Fishcl is a primary role Carry, secondary role Enabler who excels in dealing consistent, high damage, while maintaining a quick combat flow in terms of DPS uptime and mobility.
Although Fischl was previously considered a primary role Enabler in CBT3, she has been given significant buffs in the full release version of the game, making her easily one of the top carries in the game (not to mention the most accessible C6 carry as of launch). Tier lists and team guide comps that only assign Fischl as a support character are inaccurate and are more than likely holding onto CBT3 impressions rather than her current rework.
Quick Ability Overview:
Elemental Skill: Nightrider
Nightrider summons Oz, full name Ozvaldo von Hrafnavines, to the field. The initial summon effect deals electro GTAoE damage. For the ability?s duration, Oz attacks nearby enemies with Freikugel, dealing electro damage. Oz persists after swapping out Fischl, continuing to deal electro damage. One importing thing to note is that players can use the ability again to recall Oz to their current location; while this neither refreshes the duration of Oz?s summon time nor recast the GTAoE effect, it does proc any bonuses applied from casting an elemental skill (e.g. Martial Artist 4-piece set bonus).
Elemental Burst: Midnight Phantasmagoria
The Prinzessin der Veruteilung possesses the all-seeing Auge der Verurteilung in her left eye. This ability allows Fischl to possess Oz, increasing her movement speed while dealing electro damage to any enemies contacted. After the transformation, Oz will remain on the field and attack using Freikugel. An important note is that each enemy can only be damaged once by the phantasmagoria summon per ability cast; additionally, the ability resets the duration of Oz if he was already present on the field prior to cast.
Normal Attack: Bolts of Downfall ? Fischl excels as an auto attack (AA) / normal attack carry. Her normal attack 5-hit combo increases in damage with each hit, taking approximately 3 seconds to complete.
Nightrider ? Fischl summons Oz to deal electro damage. Leveling talent and unlocking constellations scales Oz?s ATK DMG, GTAoE electro summoning damage, and duration.
Midnight Phantasmagoria ? Fischl transforms into Oz, gaining movement speed and invulnerability to damage, while dealing electro damage to enemies hit. Leveling talent and unlocking constellations scale the Falling Thunder DMG dealt.
Stellar Predator ? Hitting Oz will a fully-charged Aimed Shot generates Thundering Retribution, which deals AoE Electro DMG equal to 152.7% of charged shot?s damage. This talent shines during use of Venti?s Elemental Burst ? Wind?s Grand Ode, where players can spam fully charged shots (mostly) freely. This does not seem to be working as intended at the moment. Not that a big deal though since Charge Shot is very rarely used on Fischl.?
Lightning Smite ? Electro related elemental reactions triggered while Oz is on the field will generate Thundering Retribution, dealing electro DMG equal to 80% of Fischl?s ATK.
C1 ? Gaze of the Deep: activation allows Oz to attack with a normal attack, dealing 22% of ATK DMG, every time Fischl attacks. The 22% ATK DMG is seemingly based on the Nightrider Skill Attribute ? Oz?s ATK DMG; however, Oz?s base ATK DMG value is unlisted anywhere. It?s important to note that the attack damage will scale with active buffs, including Thrilling Tales of Dragon Slayers Legacy buff and buffs from food eaten. C1 is Oz?s normal attack damage while not present on the field, meaning this only applies to when Fischl is on the field and does not apply electro damage. In effect, this means that players will see 2 floating damage text from 1 auto attack with Fischl: 1 white text from Fischl normal attack, followed by 1 white text from Oz?s joint fire normal attack granted by C1.
C2 ? Devourer of All Sins: activation increases GTAoE damage of initial summoning of Oz by 50%. I?m unsure of the first effect of C2: when Nightrider is used, it deals an additional 200% ATK as DMG. When Oz is summoned, there?s only 1 damage effect: the GTAoE electro damage. I am not sure if this means the additional 200% ATK as DMG is calculated into this number or if this means it?s calculated into his Freikugel damage done throughout the duration on field.
C3 ? Wings of Nightmare: Increases the level of Nightrider by 3. This is basically 3 free levels on top of your current talent level.
C4 ? Her Pilgrimage of Bleak: Midnight Phantasmagoria now deals 222% of ATK as electro damage when cast as proximity AoE and heals Fischl for 20% of her HP at the end of skill. C4 and C6 (like with most heroes) are really where you start to see Fischl excel as an Enabler, if choosing to build her as such. Since this skill?s burst potential scales with Fischl?s attack damage (similar to her C6), players benefit more from building her as straight attack, which fits her best as a primary Carry, secondary Enabler.
C5 ? Against the Fleeing Light: Increases the level of Midnight Phantasmagoria by 3. This is basically 3 free levels on top of your current talent level.
C6 ? Evernight Raven: activation increases duration of Oz?s summoning by 2s. The second function of this ability is similar to C1 ? Gaze of the Deep, in that every time the current character attacks, Oz will fire a joint attack, this time dealing 30% of Fischl?s ATK as electro DMG. The difference being that this is only in effect while Oz is present on the field; however, it does mean that Oz is effectively applying electro damage twice: once from Freikugel and once from the joint attack. This is the primary reason C6 Fischl is considered a S tier Enabler, making her viable in either role, and can be used to spam Swirl reactions during Venti?s Elemental Burst ? Wind?s Grand Ode, as an alternative to charged shot spam or if swapped out for the Burst character.
