst
Increases the Level of Sparks ‘n’ Splash by 3.
A multiplicative increase in Burst damage by roughly 18-21% depending on talent level.
C6: Blazing Delight
While under the effects of Sparks ‘n’ Splash, other members of the party will continuously regenerate Energy. When Sparks ‘n’ Splash is used, all party members will gain a 10% Pyro DMG Bonus for 25s.
Arguably her least useful constellation. 10% pyro damage isn’t a lot in the grand scheme, and as with her ascension 4 passive, the energy produced is flat and not affected by energy recharge% modifiers. However, the amount of energy is still noticeable (9 energy in total will be restored for the entire team once the Burst runs its course) and will alleviate a fair amount of weight from her supports, allowing them to be built for more damage. Ultimately, this C6 isn’t anywhere near as as strong as other 5* C6 constellations like Ganyu’s, Hu Tao’s or Eula’s, so acquire this purely for completionists sake.
Learning How To Control And Enhance Klee
TLDR; Relative to other characters in Genshin Impact, Klee is a high ceiling character with a learning curve. At base, she needs these optimisations to reach performance levels of other top tier characters, who you might probably find much easier to play. Satisfaction however, is a different story.
Klee is at a significant disadvantage if you are unable to break her free of her base shackles. Like all other offensive catalysts, her default, uninterrupted combos are slow and clunky. Klee also deals a lot of her damage through strong but slow charge attacks. She is also naturally easily staggered, so getting hit in a slow animation can send this kid flying. When played badly, things can get ugly.
On the flipside, almost everything in her kit can be animation cancelled, meaning these slow individual attacks can be shortened and chained together to paste overall smoother and higher damage ceiling combos. Klee is also uniquely able to move in between combos, which is a crucial time save and optimisation due to her explosions often throwing even the biggest enemies all over the place. Learning to mix jump cancels and dash cancels when applicable makes a huge difference.
Note: Klee has numerous different cancels, many of which are not covered in this guide. What is covered below are cancels you should learn and will be doing for the majority of your Klee gameplay. These are the most relevant and useful.
Learning Animation Cancels
The below examples show common animation cancelling strategies and timing. You can use movement, jumping, or dashing to cancel animations with the appropriate timing.
Animation cancelling Klee’s basic attack is also known as “Machine Gun”.
For general purpose damage: Hold a directional key while clicking attack. The timing is precise.
As mentioned earlier, situations which warrant Machine Gun spamming are rare due to her high Charge Attack damage, which you almost always want to weave into your combos instead. For example, when you have ran out of stamina, using Machine Gun is effective.
|Attack (Talent Level 6)||Frame Length||DMG%/s|
|Default 3 Hit Combo||148-151||124-127|
Around a 35-48% DPS increase (depending on timing). Use it!
Moving whilst attacking is more relevant than purely using Machine Gun. You can do this either with dashing or jumping between attacks. Dashing is both slightly faster and safer due to i-frames, but has the heavily downside of depleting your stamina reserve, which is crippling for Klee in most cases. Therefore jump cancelling is more universally recommended, though as well as being slightly slower, is dangerous to use in practice due to being unable to dodge in the air.
N1C meaning normal to charge attack
N2C meaning machine gun x 2 to charge attack (higher chance of acquiring a spark)
Charged attacks are ideally cancelled by basic attacks, which require you to click again immediately after the laser fires. Simply, you double-click in rhythm. You can also jump or dash in between double-clicks if you need to move. Again, dash canceling has the highest dps and survivability, but when combined with constant charge attacks Klee’s stamina reserve rapidly depletes. N2C is used in several situations: to get more consistent sparks, to slow down stamina depletion rates, and also to increase reaction rates in certain vaporize teams.
You should never really be doing a charge attack without 1 or 2 normal attacks preceding it, due to the damage boost from Pounding Surprise.
|Attack (Talent Level 6)||Frame Length||DMG%||DMG%/s|
Elemental Burst Cancelling
Klee’s Sparks ‘n’ Splash can be used to cancel any skill or animation. Just activate it at the appropriate time right after any other skill is fully released. It is important to find the correct timing, as cancelling the Jumpty Dumpty animation will actually stop that attack from happening.
Klee’s charge attacks approximately range from 33% to over 40% of her overall share of damage, depending on teams compositions and therefore her field time. Longer field time = more overall damage from charge attacks. As you can infer, regardless she still has considerable damage from both her Elemental Skill and Elemental Burst.
Therefore, talent priorities are recommended as follows:
Level all three to 6. Normal Attack to 8, Skill and Bursts to 7. Normal Attack to 10, then level both Skill and Burst evenly as high as you want.
If constellations are unlocked, recommendations don’t change unless C4 is obtained and Klee is transitioned to usage only as a support, in which case Normal Attack leveling can stop and focus should be shifted to the other two.
Weapon comparison in compositions where Klee is on the field for 10 seconds at a time. In layman’s terms, these would be teams with characters who, like Klee, also have 60 energy cost requirements for Bursts, as those generally have 15 second cooldowns, and thus team rotations are 15 seconds. For example, reverse melt teams, overload teams without Beidou, a vaporize team with Mona as the hydro support.
Weapon comparison in compositions where Klee stretches her field time to around 15 seconds. This is more inline with supports who have 80 energy cost requirements for their burst, and notably pushed even slightly further with Xingqiu’s elemental skill being on a 21 second cooldown (even that can be pushed higher if he has a sacrificial sword). This also would apply with overload teams with Beidou and “pure pyro” teams with Xiangling.
