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Arlecchino Quick Guide

Updated for Version 4.6

Arlecchino is a 5-star Pyro Polearm character in Genshin Impact who deals on-field damage by empowering her attacks through a unique Bond of Life mechanic. Learn about Arlecchino’s best builds, best weapons, best artifacts, and best teams in this quick guide.

Note that the information given may change if new discoveries are made. More extensive testing is in progress.

Join our Discord to participate in the theorycrafting process.

New Content

Crimson Moon’s Semblance
Arlecchino’s signature weapon, ranking well above all others in both combat performance and style.

Fragment of Harmonic Whimsy
This set synergizes very well with Arlecchino’s Bond of Life–oriented playstyle. However, it is currently a poor option for any other character and is paired with another niche set (Unfinished Reverie), making it fairly Resin-inefficient.

Unfinished Reverie
This set provides a large buff when fighting against Burning enemies. However, Burning’s tendency to deal high damage to the on-field character when contacting enemies is detrimental to Arlecchino’s already limited survivability.


Arlecchino Infographic

Design: euphorysm
Content: euphorysm

Character Overview


  • High personal damage that isn’t reliant on specific combos
  • Flexible teambuilding and rotations
  • Not reliant on her Burst to deal damage
  • Good early Constellations that front-load her damage
  • Controlled off-field Pyro application helps with buff setups


  • Cannot rely on healers for survivability; personal healing is tied to a fairly high-cost Burst
  • Vulnerable to interruption at C0
  • Noticeable performance gap between her signature weapon and other weapons, particularly free ones


On-Field DPS

Arlecchino’s playstyle revolves around gaining and consuming from a Bond of Life, and it is the epitome of high risk, high reward. She has excellent damage potential, especially if you do not use her Burst’s healing, but cannot receive any healing apart from her Burst during combat — this can make her challenging to play without defensive teammates.

Arlecchino first applies her Skill’s mark onto enemies before swapping to other teammates, with her marks dealing damage while she is off-field. Upon returning to the field, she can clear marks with Charged Attacks to receive a Bond of Life that enhances her Normal Attacks and converts them to Pyro, with the Bond of Life being slowly consumed in the process. The Bond of Life and subsequent Pyro Conversion persist upon swapping, allowing some adaptability in rotations.


Talent Priority

Normal Attack ≫ Skill ≥ Burst

Arlecchino’s Normal Attacks make up the vast majority of her damage and thus take first priority. Her Skill and Burst do not contribute nearly as much damage, and have much lower leveling priority. Her Skill has slightly higher priority than her Burst, due to its more frequent usage.

Note that her Burst’s healing is not dependent on Talent levels.

Talent Overview

Normal Attack
Normal Attack | Invitation to a Beheading

Normal Attack
Performs a maximum of 6 consecutive strikes.

Charged Attack
Consumes a fixed amount of Stamina, dashing toward a nearby opponent and cleaving once.
Continuously holding this button will cause Arlecchino to consume Stamina and engage in up to 5s of high-speed movement.

Plunging Attack
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.

Masque of the Red Death
When Arlecchino has a Bond of Life equal to or greater than 30% of her Max HP, she will enter the “Masque of the Red Death” state, where her Normal, Charged, and Plunging Attacks will be converted to deal Pyro DMG. This cannot be overridden.

When in the “Masque of the Red Death” state, Arlecchino’s Normal Attacks will deal extra DMG to opponents on hit that scales off her ATK multiplied by a certain ratio of her current Bond of Life percentage. This will consume 7.5% of said current Bond of Life. Her Bond of Life can be consumed this way every 0.03s. When her Bond of Life is consumed in this manner, All Is Ash’s CD will decrease by 0.8s.

Arlecchino’s Normal Attacks are her primary means of dealing damage. She enters the Masque of the Red Death enhanced state if she has a Bond of Life (BoL) equal to at least 30% of her HP. While in this state, Arlecchino’s melee attacks are converted to Pyro, and her Normal Attacks will consume a fixed amount of BoL per hit. Consuming BoL this way increases her Normal Attack damage based on her current BoL and slightly reduces the cooldown of her Skill. 

Arlecchino’s Charged Attacks can be initiated without a preceding Normal Attack, or used after any attack in her Normal Attack string. They are not relied upon for damage since they cannot consume BoL. Instead, they are used to interact with her Skill to gain BoL. Holding down the Charged Attack will initiate a fast but Stamina-intensive “dash” that lasts for 5s.

Elemental Skill
Elemental Skill | All is Ash

Summons forth Balemoon Bloodfire, dealing Pyro DMG to multiple nearby opponents and performing a dash-cleave against one of them, dealing AoE Pyro DMG.

