Venti Guide

Editing is done by Charliex3000#9403

Updated for version 2.0


Venti is a 5-star anemo bow user, whom revolves around providing strong crowd control and enabling synergy from off field. Venti’s kit is built in a manner which encourages rotating between the other units to create a grand combo inside his Elemental Burst.

Venti can be flexed into most, if not all teams, and is able to trivialize content due to the damage and grouping he provides. However, his limitations are caused by enemies, because his strength is significantly reduced against foes immune to his Elemental Burst’s suction. It is difficult to compensate for this issue using supports.


  • Good Energy economy
  • Great Combo synergy
  • Predominant Aura application
  • Unparalleled Crowd control
  • Very flexible teammate
  • Single handedly sweeps crowds of enemies
  • Requires very little field time


  • Unreliable against enemies that cannot be pulled by his elemental burst
  • Power is greatly diminished in single target due to loss of swirls
  • Limited control over elemental burst targeting
  • The vortex’s lifting over enemies can stop other characters from doing damage by not being able to reach the height.


QElemental Burst
Ult / UltimateElemental Burst
EREnergy Rechange %
CRCrit Rate
CDCrit Damage
C#Constellation level
R#Refinement level
CCCrowd Control
TTDSThrilling Tales of Dragon Slayers


Normal/Charged/Plunge Attack: Divine Marksmanship

This is Venti’s basic attack. Venti should only use this to animation cancel or while waiting for the swap cooldown.

Elemental Skill: Skyward Sonnet

CooldownPress: 6sHold: 15s
Energy GenerationPress: 3 ParticlesHold: 4 Particles

Venti’s Elemental Skill has two versions: a press and a hold version. The press version is a single instance of anemo AoE damage, centered on the target, which launches smaller enemies into the air. Heavy enemies are not launched.

In combat, the hold version should only be used to take advantage of specific mechanics, such as exposing the Ruin Hunter’s weak point, since the animation takes too long, and Venti’s plunge damage is not high damage.

Elemental Burst: Wind’s Grand Ode

Energy Requirment60
Cooldown15 seconds

Venti fires off a Stormeye a fixed distance away from himself. It will suck in enemies in a large radius. If the Stormeye comes into contact with Pyro/Hydro/Electro/Cryo, it will infuse that element and deal additional elemental DMG of that type.

The Stormeye deals 20 anemo damage ticks and 16 ticks of the infused element. There will be 16 ticks of the infused element, even if the infusion occurs late.

Many enemies can be lifted by Venti’s Stormeye. This can result in some character’s skills or burst not hitting because the enemies are too high above the ability.

For Talent leveling priority, click here

1st Ascension Passive: Embrace of the Winds

Using Venti’s Hold E will produce an upcurrent for 20s. Useful for allowing other characters to plunge, but due to the long animation of activating Hold E, this is generally not useful in combat.

4th Ascension Passive: Stormeye

Regenerates 15 energy for Venti after the effects of Wind’s Grand Ode end.

If an Elemental Absorption occurred, this also regenerates 15 Energy for all characters of that corresponding element in the party.

Energy regeneration is not affected by ER%.


Venti is a complete unit at C0, and pulling for his constellations is not recommended. The constellations only really increase the damage for his CRIT build, with the exception of C6, which also decreases the resistance of the infused (and thus swirled) element. Due to the simplicity and similarity of Venti’s constellations, they will not be covered in the guide.

Combos and Mechanics

Lifting enemies

Venti’s elemental burst suction power is influenced by 2 factors, the first being level difference, and the second being weight. Venti’s elemental burst will attempt to pull in enemies within a 15 meter radius around the vortex created, and then will try to lift them inside it. The strength of the pull and the lift will be diminished by the level differential between venti and the target past 20 levels. As for the weight, certain enemies are too heavy to be lifted, or even sucked in, but some of them can still be slowly pulled(ex. Lectors) or lifted with the help of other characters (ex. vishaps can be lifted when frozen; mitachurls can be lifted when knocked into the air by Jean or Klee’s charged attacks).

