Updated for Version 4.2
Furina is a 5-star Hydro Sword character in Genshin Impact who brings strong off-field damage, teamwide buffs, and unique team HP manipulation mechanics. The Hydro Archon steals the spotlight even as an off-field support, with her teams built around her kit. Learn about Furina’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
Off-field DPS + Support
Furina’s Ousia-aligned Skill provides long-lasting off-field damage and Hydro application while draining her teammates’ HP. In return, her Burst gives a partywide buff that increases when team HP changes (i.e., draining or healing HP). Strong healing is needed to keep teammates above 50% HP in order to maintain the effectiveness of Furina’s kit over multiple rotations.
Furina generally starts team rotations by using her Ousia-aligned Skill, followed by casting her Burst; it is preferable to dash cancel at the end of her Skill to cast her Burst sooner. Due to the long durations of her abilities, she often does not need to take the field more than once per rotation. There is usually no gameplay incentive to use her as an on-fielder, with a notable exception being her C6.
Level and Talent Priority
Since Furina’s Skill scales with her Max HP, it is highly recommended to bring her to Level 90.
Burst = Skill > Normal Attack
Furina’s Skill is the crux of her personal damage, while her Burst offers essential team buffs. It is recommended to level both Talents equally. On the other hand, her Normal Attacks are not very significant and may be left unleveled. Even with Furina’s C6, most of her enhanced Normal Attacks’ damage scales independently of Talent levels.
Normal Attack | Soloist’s Solicitation
Performs up to 4 consecutive strikes.
Consumes a certain amount of Stamina to unleash a solo dance, dealing Physical DMG to nearby opponents and changing her Arkhe alignment. If Salon Members or Singer of Many Waters summoned by her Elemental Skill “Salon Solitaire” are present, their lineup will switch in response.
Arkhe: Seats Sacred and Secular
At intervals, when Furina’s Normal Attacks hit, a Spiritbreath Thorn or a Surging Blade will descend based on her current alignment, dealing Hydro DMG based on her current alignment.
When Furina takes the field, her starting Arkhe will be Ousia.
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
Furina’s Normal Attacks are very flamboyant but unremarkable in terms of damage. However, her Normal Attack Talent is useful in regards to Arkhe Alignments.
Furina can change Arkhe Alignment by using a Charged Attack. Her current Alignment is visually indicated on her character model.
- Ousia is Furina’s default Alignment after joining the party. She has shorter hair and darker clothing.
- Furina’s Pneuma Alignment model has longer hair and brighter clothing.
Note that Furina’s Charged Attack is unique in that it does not need to be preceded by a Normal Attack to be used.
Furina’s Normal Attacks proc Arkhe attacks on-hit, with an independent 6s cooldown for each Alignment; it is possible to launch both Arkhe attacks in quick succession by switching Alignments between Normal Attacks. Her Arkhe attacks can be used to trigger effects that require Elemental Normal Attack damage, such as a part of Mistsplitter Reforged’s Passive.
Elemental Skill | Salon Solitaire
Invites the guests of the Salon Solitaire to come forth and abet in Furina’s performance. Will summon either the Salon Members or the Singer of Many Waters based on Furina’s current Arkhe alignment.
Foaming bubbles like celebrants shall dance, dealing AoE Hydro DMG based on Furina’s Max HP and summoning 3 Salon Members: the Ball Octopus-shaped Gentilhomme Usher, the Bubbly Seahorse-shaped Surintendante Chevalmarin, and the Armored Crab-shaped Mademoiselle Crabaletta.
They will attack nearby opponents at intervals, prioritizing the target of the active character, dealing Hydro DMG based on Max HP.
When they attack, if character(s) with more than 50% HP are nearby, the Members will increase their current attack’s power based on the number of such characters, and consume said characters’ HP. If the characters who meet these requirements are 1/2/3/4 (or more), the Members’ attacks will deal 110%/120%/130%/140% of their original DMG.
Summons the Singer of Many Waters, who will heal nearby active character(s) based on Max HP at intervals.
The Salon Members and Singer of Many Waters share a duration, and when Furina uses her Charged Attack to change the guest type, the new guests will inherit the initial duration.
While the Salon Members and the Singer of Many Waters are on the field, Furina can move on the water’s surface.
Furina’s Skill functions differently depending on her current Alignment, spawning different entities known as Guests. Swapping between Alignments causes Furina to despawn any active Guests and spawn in entities of the other Alignment; however, it does not reset the Skill’s duration. Note that Guests do not snapshot buffs. The end animation should ideally be dash canceled during combat.
This Skill is incredibly useful in the overworld. Furina can freely walk on water while her Guests are active. Since her Skill has a 20s cooldown and her Guests have a 30s duration, Furina can move on the surface of water indefinitely as long as she keeps using her Skill.
Furina’s Ousia Alignment is her recommended variant during combat. Her Ousia-aligned Skill deals one instance of Hydro damage and then summons 3 distinct Guests known as the Salon Members.
Salon Members have the following properties:
- They follow the active character.
- They attack enemies independently of one another, with the tendency to prioritize the active character’s current target.
- They function as turrets and do not coordinate with the active character’s attacks or abilities.
- They periodically apply Hydro and generate Hydro Particles while attacking.