Opponents hit by the aforementioned attack will have a Blood-Debt Directive applied to them.

Blood-Debt Directive

  • Lasts 30s. Every 5s, it will deal 1 instance of Pyro DMG to the opponent. Max 2 instances. This DMG will be considered Elemental Skill DMG.
  • When Arlecchino uses a Charged Attack or Balemoon Rising, she will absorb and clear nearby Blood-Debt Directives. Each Directive absorbed grants her a Bond of Life worth 65% of her Max HP.
  • The maximum value of the Bond of Life she can be granted through Blood-Debt Directives within 35s after using her Elemental Skill is 145% of her Max HP. Using the Elemental Skill again during this duration will restart the count on duration and the limit on the value of Bond of Life she may gain from Blood-Debt Directives.

Arlecchino’s Skill is a long-ranged dash that deals AoE damage and marks nearby enemies with Blood-Debt Directive. Arlecchino can remove Directives with her Charged Attack to obtain a Bond of Life (BoL) worth 65% of her Max HP. Furthermore, enemies marked with Directives receive 2 more damage instances over 10s, though the Directives can persist for another 20s.

Arlecchino’s Directives are her main method of gaining BoL to sustain her enhanced state. The BoL gained for each Skill use is capped to 145% HP, but it does not expire and can even be carried over to Arlecchino’s next Skill use if her Burst isn’t used. This means that her damage can actually increase over multiple rotations as she builds up BoL.

This Skill generates 5 Pyro Particles on cast. Its long 30s cooldown is generally not an issue, as it can be reduced significantly through Arlecchino’s Normal Attacks.

Elemental Burst
Elemental Burst | Balemoon Rising

Arlecchino’s great wing of Balemoon Bloodfire beats as she absorbs and clears Blood-Debt Directives around her. She deals AoE Pyro DMG before clearing the CD of All Is Ash and healing herself. The healing is based on her Bond of Life value and ATK.

Arlecchino’s Burst initially deals a single hit of AoE damage. Its damage is not particularly noteworthy considering its long cast animation. In addition, its 60 Energy cost makes it a loss of damage to build enough ER% for a Burst every rotation.

Similar to Arlecchino’s Skill, her Burst will remove any active Blood-Debt Directives on enemies and grant her a corresponding amount of Bond of Life (BoL). However, her Burst will immediately consume the entire BoL afterwards and effectively restore HP based on 50% of the BoL and 150% of her ATK (a portion of the stated 150% is used in clearing the current BoL). Casting the Burst also resets the cooldown of her Skill, allowing her to continue with her normal rotation if her Burst is used at the start of the rotation.

Arlecchino’s Burst is best reserved as an emergency heal at the start of a rotation, due to its relatively low damage output, long cast time, and the fact that it is her only source of healing. Her Burst often reduces damage output by removing BoL accumulated from previous rotations. Additionally, using it during her Normal Attack combo causes her to desync with the rest of her team.

Using Arlecchino’s Burst every rotation does reduce her team’s ER requirements due to her second Skill’s particles. However, Arlecchino typically deals the vast majority of team damage, so it is still ideal to avoid using her Burst.

Ascension 1 Passive
Ascension 1 Passive | Agony Alone May Be Repaid

Blood-Debt Directives have the following characteristics:

  • Arlecchino will be granted a Bond of Life worth 130% of her Max HP when an opponent to which she herself applied a Directive is defeated.
  • 5s after a Directive is applied, it will be upgraded to a Blood-Debt Due. When absorbed, it will instead grant Arlecchino a Bond of Life worth 130%.

A Bond of Life created in the aforementioned ways cannot exceed the original limit on the value of Bonds of Life obtained through All is Ash.

Arlecchino’s Blood-Debt Directives are changed to Blood-Debt Dues 5s after application. Dues are distinguished by their larger appearance and glowing effect, and can be cleared in the same fashion as Directives, but grant 130% BoL instead. This encourages using her Skill earlier in the rotation to later extend Arleccchino’s enhanced state. Note that clearing Dues still cannot exceed the 145% HP BoL limit per Skill. 

Additionally, defeating enemies marked with Directives still grants Arlecchino 130% BoL, even if she is not on-field or does not perform the killing blow. This prevents Directives from being wasted.

Ascension 4 Passive
Ascension 4 Passive | Strength Alone Can Defend

Arlecchino gains 1% All Elemental and Physical RES for every 100 ATK she has in excess of 1,000. The maximum RES increase she can gain this way for each is 20%.

