Updated for Version 4.3
Chevreuse is a 4-star Pyro Polearm character in Genshin Impact who is best played as a support in Overloaded teams to provide buffs such as ATK% and Pyro and Electro RES Shred. Learn about Chevreuse’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.
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Table of Contents
Pyro and Electro Support
Chevreuse buffs teams with only Pyro and Electro characters. She provides ATK% through her Ascension Passives and Electro and Pyro RES Shred in teams consisting of only Electro and Pyro units. Triggering Overloaded is the only requirement to apply these buffs. Her Skill heals the active character and, at C6, provides teamwide healing and DMG Bonus to further buff her team.
Note that Chevreuse uses Overloaded to increase her Pyro and Electro teammates’ damage. Her Pyro RES Shred only coincidentally increases the damage from Overloaded.
Chevreuse might be able to be played outside of her intended playstyle in teams like Overvape, as a DPS unit, or on a hybrid build, but further testing is needed to assess their relative viability.
- Is easy to build — her buffs do not require Talent levels, and she can ignore her Burst and not build ER%.
- Can apply RES Shred in scenarios where Anemo units with 4pc Viridescent Venerer cannot, like against enemies with innate auras.
- Can mitigate Overloaded knockback via the inward grouping generated from her Burst.
- Restricts teambuilding to only Electro and Pyro characters.
- Might be insufficient healing to be the only defensive unit for some players.
- Can struggle in multi-target scenarios since Overloaded reactions knock back smaller mobs.
Level and Talent Priority
Though not required, players can raise Chevreuse to Level 90 to increase her healing and help reach the 40,000 HP cap on her A4 buff.
Skill > Burst
Chevreuse’s buffs do not scale with her Talents, so levels are not required. However, Skill levels increase healing and Burst levels may be helpful for extra damage. It is not necessary to level Chevreuse’s Normal Attacks.
Normal Attack | Line Bayonet Thrust EX
Performs up to 4 consecutive spear strikes.
Consumes a certain amount of Stamina to lunge forward, dealing damage to opponents along the way.
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
A 4-hit attack string that can be ignored, as Chevreuse rarely uses her Normal Attacks.
Elemental Skill | Short-Range Rapid Interdiction Fire
Chevreuse quickly shoulders her musket and fires at her opponent(s), dealing AoE Pyro DMG.
For a short duration after Chevreuse fires a shot, she will continuously restore HP to the active character on the field. The amount healed is based on her Max HP.
Hold to fire in a different fashion.
Enter Aiming Mode, locking a target in her sights to fire a precise interdiction shot. If Chevreuse has an Overcharged Ball, then she will fire the Overcharged Ball instead, dealing greater Pyro DMG in a larger area.
Chevreuse gains 1 Overcharged Ball every time a nearby character in the party triggers an Overloaded reaction, and can have up to 1 Overcharged Ball at a time.
Periodically, after Chevreuse’s Short-Range Rapid Interdiction Fire hits, a Surging Blade will be called forth that deals Ousia-aligned Pyro DMG.
Tapping Chevreuse’s Skill fires a shot that deals AoE Pyro damage. On the other hand, holding Chevreuse’s Skill lets her enter Aiming Mode, where she can lock onto a target in her crosshair to fire a precise shot, dealing greater damage. While holding her Skill, Chevreuse’s interruption resistance is slightly increased.
After the team triggers Overloaded, Chevreuse’s next Hold Skill is enhanced. It deals additional damage and knocks back enemies.
Both Chevreuse’s Tap and Hold Skill variants generate 4 particles with a 15s cooldown. After casting her Skill, the active character will receive healing over time that scales with Chevreuse’s Max HP, triggering every 2s with a 12s duration.
Elemental Burst | Ring of Bursting Grenades
Chevreuse fires an explosive grenade at opponents with her musket, dealing AoE Pyro DMG. After the projectile hits, it will split into many secondary explosive shells.
The secondary explosive shells will burst after a short interval, dealing Pyro DMG to nearby opponents.