It is not recommended to leave Venti at level 70 so that he “doesn’t lift enemies”. While level 70 Venti’s Q will not lift enemies by itself, once the enemies are staggered, they will be lifted, similar to how Mitachurls, once knocked into the air by Jean, will be lifted.


The most common combo. Venti’s E can be animation cancelled early, shortening the duration required to cast it by more than 66%. By using E before Q, you save frames on Venti’s E animation, and Venti will be on-field to absorb the particles from E, increasing the amount of energy Venti gets.


Venti’s E lasts a total of 111 frames, which is much longer than the character swap lockout. However, Venti can cancel the E animation by autoing or dashing early. This cuts out the long ending animation of Venti’s E, and allows the player to swap off Venti as soon as possible, speeding up rotations and giving the main DPS more field time.

Additionally, the swap can occur at any point in the N1 animation, including when the arrows have not been fired. This means that a Q-E-N1-swap can be just as fast as an E-Q combo, however, this leads to the Anemo particles being absorbed by a different unit.

Tips and Tricks

Venti’s ult aims at the nearest target, but the Eye of the Storm appears at a fixed distance away from Venti. This means that when playing Venti, you need to be careful and think about which enemy is the nearest. That nearest enemy will determine the direction that Venti fires his arrow in. If the nearest enemy is between the wall and Venti, Venti will fire his ult into the wall. To prevent this from happening you can:

  • Circle around the enemy so Venti is between the enemy and the wall
  • Run around from the wall so that when Venti ults, the Eye of the Storm is not inside the wall
  • Run towards a different enemy so that Venti aims at him instead.

Sometimes, you may want to aim Venti’s ult between two enemies. When there are no enemies, Venti will fire directly forward. You can take advantage of this by firing Venti’s ult before the enemies spawn in. Otherwise, this can be done by lining Venti, enemy A, and enemy B up in a line, so that Venti’s ult will fly over A and land in between A and B.


All calculations below assume you have a highly invested Venti, who is a premier sub DPS on most quickswap teams. However, you can choose other options like support Venti with very low investment or even main DPS Venti (which we do not recommend).

There are two different types of builds for Venti: stacking EM and doing damage through swirls, or stacking ATK/CRIT to do damage through hits. Generally, the EM build is easier to build, having very strong F2P weapons as well as less dependence on rolling the correct substats on artifacts. The CRIT build has a higher ceiling but requires very high investment and teambuilding to reach the higher ceiling.

The majority of this guide will be dedicated to the EM build, since it is stronger in grouped scenarios, which is where Venti shines.


Elemental Mastery

The EM build focusses on dealing damage through swirls. This is achieved by building lots of EM and running the 4VV artifact set. For C0, no external buffs, and 2 targets, this build out-damages the CRIT build.

Venti’s ult can swirl a maximum of 7 times. So in normal circumstances, a single enemy can be hit by 14 instances of swirl damage from Venti’s ult. This is because swirl has an AoE limit so that each target can only take damage from 2 swirls of the same element at a time. However, this requires 2 targets to be hit by Venti’s ult.

The element that is being swirled by Venti should not be Hydro, because Hydro swirl does not deal AoE damage (but still applies Wet in an AoE). There is also Electro-Charged Venti technique, where Venti’s ult absorbs Hydro, but then Electro is applied onto his ult. Venti will swirl electro due to the swirl reaction priorities, then apply Hydro from his infusion. Because he applied both Hydro and Electro, he will own the majority if not all of the EC procs. Additionally, since Venti is stacking EM, his Electro-Charged damage is significant.

More details are covered in the Swirl guide


The CRIT build focusses on deal damage through talents. This is achieved by stacking ATK and CRIT. With external buffs, single target, or high constellations, this build can out-damage the EM build.

Venti’s ult has up to a 1895% total MV at talent level 10, and his E hits hard with up to 496.8% MV at talent level 10. The CRIT build maximizes the damage dealt by these skills.