This passive slightly increases Arlecchino’s survivability, but it is still not recommended to tank hits especially without a shield.

Passive Talent
Passive Talent | The Balemoon Alone May Know

While in combat, Arlecchino gains a 40% Pyro DMG Bonus and can only be healed through Balemoon Rising.

Arlecchino cannot utilize any form of healing apart from the heal granted by her Burst cast while in combat, preventing her Bond of Life from being depleted outside of using her Normal Attacks and Burst. This restriction includes teammate Bursts with party healing, Prototype Amber, and even the Spiral Abyss Benediction that heals on Bursts cast. As such, she is very reliant on her Burst’s high but infrequent self-healing to restore any lost HP.

In exchange, Arlecchino’s Bond of Life gains a substantial and permanent Pyro DMG Bonus, greatly improving her offensive potential.

Note that Arlecchino can be healed as normal when not in combat, but this will remove any BoL she has in the process.


Constellation 1
Constellation 1 | “All Reprisals and Arrears, Mine to Bear…”

Masque of the Red Death is further enhanced, the value of the increase is 100%. Additionally, Arlecchino’s interruption resistance is increased when she performs Normal or Charged Attacks while affected by the Masque of the Red Death.

A very useful early Constellation, providing a simple but significant buff to Arlecchino’s Normal Attacks when they consume Bond of Life. She also gets immunity to interruption while using her Normal and Charged Attacks, making her more comfortable to play without shielders.

Constellation 2
Constellation 2 | “All Rewards and Retribution, Mine to Bestow…”

Blood-Debt Directives are now already Blood-Debt Due when first applied.

When Arlecchino absorbs such a Due, she unleashes Balemoon Bloodfire in front of her, dealing 900% of her ATK as AoE Pyro DMG and increasing her All Elemental RES and Physical RES by 20% for 15s. This effect can trigger once every 10s.

You must first unlock the Passive Talent “Agony Alone May Be Repaid.”

Arlecchino’s Skill now applies Blood-Debt Dues by default, removing the need to first set up her Skill, indirectly increasing her Burst’s healing, and alleviating issues posed by using her Burst early. Clearing Dues now also unleashes an AoE attack; if Dues are cleared with her Burst, the attack will hit first. This new AoE attack deals decent front-loaded damage, particularly if its damage can be Vaporized. It also further increases her survivability in conjunction with her A4 Passive.

Constellation 3
Constellation 3 | “You Shall Become a New Member of Our Family…”

Increases the Level of Normal Attack: Invitation to a Beheading by 3.
Maximum upgrade level is 15.

Additional Talent levels to Arlecchino’s primary damage source.

Constellation 4
Constellation 4 | “You Shall Love and Protect Each Other Henceforth…”

When Arlecchino successfully absorbs a Blood-Debt Directive, Balemoon Rising’s CD will decrease by 2s and 15 Elemental Energy will be restored to her. This effect can occur once every 10s.

Reduces Arlecchino’s ER requirements, allowing for more accessible healing, though her Burst remains mediocre for damage. The Burst cooldown decrease is not very useful.

Constellation 5
Constellation 5 | “For Alone, We Are as Good as Dead…”

Increases the Level of Balemoon Rising by 3.
Maximum upgrade level is 15.

Increases the damage dealt by Arlecchino’s Burst. Not very impactful for such a late Constellation.

Constellation 6
Constellation 6 | “From This Day On, We Shall Delight in New Life Together.”

The DMG of Balemoon Rising is increased by Arlecchino’s ATK multiplied by 700% of Arlecchino’s current Bond of Life percentage.

For 20s after Arlecchino uses All Is Ash, both her Normal Attacks and Elemental Burst gain 10% increased CRIT Rate and 70% increased CRIT DMG. This effect can be triggered up to once every 15s.

An enormous damage increase to Arlecchino’s Burst, making it well worth using offensively especially if it can trigger Vaporize or Melt. She also gains substantial CRIT buffs to her Normal Attacks upon using her Skill, allowing her to easily finish off enemies that somehow survived her Burst.

A strong capstone Constellation.


N = Normal Attack
C = Charged Attack
A = Aimed Shot
P = Plunging Attack

E = Elemental Skill
tE = Tap Skill
hE = Hold Skill

Q = Elemental Burst

D = dash (cancel)
J = jump (cancel)
W = walk (cancel)

> = switch character
( ) = these actions are optional; please refer to the notes below
[ ] = repeat these actions the specified number of times

Arlecchino isn’t very picky about her specific Normal Attack string, as much of her damage comes from the extra damage granted by her Pyro Conversion, which are independent of her Normal Attack scalings. Listed below are some suggested combos. It is generally advised to dash cancel to skip her sixth Normal Attack (pulling her weapon from the ground), which has a very long animation.