- They each possess unique damage modifiers, attack rates, and internal cooldowns.
- Their attacks drain the HP of all teammates currently above 50% HP.
- Each teammate drained directly increases the Salon Members’ damage by 10% (up to 40%).
- Each Salon Member drains a different amount of HP per hit.
Every rotation, the Salon Members easily drain at least 50% of the entire team’s HP.
Furina’s Pneuma-aligned Skill summons a single Singer of Many Waters.
The Singer of Many Waters works as follows:
- It is stationary and stays where it spawns.
- It heals characters on-field at regular intervals within a very large range (similar to Nahida’s Burst).
- It does not deal damage.
- It does not apply Hydro.
- It does not generate any Hydro Particles.
Furina’s Pneuma-aligned Skill is only recommended for recovering HP outside of regular combat. The Singer is not suitable for solo healing against the Salon Members’ HP drain during combat.
Elemental Burst | Let the People Rejoice
Rouses the impulse to revel, creating a stage of foam that will deal AoE Hydro DMG based on Furina’s Max HP and cause nearby party members to enter the Universal Revelry state: During this time, when nearby party members’ HP increases or decreases, 1 Fanfare point will be granted to Furina for each percentage point of their Max HP by which their HP changes.
At the same time, Furina will increase the DMG dealt by and Incoming Healing Bonus of all nearby party members based on the amount of Fanfare she has.
When the duration ends, Furina’s Fanfare points will be cleared.
Furina’s Burst deals a single tick of Hydro damage and applies the Universal Revelry state to all party members. The duration of Universal Revelry is indicated by a very noticeable UI effect.
During Universal Revelry, Furina gains a Fanfare point when any characters in the team lose or recover HP. Each Fanfare point is the equivalent of 1% HP difference for each teammate, e.g., a teamwide 24% HP heal is equivalent to 96 Fanfare points. For every 25% breakpoint of the maximum Fanfare points accumulated, a visual indicator will be shown; these indicators occur at 75/150/225/300 stacks at C0 and 100/200/300/400 stacks at C1+.
Furina increases every party member’s DMG Bonus and Incoming Healing Bonus according to the amount of Fanfare accumulated. At C0, a maximum of 300 Fanfare can be accumulated, translating to a maximum buff of 75% DMG Bonus and 30% Incoming Healing Bonus at Talent Level 10. These buffs are dynamic and apply partywide, allowing every teammate including herself to benefit from increased damage and healing. Note that Fanfare points are cleared when the Burst ends or is recast within the 18s Universal Revelry duration.
Quickly accumulating Fanfare points is ideal since it allows higher uptime on maximum team buffs. Teamwide healing and Furina’s Ousia-aligned Skill are highly recommended in her teams to maximize this potential.
Ascension 1 Passive | Endless Waltz
When the active character in your party receives healing, if the source of the healing is not Furina herself and the healing overflows, then Furina will heal a nearby party member for 2% of their Max HP once every 2s within the next 4s.
Furina heals every teammate for a total of 4% of their Max HP every time the active character is overhealed from sources other than Furina — this healing benefits from her Burst’s Incoming Healing Bonus.
This passive is not enough to counteract her Salon Members’ teamwide HP drain, but it can assist another healer in keeping the team above 50% HP.
Ascension 4 Passive | Unheard Confession
Every 1,000 points of Furina’s Max HP can buff the different Arkhe-aligned Salon Solitaire in the following ways:
- Will increase Salon Member DMG dealt by 0.7%, up to a maximum of 28%.
- Will decrease active character healing interval of the Singer of Many Waters by 0.4%, up to a maximum of 16%.
Furina’s Guests receive additional benefits that scale with Furina’s Max HP.
- Salon Members’ attacks receive up to an additional 28% DMG Bonus.
- The Singer of Many Waters’ healing interval is reduced by up to 16%.
These buffs cap at 40,000 Max HP.
Click here for Constellation DPS increases.
Constellation 1 | Love Is a Rebellious Bird That None Can Tame
When using Let the People Rejoice, Furina will gain 150 Fanfare.
Additionally, Furina’s Fanfare limit is increased by 100.
Furina’s C1 increases her Fanfare limit by 100 points and immediately gives her 150 points on Burst cast. This Constellation increases both the floor and ceiling of her Burst’s buff.
Constellation 2 | A Woman Adapts Like Duckweed in Water
While Let the People Rejoice lasts, Furina’s Fanfare gain from increases or decreases in nearby characters’ HP is increased by 250%. Each point of Fanfare above the limit will increase Furina’s Max HP by 0.35%. Her maximum Max HP increase is 140%.
Furina’s C2 more than triples the amount of Fanfare points generated, which leads to increased uptime on maximum buffs.
With this Constellation, some of Furina’s teams can generate more than 400 Fanfare points (the cap for buffs). Fanfare points obtained beyond the cap increase Furina’s Max HP, which in turn increases her personal damage output from her Ousia-aligned Skill.
Constellation 3 | My Secret Is Hidden Within Me, No One Will Know My Name
Increases the Level of Let the People Rejoice by 3.
Maximum upgrade level is 15.
Three additional levels on her Burst lead to even stronger team buffs, which results in higher team damage output.
Constellation 4 | They Know Not Life, Who Dwelt in the Netherworld Not!