In some cases, a mix of the two builds can be utilized, usually being 2 EM pieces and 1 ATK or AnemoDMG% piece. This will be considered part of the EM build for the purpose of the guide and any calcs, since it does not stack CRIT.

Comparison between EM and CRIT Builds

Included here is a selection of weapons and the damage from a 2E1Q combo based on Crit or EM builds. This assumes Level 90 Venti along with TL10 for both E and Q.

In general, when keeping the weapon constant, you need above 30 perfect offensive substats for ATK/CRIT/DMG mainstat artifacts to give more damage than EM/EM/EM mainstat artifacts.

Because this level of artifact investment is out of reach for 99.99% of people1, the remainder of the Builds section will cover the EM build. More details on the crit build can be found in the What about CRIT? Section

When only swirling a single target, or swirling hydro, EM is better than Crit until around 12 to 19 substats. This means that even in a single target scenario, EM is not far behind crit.

 1For reference, a Venti with R5 Stringless, ATK/DMG%/CRIT with 30 perfect offensive subs has the following stats:

ATK: 1624 EM:188
CR: 71.1% AnemoDMG%: 61.6%
CDMG: 159.0%

Talent Level Priority

Level > Wind’s Grande Ode (Q) ≥ Skyward Sonnet (E) > Divine Marksmanship (Normal Attack)

In the EM build, character levels are far more important than talent levels, since the majority of damage is dealt via swirl reactions, which only scale off levels and EM, not talent levels. Direct talent damage is only around 30% of Venti’s damage at Talent level 10 and level 90. 

In terms of actual increase, Venti’s ult does more damage than his skill in standard rotations, but keeping them the same level is also fine. Venti rarely uses normal or charged attacks so keeping it at Talent level 6 or Talent level 1 is fine.



4 Piece Viridescent Venerer (4VV)

4VV is the optimal set for Venti. It boosts a teammates’ damage nicely and it’s also the highest damage option for Venti alone, since it buffs swirl damage greatly through both the resistance shred and the +60% swirl damage. No other option comes close to what 4VV can offer for Venti.

2 Piece Wanderer’s Troupe 2 Piece Instructors (2WT2IN)

The 160 EM from 2WT2IN is better than the 60% Swirl damage from 4VV until you have 842 EM before the set bonus. This would only be an option if there is another 4VV holder that provides the resistance shred. The Instructor pieces would need to be on Flower and Feather, so that the lower +16 cap of 4* artifacts will not affect the EM main stats.

4 Piece Instructors (4IN)

The 2pc and 4pc bonus for this set provides a total of 200 EM, which is 40 higher than the bonus provided by 2WT2IN. However, running 4IN require two 4* pieces with EM main stats, which provide 48 less EM per piece than running 5* EM main stats. 

This means a loss of 60 EM compared to 2WT2IN. Just like 2WT2IN, this needs another 4VV holder to provide resistance shred to be competitive for Venti’s personal damage. This set can be used when the team would appreciate the 120 EM share. However, before running 4IN Venti, consider if running 4VV Sucrose would be a better choice.

Main Stats

The optimal mainstats are EM/EM/EM. But keep in mind that having your ult to be up off cooldown should be your first priority. If you can’t achieve it, it might be reasonable to run either ER sands with an EM based weapon or an ER weapon instead. However, it is recommended to get ER from substats, which combined with ascension bonus, should provide you with enough energy recharge. 

At specific investment levels and weapon combinations, Anemo DMG% goblets or Atk% goblets may be better than EM goblets, depending on the number of EM substats on these pieces. This is primarily because EM goblets have abysmal drop rates, and are very difficult to get decent subs on.


The priority for substats is:

  1. EM
  2. ER
  3. ATK%/CR
  4. CD/flat ATK

On your flower and feather, look to maximize the number of EM substats. On the sands, circlet, and goblet, look for ER substats, since EM substat cannot appear on an EM mainstat pieces. Once you have enough ER, look for ATK% or CR substats because you might as well go for the free damage. CD is not worth as much because there is very little CR to help scale it.