Chevreuse’s Burst shoots a bomb that deals a large instance of AoE Pyro damage, followed by a cluster of 8 smaller bombs. These smaller ones explode immediately, deal further damage, and apply Pyro on the first and fourth hit. However, their instant detonation does not allow for off-field Pyro application.
Upon exploding, the smaller bombs group enemies towards the center of her Burst AoE. However, as Chevreuse does not require her Burst to buff her team, it may still be preferable to build HP% and Healing Bonus to maximize her healing, rather than ER% to Burst.
Ascension 1 Passive | Vanguard’s Coordinated Tactics
When all party members are Pyro and Electro characters and there is at least one Pyro and one Electro character each in the party:
Chevreuse grants “Coordinated Tactics” to nearby party members: After a character triggers the Overloaded reaction, the Pyro and Electro RES of the opponent(s) affected by this Overloaded reaction will be decreased by 40% for 6s.
The “Coordinated Tactics” effect will be removed when the Elemental Types of the characters in the party do not meet the basic requirements for the Passive Talent.
As long as Chevreuse’s team only consists of Pyro and Electro characters, hitting an opponent with Overloaded will reduce their Pyro and Electro RES by 40% for 6s.
Chevreuse eliminates the need for delicate Double Swirl setups, requiring only regular Overloaded to shred both Elements, and does not require her to be on-field, unlike Anemo units with 4pc VV.
Ascension 4 Passive | Vertical Force Coordination
After Chevreuse fires an Overcharged Ball using Short-Range Rapid Interdiction Fire, nearby Pyro and Electro characters in the party gain 1% increased ATK for every 1,000 Max HP Chevreuse has for 30s. ATK can be increased by up to 40% in this way.
Chevreuse’s enhanced Hold Skill gives her Electro and Pyro teammates an ATK% buff — 1% for every 1,000 points of her Max HP for up to 40% ATK. This buff caps out at 40,000 HP and incentivizes leaning fully into Chevreuse’s HP stat rather than building for damage.
Calcs for Constellation comparisons can be found here (last updated for Version 4.3).
Constellation 1 | Stable Front Line’s Resolve
When the active character with the “Coordinated Tactics” status (not including Chevreuse herself) triggers the Overloaded reaction, they will recover 6 Energy. This effect can be triggered once every 10s.
You must first unlock the Passive Talent “Vanguard’s Coordinated Tactics.”
This Constellation grants 6 Energy to the on-field character upon triggering Overloaded, with a 10s cooldown. While Chevreuse’s C1 looks good on paper since she usually runs alongside Energy-hungry teammates, in practice it is too difficult to control who triggers Overloaded. As such, any additional Energy should be treated as a bonus and not to be relied upon. Chevreuse’s rotations often last around 20s, meaning this Constellation will only trigger twice per rotation.
Constellation 2 | Sniper Induced Explosion
After Holding Short-Range Rapid Interdiction Fire and hitting a target, 2 chain explosions will be triggered near the location where said target is hit. Each explosion deals Pyro DMG equal to 120% of Chevreuse’s ATK. This effect can be triggered up to once every 10s, and DMG dealt this way is considered Elemental Skill DMG.
Chevreuse’s Hold Skill now triggers two more explosions after hitting a target, dealing damage and applying another instance of Pyro. The additional explosions also knock back enemies like her enhanced Hold Skill.
While this Constellation is an increase for Chevreuse’s personal damage, it is not noticeable since her contribution is a small portion of team damage.
Constellation 3 | Practiced Field Stripping Technique
Increases the Level of Short-Range Rapid Interdiction Fire by 3.
Maximum upgrade level is 15.
Talent levels for Chevreuse’s Skill. An appreciated increase in healing and a minor buff to her damage.
Constellation 4 | The Secret to Rapid-Fire Multishots
After using Ring of Bursting Grenades, the Hold mode of Short-Range Rapid Interdiction Fire will not go on cooldown when Chevreuse uses it. This effect is removed after Short-Range Rapid Interdiction Fire has been fired twice using Hold or after 6s.