N3DThis combo accommodates frequent dashing, which can aid in survivability.
N5DThis combo is easy to execute and much less Stamina-intensive.

Arlecchino can utilize around 18 buffed Normal Attacks with the BoL granted by a single Blood-Debt Due. In some cases she may continue attacking after her Pyro Conversion runs out to make the rotation accommodate her teammates’ cooldowns.

However, Arlecchino should follow specific team rotations to ensure that she can claim the maximum BoL by first allowing her Blood-Debt Directives to upgrade into Dues. Additionally, she must use her Burst at specific times to avoid desynchronizing her Pyro Conversion with her teammates’ cooldowns.

(EQ) E (N1) > Team > C comboArlecchino’s standard team rotation, wherein her marks are allowed to upgrade during the time occupied by her teammates.You should use her Burst (preceded by a Skill) at the start of the rotation if its healing is needed.

Against less than 3 targets, if the team’s setup is faster than 5s, you should wait for Arlecchino’s Directives to upgrade into Dues or pad out time with a Normal Attack after her Skill.
Team > (EQ) E C comboA C2 rotation. Arlecchino’s C2 removes the need to “set up” her Directives at the start of the rotation.

Bond of Life

What It Is and How to Obtain It

Bond of Life (BoL) is normally a debuff that requires healing to be removed, currently applied by Fontaine’s craftable weapons as well as by certain attacks from Fatui Operatives. While the BoL is active, it will absorb any healing received until it is depleted, but otherwise has no effect on the character’s current HP.

However, Arlecchino’s mechanics make her BoL function as a resource to be built up and consumed. The BoL is displayed as a percentage of Max HP, with the cap of 200% BoL occupying her full HP bar. The BoL will persist for some time even outside of combat, which is especially convenient for Overworld. 

Arlecchino must have at least 30% BoL to enable her enhanced state. Her primary method of gaining BoL is by using a Charged Attack near enemies marked with her Skill’s Blood-Debt Directive; the Charged Attack does not actually need to hit enemies to do so. Arlecchino’s Directives upgrade into Blood-Debt Dues 5s after being applied, granting double the BoL when claimed. Up to 145% BoL can be obtained per Skill; this cap can be reached if claiming Blood-Debt Dues from 2 enemies, or Directives from 3 marked targets.
Since her teammates generally spend at least 5s of field time anyway, pre-C2 she should always cast her Skill early in the rotation to claim Dues instead of Directives if there are less than 3 marked enemies, even if this means waiting a few seconds if she does return too early. To avoid wasting buff uptime, it is preferable to add filler Normal Attacks early into the rotation. Additionally, defeating marked enemies also grants 130% BoL.

Its Effects and How to Manage It

In single-target combat, Arlecchino starts off with a Bond of Life worth 130% (155% when using her signature weapon), and slowly consumes it via Normal Attacks. If BoL ever drops below 30%, her enhanced state deactivates and her attacks no longer consume BoL. Any BoL remaining afterwards will be added to her next Skill state’s; this means that Arlecchino’s damage can increase slightly over multiple rotations as she builds up more BoL, up to a maximum value of 200% BoL. 

Arlecchino’s Burst is her only form of healing, clearing any Directives and her current BoL and then healing her by 50% of the consumed BoL and 150% of her ATK. To maximize the healing, use her Skill before Burst to gain additional BoL. However, using her Burst will also remove any surplus BoL gained from previous rotations and deactivates her Pyro Conversion, necessitating an immediate Skill use to reactivate. 

It is not recommended to use Arlecchino’s Burst in the middle of her Normal Attack combos. While her Skill cooldown reset allows her to quickly regain her Pyro Conversion, claiming Directives immediately results in much less BoL without her C2. Additionally, using Skill this way desynchronizes its cooldown with those of her teammates, complicating subsequent rotations. To avoid such issues, it is ideal to delay her Burst until the start of the next rotation, indicated by her Skill coming off cooldown.


ER Requirements

Burst Every Rotation (Not Recommended)

Solo Pyro150%+
Double Pyro140–150%
Triple Pyro120%

The above ER requirements assume Arlecchino uses her Burst every rotation. However, Arlecchino’s Burst is generally not optimal for damage, and should instead be reserved for emergency healing. In such cases where her Burst is used only once every two or more rotations, she will not need to build any ER%.

Use the Energy Recharge Calculator to determine exact requirements for your team and rotation.