When the Salon Members from Salon Solitaire hit an opponent, or the Singer of Many Waters restores HP to the active character, Furina will restore 4 Energy. This effect triggers once every 5s.
Furina’s C4 greatly reduces the need to build Energy Recharge since she regenerates 16–20 Energy in 20–25s rotations. This allows her to use a non-ER weapon and an HP% Sands, which lets you invest more heavily into offensive stats.
Constellation 5 | His Name I Now Know, It Is…!
Increases the Level of Salon Solitaire by 3.
Maximum upgrade level is 15.
Three additional levels on her Skill, increasing her personal damage output.
Constellation 6 | Hear Me — Let Us Raise the Chalice of Love!
When using Salon Solitaire, Furina gains “Center of Attention” for 10s.
Throughout the duration, Furina’s Normal Attacks, Charged Attacks, and Plunging Attacks are converted into Hydro DMG which cannot be overridden by any other elemental infusion. DMG is also increased by an amount equivalent to 18% of Furina’s max HP.
Throughout the duration, Furina’s Normal Attacks (not including Arkhe: Seats Sacred and Secular Attacks), Charged Attacks, and the impact of Plunging Attacks will cause different effects up to every 0.1s after hitting opponents depending on her current Arkhe alignment:
Every 1s, all nearby characters in the party will be healed by 4% of Furina’s max HP, for a duration of 2.9s. Triggering this effect again will extend its duration.
This Normal Attack (not including Arkhe: Seats Sacred and Secular Attacks), Charged Attack, or Plunging Attack ground impact DMG will be further increased by an amount equivalent to 25% of Furina’s max HP. When any of the attacks mentioned previously hit an opponent, all nearby characters in the party will consume 1% of their current HP.
During the duration of each instance of “Center of Attention,” the above effects can be triggered up to 6 times. “Center of Attention” will end when its effects have triggered 6 times or when the duration expires.
This Constellation provides good front-loaded damage and/or partywide healing, while also allowing Furina to have a brief on-field presence.
On Skill cast, Furina’s Normal, Charged, and Plunging Attacks receive a Hydro Infusion and HP scaling for up to 6 hits or 10s; these effects persist even if Furina swaps out. Furina’s current Arkhe Alignment will provide other benefits from her Normal Attacks and can still be switched freely by performing a Charged Attack.
Her C6 Alignment essentially has the opposite effect of her corresponding Skill:
- Ousia Alignment causes her attacks to heal party members on-hit.
- Pneuma Alignment further increases her attacks’ damage but also reduces team HP every hit.
Effective use of Furina’s kit lies in careful manipulation of the team’s HP since both her Burst and Skill are empowered by team HP fluctuations.
Healing is very valuable for Furina. Without a healer, the entire team will drop to 50% HP and be unable to gain Fanfare points or buff the Salon Members. Additionally, having every teammate at 50% HP reduces their survivability.
It is incredibly rare for teams to function without dedicated healers unless they can somehow generate a large amount of Fanfare points. Regardless, Furina’s personal damage will still take a hit.
It is best for another character to consolidate healing, preferably a healer who can heal the entire party. While Furina’s Pneuma-aligned Skill can provide a good amount of healing, it is not very practical to use it in combat. The Singer does not deal damage, apply Hydro, generate particles, or even trigger her A1 Passive. It is also impractical or impossible for the Singer to heal back the damage drained by Furina’s Salon Members during combat.
Partywide healers can be broadly categorized as being either off-field or on-field:
- Off-field healers generally restore a large amount of HP in a short instant. They are compatible with on-field DPS units and can front-load Fanfare points.
- On-field healers tend to provide continuous healing but require field time. They work best as drivers for off-field DPS teammates.
Furina’s Burst is an essential part of her kit and should be used every rotation.
|Double Hydro (1 Teammate Skill)||180–210%|
|Double Hydro (2 Teammate Skills)||150–170%|
|Double Hydro (Neuvillette)||130–150%|
Each Favonius weapon proc lowers her ER requirements by approximately 20-30%.
Furina’s Skill generates particles over time rather than on cast; coupled with her predominantly off-field usage, her ER requirements are considerable especially if she is the only Hydro character in the team. Factors such as Favonius weapon procs, additional Hydro teammate Skill uses, and Raiden’s Burst can noticeably decrease her ER requirements.
Teams with Neuvillette generally use longer rotations, allowing more particles to be generated per rotation and reducing Furina’s ER requirements.
Use the Energy Recharge Calculator to determine exact requirements for your team and rotation.
|HP% or ER%||HP% > Hydro DMG Bonus||CRIT Rate or CRIT DMG|
Stat Priority: ER (until requirement) > CRIT > HP% > Flat HP
Furina’s ER needs should be met to cast her Burst every rotation. An ER Sands is viable at high ER requirements, especially if she is using a non-ER weapon.
An HP% Goblet is preferred for most builds due to her A4 Passive and the abundance of DMG% buff she already receives, though a Hydro DMG% Goblet can still be used.
Click here for in-depth artifact comparisons.
4pc Golden Troupe (GT)
|4pc Golden Troupe is Furina’s Best-in-Slot set by a significant margin since the vast majority of her damage comes from her Ousia-aligned Skill’s Salon Members. An HP% Goblet is generally recommended when using this set. |
Farm this set for Furina.