Chevreuse’s Hold Skill has no cooldown after using her Burst, lasting two Skill uses or a 6s period. This lets her use her Hold Skill three times in quick succession as long as her Skill is ready before activating the effect.
While this Constellation is a sizable increase to Chevreuse’s personal damage, it is limited by her 10s particle generation cooldown. As such, the field time required to utilize it is rarely justifiable and is better spent refreshing teammate buffs and abilities, or attacking with an on-field damage dealer.
Constellation 5 | Enhanced Incendiary Firepower
Increases the Level of Ring of Bursting Grenades by 3.
Maximum upgrade level is 15.
Talent levels for Chevreuse’s Burst. A slight increase to her personal damage.
Constellation 6 | In Pursuit of Ending Evil
After 12s of the healing effect from Short-Range Rapid Interdiction Fire, all nearby party members recover HP equivalent to 10% of Chevreuse’s Max HP once.
After a party member is healed by Short-Range Rapid Interdiction Fire, they gain a 20% Pyro DMG Bonus and Electro DMG Bonus for 8s. Max 3 stacks. Each stack’s duration is counted independently.
At C6, each instance of healing a teammate receives from Chevreuse grants that teammate a 20% Pyro and Electro DMG Bonus for 8s, stacking up to 3 times. Each stack is counted separately, so Chevreuse effectively offers a 60% Pyro and Electro DMG Bonus after 3 instances of healing to the on-field character.
Chevreuse’s C6 is still a potent buff for her team despite her slow healing rate and allows her to compete with other available buffers for certain Electro and Pyro damage dealers.
Chevreuse’s C6 further provides an instance of teamwide healing 12s after using her Skill, which grants the entire team 20% Pyro and Electro DMG Bonus for 8s. It is also an appreciated improvement for survivability.
Managing Chevreuse’s Buffs
There are 3 conditions to activate Chevreuse’s buffs:
- Unlock her A1 and A4 Passives (level her to at least 60/70).
- Have only Electro and Pyro units on the team for her A1 Passive.
- Trigger Overloaded once every 6s.
Chevreuse does not need to be on-field or trigger Overloaded herself. As long as the team has one Electro unit and one Pyro unit, one of which applies their Element while off-field, it is easy to activate her buffs.
Note that Chevreuse only uses Overloaded to increase her Pyro and Electro teammates’ damage. However, her Pyro RES Shred coincidentally increases the damage from Overloaded.
Chevreuse does not need to use her Burst every rotation to apply her innate buffs.
Chevreuse’s ER requirements are quite high if she uses her Burst every rotation outside of Raiden teams. However, none of Chevreuse’s buffs are tied to her Burst. You can opt to ignore ER requirements entirely and use Chevreuse’s Burst when available for additional crowd control. This lets you more easily hit her 40,000 Max HP threshold by investing artifact stats into her HP.
|Burst When Available
|Burst Every Rotation
|Burst Every Rotation With On-Field Raiden
Team Favonius procs reduce ER requirements by 10–20% each.
Use the Energy Recharge Calculator to determine exact requirements for your team and rotation.
|HP% or Energy Recharge
|HP% or Healing Bonus
Stat Priority: ER% until requirement > HP% until 40,000 > Flat HP until 40,000 > CRIT
Ideally, Chevreuse should be built as a support since her personal damage is rarely worth investing in. She uses HP% main stats to maximize her A4’s ATK% buff (at 40,000 HP) and to increase her healing. As previously noted, Chevreuse does not need to use her Burst every rotation, so ER% stats are optional.
If Chevreuse can reach 40,000 HP without an HP% Circlet, she can opt to use a Healing Bonus Circlet for added survivability. If she holds Favonius Lance, she can run a CRIT Rate Circlet to consistently trigger the weapon passive. In the case you want to use Chevreuse’s Burst every rotation and are having trouble meeting her ER requirement, you can opt to run an ER% Sands.
Calcs for artifact set comparisons can be found here (last updated for Version 4.3).