Artifact Stats



ATK% or EMPyro DMG BonusCRIT Rate or CRIT DMG

Stat Priority: ER% until requirement (if using Burst) > CRIT > ATK% ≥ EM (Vaporize)

You should only use Arlecchino’s Burst if you desire the comfort of consistent healing, primarily in shieldless teams; otherwise, avoid building any ER% and instead allocate substats to offensive stats for better damage output. Furthermore, Arlecchino should not build HP — her damage is ATK-scaling and Bonds of Life are considered by their percentage value, which does not get increased by a higher HP stat.

EM and ATK% Sands are both viable options in Vaporize teams; however, an ATK% Sands should always be used in teams that do not use Vaporize nor Melt. An ATK% Goblet with better substats can outperform a Pyro DMG% Goblet in specific circumstances, or if you do not have a good Pyro DMG% Goblet available. Use tools such as the Genshin Optimizer to find specific build recommendations given your available artifacts and teams.

Artifact Sets

Recommended Sets

4pc Fragment of Harmonic Whimsy
Arlecchino’s general Best-in-Slot set grants DMG Bonus according to Bond of Life. She can easily maintain full stacks with her normal playstyle.

4pc Gladiator’s Finale
Arlecchino’s second-best set after 4pc Fragment, providing an unconditional buff to Normal Attacks, her main source of damage. A good option if you have pieces with great substats. You can also farm it easily through World Bosses and the Artifact Strongbox.

Other Sets

4pc Echoes of an Offering
This set provides a strong Base DMG Bonus to Normal Attacks, but it requires low ping (<100ms) to be consistent.

4pc Desert Pavilion Chronicle
While this set’s Anemo DMG% is useless on Arlecchino, its Normal Attack DMG% is still quite strong. 

4pc Retracing Bolide
A good option that gives a Normal Attack DMG Bonus when shielded; it also increases survivability with a buff to Shield Strength. However, its condition locks you into always running a shielder and causes damage to plummet if your shield breaks.

4pc Shimenawa’s Reminiscence
This set gives a large DMG Bonus to Arlecchino’s Normal Attacks in exchange for some Energy. However, it requires C2 to be useful against less than 3 enemies, since its buff is wasted in Arlecchino’s “early Skill” rotation. The Energy drain also greatly reduces the availability and effectiveness of her Burst’s healing.

4pc Crimson Witch of Flames
This Pyro damage–centered set is generally comparable to 2pc mixed sets, and it becomes a slight improvement over them in Vaporize teams.

4pc Gilded Dreams
An alternative to 4pc Crimson Witch in Vaporize teams. This set can increase EM and ATK%.

2pc Mixed Sets
2pc Bonuses: ATK%, Pyro DMG%

Mixed sets can be used while farming for 4pc sets.

4pc Marechaussee Hunter
4pc Marechaussee does not outperform 4pc Fragment even in Furina teams. Additionally, Arlecchino has questionable synergy with Furina, making this set rather underwhelming for her.


Crimson Moon’s Semblance
Arlecchino’s signature weapon; it is tailored to her BoL mechanics and performs noticeably better than her next best options, while also improving quality-of-life through additional BoL. This weapon takes on an exclusive scythe form when equipped on Arlecchino.

Primordial Jade Winged-Spear
Arlecchino’s general second-best weapon, providing similar base stats to her signature weapon and a useful passive that she can easily stack.

Staff of the Scarlet Sands
A close competitor to Jade Spear, particularly in Vaporize teams where Arlecchino equips an EM Sands.

Staff of Homa
Another excellent 5-star option, performing well even if Arlecchino is above 50% HP.

A good option from the Battle Pass, particularly in single-target scenarios.
Ballad of Fjords
Ballad of the Fjords
An upgrade to Deathmatch specifically in Vaporize teams that include a third Element.

Calamity Queller, Vortex Vanquisher
These 5-star stat sticks have similar performance to low-refinement Battle Pass Polearms.

White Tassel
Arlecchino’s best free option. It works best in teams with Bennett to compensate for its low Base ATK.

Blackcliff Pole
While it has a passing resemblance to Arlecchino’s signature, this weapon is not recommended. It isn’t much better than R5 White Tassel while also costing Starglitter.