4pc Tenacity of the Millelith (TotM)
|4pc Tenacity of the Millelith has niche usage in buffing other teammates with an effectively permanent 20% ATK buff, but it greatly decreases Furina’s damage output.|
2pc Mixed Sets
|2pc Bonuses: HP%, ER%, Hydro DMG%, Skill DMG%|
A 2pc mixed set can be a decent placeholder while farming for 4pc Golden Troupe.
4pc Marechaussee Hunter (MH)
|4pc Marechaussee Hunter is a decent option with Furina’s C6 unlocked. It doesn’t have much benefit for her Salon Members, but it is very impactful for her C6’s Converted Normal Attacks and allows her to frontload a lot of damage.|
Energy Recharge weapons perform comparatively better at higher ER requirements (e.g., 160%+).
Click here for weapon DPS comparisons.
Splendor of Tranquil Waters
|Furina’s signature weapon is also her Best-in-Slot, assuming you meet her ER requirements. It provides a host of useful stats for her personal damage.|
Primordial Jade Cutter
|Primordial Jade Cutter is the next best option after her signature weapon, granting a hefty amount of CRIT Rate and some HP%.|
|Festering Desire is a strong option for players who acquired it all the way back in Version 1.2. Its combination of Skill buffs and ER make it quite formidable on Furina. At higher ER requirements, Festering Desire outperforms most of her 5-star options.|
Key of Khaj-Nisut
|Key of Khaj-Nisut packs a huge amount of HP%, which is still highly beneficial for her personal damage. It also provides a large partywide EM buff thanks to Furina’s high Max HP.|
If you are using Furina in Nilou Bloom teams, Nilou still has much higher priority to equip this weapon.
Fleuve Cendre Ferryman
|Fleuve Cendre Ferryman is Furina’s best permanent and free option, acting similarly to Festering Desire. It can be acquired through Fontaine’s Fishing Association.|
|Favonius Sword is the ever-reliable solution to meet team ER requirements. However, it guts Furina’s typically high personal damage output, which often makes it preferable to have other characters hold Favonius weapons instead. |
Good in teams that have exceedingly high ER requirements for Furina.
|Light of Foliar Incision / Haran Geppaku Futsu / Mistsplitter Reforged / Wolf-Fang|
CRIT stat sticks can be useful on Furina even if she cannot make full use of their passives. They perform best at lower ER requirements.
Harbinger of Dawn
|A cheap CRIT stat stick if you do not have the above options and are not willing to fish.|
Harbinger of Dawn’s passive can only be maintained with high, continuous teamwide healing, such as with Kokomi’s Burst. With its passive up, it becomes comparable to Ferryman.
|Healers who can sustain the entire team simultaneously are recommended, as they improve team survivability, ensure that Salon Members can keep buffing themselves, and gain plenty of Fanfare points. Furina’s Incoming Healing Bonus is very useful in this regard.|
Strong healing for the on-field character is a nice bonus since it triggers more procs on Furina’s A1 for even more healing and Fanfare points.
Healers may prefer to use 4pc Maiden Beloved if they cannot easily counteract Furina’s teamwide HP drain when using other artifact sets.
|Units with built-in HP manipulation, such as many Fontaine units, can synergize well with Furina to gain more Fanfare points within a shorter period.|
4pc Marechaussee Hunter on Allies
|The consistent HP drain from Furina’s Salon Members allows any on-field DPS to make full use of 4pc Marechaussee Hunter. While not always better than their usual artifact sets, 36% CRIT Rate and 15% Normal and Charged Attack DMG Bonus is nothing to scoff at.|
|Furina’s Hydro application is not as fast or consistent as that of units like Xingqiu or Yelan; combined with her HP drain mechanic (and subsequent healing requirements), she should not be seen as a one-to-one replacement for either unit. However, Furina does synergize well with Xingqiu or Yelan to provide long and more consistent Hydro aura uptime.|
|The breadth of Furina’s possible team compositions is as vast as the sea itself. She is a powerful support in virtually any team that can function with a healer and her HP drain, though her actual usefulness over other units can vary greatly across archetypes.|
|In teams that don’t typically run party healers, the inclusion of Furina and a party healer often comes at the cost of more “optimal” units; this can lead to her being a sidegrade at best in some archetypes.|
|Despite her party HP drain, Furina can actually make certain teams more comfortable to play since she rewards running strong healers who provide exceptional team survivability.|
Teamwide Off-Field Healers
These healers can heal the entire party in an instant. Some units also provide prolonged healing to the on-field character to trigger Furina’s A1 Passive more frequently. They typically do not deal much damage and should use equipment that improves their healing or provides other team benefits.
|Jean consolidates 4pc Viridescent Venerer RES Shred and strong party healing via her Burst. Her Burst will continue to heal the on-field character and apply Anemo to them, cleansing debuffs and applying Elements onto enemies if another teammate is also self-applying a Swirlable Element.|
|Baizhu is the only healer who has teamwide healing on his Skill. His Burst provides even more healing to the on-field character, interruption resistance via small shields, some off-field Dendro application, and a buff to Dendro Reaction damage.|
|Mika’s Burst significantly heals the whole team and further heals on-field characters that use Normal Attacks. While much of his kit involves buffing Physical damage, his Skill’s Attack SPD buff can be useful on non-Physical damage dealers such as Wriothesley.|
|Charlotte’s Burst is a substantial partywide heal and also provides additional healing to the on-field character. Her Constellations provide even more healing instances for greater Fanfare points gain. |
Charlotte preferably uses Prototype Amber to alleviate her high ER requirements and further increase her healing.