4pc Noblesse Oblige
|4pc Noblesse Oblige lets Chevreuse further increase her teammates’ damage with a partywide 20% ATK buff after using her Burst.
Chevreuse must build enough ER% to Burst every rotation when using this set.
4pc Maiden Beloved
|4pc Maiden Beloved provides up to 35% Healing Bonus, which further increases Chevreuse’s healing.
4pc Ocean-Hued Clam
|4pc Ocean-Hued Clam lets Chevreuse dish out some extra damage while prioritizing her healing. Note that Chevreuse does not heal enough to max out Sea-Dyed Foam damage.
4pc Song of Days Past
|4pc Song of Days Past records the total healing granted over 6s. Then, it provides 5 instances of Additive DMG Bonus for the on-field character based on the recorded healing. The damage applies similarly to Shenhe’s Icy Quill effect.
The limited instances of damage are quickly used up in AoE combat and are prone to being used by the wrong teammate. Still, it can be a viable set for C6 Chevreuse in teams that already run other supportive sets since she can maximize its effect at C6.
4pc Tenacity of the Millelith
|Tenacity of the Millelith’s 2pc effect increases Chevreuse’s healing and helps her reach 40,000 Max HP. The 4pc effect provides an ATK% buff for 3s after Chevreuse hits an enemy with a Skill. This is a decent option if her teammates can snapshot the ATK% buff.
2pc Mixed Sets
|2pc Bonuses: HP%, Healing Bonus, Energy Recharge
2pc mixed sets lack team utility but are cheaper to build. They can help Chevreuse reach her 40,000 Max HP, increase her healing, and meet her ER requirements.
Calcs for weapon comparisons can be found here (last updated for Version 4.3).
|Black Tassel provides plenty of HP% to increase Chevreuse’s healing and help reach 40,000 Max HP. As a 3-star Polearm, it is relatively accessible and cheap to level.
|Favonius Lance lowers the team’s ER requirements and help Chevreuse meet her own. The go-to choice in teams with Energy-hungry teammates.
|Rightful Reward is a craftable Polearm from Fontaine with an HP% secondary stat, which helps Chevreuse reach 40,000 Max HP and increases her healing.
Its passive regenerates Energy for the holder if they are healed. Chevreuse struggles to activate this effect before C6 since her healing is slow and purely to on-field characters. Her C6 grants teamwide healing, so she can more easily trigger the passive effect then.
Other ER% Polearms
|Other Polearms with ER% secondary stats can help Chevreuse reach her ER requirements if Favonius Lance is unavailable.
- N = Normal Attack
- C = Charged Attack
- 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
- Chevreuse fulfills a similar role to an Anemo unit with 4pc Viridescent Venerer, thanks to her Electro and Pyro RES Shred.
- Her ATK% buff benefits all Pyro and Electro characters since their damage scales with ATK.
- Her Skill offers defensive utility through its healing, but may not be enough to solo sustain in all scenarios.
- Her lack of off-field Pyro application means she wants teammates who can trigger Overloaded to apply her buffs.
- Chevreuse’s teams are limited to only Electro and Pyro characters due to her A1 Passive’s teammate requirement.
Overloaded teams are Chevreuse’s bread and butter, taking advantage of both Overloaded and existing character synergies to deal high damage. In exchange for limiting her team composition to only Pyro and Electro, Chevreuse provides plenty of buffs to said units, as long as they trigger Overloaded regularly. Chevreuse’s own Pyro application is limited, so she requires teammates with consistent Pyro application.