  • N = Normal Attack
  • C = Charged Attack
  • A = Aimed Shot
  • P = Plunging Attack
  • E = Elemental Skill
  • tE = Tap Skill
  • hE = Hold Skill
  • Q = Elemental Burst
  • D = dash (cancel)
  • J = jump (cancel)
  • W = walk (cancel)
  • > = switch character
  • ( ) = these actions are optional; please refer to the notes below
  • [ ] = repeat these actions the specified number of times


  • Arlecchino’s high damage scaling incentivizes the use of buffers to greatly increase her personal damage output. 
  • Off-field damage dealers further increase team output through their own damage and by enabling Arlecchino to trigger reactions such as Vaporize and Melt.
  • Since Arlecchino cannot rely on healers, teams must either use shielders or units with similar defensive utility for additional survivability, though often at the expense of some team damage potential.
    • Alternatively, Arlecchino’s teams can lean fully into offense, relying on dodging attacks and her Burst’s healing to sustain her. In return, her high damage output can result in shorter combat encounters.
  • Arlecchino’s Pyro Conversion persists through swapping characters. This can be situationally useful; for example, you can swap to Kazuha to regroup enemies before continuing Arlecchino’s combo.

Notable Teammates



Pyro units enable Pyro Resonance and provide supportive effects such as buffs, shields, or even off-field damage. They are especially relevant for Chevreuse teams.

Despite Bennett’s inability to heal Arlecchino, he remains a top-tier buffer thanks to his massive Flat ATK buff that significantly increases her damage. However, his Burst’s limited AoE can be restrictive in combat.

Chevreuse limits to only Pyro and Electro units. In return, she provides strong buffs that have high uptime and follow the active character.

Note that Chevreuse’s C6 still buffs Arlecchino despite not healing her.

Thoma provides consistent shields and a modest buff with his C6. However, his off-field Pyro application can potentially steal Vapes from Arlecchino.

Yanfei (C4+)
Yanfei’s C4 provides a shield that scales with her HP. Although she has very high ER requirements, her lack of off-field Pyro application prevents her from stealing reactions. In teams with enough Pyro Particle generation, she can even hold Thrilling Tales of Dragon Slayers to provide an ATK% buff.

Xinyan is a Pyro shielder who can also equip 4pc Tenacity of the Millelith to provide an ATK% buff. Like Thoma, she has a tendency to steal Vapes from Arlecchino.

Dehya’s damage mitigation and interruption resistance are helpful for survivability, though generally not to the same extent as a true shielder. She can also buff ATK% via 4pc Tenacity.

Xiangling is a good off-field DPS in Chevreuse and Mono Pyro teams. She can also buff Arlecchino with her C1 and C6.


Anemo units increase damage through 4pc Viridescent Venerer RES Shred and often have crowd control as well.

Kazuha provides strong grouping and a highly versatile DMG% buff.

Sucrose buffs team EM and can hold Thrilling Tales of Dragon Slayers to buff Arlecchino’s ATK. Her EM buff is very strong in Vaporize teams but generally useless otherwise.

Lynette’s Burst provides a teamwide ATK% buff, off-field damage, and a Taunt that can aid in survivability.

Xianyun enables a viable Plunging Attack–based playstyle, which also increases survivability by allowing Arlecchino to jump over enemy attacks. Her teamwide healing makes Furina a viable Hydro option.


Hydro units apply Hydro from off-field, enabling Arlecchino to Vaporize a portion of her attacks.

Yelan deals good off-field single-target damage, especially in Double Hydro teams. She provides a strong ramping DMG% buff to Arlecchino.

Xingqiu is a more defensive-oriented alternative to Yelan, providing interruption resistance and damage reduction. His long Skill cooldown may cause Arlecchino’s Pyro Conversion to deplete before the rotation ends.

Kokomi’s off-field AoE Hydro application is enough to provide consistent Vapes, and she can hold Thrilling Tales of Dragon Slayers and 4pc Tenacity of the Millelith to provide ATK% buffs. However, she does not aid Arlecchino’s survivability, has a restrictive, stationary AoE, and contributes negligible damage.

Furina provides off-field damage and a strong teamwide DMG% buff. However, Arlecchino’s inability to receive external healing and preference for Bennett (a single-ally healer) or a shielder hamper Fanfare generation, which greatly reduces Furina’s effectiveness.

Furina’s constant HP drain also puts Arlecchino at great risk of dying if unshielded. As such, she is not generally recommended due to this significant anti-synergy, especially in extended combat.

These issues are alleviated with Furina’s Constellations (particularly C2), which make up for the Fanfare deficit. Using Arlecchino’s Burst more often also helps in this regard.

C6 Candace
C6 Candace provides mobile, off-field AoE Hydro application and a decent Normal Attack DMG Bonus. However, she suffers from mediocre damage output and high ER requirements, especially as a solo Hydro. Pre-C6 Candace is not recommended.


Electro units are an essential part of Chevreuse teams. They also enable Arlecchino to trigger Overvape in Vaporize teams.