|Sayu also consolidates 4VV RES Shred and healing. However, her Burst’s partywide healing is much weaker than Jean’s, meaning she has more difficulty counteracting Furina’s HP drain.|
She can provide decent team healing on a full EM build, but she doesn’t bring much benefit as an on-field unit.
|Prototype Amber’s healing by itself is not enough to offset Furina’s HP drain. However, it can bolster the healing of any Catalyst user who has healing Talents, such as Kokomi and Charlotte, while lowering their ER requirements. It can also be used to turn any Catalyst user into a healer, which has niche usage in assisting a weaker healer (such as a single-ally healer) in maintaining team HP.|
Teamwide On-Field Healers
These healers provide sustained party healing but require significant field time; they also often have some single-ally healing. Their continuous healing is more likely to trigger Furina’s A1 Passive repeatedly. Healers that deal good personal damage notably benefit from both buffs granted by Furina’s Burst.
|On-field Kokomi provides partywide healing and respectable damage output that benefits from Hydro Resonance and Furina’s Burst. While Incoming Healing Bonus does not benefit her A4 Passive, it can help her in gaining more Fanfare points.|
Kokomi also provides a good amount of off-field single-ally healing with her Skill, whose duration is extended through her Burst.
|Noelle provides good damage output and teamwide healing during her Burst. She can freely swap out of her Burst without ending its duration, allowing for highly flexible team rotations. |
Noelle can equip 4pc Archaic Petra to buff non-Geo teammates or 4pc Marechaussee Hunter for personal damage. Her non-existent particle generation necessitates either Favonius Greatsword or Geo teammates.
If her ER requirements are low enough, she can still use Serpent Spine, as Furina’s HP drain does not remove stacks.
|Yaoyao provides significant teamwide healing and Dendro application while using her Burst. She works best in AoE scenarios since these allow her to facilitate more Dendro Reactions through her Burst’s pseudo-random targeting. |
Yaoyao provides some off-field single-ally healing with her Skill, which she should cast after her Burst duration ends.
|Barbara’s Burst provides a single, large instance of healing; however, her non-existent particle generation and subsequently high ER requirements make it difficult to use consistently without several Hydro teammates.|
Barbara is more effective as an on-field healer with flexible field-time who provides teamwide healing through her Normal and Charged Attacks. She can afford to Burst less frequently in on-field playstyles, which reduces her ER requirements.
Humorously, her C6 revive does still gain Fanfare points, but it is not recommended to actively use this interaction.
|Dori’s Electro-infused Normal Attacks (granted by her Skill at C6) provide decent teamwide healing. Her relatively short field time also allows frequent swaps, letting her teammates receive additional healing from her Burst. C6 Dori is best used on 4pc Thundering Fury as a Quickbloom DPS.|
|Qiqi provides significant healing when hitting enemies marked by her Burst or while her Skill is active. She prefers Sacrificial Sword to increase Skill uptime and reduce ER requirements. Qiqi has good on-field driving potential with her fast Normal Attack sequence.|
These units can only heal the on-field character, making it difficult or even impossible to restore the entire team’s HP. This problem can be alleviated somewhat in teams that allow frequent swapping to distribute healing.
Healers that bring other strong benefits such as Bennett’s ATK buff or Kuki’s ability to trigger Hyperbloom may be afforded a spot in teams that already have partywide healers.
|Bennett provides fast healing and a sizable ATK buff to the active character within his Burst AoE. Oftentimes, the team’s DPS unit remains on-field until his Burst expires, limiting the healing received by other units unless the team is quickswap-oriented.|
His ATK buff can be valuable enough to use him in teams that already have a teamwide healer. He has a unique synergy with Jean that applies Pyro to enemies via the “Sunfire” interaction.
|Kuki Shinobu’s healing isn’t enough to combat Furina’s HP drain by itself, so teamwide healing should be handled by another unit. However, she is still an excellent Hyperbloom trigger and a strong pick in Dendro teams regardless.|
Other Single-Ally Healers
|Other single-ally healers generally do not offer enough utility to be worth using in Furina’s teams. Their healing is often not even enough to counteract the teamwide HP drain even with frequent swaps.|
Damage dealers with significant built-in HP manipulation, allowing them to contribute plenty of Fanfare points.
|Neuvillette has near perfect synergy with Furina. They lower each other’s ER requirements and enable Hydro Resonance to greatly benefit their damage. Furina’s buffs and personal damage outweigh losing a stack on Neuvillette’s A1 Passive.|
Neuvillette’s special Charged Attacks drain and heal large amounts of his HP, which allows him to hit Furina’s Fanfare point cap by himself. He can easily survive without a healer, freeing up a team slot for other units.
|Wriothesly drains his HP when his empowered Normal Attacks hit and can self-heal through his A1 Passive. This allows him to gain a respectable amount of Fanfare points. However, his Skill does not take effect while he is below 50% HP, which means a strong healer is valuable to maintain his damage. |
His preferred healer is Mika due to his Attack SPD buff.