- 15s rotation assumes 33% of total damage is from charged attack damage
- 23s rotation assumes 50% (base vaporize increase) of total damage is from charged attack damage
- rotations assume 5s of downtime for supports
- These graphs simply graph out effective attack linearly, which is basically a metric for “strength from gear”, and not indicative of full overall dps (to be more accurate, you’d have to multiply each series by a series of skill damage output over one minute)
- Widsith assumptions use the average of the elemental damage% buff and attack% buff. Due to complexities involving deriving a value from the 3rd buff, Elemental Mastery, it is not considered. As expected, the 3rd buff being stronger or weaker than the other two depends greatly on substats. Still, it is reasonable to assume for the average person this EM buff would have fairly similar results to what’s shown, and so if a metric was displayed the overall results wouldn’t change much. However, these Widsith values are only fully relevant if you are using a team which Klee is regularly causing “amped reactions”, and so she would be benefitting from these EM buffs should they proc. Please understand that when using The Widsith in compositions where Klee enables instead, that should you proc this EM buff, it essentially does nothing and for this period Widsith’s value will be heavily hampered. Even when this unbuffed situation occurs, know that Widsith is still an inherently solid weapon with a Crit Damage substat. Note for Abyss gameplay: If you get this EM buff, denoted ingame as ♪♬, if you care about clear time it is advised to just reset.
The Widsith is, with caveats, by far her strongest 4* weapon. When played correctly, it is so far ahead of its contemporaries even considering downtime. Do not be fooled by the 10s on, 20s off impression. Since Klee front loads her Jumpty Dumpties and snapshots her Burst when she switches in, she generally isn’t wanting to be on the field much longer than 10 seconds anyway. If you can clear the content in this one rotation, then fantastic, The Widsith at R5 even significantly outperforms 5* weapons. If you can’t, then no buff will be obtained for the second rotation. But the buffs will be back for the 3rd duration, so as you can see this huge buff can have uptime ranging from 100% to 50% to 66%. Again to stress, The Widsith still dominates factoring in the downtime.
The caveats are that aside from Vaporize compositions with Klee carrying, other teams do not benefit from the EM buff, denoted ingame as ♪♬. This will occur 33% of the time, and requires plowing through or restarting a chamber.
Obtained for free at R5 in version 1.6, alongside her rerun, Dodoco Tales is a very viable weapon. It is generally weaker than The Widsith, but regardless trumps the rest of the 4* weapons unless competing with a Solar Pearl of medium or high refinement. This weapon’s strengths are its significant boost to Klee’s charge attacks, meaning with longer field time the gap closes with The Widsith. It is important to realize that this weapon requires a modification in Klee’s playstyle. You want to start her field time with an N1C before using her Elemental Skill cancelled into her Burst. This is needed in order to snapshot the weapon passive’s buffs correctly. This is noticeably annoying and fairly counterintuitive.
Obtained via Battle Pass, Solar Pearl is also amongst Klee’s top tier 4* weapons. Alongside its strength in damage, the Crit Rate boost also synergises with her Ascension 4 Passive, so you will see a slight increase in team energy gain.The drawback is pretty clear. It’s passive boosts everything apart from charge attacks.That’s not to say Klee’s charge attacks are weak with this weapon, rather it could’ve been a lot better. Solar Pearl also requires a slight change in playstyle in order to properly buff all her damage sources. At minimum you must start Klee’s field time with a normal attack. It is recommended to animation this normal attack into a Jumpty Dumpty and cancel that into her Elemental Burst.
Highest DPS option for general purpose use, overtaken by Widsith R5 when used properly. Not only does this boast the highest base stat for catalysts, but also has free stats from passive, and a bonus cloud to do DPS on top of that. However, the cloud damage is physical damage and thus does not take advantage of Klee’s elemental % damage stat, so it’s a small bonus, but a bonus nonetheless. Although minor damage, it is important to note that, once proc’d, the physical passive continues even after Klee has left the field.
Memory of Dust
Very similar raw power to Skyward Atlas, except it comes up with a small ramp-up time that makes it awkward to take full advantage of due to having to ramp up prior to casting Klee’s Elemental Burst. When playing in a comp with constant shield uptime, it overtakes Skyward Atlas. Practically, at present it is challenging to build a composition to take advantage of this. Diona is uncommon in Klee teams as it’s hard to build a fully synergistic team with the last 2 team members. Therefore Zhongli is potentially needed as the only synergistic shielder, at which point he would be glued to Klee’s team provided you do not have another strong weapon, therefore his exclusion from your other team may prove difficult team building.
Lost Prayer to the Sacred Winds
While this weapon looks strong on paper, the bonus resets upon swap-out, and the long ramp-up time means that Klee’s Elemental Burst will never benefit from it fully. It’s amazing in 4-player co-op as well as exploration, for when you have Klee on the field nearly all the time. If Klee has heavy atk stat saturation via buffs like Bennett’s Burst, Noblesse Oblige, which is a fairly common build situation, Lost Prayer performs marginally worse to essentially the same as Skyward Atlas. At which point, it will technically perform better due to it’s stat spread enabling higher crit value to benefit Klee’s Ascension 4 Passive. Also note, if Klee is swapped out whilst the passive is at 0 stacks but with time on the internal counter, say 3 seconds out of the 4 needed, when she switches back in this counter will resume and only 1 second will need to pass for the first stack to be live.
PREFACE: Actual artifact performance can vary significantly depending on sub stat rolls on your personal account. Know that Klee does not have a specific artifact set effect that transcends stats, like Viridescent Venerer would for an Anemo character, Blizzard Strayer on a freeze team, or also how Diluc or Bennett Main DPS can make full use of Crimson Witch of Flames stacking passive. Therefore all recommendations for Klee are fairly close to one another, and rankings will shift for you depending on how good your pieces are. Overall, with equal substats, BIS (Best-In-Slot) sets can do around 5% more damage, which is valuable or insignificant entirely depending on how much you want to min-max.
For Main DPS Builds
A full Crimson Witch of Flames set is Best In Slot in vaporize compositions, and top tier outside of them. The 15% Pyro DMG boost from the initial 2pc set is combined with a 7.5%-22.5% additional Pyro DMG boost depending on Jumpty Dumpty charges and how well you can utilise the aforementioned stacking bug. Regardless of supports, Klee won’t be vaporizing every hit, but the separate 15% DMG boost to vaporize reactions is also strong. Note that this Vaporize damage boosts stacks additively with Elemental Mastery.