Very approximate relative worth of the offensive substats are2:

EMATK%Flat ATKCrit RateCrit DMG

This means that in an invested EM build, an ATK% substat is worth about 60% of an EM substat.

The specific combination of artifacts that give the most damage is highly variable, and the guide writer recommends using Genshin Optimizer to help find the best build.

2This was calculated at around 20 optimally distributed offensive substats (generally consisting of 12 EM subs, and a mixture of ATK% and CR subs) and no external buffs

How much ER do you need?

Until you can ult off cooldown, ER has high priority, but it depends on the rest of your team and your rotation. If you only cast 1 E between Q casts, you need around 200% ER. If you cast 2 E’s between Q casts, you need around 150% ER.

Venti gains ER as an ascension stat and has 132% base ER at ascension phase 6. At level 90, you only need around 20% ER from artifacts and weapons combined for 2E. For 1E, you need 70% ER from artifacts and weapons combined.

Weapons Overview

Relative Damage for EM Build

This was calculated at around 20 optimally distributed offensive substats and no external buffs. Does not factor in ER% on any weapons.

Weapon Weapon NotesDamage as % of Windblume Ode
Elegy for the EndR5 50% Uptime101.3%
Windblume Ode R5 Activated100.0%
Alley HunterR5 99.5%
Elegy for the EndR1 50% Uptime96.6%
Raven BowR5 Activated96.4%
Alley HunterR196.3%
Skyward HarpR195.2%
Prototype CrescentR1 Unactivated93.3%
Favonius Warbow92.0%

There is a graph with more detailed comparisons between weapons at different substat levels in the appendix.


If you have enough energy, use Stringless. If you don’t have one, use Windblume Ode. If you somehow didn’t get it, use Raven Bow.

If you don’t have enough energy, use a Favonius bow.

Five Star Weapons

Elegy for the End

When Elegy for the End was released, it was seen as a weapon only usable on full support Venti, who sacrificed his personal damage to provide buffs to his team. With the new base damage and scaling buffs to transformative reactions in patch 1.6, this is a highly competitive weapon on Venti. 

While the 20s cooldown on Elegy is awkward with Venti’s 15s cooldown on ult, it makes building Venti really easy, since it provides enough ER to meet the ER requirements. The calcs don’t take into account the ER provided by the weapon, but it is great for comfort. The EM provided by the passive can be competitive with the damage of Stringless or Windblume Ode. Unfortunately, the ATK% from the passive is hard for Venti to take advantage of, since his ult snapshots.

Skyward Harp

The formerly undisputed best stat stick weapon for Venti lost its spotlight a bit to Stringless and even Windblume but still holds its own in the ultra-high investment builds. If you are already invested into crit build or willing to do so, it’s still a great option.

Thundering Pulse

Thundering Pulse as a stat stick is slightly better than Skyward Harp. If you have one lying around it can be used for Crit Venti, but it is not advisable to pull for Thundering Pulse to use on Venti.

Amos’ Bow

In general, you don’t want to run Amos’ Bow on EM Venti. Even the 3* Raven Bow offers better damage than this as Venti doesn’t make use of its effect.

Four Star Weapons

The Stringless

This is Venti’s best weapon for DPS. At R1, theoretically can be beaten by Harp in terms of damage on a Venti with high constellations, don’t swirl with your ult immediately, or with Bennett. At R5, Stringless beats R1 Harp or R1 Thundering Pulse even in Bennett buffed teams. It’s the safest option and you should run it if you have it. Refinements are very good.

Windblume Ode

Second best 4* weapon after Stringless, and also F2P as well. Remember to do E-Q instead of Q-E, so that Venti’s ult can snapshot the ATK% buff.

Alley Hunter

A decent option for crit builds, but limited in availability, overall a generally strong weapon for off field bow users, as its passive can be stacked before combat starts.

However, because it doesn’t provide any EM, it is below Windblume Ode for both crit and EM builds.

The Blackcliff Warbow

This weapon is less favorable compared to more F2P friendly ones, spending your Starglitter on it for Venti is NOT recommended, as you can get a better deal from most of the 4*s or even a 3* than this bow.