Hydro units synergize with Furina by enabling Hydro Resonance and decreasing each other’s ER requirements. They can also supplement Furina’s somewhat erratic Hydro application.
|Xingqiu provides good off-field single-target damage and Hydro application. He also generates a sizable amount of Hydro Particles. At C2, he can shred Hydro RES to increase the damage dealt by himself and Hydro teammates.|
He also provides useful interruption resistance and damage reduction with his Rain Sword orbitals.
|Yelan provides good off-field single-target damage and Hydro application (though her application is slower than Xingqiu pre-C2). Her HP-scaling damage benefits greatly from Hydro Resonance. Her Burst also provides a ramping DMG Bonus to the on-field character.|
|Ayato is a versatile damage dealer who can apply Hydro both on-field and off-field through his Skill and Burst, respectively. |
While his damage primarily scales with ATK, it does slightly benefit from Hydro Resonance due to his Skill’s additional HP scaling.
|Nilou’s passives greatly empower Bloom teams. Furina applies Hydro over a long duration brings good single-target damage. Nilou’s teams also tend to rapidly fluctuate in HP due to self-damage and healing, though healers may struggle to restore Nilou’s enormous HP pool.|
However, Furina’s DMG% buff is mostly wasted in Nilou teams, whose damage primarily comes from Bountiful Cores that scale with EM and Dendro RES. The teamwide HP drain also increases the likelihood of accidentally dying to Bloom self-damage.
Anemo units provide 4pc Viridescent Venerer RES Shred and other useful utilities such as grouping and buffing.
|Kazuha provides good grouping, DMG% buffs via his A4 Passive, and consistent 4VV RES Shred uptime. His A4 Passive’s DMG% buff is quite useful on Furina and other characters who don’t benefit from either ATK nor EM buffs.|
|Venti is highly effective at grouping lighter enemies and can deal considerable damage himself. He also refunds Energy for teammates of the Element his Burst absorbs, which helps lower their ER requirements.|
|Wanderer’s unique flying playstyle allows him to deal damage from long range and even against flying enemies. In Furina teams, his most synergistic healer is Mika whose Attack SPD buff is quite effective since Wanderer’s attacks lack hitlag. Jean can also be an excellent choice if you have her C4.|
|Sucrose and Heizou provide grouping and EM buffs. They can act as off-field buffers or on-field drivers and are able to use supportive weapons such as TTDS or Hakushin Ring to further benefit the team.|
|Lynette is an accessible 4-star alternative to the above units. Her buffing and grouping aren’t as effective, but she provides a Taunt and off-field Elemental Application with her Burst.|
She can gain a few Fanfare points with her Skill since it drains and restores her HP.
|Xiao deals considerable AoE damage and continuously drains his HP to contribute some Fanfare points. Apart from her DMG buff, Furina notably provides good off-field damage that lasts for the whole rotation, and does not require Xiao to perform specific combos.|
However, Furina’s inclusion (along with a party healer) also means the replacement of either Bennett or Faruzan, units who provide much more useful buffs.
Pyro units act as Vaporize damage dealers in teams with Furina; some units can also be used to good effect in Burgeon teams. However, Furina’s Hydro application can be inconsistent, so she should pair up with another consistent off-field Hydro applier to allow for consistent Vaporizes.
Additionally, Pyro units tend to run with Bennett, who isn’t an ideal healer in Furina teams. Thus, Furina’s Vaporize teams often function as alternatives to established team compositions with Bennett.
|Xiangling is a potent off-field damage dealer and Pyro applier, though her ER requirements tend to be very high without other Pyro teammates.|
|Hu Tao isn’t very reliant on ATK buffs, meaning she has less incentive to run Bennett. She can gain some Fanfare points through her Skill’s HP drain and her Burst’s self-healing. |
She usually doesn’t run healers in her teams to stay below 50% HP in order to enable her A4 Passive (and make full use of Staff of Homa). However, Furina’s personal damage and teamwide DMG% buff can potentially make up for the buffs lost from keeping Hu Tao at high HP through a teamwide healer.
Vaporize Pyro DPS
|Furina is a viable option for Vaporize teams though not necessarily ideal. Many Pyro DPS units appreciate Furina’s DMG% buff and off-field damage; her HP drain can also allow them to use Marechaussee Hunter to great effect. |
However, these units prefer to stay on-field for the full duration of Bennett’s Burst, reducing healing for other units. This generally necessitates replacing Bennett with a teamwide healer.
|Furina is not recommended in Lyney’s teams.|
While Lyney can drastically manipulate his HP, his A4 incentivizes having Pyro teammates and maintaining Pyro aura. Furina and a party healer also take up valuable team slots that are better used on Bennett, Anemo units, shielders, and/or Pyro supports.