Combining a 2pc Crimson Witch of Flames set with a 2pc Gladiator’s Finale set creates Klee’s most universal set. 15% Pyro DMG and 18% Atk% is competitive for both Main DPS and Enabler builds. Importantly, many players could have two Gladiator artifacts with strong sub stats, therefore this combination could make up your overall strongest set. Shimenawa’s Reminiscence also has the same 18% Atk% effect, and given how universally strong Emblem of Severed Fate is for a number of characters, you may also have a strong 2pc set around.
For Enabler Builds
Teams using Klee as an Enabler revolve around her constantly applying pyro attacks and application onto enemies, leaving them with a consistent pyro aura. Lavawalker’s 4pc set effect provides 35% DMG to all attacks in this scenario, which given equal substats makes this set the overall strongest in these compositions. It’s worth noting, other supportive characters in these teams can also run Lavawalker if no specific set effect is needed, notably cryo supports in Reverse Melt teams. If you are limited to a single set, it may be most optimal to give Lavawalker to the offensive support and keep Klee with a 2pc Crimson Witch of Flames 2pc Gladiator’s Finale build, which as mentioned is highly competitive given strong sub stats.
With good sub stats, a 2pc Wanderer’s Troupe can substitute in a Main DPS reaction team. Also if you happen to have C1 on Klee, it’s damage is boosted by Noblesse Oblige’s 2pc set effect, so it can work as a universal substitute with any composition if you have very strong sub stats.
All builds use the same main stats on these artifacts. ATK% on the Timepiece, Pyro DMG% on the Goblet, and Crit Rate/DMG on the Circlet. Sub stat priorities are Energy Recharge% until sustainable for teams (only a few rolls needed if teaming with another Pyro, closer to 140% if solo) > Crit Rate/DMG >> Atk% >>> Atk > Rest. However with Main DPS reaction teams, Elemental Mastery is just as important as Atk% for sub stats, and can be used on the Timepiece as the main stat if you have very strong sub stats. Emphasis on very strong, even in reaction teams Klee performs a lot of non reaction damage, and therefore Atk% is still preferable.
So What Teams Can I Run?
Klee is a very versatile character. As with most other pyro carries, with hydro supports, she can be played as a main carry who’s damage is “amped” by vaporise reactions to unleash strong personal damage. Moreover, due to her explosive mayhem via consistently strong and frequent pyro application, she is also able to be used as an “enabler” in reverse melt or overload compositions, where she lays the pyro foundation for powerful electro or cryo supports to create more “shared” team damage. Lastly, there is growing usage with “pure pyro” compositions, where teams forgo reactions and Klee is run alongside characters like Bennett and/or Xiangling with Viridescent Venerer support via a final anemo member. Surprisingly synergistic (with also energy requirements being alleviated due to shared pyro particles) and this madness has enough buffs to make sure you don’t take brute force lightly.
A word of caution: Do not try to play teams with both Cryo and Hydro support. As touched on earlier, Klee’s attacks are heavy attacks, and therefore the shatter reaction is prioritised before vaporize or melt, which is significantly weaker in performance than either.
PREFACE – AN IMPORTANT NOTE ABOUT SHIELDS/INTERRUPT RESISTANCE
As touched on earlier, Klee is more squishy than the average character, meaning she is more prone to getting staggered out of an attack than most others. This is compounded by her relatively limited range, promoting in-your-face gameplay. Therefore she cannot keep distance over enemies and therefore fairly susceptible to melee attacks. Fortunately, there are several synergistic characters to alleviate this issue.
Shields: Zhongli (Hold Elemental Skill), Beidou (Burst with constellation 1), Diona (Elemental Skill)
Interrupt Resistance: Zhongli (Hold Elemental Skill), Beidou (Burst), Xingqiu (Elemental Skill), Geo Traveller (Burst but uncommon in Klee Teams)
Note, Xingqiu’s Interrupt Resist isn’t actually that strong by itself to render Klee stagger proof vs most stronger attacks. However this will stack with other’s for example when combined with Beidou, you get full resistance.
However, it is important to understand that by having to use one of these supports you may be restricting her team diversity and potentially having to remove another supportive character who could contribute more to her overall team damage. For instance, a reverse melt composition with Zhongli would have to forgo either Bennett (who 1. provides significant damage to both Klee and the cryo sub dps, 2. Without him Klee may encounter energy issues), or the anemo grouper (Venti/Sucrose/Kazuha), which losing that crowd control would again hamper both Klee and the stationary sub dps Rosaria.
Overall, although it may require a lot more skill and care with Klee, improving your dodging skills and not having to rely on shields/interrupt resistance as a crux gives you much more freedom and in many instances, allows you to run overall stronger teams.
PREFACE #2 – HOW SYNERGISTIC IS SHE WITH THE CURRENT ROSTER? (it’s important to cover her future potential)
TLDR; Klee is just missing that one final piece. She’s arguably the only dps in the game to work with all the 5 “S-Tier” supports (venti, bennett, zhongli, xingqiu, kazuha), although of course not all at the same time. If available, there is one specific and very powerful team where you can run all of Bennett, Venti & Kazuha with her (covered later in the Mono Pyro/Pure Pyro section). However aside from this, all other teams will typically have 1 teammate with varying degrees of anti-synergy.
The thing is, as good as Xingqiu is, he’s just not the answer for Klee. 1) You can’t get a reasonably long pyro infused Viridescent Venerer rotation, 2) she doesn’t really enjoy the 21s rotation that comes with a xingqiu team (you are forced to stay on an unbuffed klee longer to buy time until xingqiu’s cooldowns are ready), and overall in this role, even with venti support she just can’t keep up in performance with vaporize teams lead by other pyro carries. Whilst using Xingqiu, Klee’s position is competing with pyro carries such as Hu Tao, Diluc, Xiangling, and even freeze carries, and it is generally accepted within the community that these others just utilize Xingqiu a lot better.
Luckily, being the reactor isn’t the only road for Klee, in fact looking at her overall kit suggests she has much higher potential as an enabler instead.