Fischl is the staple Electro option by virtue of her high off-field damage, fast Electro application, and good particle generation. If a team only permits one Electro unit, she is typically the best choice.

Beidou’s Burst provides multi-target–focused off-field damage and defensive utility through damage reduction and interruption resistance. Her high ER requirements encourage pairing her up with Fischl.

Yae Miko
Yae is an alternative off-field Electro DPS to Fischl, but she takes more field time to set up her turrets. Her Burst is ideally reserved for finishing off enemies and reaching other enemy breakpoints.


Cryo units enable Arlecchino to Melt some of her attacks if against Freezable enemies.

Layla provides a good shield and off-field Cryo application, plus she can use 4pc Tenacity of the Millelith to grant a teamwide ATK% buff.

Diona has a weaker shield and slower off-field Cryo application than Layla, but she provides a large EM buff with her C6.


Geo units provide defensive utility through shields, Crystallize, and/or Geo Resonance. They often bring other kit-specific benefits, such as buffs or off-field damage.

Zhongli is a very strong defensive option by virtue of his sturdy and long-duration shield. He also provides some offensive utility through his Universal RES Shred.

Chiori is the premier off-field Geo DPS, working exceptionally well with Zhongli to enable Geo Resonance and improve her Skill’s damage.

Another off-field Geo DPS, though he deals less damage than Chiori, particularly in Double Geo teams with Zhongli. It is not recommended to use his Burst despite its EM buff.

Yun Jin
Yun Jin provides Normal Attack–centric buffs that are very appreciated by Arlecchino.


Arlecchino does not have good synergy with any Dendro units, as building EM for Burgeon takes away from more useful offensive stats. 

Additionally, Burgeon and Burning’s high risk of self-damage is highly detrimental given Arlecchino’s limited survivability.


Arlecchino — Hydro — Flex — Flex

Fast off-field Hydro appliers allow Arlecchino to Vaporize a decent amount of her damage whilst also contributing their own off-field damage. The last two slots can be occupied by buffers, off-field damage dealers, or shielders according to preference.

Teammates of other Elements can enable further reactions. Electro units allow for both Vaporize and Overloaded to be triggered at the same time, in an interaction commonly known as “Overvape.” Cryo units can occasionally Freeze enemies, providing some crowd control and enabling Arlecchino to trigger a few Melts as well. Note that, against enemies that cannot be Frozen, Cryo application may actually result in fewer Vaporizes. 

Example Teams

This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.

Arlecchino — Xingqiu — Yelan — Zhongli

The Double Hydro core of Xingqiu and Yelan offer immense single-target off-field damage, while Zhongli provides unparalleled comfort with his shield and can equip 4pc Archaic Petra (AP) to buff the Hydro units.

Sample Rotation
Arlecchino (EQ) E > Xingqiu Q N1 > Zhongli hED N1 > Yelan Q N1 > Xingqiu ED N2 > Yelan N1 E N1 > Arlecchino C 5[N3D] N1 > Yelan E N3D

Arlecchino — Yelan — Layla — Bennett

A Vapemelt team where Arlecchino benefits from various buffs and occasionally triggers Melt, while still having good protection due to Layla’s shield. Against enemies that cannot be Frozen, skip Layla’s Burst to avoid removing Hydro aura.

Layla can be substituted with Zhongli for a stronger and more convenient shield.

Sample Rotation (Layla)
Arlecchino (EQ) E > Yelan EQ N1 > Bennett EQ N1 > Layla Q N1 E > Arlecchino C 5[N3D] N2

Sample Rotation (Zhongli)
Arlecchino (EQ) E > Yelan EQ N1 > Zhongli hED N1 > Bennett EQ N1 > Arlecchino C 6[N3D]

Arlecchino — Yelan — Bennett — Kazuha

VV Vape teams greatly enhance Arlecchino’s personal damage output, but they require careful execution of Swirl setups to be worth using. This particular team is fully focused into offense, leaving no defensive utility.

Sample Rotation
Arlecchino (EQ) E > Yelan EQ N1 > Bennett EQ > Kazuha N1 hEP > Arlecchino C 6[N3D]

Arlecchino — Xingqiu — Fischl — Bennett

This team is composed of three accessible 4-stars and makes for a superb Overvape team. Xingqiu’s damage reduction and interruption resistance offer some added survivability.

Sample Rotation
Arlecchino (EQ) E (N4)¹ > Xingqiu ED Q N1 > Bennett EQ N1 > Fischl N1 E/Q > Arlecchino C 6[N3D] N1 > Bennett N2 E

¹When not using Arlecchino’s Burst after the first rotation, she can perform a few unbuffed Normal Attacks while waiting for Xingqiu’s Skill cooldown to end.