The Viridescent Hunt

Similar to The Blackcliff Warbow, this bow is simply not favorable compared to other F2P friendly weapons, and spending your Battle Pass weapon box on it for Venti is NOT recommended.

Sacrificial Bow

An overkill solution to Venti’s energy requirements, as both the substat ER and the second E would be enough by themselves. Together they just end up wasting energy. One of the less recommended options, as the ER is overkill, and the damage drop is not desirable.

Prototype Crescent

Prototype crescent has a very high amount ATK% for a 4*, but comes at the condition of hitting a weakspot, which is not an easy task to do rapidly without wasting too much time out of your rotation. As prototype crescent is a very strong 4* weapon, it’d most likely be better suited for a different archer in use than Venti.

Favonius Warbow

If your Venti is lacking ER and you just want to use Venti’s ult for grouping and not damage, this is an option. Just like with Elegy, the presented calcs don’t take into account the additional ER given by this weapon. If you are struggling to meet the ER threshold with other weapons, use Favonius Warbow. However, generally it is recommended to try and get enough ER from substats.

Three Star Weapons

I know what you’re thinking, but stop right there! Unlike most characters, characters that build around EM can actually get really good value out of certain 3*s, rarity does not mean quality.

Raven Bow

After the EM buffs of 1.6, Raven Bow has made its entry as a F2P friendly contender, and a better option than a handful of 4*s and even some 5*s that don’t fit the bill anymore.



Venti can take advantage of reaction orders to swirl Electro but infuse Hydro. This allows Venti to swirl Electro instead of Hydro, but still do EC damage. Because Venti applies both Hydro and Electro, the EC damage is based on Venti’s EM, instead of a unit with less EM. This requires Venti to infuse Hydro on his ult, then apply Electro onto the enemies trapped inside. 

However, without extra applications from other units, Venti will not be able to swirl hydro.

The Quadratic Scaling Units

Albedo and/or Ganyu

Currently we have two prominent representatives in this category: Albedo and Ganyu. Both of them feature pseudo-quadratic scaling with random targeting mechanics which means they scale very well with the number of grouped enemies. Nothing is more satisfying than seeing the screen flooded with damage numbers you can’t make sense of.


Tartaglia also scales very well with the number of group enemies, with riptides being fully quadratic. However, his Normal Attacks or Charged Attacks in Melee form are unable to hit enemies lifted by Venti’s ult.

If fighting against enemies that are not being lifted, or a method is used to boost Tartaglia upwards (such as Geo MC rock or Albedo flower), he can take great advantage of the grouped enemies inside Venti’s ult.

Freeze Teams

Venti is very splashable and there are many teams that can utilize him well. The most popular one is Morgana, but there are other teams that can use him. When fighting enemies that Venti can’t lift, he can still slowly suck them in, however it is not enough to counteract the enemies walking/dashing away.

Using Freeze, Venti can slowly pull those enemies in, since they are no longer walking. For example, a frozen Geovishap will be slowly pulled into the center of Venti’s ult. For this reason, you may want to Hydro infuse Venti ult during the first rotation to group certain enemies together.


Morgana is the name of a team typically composed of Mona, Ganyu, Diona and Venti. This team uses the synergy between Venti’s ult and Ganyu’s ult to do massive damage. In this comp it is important that Venti swirls Cryo so he can apply VV shred. It is very difficult for Venti to swirl cryo when his ult infuses Hydro, so try to infuse Cryo. As long as you don’t Venti E-Q immediately after Mona Q-E, you will swirl Cryo. A video guide for Morgana comp rotations can be found here.

Other Teams

Venti’s grouping potential, high damage, VV application, and energy refund to the infused element are quite valuable, making Venti a decent option all around, even in teams that cannot properly synergise with him, such as Eula carry teams or Tartaglia Xiangling compositions.

In many cases, if Venti can suck in and lift the enemies, he trivializes entire floors and can solo many of them.

What about CRIT?