However the current cryo roster isn’t the answer either. Kaeya’s burst (unless you have his constellation 2 and are fighting mobs), doesn’t last long enough to sustain Klee’s field time, plus his short cooldown on E wants more switching than klee compositions can provide. Rosaria is also an option. Once you get her to constellation 2, her burst duration is extended to 12 seconds, which is perfect for Klee. Without this, Rosaria at c0 faces the same duration issues as Kaeya. Most importantly, her burst isn’t mobile so even worse when coupled with klee’s mayhem. Support Rosaria desperately wants crowd control via Venti, Kazuha or Sucrose also in the team. Still, it’s not mobile and whilst she can reasonably hit enemies who are trapped in Venti’s burst, it’s not amazingly synergistic.
Overload compositions are also an option, however in these teams Beidou is unable to perfect parry due to enemies being staggered
What is Klee waiting for?
The missing pieces Klee needs is a cryo version of Xiangling or Fischl, or a future Dendro off-field dps. Even if the damage isn’t as strong as Rosaria or Beidou, a supporting off field dps with both a long duration and mobility is key given Klee’s minimum required field time. Overall, Klee as an reaction enabler is in the position to utilize a support like this much better than her pyro contemporaries, so solidifying a stronger niche in the future will keep her in good stead.
So we’ve covered Klee’s strengths, weaknesses and considerations that need to be made when building a team. It is important to stress that despite not having access to an amazingly synergistic Sub DPS team mate currently, Klee does have synergy with strong supports who often appear as the consistent backbone to the wide variety of compositions available.
Is Bennett needed in every Klee team? Due to the large variety of strategies, not really, but it is important to understand how well he synergises with Klee, and therefore how borderline irreplaceable he is. Firstly, he enables Klee to require essentially no additional energy recharge bonuses to produce her Burst on demand. Secondly, Klee herself and the vast majority of team mates regardless of exact composition have snapshottable abilities, on top of benefitting hugely from Bennett’s huge attack buff in general, so his supportive boosts provide huge increases in overall team DPS.
When can he be replaced?
1. Xiangling can substitute for additional pyro energy to Klee, and her personal output is strong enough that to a degree it can mitigate overall team damage loss from losing Bennett’s attack buff. Generally speaking, given Xiangling has enough Energy Recharge bonus to accommodate, she can work as a universal replacement outside of vaporize teams. The main downside to using her instead is having to adjust for a potentially longer rotation.
2. In tough content, a full shield may be preferable to relying on Bennett’s healing. Zhongli himself can fill Bennett’s shoes, with his strong shield that also decreases the Elemental RES and Physical RES of opponents nearby by 20%. Note, in 99% of situations, this resulting damage increase will be noticeably weaker than what Bennett would have provided, but it does work as a substitute. Also understand that Zhongli replacing Bennett will leave Klee needing much more Energy Recharge bonus to cover for the resulting loss in pyro energy, so for example you can say Zhongli+Xiangling are needed in order to fill Bennett’s slot.
Although he doesn’t suck up Klee’s mines, Venti is still the strongest sub dps in the game and has incredible synergy with Klee and many of her teammates. As incredible as Venti is, his main drawback is due to throwing enemies into his burst, there are a relatively limited number of characters who can continue onslaughts of damage to enemies within his burst. Aside from normal attacks which have a tendency to be thrown too low, Klee can do this with all her attacks. Furthermore, Venti’s burst provides elemental infusion which is extremely helpful especially in conjunction with Xingqiu, as this constant hydro application allows Klee to vaporize Jumpty Dumpty hits she otherwise could not. With reverse melt teams, this infusion allows cryo supports to be melting even before Klee switches in. It is an extremely advantageous position to be a character that can synergise with Venti. His entire kit is so strong that not taking advantage of this opportunity is, in almost all scenarios, crippling her teams.
Kazuha is another top tier support character that synergises incredibly with Klee. On the surface, unlike Venti his suction ability is able to pull in Klee’s mines, but most importantly is his general prowess in easily applying Viridescent Venerer debuffs in both mono-elemental and reaction teams. He typically performs much better applying this than other anemo characters. This is in addition to his ability to give himself and his teammates an Elemental DMG% bonus when swirling an element. This puts him in a position where his team damage boosting benefits are often too hard to ignore. To top it off, his suction effects, although weaker than Venti’s, do not have the potential to send enemies flying in the air, giving him much better synergy with common Klee teammates Rosaria and Xiangling.
Overall, although he is not as useful as Venti for Reverse Vaporize or Overload teams, or even in certain mobbing combat situations where Venti’s crowd control expertise is too valuable, these factors make him inarguably much better for Reverse Melt and Mono Pyro teams; potentially Klee’s top two strongest team compositions.
Venti and Kazuha can be somewhat substituted with Sucrose. She brings additional sources of damage boosts to the table via her Elemental Mastery sharing talents and potential to wield Thrilling Tales of Dragon Slayers. She can also provide elemental infusion and gathering, although not as strong. Importantly, she is a 4* character who also does her job at low constellations and with a 3* weapon, making her very handy and cheap for any account. Ultimately, Venti’s significantly stronger crowd control, personal damage and energy refunds via his Ascension 4 Passive Talent, Stormeye, his overall contribution is sizably larger and therefore make up stronger Klee teams. Moreover, Kazuha’s damage boosts can in a vacuum be smaller, but his ability to better execute VV debuffs ultimately synergises a lot better with Klee’s teams by being able to buff multiple members with DMG% bonus. This is especially important as Klee teams often have high amounts of non-reaction damage.
With Klee’s teams never relying purely on her own damage, Zhongli’s universal RES shred via his shield is incredibly handy to increase the output of several team damage sources. In addition, as mentioned earlier Klee can benefit highly from his Interrupt Resist, allowing her to plow through damage without getting staggered from incoming hits. This can be especially important in compositions where Klee is the Enabler, as losing hits from her also results in weaker output from the rest of the team.