Note that the knockback from Overloaded can cause issues in AoE scenarios by scattering smaller enemies.
|Bennett’s hefty Flat ATK buff makes him a go-to pick for most teams with ATK-scaling units. His Burst’s healing supplements Chevreuse’s healing. He can also funnel Pyro Particles to battery his teammates.
|Xiangling deals impressive off-field damage, with long-lasting Pyro application that ensures high Overloaded uptime. She will generally want someone to battery her high-cost Burst, typically Bennett.
|Lyney deals significant damage with his Charged Shots and Elemental Skill. His A4 Passive incentivizes Pyro teammates, but he can still slot in an Electro unit for Overloaded.
|Yoimiya’s Pyro-infused Normal Attacks are her main source of damage and their range alleviates issues with Overloaded’s knockback.
|Both Klee and Yanfei can slot in as on-field damage dealers, building for either personal damage or Overloaded damage. Yanfei’s range helps mitigate the knockback from Overloaded.
|Dehya offers damage mitigation, interruption resistance, and some off-field Pyro application with her Skill. She is one of the few Pyro units who provide resistance to interruption.
|Thoma brings slow off-field Pyro application and his shield makes him one of the few options to provide interruption resistance for Chevreuse’s teams.
|Hu Tao’s teams with Chevreuse are suboptimal compared to her Vaporize teams; however, Hu Tao can still take advantage of Chevreuse’s buffs to deal solid damage with her Charged Attacks.
|Fischl deals significant off-field damage, provides unmatched Electro application, and consistently ensures Overloaded uptime for Chevreuse’s buffs. Her Electro Particle generation lets her battery her teammates.
|A powerful on-field damage dealer, Raiden takes excellent advantage of Chevreuse’s buffs while maintaining Overloaded uptime. She also significantly reduces her teammates’ ER requirements.
|Beidou’s Burst lets her deal solid off-field damage in multi-target scenarios, especially against 2–3 enemies, and it is one of the few available sources of interruption resistance. Her high ER requirements makes Fischl a near mandatory teammate.
|Yae Miko deals high damage from off-field, but she can also be used on-field. A second Electro character is recommended to alleviate her ER requirements.
|Lisa can slot in as an on-field damage dealer or as an off-field support thanks to her DEF Shred and ability to hold Thrilling Tales of Dragon Slayers or Hakushin Ring. A second Electro character is strongly recommended to lower her ER requirements.
|When paired with C6 Bennett, Razor can deal both Pyro and Electro damage for a less optimal but still fun playstyle.
|Cyno and Keqing can pair with off-field Pyro units to trigger Overloaded while dealing consistent on-field Electro damage. However, their Dendro teams tend to perform better.
Being melee DPS units, Cyno and Keqing often chase enemies knocked back by Overloaded. As such, they are only recommended against bosses or heavier enemies.
This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.
Raiden E > Chevreuse Q (hE)1 > Bennett QE > Xiangling Q E > Raiden Q 3[N3C] > Bennett E > Chevreuse N1 hE > Xiangling N3
1First rotation only.
Note that Yoimiya can struggle without a source of interruption resistance.
(Fischl C)1 > Chevreuse Q hE > Bennett Q E > Fischl N2 E/Q2 > Yoimiya E 3[N5D] N1 > Bennett E
1First rotation only.
2Fischl alternates Burst and Skill.
An affordable option. Yanfei’s range helps mitigate Overloaded’s knockback, and Beidou shines against two or more targets.
(Fischl C)1 > Chevreuse Q (hE)2 > Beidou ED Q > Fischl N2 E/Q3 > Yanfei N1 (Q) E combo4 > Chevreuse N1 hE > Beidou N2
1,2First rotation only.
3Fischl alternates her Burst and Skill.
4When using Yanfei’s Burst, N1C 3[N2C] N2 E N1C. When not using it, 2[N1C].
This team makes excellent use of Chevreuse’s Constellation 4 and Constellation 6, enabling constant healing ticks and C6 stacks.
Yae Miko 3[E] > Chevreuse Q hE > Bennett E Q > Fischl E > Bennett N2 E > Yae Miko Q 3[E] > (Chevreuse hE)1 > Bennett N2 E > Fischl Q > Yae Miko N2CJ > Bennett E > Yae Miko N2CJ N2
1Chevreuse’s second hE can be removed to play this team before C4.
caramielle., leifa, alix.sh, caxia5, whalien., sew, lizz71, sirvaughan, irokei, polomo, chasing_haze
Team images made with the KQM portrait generator.