The crit build has a higher ceiling than EM, but reaching this ceiling requires external buffs or constellations. In general, a 1000 ATK and 20 ATK% buff from Bennett pushes the breakpoint for when Crit beats EM to about 19 perfect offensive subs. This is achievable for high investment Venti. Based on your investment level, Crit Venti may be the best build.

In Morgana, one of Venti’s most common teams, he enjoys a 15% CR boost from Cryo Resonance and up to 60% DMG bonus from Omen. This lowers the breakpoint for when Crit beats EM to around 25 subs. This is still very high and difficult to achieve while also meeting the ER requirements. Because of the difficulty of meeting this breakpoint, it will not be discussed below.

 A breakdown of EM vs Crit for Venti getting Bennett or Morgana buffs can be found in the appendix.


Relative Damage for Crit (No buffs)

WeaponWeapon NotesDamage as % of Windblume Ode
Windblume Ode R5 100.0%
Thundering PulseR198.8%
Alley HunterR5 98.7%
Skyward HarpR195.9%
Elegy for the EndR1 50% Uptime91.4%
Viridescent HuntR1 No Passive84.0%
Prototype CrescentR1 Unactivated83.9%
Favonius Warbow74.0%

Relative Damage for Crit (1000 ATK and 20% ATK from 4NO Bennett)

WeaponWeapon notesDamage as % of Windblume Ode
Thundering PulseR1106.7%
Alley HunterR5106.6%
Skyward HarpR1104.2%
Stringless R1104.0%
Windblume Ode R5100.0%
Viridescent HuntR1 No Passive93.8%
Elegy for the EndR1 50% Uptime93.8%
Prototype CrescentR1 Unactivated88.3%
Favonius Warbow80.8%

In general, the 5* weapons gain value in ATK/CRIT/DMG builds. While Windblume Ode and Stringless start becoming less powerful compared to the 5* weapons, they still remain solid options among the 4*.

 4For reference, a Venti with R5 Stringless, ATK/DMG%/CRIT with 19 perfect offensive subs, while receiving Bennett ult and 4 NO buffs, has the following stats:

ATK: 2599 EM: 188
CR: 67.3% AnemoDMG%: 61.6%
CD: 128.0%

 5These are calculated at around 20 optimally distributed offensive substats. Does not factor in ER% on any weapons.



4 Piece Viridescent Venerer (4VV)

4VV is still the optimal set for Crit Venti. It contributes greatly to team DPS by providing resistance shred. Additionally, swirl still contributes a significant amount of damage for Crit Venti.

2 Piece Viridescent Venerer 2 Piece Noblesse Oblige (2VV2NO)

2VV2NO is an option for CRIT Venti. This build seeks to increase the damage dealt by Venti’s ult. However, due to the 2NO bonus being additive with goblet and 2VV as well as Stringless, most of the time this will not be better than the +60% to swirl damage and 40% resistance shred from 4VV.

However the differences aren’t huge. So if your team doesn’t use 4VV set bonus much, or has a different 4VV holder already, and this gives you better substats, it is a very good option to go for.


If your teams don’t use elemental resistance reduction from 4VV, you should also consider just running 2 set bonus and 3 offset pieces with the best substats. Often subs matter more than another 2 set bonus.

Main Stats

The main stats should be Atk%/Crit/AnemoDMG%. If an ER% sands is needed to reach the correct ER threshold, it can be used as well.


The priority for substats is:

  1. CR / CD / ATK%
  2. EM/Flat Atk

In general, try to stack as much CR / CD as possible. Depending on the team comp and/or weapon choice, Atk% can be oversaturated, making CR or CD worth more. The specific combination of artifacts that give the most damage is highly variable, and the guide writer recommends using Genshin Optimizer to help find the best build.

Venti’s ER requirements don’t change between EM or CRIT builds, so don’t forget to get enough ER for your rotation! (~150% ER for 2E 1Q, and ~200% ER for 1E 1Q)


EM Weapon Comparisons

ATK/CRIT/DMG Weapon Comparisons