Arlecchino — Yelan — Xianyun — Furina

Arlecchino can function well in Xianyun teams as a Plunging Attack DPS, though this playstyle does not fully utilize Arlecchino’s kit nor does she have any particular advantages compared to other Pyro units. Xianyun’s teamwide healing allows Furina to gain sizable Fanfare despite Arlecchino’s passive.

Sample Rotation
Furina N1 ED Q > Arlecchino N1 (EQ) E > Xianyun EPQ > Yelan Q N1 E > Arlecchino C 8[N1JP] > Yelan E N2

Mono Pyro

Arlecchino — Bennett — Pyro / Geo — Anemo / Geo

Mono Pyro teams forgo reactions altogether, instead focusing on stacking buffers and non-reactive off-field damage dealers. They also have trivially easy setups for 4pc Viridescent Venerer and 4pc Archaic Petra, since Pyro is the only aura on the enemy.

Example Teams

This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.

Arlecchino — Bennett — Zhongli — Chiori / Yun Jin

This team is comfortable, thanks to Zhongli’s shield, and nonetheless outputs respectable damage. Units such as Zhongli or Yun Jin can equip 4pc Archaic Petra (AP) to buff Arlecchino. Chiori’s off-field damage is better for overall team performance, though Yun Jin is nonetheless a viable alternative.

Sample Rotation (Chiori)
Arlecchino (EQ) E N1 > Chiori 2[E] > Zhongli hED N1¹ > Bennett EQ > Arlecchino C 3[N5D] N1

Sample Rotation (Yun Jin)
Arlecchino (EQ) E > Zhongli hED N1 > Bennett EQ > Yun Jin N1 EQ¹ > Arlecchino C 6[N3D]

¹The Geo unit should pick up a Pyro Crystallize shard if holding 4pc AP.

Arlecchino — Bennett — Xiangling — Kazuha

This team has the benefit of plentiful buffs, Xiangling’s AoE off-field damage, and Kazuha’s grouping, but it offers no added survivability.

Sample Rotation
Arlecchino (EQ) E > Kazuha tEPQ > Bennett Q E > Xiangling Q ED > Kazuha N1 tEP > Arlecchino C 6[N3D]¹

¹Arlecchino should perform 5[N3D] instead if she does use her Burst.

Chevreuse Overloaded

Arlecchino — Chevreuse — Electro — Pyro / Electro

Chevreuse teams are functionally a subset of Mono Pyro teams, as the Overloaded reaction itself does not contribute much damage; instead, teams rely on raw Pyro and Electro damage, boosted by Chevreuse’s strong, high uptime buffs. However, they have much more restrictive teambuilding requirements due to restrictions set by Chevreuse’s passives.

Currently, there are no reliable Electro shielders. This means that defensive utility must be covered by a Pyro unit to the exclusion of Bennett, leading to a noticeable damage decrease. Regardless, teams with Pyro shielders are still quite viable.

Example Teams

This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.

Arlecchino — Chevreuse — Fischl — Bennett

A team with immense offensive power due to Bennett and Chevreuse buffing both Arlecchino and Fischl significantly. However, this team lacks any defensive utility for Arlecchino. Overloaded’s knockback can make Bennett’s Burst AoE restrictive against light enemies, so this team tends to be more convenient against heavy enemies and Bosses.

Sample Rotation
Arlecchino (EQ) E > Bennett EQ > Fischl N1 E/Q > Chevreuse Q hE > Arlecchino C 6[N3D]

Arlecchino — Chevreuse — Fischl — Beidou

This team trades Bennett’s raw buffing for Beidou’s defensive utility and AoE damage. While it has much lower single-target output, it can be more comfortable to play thanks to Beidou’s damage reduction and interruption resistance, as well as not being restricted to Bennett’s AoE.

Sample Rotation
Arlecchino N1 E > Fischl N1 E/Q > > Chevreuse Q hE > Beidou Q E > Arlecchino C 6[N3D] N1 > Beidou E N2D

Arlecchino — Chevreuse — Yae Miko — Thoma

Thoma provides good defensive utility through his constantly refreshing shields. As such, this team trades Bennett’s raw buffing for greater comfort. Yae generally does not use her Burst in this team, but it can be situationally useful for front-loading damage.

Sample Rotation
Yae E¹ > Arlecchino (EQ) E > Chevreuse Q hE N1 > Thoma N1 EQ > Yae 3[E] > Arlecchino C 6[N3D]

¹First rotation only.


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