An unfortunate weakness with Zhongli is that teams are limited to 4 members, and due to his weak energy output, slotting him in place of someone else can leave Klee teams, especially herself, in an energy deficit. Additionally, his slot in Klee teams is often competing with Bennett or Venti, who have both proven to provide tons of energy and boost teams to generally much higher damage output. When using Zhongli, this loss in energy and damage output is something you have to weigh out.
Core: Klee + Bennett/Jean
Hydro Application: Xingqiu/C6 Xingqiu/Mona
As with all Pyro characters, Klee is commonly run in a Reverse Vaporize (Hydro application via a support, Pyro damage dealer reacts to cause Vaporize for a base 1.5x damage modifier).
The two options for Hydro support are Xingqiu and Mona, both with their pros and cons. Xingqiu, an accessible 4*, will always start a team rotation and will typically provide Klee up to 15 seconds of synergistic Vaporise reactions. his hydro swords produced from his Burst fire from range, and often apply before Klee’s projectile attacks hit. He will also provide additional hydro application from the radiating swords if Klee hugs enemies. Note, his hydro swords only fire when Klee uses a normal attack, so without additional off field hydro application from another teammate, Klee will not vaporize her Jumpty Dumpty hits.
He does however come with more downsides. Due to the inconsistent nature of both his and Klee’s projectile based attacks, and situations where Klee is not hugging enemies, at base these reactions can be inconsistent. Occasionally, Klee’s pyro attacks will become the aura instead, and Xingqiu will end up dealing a weak Vaporize hit instead. Nevertheless, this inconsistency is virtually solved if his Constellation 6 is acquired. Now, every third hit will apply an additional two swords, which provide an extra application of hydro aura onto the enemy that Klee is about to hit. This acts as a hard reset to solve any situations with an unexpected pyro aura. It is recommended as Klee to use N2C N1C combos repeatedly in order to take advantage of this with strong and consistent vaporized charge attacks.
Furthermore, the cooldowns on his Skill and Burst are both 21 and 20 seconds long. This is often even extended as he is commonly using a Sacrificial Sword. In comparison, the commonly used teammates including Klee have 60 energy cost bursts and therefore run on 15 second cooldowns. This means, after 15 seconds have passed, when other characters would normally be ready to go for the second rotation, you will need to stay on Klee firing off combos for approximately 5 additional seconds, after all buffs are expired, in order to buy time for Xingqiu’s cooldowns.
Reverse Vaporize Recommended Team
Alternatively, Mona’s Burst is on a 15 second cooldown. So providing energy recharge requirements are met, rotation wise she already fits in better with typical teams. Whilst her personal damage output would be lower compared to Xingqiu, her burst applies a brief Omen to increase the burst damage done in a short window. It is important to understand that her personal hydro application is slower and weak compared to Xingqiu (at any constellation), therefore, she is always recommended to be combo’d with Venti or Kazuha for additional infused hydro application. They both have similar cooldowns so the rotations still flow. Mona is typically used with either Favonious Codex or Thrilling Tales of Dragon Slayer (if used make sure to switch from Mona > Klee in your rotation order)
It’s worth pointing out at very high levels of investment, importantly with 5* weapons and some 5* constellations, this team has extremely high burst damage potential, and can overtake all other compositions as Klee’s current strongest team. If content is able to be cleared in one rotation, Mona can wield The Widsith, and you can modify a rotation where Klee sets off initial Jumpty Dumpties for Mona to Vaporize her Burst off of. Her contribution to team damage will be sizable, and with a following onslaught of a highly invested Klee, even endgame chambers can be instantly cleared. Example: DPS SHOWDOWN! Yanfei vs Klee vs Diluc! 4★ POWERCREEP?! Genshin Impact
Bennett is almost required. As explained in general synergies, he provides enough pyro energy to Klee so she can be built for essentially maximum damage without having to compromise on needing additional Energy Recharge% stats. Furthermore, his Elemental Burst’s damage boost synergises well with almost all characters in a possible team comp, greatly boosting overall team output. Exceptions are, Xingqiu’s Burst does not snapshot, nor receive the attack boost unless he is on field (which he shouldn’t be). Anemo characters too, when invested in Elemental Mastery stats rather than attack and crit, do benefit slightly less, but the damage boost is still very relevant.
A niche variant that does not use Bennett (useful if you do not have him or he is essential to another team), would use Jean as your healer instead, but you will want to complete the team with both Venti and Mona.
Example rotations are as follows:
Klee/Bennett/Xingqiu/Venti (21-22 second rotation)
- Xingqiu EQE (QEE if >C4) (Only one E if not using Sacrificial Sword)
- Venti EQ
- Bennett EQ
- Klee double E, second E animation cancelled into Q (You may need to start with a normal attack and/or charge attack before E if using Dodoco Tales/Solar Pearl)
- Klee N2C N1C x2
- Klee N1C
Additional rotation notes:
- Venti’s burst provides rapid additional hydro application, temporarily alleviating the need for N2C combos on Klee. Furthermore, his hydro elemental infusion by coming after Xingqiu allows Klee to vaporize her Jumpty Dumpties.
- Venti also will provide an energy refund for Xingqiu, reducing the need for much additional Energy Recharge% investment. Furthermore, combined with C6 Xingqiu will need no extra investment if equipped with a Sacrificial Sword/Favonious Sword.
Build Mona for 220%+ ER. Overachieved via an Energy Recharge% sands and a Favonious Codex. Most optimally achieved with Emblem of Severed Fate 4pc set and one of the above with moderate sub stat investment.
- Bennett EQ
- Mona QE
- Venti EQ
- Klee double E, second E animation cancelled into Q (You may need to start with a normal attack and/or charge attack before E if using Dodoco Tales/Solar Pearl)
- Klee N1C x 3 (Venti’s Burst will expire after 3)
Additional rotation notes:
- As tempting and as common as it is, unless you have very high (borderline whale) investment into Mona, do not run The Widsith on her. Prioritise being able to get her Burst up off cooldown (220%+ depending on content) This usually warrants minimum either using an Energy Recharge% Timepiece or Favonious Codex, at which point her damage will take a fall anyway.