Dendro units apply their Element to enable Bloom-related reactions, with Furina acting as an alternative to other Hydro appliers. Her Burst’s DMG% buff isn’t useful for Transformative Reactions such as Hyperbloom or Burgeon, but is still appreciated by Aggravate/Spread DPS units in Quickbloom teams. Dendro teams often prefer Baizhu as the healer due to his role consolidation.
|Nahida can consistently apply her Element on-field with her Normal Attacks and off-field with her long-lasting Skill. She also deals respectable damage, easily maintains uptime on Deepwood Memories set effect, and provides a large EM buff to the on-field character.|
|Alhaitham can deal good damage that benefits from Furina’s DMG% buff and rapidly apply Dendro through his Mirror Projection attacks.|
Dendro Traveler, Collei
|Dendro Traveler and Collei act as free alternatives to Nahida in the role of off-field Dendro applier. However, their range and uptime are much more restrictive compared to Nahida, and their ER requirements preclude them from contributing much damage.|
Electro units provide good raw damage in most compositions and make use of Aggravate or Hyperbloom in Dendro teams. They also apply Electro to trigger reactions such as Electro Swirls, Electro-Charged, Overloaded, and Superconduct.
|Fischl is an excellent generalist off-field damage dealer who also provides fast Electro application and excellent particle generation. Her C4 provides a minor self-heal that gains a few Fanfare points.|
|Raiden is a powerful on-field DPS who also lowers her team’s ER requirements through her Burst’s teamwide Energy refund.|
She can also act as an off-field Hyperbloom DPS using a full EM build, with her Skill having excellent range and uptime.
|Cyno is an on-field Electro DPS who works best in Dendro-based archetypes, particularly Quickbloom. Furina’s long Skill and Burst durations work well with his long field time requirements.|
His Quickbloom teams with Furina generally prefer Baizhu as the healer.
|Yae is an off-field DPS whose Burst can deal good front-loaded damage, though it is limited by its high cost. She can also act as an on-field DPS by using her Electro Normal and Charged Attacks.|
Cryo units appreciate Furina’s off-field Hydro application, as it conveniently maintains Freeze with high uptime. Her high single-target damage can also help deal with tougher enemies.
|Cryo DPS units who benefit from Furina’s buffs and ability to maintain Freeze, the latter of which is crucial to maximizing their Bursts’ damage in multi-target scenarios.|
|Eula is a Physical damage dealer who synergizes with Mika. Her Claymore attacks trigger Shatter, preventing her from maintaining Freeze, but she nonetheless makes good use out of Furina’s DMG Bonus.|
|Shenhe supports Cryo (and to an extent Physical) damage dealers with buffs, RES Shred, and her Icy Quill.|
|Off-field damage dealers who also generate plenty of Cryo Particles. Rosaria also provides a teamwide CRIT Rate buff that Furina can benefit from.|
Geo units work as flex options that provide various utility and can benefit Furina or her teammates through 4pc Archaic Petra. They are highly recommended if building teams around Noelle’s personal damage.
|Zhongli is usually redundant with the healers on the team, but his exceptionally strong shield can still be useful for characters vulnerable to interruption. His shield also has some offensive value due to its Universal RES Shred.|
|Albedo is a simple and unobtrusive off-field DPS unit. His off-field Geo Particle generation is highly valued by Noelle to reduce her tremendous ER requirements.|
|Gorou can be used in Triple Geo compositions featuring Noelle and Albedo, where his buffs to Geo damage dealers are highly appreciated. Noelle’s flexible field time allows him to use his Skill and trigger Favonius Warbow more frequently, reducing the team’s ER requirements.|
Furina + Healer Core
Furina likes teams built around her, putting significant emphasis on the team’s healer. Apart from a suitable healer, the remaining two slots can be occupied by damage dealers or offensive supports. It is usually redundant to bring another healer; shielders can still be useful for units prone to interruption but remain unideal.
Furina can work in a vast array of team archetypes, including those that don’t normally care about Hydro reactions — many teams benefit from her high off-field damage and partywide buffs so long as there is sufficient team healing. However, she isn’t necessarily an easy slot in many existing teams, since she often effectively replaces two team slots in teams that normally run a single-target healer or no healers at all.
This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.
- 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
Neuvillette E > Furina E > Kazuha tE > Zhongli hE* > Furina Q > Neuvillette C EQ > Kazuha tE > Neuvillette 2[C]
*Zhongli ideally picks up a Crystallize Shard to grant teamwide Hydro DMG Bonus via 4pc Archaic Petra.
A Neuvillette team where Furina provides significant off-field damage and buffs and Kazuha grants additional buffs. This team actually functions without a healer since Neuvillette can already max out Fanfare points by himself. While Neuvillette can only gain two of his A1 stacks at C0, Furina’s kit and Hydro Resonance more than make up for it damage-wise.
Zhongli offers a strong shield and can buff both Hydro units through his Universal RES Shred and 4pc Archaic Petra buff. This also compensates for the damage lost from Salon Members being unable to drain multiple team members.
While Zhongli is recommended here (especially for C0 Neuvillette), other non-Hydro units offer useful buffs, damage, or other utility. For example, a healer like Charlotte can function in his place.
(Raiden E)* > Furina ED Q > Bennett EQ > Jean EQ > Raiden Q combo E > Bennett E
*First rotation only.
This team revolves around Raiden, who is played as an on-field damage dealer. All her teammates provide her with buffs, and in return she greatly lowers their ER requirements. Jean’s Burst rapidly applies Pyro off-field if the active character is also within Bennett’s Burst in an interaction known as “Sunfire”. This allows her to deal good damage through Swirls (which can trigger even more reactions) and incentivizes some EM investment.
