Venti is a 5-star Anemo Bow user who gives his teammates support off the field and good crowd management. Venti’s kit is made so that it encourages swiftly switching between units to benefit from his potent crowd control and harm many enemies at once. Due to the damage and grouping he offers, venti can be inserted into the majority, if not all, of teams and can trivialize content. In cases where his suction does not affect the adversary, however, his strength is severely limited; this limitation depends more on the type of enemy he faces than on a flaw that may be made up for by supports. Nevertheless, even at his lowest, he still offers a lot of usefulness.
The Anemo Archon will wow you, no doubt.
- Energy-efficient economy
- Excellent facilitation skills
- Applying a lot of elements and bursting
- Unrivaled crowd control
- A very adaptable team member
- Eliminates large groups of adversaries by oneself
- Needs relatively minimal field time
Cons 1. Unreliable versus foes that his Elemental Burst can defeat
- Burst aiming is hard to regulate
- The vortex’s lifting effect can lift foes above the range of other characters’ attacks.
Energy Recharge is a top priority until you can burst off cooldown, but it also relies on your team and rotation. Generally, you require about 200% ER if you only cast 1 E in Q casts. You need about 165% ER if you release two Es between Q casts.
As Wind’s Grand Ode concludes, Venti’s Ascension 4 passive regenerates 15 Energy for him, thereby increasing his Energy cost to 45. Venti also receives ER as an ascension stat and has 132% base ER at ascension phase six. This indicates that at Level 90, a 2E1Q rotation only requires about 35% ER from artifacts and weapons combined. Therefore, 0% ER from artifacts and weapons connected is required for 1E1Q.
The damage-dealing strategy of the EM build is Swirls. Only the character’s level and EM stock impact swirl damage. His pure Anemo damage is insufficient to warrant CRIT, Thus not necessary. As a result, creating a lot of EM and executing the 4VV artifact set resumarksan EM Venti. This builds damages the CRIT build for C0, no with external buffs, and two targets. However, this construct may be ineffective if the foes are highly immune to the absorbed Element.
Venti has a 7-time burst limit and can use Swirl once for each skill. This number doubles in multi-target situations where adversaries are grouped because each Swirl AoE strikes nearby foes. For EM Venti to perform well, its competitors must clump, either. Fortunately, grouping is what he excels at.
The CRIT build focuses on using abilities to deal with Anemo damage. This is accomplished by stacking ATK and CRIT. This build can deal more damage than the EM version in situations with buffs, high Constellations, or single-target conditions.
At Talent Level 10, Venti’s Burst can have a maximum MV of 1,895%, and his E can have a maximum MV of 496.8%. The CRIT build increases the damage these abilities deal.
The CRIT construct has a higher ceiling than EM but requires additional buffs or Constellations. The breakpoint for when CRIT defeats EM typically moves to roughly 19 flawless offensive subs with a 1000 ATK and 20 ATK% increase from Bennett; however, this breakpoint is substantially lower with Faruzan, especially when she is C6. For Venti,h a significant investment, this is typically possible. Depe Venti might be your best build.
A unit’s capacity to deliver more significant damage in an AoE set exponentially is known as quadratic Scaling. The most well-known example is Tartaglia’s Riptides, and the following example shows the distinction between linear and quadratic Scaling for AoE abilities:
Suppose Kaeya is engaged in combat with four adversaries who tour together and use his 7000-damage Elemental Skill. The talent will do a total of 28000 damage because he is striking four foes at once.
Tartaglia is battling four grouped foes with Riptide Marks. In his melee posture, he attacks them all, causing Riptide Flashes that each does 2does0 damage in an area of effect. Each opponent struck will generate its own Riptide Flash, for a total of 4 Flashes, and each Flash will attack all four grouped enemies. As a result, the foes receive 16 Riptide Flashes, resulting in a 32000 damage total.
The average figures are arbitrary imagined values, demonstrating how quadratic abilities scale significantly if foes are grouped. Cognate offers nearly unmatched grouping, making him a strong option for troops whose powers have quadratic Scaling linked to them. His specific synergies with these units are listed below.