Overall Conclusion on Vaporize Teams:
- Requires less overall team investment, due to most of the team damage funneled into Klee. Therefore very feasible for players not yet at late game levels of investment.
- Elemental Mastery becomes a very useful offensive stat for Klee, therefore you have more opportunities for overall stronger artifacts.
- Even without high levels of investment, Xingqiu, Venti and Mona can output solid levels of damage
- With Venti being popular but not essential, it’s very viable to run a strong composition like Klee/Bennett/Sucrose/Xingqiu which has only one 5* character.
- Xingqiu is essentially mandatory support on many other teams, but he is not essential for Klee. So this would limit options for your other team, some of which are able to utilize him to a higher overall performance.
- With Xingqiu, rotations are awkward due to his longer cooldowns, and with Mona, hydro application can be poor if rotations are not performed efficiently.
- Xingqiu support gets substantially better at C6, so not that accessible.
- It is borderline a requirement for Xingqiu to either wield a Sacrificial Sword or Favonious Sword, so further emphasising that it may not be accessible to be played efficiently. Players without these weapons will probably encounter poor uptime, which is extremely detrimental in teams that use both Bennett’s buff and Venti’s Wind’s Grand Ode.
Mono Pyro/Pure Pyro
Core: Klee + Bennett
Triple Pyro: Xiangling
puka#0967 not perfect play but a great example Klee Monopyro w/ Kazuha
The premise is simple: Viridescent Venerer’s Pyro infused debuff provides a 27.7% damage increase against the typical enemy (who has 10% base resistance). Without having to worry about reactions and controlling aura application, it is extremely simple and easy to keep this debuff on enemies. Coupled with Xiangling’s inconsistent C1 debuff and her small but solid 15% Pyro DMG boost from her C6, team damage is amplified enough to not have to fret about not using amplification reactions. The main drawback is due to going all in with Pyro, it is not as efficient for shield breaking scenarios, which are fairly common in end game content.
Kazuha is a tremendous addition to the roster, as not only is he very good at applying VV, but unlike Sucrose’s EM sharing, his team buffs will benefit non-reaction teams with the additional Pyro DMG bonus. He also has additional synergy with Klee and Xiangling as his Skill will draw in mines and Gouba. Another benefit to Kazuha is his respectable damage whilst on the field using Skills and regenerating energy. This is useful as once again, Xiangling has longer cooldowns than the others, and will force the team to a rotation 5 seconds longer than they would have liked.
An Example Rotation is as follows:
- Bennett EQ
- Kazuha EQ (this will draw in Klee’s mines with further rotations)
- Xiangling EQ
- Klee double E, second E animation cancelled into Q (You may need to start with a normal attack and/or charge attack before E if using Dodoco Tales/Solar Pearl)
- Klee N1C x 5
That is a strong team, however taking this cooldown desync into account, despite Xiangling’s solid off-field damage and various damage buff sources, there is an opportunity to make a more synergistic team that can be even stronger. Venti himself, rather than providing a DMG buff, will refund all Pyro teammates 15 energy after Wind’s Grande Ode ends, as well generating extra Anemo particles. This is a significant amount of energy generation, allowing everyone to build more comfortably in damage. Since the whole team now has matching cooldowns, this allows a very smooth and constant rotation of characters, and Klee now doesn’t even need to be on the field that long.
Mono Pyro Recommended Team
This creates one of the strongest teams available in-game, and the damage scales incredibly well in AOE content. On the surface one could argue that Klee is the member getting carried, and while it is true that she ends up being the least important component of the team, she brings enough to the table to where she would become the best choice for the 4th character.
- With her skill and charge attack, she generates a lot of energy for the brief time she is on field, further lowering energy recharge% requirements.
- Shielding support isn’t too justified due to the team’s constant crowd control.
- Unlike Xiangling, Klee can comfortably hit enemies within Venti’s Vortex.
- Moreover, some enemies are too heavy to be thrown into Venti’s Vortex naturally, however Klee’s charge attacks can fling these enemies and force them into it. In fact in general, with her solid natural crowd control due to high staggering ability, this team’s themes are further highlighted.
- Strictly looking at damage, Klee actually has strong front loaded damage dealing capabilities, and this team does not need her to be on the field long dealing dwindling sustained damage. Burst, 1 or 2 Jumpty Dumpties and around 3 N1C’s can do the job, whilst also leaving mines off-field for Kazuha to draw in.
For energy requirement guidelines: Kazuha can work at 190ER% with Favonious Sword, and over 200% if using an Iron Sting. When played alongside Venti, his requirements can drop down to 150%, allowing you to build full damage for the rest of the team entirely and himself after simply using either an Energy Recharge Timepiece or Energy Recharge sword. In Triple Pyro compositions, Xiangling is able to be comfortably run with 180 ER% and a Favonious Lance. If you do not meet these energy requirements, it’s not the end of the world as you can easily create energy with Bennett or Kazuha’s short Skill cooldowns, as the small cost of a longer rotation.
Overall Conclusion on Mono Pyro Teams:
- The buffs and debuffs are consistent and strong enough to rival reaction teams in output.
- The two most popular variants are klee’s 2 strongest teams. Both are highly competitive with top meta teams in the game.
- No need to worry about reactions. Therefore much more friendly to more challenged players.
- Generates a lot of Pyro energy, alleviating energy requirements significantly. Therefore not reliant on funneling, which makes Xiangling much easier and straightforward to play than her more traditional teams.
- Mono Pyro can uniquely be played with two Anemo units like Kazuha and Venti. High damage, strong grouping, strong crowd control. This is straightforward.
- Very restricted team when facing shield breaking content. Although Anemo supports can break shields well in AOE situations, it’s still overall inefficient compared to having the “correct” elements
- Furthermore, content with required shield breaking often requires it for both chambers. Both Bennett and Xiangling are very useful for this content, therefore not only is your other team losing them as general damage options, but also shield breaking options.