Kokomi E > Furina ED Q > Xingqiu Q ED (ED) N1 > Kazuha N1 E > Kokomi Q combo
A Mono Hydro team that enables on-field Kokomi to deal considerable damage, while Xingqiu provides off-field damage and (at C2+) shreds enemy Hydro RES. The abundance of Hydro Particles lowers each Hydro unit’s ER requirements significantly.
Kazuha may skip using his Burst as it does minimal damage in this team since Hydro Swirls do not deal additional AoE damage.
Furina ED Q > Yelan EQ N1 > Mika N1 EQ > Wriothesley E combo (Q)*
*Pre-C2 Wriothesley may prefer to Burst every other rotation to reduce his ER requirements.
A Freeze team that still packs a punch against Bosses. Wriothesley receives multiple buffs while Furina and Yelan also deal considerable off-field damage. Mika provides good healing to keep the team topped up and an Attack SPD buff that is useful for Wriothesley’s Normal Attack–heavy playstyle.
Furina ED Q > Gorou EQ > Albedo E > Noelle Q E 3[N3D] > Gorou E > Noelle N3D N3
This Triple Geo team enables Noelle and Albedo to deal substantial AoE damage, as they benefit from Geo Resonance, Furina’s Burst, and Gorou’s various buffs. Noelle’s flexible field time allows Gorou to use his Skill off cooldown to battery Noelle and lets Albedo reposition his Solar Isotoma if needed.
Gorou should equip 4pc Exile and Favonius Warbow (along with a CRIT Rate Circlet) to drastically lower the team’s ER requirements.
Furina ED Q > Xingqiu Q N1 > Bennett N1 Q E > Xiangling N1 Q N1 E > Furina N2 > Bennett N1 E > Xingqiu N1 ED N2 > Bennett N1 E > Xiangling N2 > Bennett N1 E > Xiangling N2
This Vape team has no dedicated on-field unit, which allows each party member to swap in and receive substantial healing from Bennett’s Burst to counteract Furina’s party HP drain. This also gives Bennett more opportunities to funnel particles to Xiangling, greatly reducing her ER requirements.
Furina ED Q > Nahida EQ > Baizhu N1 EQ > Cyno EQ N1 E 6[N4E]*
*Cyno must equip 4pc Thundering Fury to use this combo.
Cyno can trigger Aggravate more often in a Quickbloom team since Quicken has higher uptime with slower Hydro application sources such as Furina’s Salon Members. Note that Cyno’s ER requirements are quite high, as he is the sole Electro unit.
Raiden E > Furina ED Q > Baizhu N1 EQ > Alhaitham Q 2[N3D] N2E 2[N3D] N1C 3[N3D] N3
In this “Quickbloom” team, Furina’s relatively slow Hydro application increases Quicken uptime, which allows Alhaitham to trigger more Spreads.
Nilou (Q)* E [N2 E] or 3[E] > Furina ED Q > Collei N2 EQ > Yaoyao Q combo** E
*Nilou’s Burst should be used from the 2nd rotation onward if it is available.
**Yaoyao should dash or jump during her Burst to apply more Dendro.
Furina can work in Nilou Bloom teams with appropriate healers. Yaoyao is an incredibly tanky on-field healer option; during her Burst, Yaoyao’s high personal Dendro RES and teamwide healing offset self-inflicted Bloom damage and Furina’s HP drain.
Team EM buffs such as Instructor, Key of Khaj-Nisut, or Elegy for the End improve the team’s damage output while still letting Furina run her typical build.
Collei can be replaced with Nahida for more consistent Dendro application.
Raiden E > Eula E > Furina ED Q > Mika Q hE > Eula tE Q N4 hE N4 > Raiden Q combo
Furina’s Burst lasts long enough to buff Eula’s whole field time and part of Raiden’s field time, notably including Raiden’s initial Burst hit.
Faruzan E CQ > Furina ED Q > Mika tEQ > Wanderer E N3-spam Q
Mika’s Attack SPD buff is quite valuable since Wanderer’s attacks have no hitlag. Wanderer can potentially gain a decent CRIT Rate buff if his Skill cast contacts an enemy affected by Cryo. However, he will have to dodge more frequently due to the lack of a shield.
(Ayaka D)* > Venti EQ > Furina ED Q > Charlotte QE > Ayaka D N1 EQ 2[N2C] > Venti E > Ayaka D 2[N2C] E N1C
*Only in the first rotation, to apply Cryo.
Furina’s long-lasting off-field Hydro application and Venti’s strong grouping results in good Freeze uptime and contributes decent damage. Venti preferably absorbs his Burst with Cryo to reduce Ayaka and Charlotte’s ER requirements through his A4 Passive.
Furina ED Q > Xingqiu EQ > Jean N1 EQ > Hu Tao combo > Jean E
Furina and Xingqiu provide enough Hydro aura for Hu Tao to consistently trigger Vaporize. Jean’s high healing causes Hu Tao to remain above 50% HP; this prevents her from getting full value out of her A4 Passive and Staff of Homa, though Furina’s teamwide buff and off-field damage can compensate somewhat.
Jean’s teamwide healing can make this team more comfortable to play than some other Hu Tao teams, particularly if you do not possess a strong shielder.
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Team images made with the KQM portrait generator.