- Teams get noticeably weaker without constellations on Xiangling. Her C1 and C6 are small but contribute well to overall team damage. Her C4 is obviously huge for her personal output.
- Also note Xiangling’s accuracy is very poor when enemies are thrown into Venti’s Burst. It is not recommended to play both together due to this anti-synergy
- Mono Pyro compositions suffer the most from the player not having Kazuha, Venti is a solid solo substitute but still a downgrade. Therefore it is not actually that accessible. Furthermore playing both Venti and Kazuha makes the team a triple 5* comp.
- No shields within these specific lineups, there are alternatives but crowd control must be sacrificed with small moderate overall damage loss.
Alternative Option: using Zhongli w/ Archaic Petra
- Makes a solid substitute for Kazuha with the added benefit of a shield: Provides 20% universal debuff + 35% pyro dmg boost which is easily obtainable due to only having pyro teammates.
- Having to farm a full Archaic Petra set. Generally very niche so most players may not even have pieces.
- Due to the shards often spawning slightly away from zhongli, it is ultimately not amazingly convenient to pick up and makes awkward moments.
- Can pick up wrong elemental shards when fighting enemies with innate elemental auras. The team’s damage output gets moderately neutered in this situation.
- Whilst this has similar damage buffs in theory, you lose grouping and crowd control plus Kazuha’s naturally strong sub-dps output.
Core: Klee + Rosaria
Pyro Support: Bennett/Xiangling
Coverage: Venti/Sucrose/Kazuha/Zhongli/Bennett/Xiangling/Kaeya/C6 Diona
Reverse Melt Recommended Team
Played with a wide variety of teammate variations, Rosaria is a very strong Sub DPS option due to her ability to Melt every hit of every attack she does. Her recommended ER% when played as the only cryo is 150%, and as long as that is met she also has a strong amount of weapon variety to choose from. Favonious Lance can further decrease the requirement to below 140%, or Dragon’s Bane can be utilised perfectly by her especially if attack boosts are provided via Benett’s Burst. Lastly, Deathmatch can also be used perfectly due to both high damage and her Crit Rate sharing talent, Shadow Samaritan, which synergises perfectly with the incoming Klee.
In order to use Rosaria most effectively, it is recommended to position her order in the team rotation carefully. Since she is always recommended to combo her Elemental Skill immediately into Burst, she requires either pre-existing 2U pyro application from Bennett immediately preceding her or ongoing pyro application via Xiangling burst or Anemo elemental infusion. Pay attention when played before an Anemo grouper. For example, when fighting one enemy, going from Bennett EQ > Sucrose E > Rosaria EQ would result in her Burst not melting on the last hit, as Sucrose will reduce the Aura just slightly below the threshold. However this would work if fighting multiple enemies, as Pyro aura swirled off multiple enemies maintains a strong enough foundation (and can even increase with strong swirl application from Venti or Kazuha’s Held Skill). Note, using Venti or Kazuha’s burst applies constant pyro anyway, so they will be more universal and easier than using Sucrose.
For gearing Rosaria, Favonious Lance and Dragon’s Bane are great options, but her strongest and most flexible pick is Deathmatch. This is mainly down to her Timepiece artifact. An Energy Recharge main stat artifact is overkill, and therefore between Atk% and EM, (with general substats) Atk% gives weaker returns due to oversaturation from Bennett’s Burst. Therefore Deathmatch with it’s high Crit value wins due to the best balance. Whilst weaker, using Favonious Lance is equally recommended purely due to otherwise needing 140% ER+ via substats only, making gearing potentially hard. Using it, you can focus on building for all the multiple damage sources.
Rosaria does not synergise perfectly with Venti. Although both his grouping and energy refunding talent is highly valued to boost her performance, smaller enemies and humans who are caught flying inside his Burst can be unfortunately timed to be too high in the air at Rosaria’s Burst tick to be hit. However this is not an issue when fighting tall or heavy enemies, although at which point the grouping benefit may feel less significant.
Practically, Kazuha would have the most synergy overall, as he would boost team damage and provide solid grouping. Although he does not lift enemies too high, caution must still be taken with the horizontal plane, as his Skill grouping is definitely not as tight as Venti’s, and furthermore his Kazuha Slash can throw enemies away from Rosaria’s Burst.
Both Bennett and Xiangling can be played in this composition as the core Pyro support, as both’s strengths are highly valued.
Furthermore, both can be played at the same time, as Bennett will significantly boost Klee’s, Xiangling’s and Rosaria’s damage output and between the three Pyro characters there is a potential surplus amount of pyro energy particles to avoid energy issues. This team is very strong if anemo grouping is not needed. However ultimately due to Xiangling’s 20s Burst cooldown, she forces Klee to stay on the field longer than desired, where Klee will be attacking for 5 seconds with Bennett’s, Xiangling’s and Rosaria’s Bursts all being long expired. Alternatively, you can use that interim to squeeze Rosaria’s and Bennett’s skills in, to provide team energy, although the damage won’t be any better.
You can also double down on Cryo support, as Kaeya can be ran alongside Rosaria for Sub DPS damage. He will also drastically reduce Rosaria’s energy requirements. He does, however, come with heavy anti-synergy.
- His burst only lasts 8 seconds, which does not cover Klee’s field time.
- He will have to be switched in after Rosaria and before Klee. Meaning, for many compositions due to his additional cryo damage he will be removing the pyro aura and therefore weakening Rosaria’s output.
- His burst itself has a very short AOE (which is not even a true AOE), therefore to damage enemies he requires Klee to be hugging enemies. This has severe practicality issues with Klee’s chaotic nature and the fact that you won’t be able to run an anemo grouper in this team.
- Ultimately, his ICD on his Burst’s cryo application, means unlike Rosaria he is not melting every hit rather 1/3. Therefore although they may have similar base damage modifiers, factoring in reactions Rosaria is outputting much more damage. Given Klee herself is doing strong damage too, it’s typically more efficient to use this team slot to benefit or boost these characters instead.
Example Rotation is as follows:
- Bennett EQ
- Sucrose E or Double/ E with Sac Frags + C2
- Sucrose Q
- Rosaria EQ
- Klee N1C x 4
Overall Conclusion on Reverse Melt Teams:
- Constellations on Klee provide supportive nature which benefit this team structure much more than Vaporize.
- Very flexible with 2 slots on the team, therefore once the core team is built up and invested in, teammates can be tailored both to suit content difficulties, as well as accounts with limited roster options.
- Artifact sets across the board are very versatile. Teammates including Klee can run Lavawalker, and Klee can use most of the options outlined in the earlier Artifact section to great success. Therefore it is very efficient gearing this team artifact wise.
- Generally has shorter and smoother rotations than vaporize teams. Apart from Xiangling, all other combinations run characters with 60 Energy Cost and 15s Cooldowns on Bursts.
- Strong team overall for versatile shield breaking. Teams with Pyro, Anemo, Cryo & Klee’s heavy attacks cover almost all ground.
- Rosaria has a significant power increase at C2 with her Burst duration increasing from 8s to 12s. Depending on your other team options, not having C2 could be crippling enough to warrant looking elsewhere.
- Rosaria’s Burst, although having a sizable AOE, plots in a fixed position. While in general it can be manageable to contain enemies within this range, with Klee’s chaotic nature and high stagger potential, it is very awkward to play around this position without an Anemo grouper.
- If you need to play with a shielder, a valuable team slot will have to be sacrificed, more so than other teams due to the core synergies and benefits amplification and grouping can provide to them. To mitigate this loss, swapping the Anemo grouper for Zhongli is most recommended. Alternatively, a C6 Diona both shields, cryo energy and provides a 200 EM boost whilst inside her Burst area. Her cryo application is also relatively weak, therefore a team of Klee/Xiangling/C6 Diona/Rosaria can work well. In this team composition, Rosaria is recommended to use an Atk% Timepiece. Do note, using Diona creates another limitation on movement with an even smaller radius than Rosaria’s Burst. In addition, although she will substitute finely in boosting Rosaria’s damage, the increase in EM does nothing for Klee and Xiangling’s damage.
Core: Klee + Fischl
Additional Sub DPS: Beidou/Venti/Kazuha
Overload is a very interesting composition with Klee. For the benefit of players of all skill, combining Klee’s innate high stagger potential with Overload’s makes clearing content easier due to enemies barely being able to attack. Not to undermine it’s damage output, as Electro characters like Fischl and Beidou synergise well with both Bennett and Venti. This creates overall versatile team choice as you can essentially freely mix between multiple supports depending on both your limitations and content. The general strategy is to try your best to provide a constant electro aura for Klee to funnel attacks into to create Overload reactions. Note, this will never be perfectly clean due to Overload’s chaotic nature.
Beidou when combined with Fischl will always be very strong, however she does have some anti-synergies, and hence isn’t part of the core. Firstly, a core optimisation with any Beidou team is reducing her Energy Recharge requirements via regular perfect parries. However, due to enemies constantly being staggered and thrown about, the actual ability for her to perform this with Klee is low. Therefore not only does she bring inconsistency but realistically she has to invest fairly strongly into Energy Recharge substats. Klee’s Energy producing passive talent can only mitigate so much. 160% ER is recommended on Beidou to comfortably sustain fluid rotations. Moreover, as is typical with Klee teams, you don’t really get a huge amount of normal attacks in, and so Beidou’s high potential isn’t realized. Nevertheless, she is still a formidable option.
Venti generally contributes better to a more synergistic team, and he can also match Beidou’s sub DPS output, whilst also functioning outside of normal attacks, allowing the team to maintain overload’s whilst Klee is using Jumpty Dumpty.
Alternatively, Bennett can be safely swapped out for Xingqiu. He benefits the team by preventing chaotic situations with Klee’s pyro aura, due to her now also Vaporizing. This will allow more control, although the team’s damage will take a hit due to teammates like Klee, Fischl, Beidou and Venti not being able to take advantage of Bennett’s Burst.
There is also a niche idea involving Sucrose. When she reacts on a pyro aura, due to Viridescent Venerer’s debuff lowering this pyro resistance, not only does this improve Klee’s damage, but this also increases overload damage for the whole team. Combined with her EM share further boosting overload damage, it is possible to build Fischl for EM damage in a team with Klee and Xiangling maintaining a pyro aura. Due to difficulties in measuring this damage, it is hard to guage whether fischl’s damage is overall higher with the EM build, however due to using Sucrose instead of Venti or Kazuha, we can surmise that regardless this team’s dps isn’t the highest.
Overall conclusion on Overload Teams:
- Both Fischl and Beidou don’t have skills which have limited range. Therefore there is no need to worry about attacks missing or enemies being out of range. Furthermore, both can freely hit inside Venti’s Burst, so there is also strong synergy there.
- As touched on earlier, Klee’s high stagger potential combined with Overload gives enemies little room to attack. This benefit can also be combined with Beidou’s Burst at C1, so overall this team even without huge shields from Zhongli has some of the highest survivability in the game.
- Team’s with Beidou, especially teams which can snapshot Bennett’s Burst, will always have very competitive damage. These compositions are no exception.
- Fischl by herself does not require much additional energy to sustain her Burst, and Fischl + Beidou teams can generate high amounts of Electro particles too. So overall these teams do not have tough Energy requirements to meet.
- As with many overload teams, it can be very hard to control aura application on enemies, therefore it’s difficult to justify building EM on characters apart from Venti.
- Although Klee’s attacks do have range, things still get hectic when combined with Overload, therefore it is almost required to be able to jump cancel between attacks to account for enemies movement. Not doing so will often leave enemies out of range.
- As mentioned earlier, Beidou needs higher ER% than usual due to her inability to perfect parry consistently in these teams.
- Beidou and Venti are typically these highest damaging Sub DPS team mates, but they are essentially both competing for the same slot.