Fischl Recommended Build
Recommended Artifact: 2-piece Bloodstained Chivalry and 2-piece Brave Heart or Resolution of Sojourner. Bloodstained 2-piece provides 25% increased Physical DMG; since Fischl?s high sustaining damage comes from her normal ATK combo, which deals Physical DMG, this bonus is considered Best in Slot (BiS) for her. Brave Heart and Sojo both provide a 2-piece bonus of ATK +18%.
Alternate Artifact: 4-piece Martial Artist (MA). MA should be used early game until AR35, when Bloodstained Chivalry becomes available. The 4-piece bonus provides +25% ATK DMG for 8s after using Elemental Skill. Since Fischl is able to recast her Nightrider multiple times to recall Oz to her location, the buff can be refreshed and reapplied to maintain 100% uptime while on the field. However, this will require some difficulty and skill to pull off, as the Elemental Skill has a cooldown of 25s, but can be managed via swapping during downtime/cooldowns to maintain combat flow and DPS uptime, as well as casting Midnight Phantasmagoria to resummon Oz or refresh his duration. Alternatively, players can use 2-piece Sojo and 2-piece Braveheart/MA if unable to maintain uptime of the ATK buff or Berserker if building crit.
Recommended Weapon: Fischl?s kit scales with ATK DMG, meaning players should look to build her with as much ATK as possible, rather than elemental damage. For this reason, I recommend using Rust or one of the following in order: Compound Bow, Blackcliff Bow, Amos, Skyward (crit), Royal Bow (crit build), Alley Hunter, or Viridescent Hunt (max refined).
Players should consider diminished returns on stacking % ATK when selecting their individual artifacts, artifact set bonuses, and weapons. Although there?s no clear math at present, this suggests there?s a limit where it becomes more viable to stack Crit, alternatively to % ATK. (Note: there?s no clear math at present regarding the soft cap of Crit rate, but will be updated and taken into consideration on future updates to this guide. As a general rule, I would recommend ATK % soft cap > Crit rate soft cap, raw ATK > Crit DMG. Stat prioritization would roughly look like: raw ATK > ATK % (until soft cap) > Crit % (until soft cap) > Crit DMG. Once soft caps are hit, players would look to stack raw ATK and Crit DMG, with raw ATK > Crit DMG).
Recommended Team Comp:
During my time in CBT1-3, there was a lot of discussion about character roles and team compositions. From my experience and information coming out of that, there are 4 roles to consider when building a proper team composition to clear further into Abyss: Carry, Enabler, Burst, and Support. I know a lot of tier lists and guides basically refer to Diluc as Carry and everything else as emergency food; regardless of how you refer to characters, your team should possess the following capabilities:
Carry ? a character who deals consistent damage and whose most value is derived from being on the field for the majority of the fight. This includes high scaling normal attacks and/or low elemental skill and burst cooldowns.
Burst ? character whose utility comes from high-scaling damaging element skills and burst off cooldown but are swapped out due to lack of sustainable damage over time.
Enabler ? enablers are the crux of any team composition. These characters primarily serve to apply elemental status via persistence of charge attacks, elemental skills, and burst effects that enable the Carry and Burst characters to deal significantly more damage via elemental reactions.
Support ? characters who provide significant utility through charged attacks and elemental skills and bursts. This specifically refers to abilities that provide taunts, healing, shielding, and CC.
That being said, the ideal composition to mix with a Fischl Carry is likely going to be:
Diluc was listed as a Burst primary role, Carry secondary role in beta. People may disagree with this, but the legend of pyro/Diluc being the best carry in the game does not exist. This originated from CBT3 CN notes that identify Diluc?s burst damage needed to clear Floor 8 of Spiral Abyss due to the active Blessing for that week (note that these blessings change every week). Even then, players should note that Diluc was praised for his ability to burst elites with shielding. For this reason, Diluc is notably one of the best (if not best) Burst characters in the game as of launch. Once Diluc reaches C4-C6, it is just as viable to switch the composition around, utilizing Diluc as primary role Carry and Fischl as primary role Enabler.
Reaction Provided: Overload; Burning; Melt.
Recommended Artifact: Crimson Witch of Flames 4-piece; Gambler 2-piece, 2-piece Instructor
Recommended Weapon: Wolf?s Gravestone; Skyward Pride, Rainslasher; Sacrificial Greatsword (max refined).
Alternate Hero Selection: Diluc is irreplaceable once he hits C4-C6; prior to then, a C4-6 version of any of the following will outclass his performance depending on rest of team composition and game content: Xiangling (Enabler); Chongyun (Burst/Enabler); Xingqiu (Enabler/Support). (Note: I left Klee off since the duration of her Elemental Burst is excessively long and ends if swapped out; players should consider using her as primary role Carry to maximize her value).
I am recommending Venti as part of the ideal composition to pair with Fischl Carry, though this role is highly flexible. Venti?s AoE grouping provided via his Elemental Burst ? Wind?s Grand Ode is one of the best skills in the game. For this reason alone, Venti should be sought after for any team composition. Venti excels with stacked Energy Recharge.
Reaction Provided: Swirl
Recommended Artifact: Noblesse Oblige 4-piece bonus; Viridescent Venerer 4-piece bonus; 2-piece Exile and 2-piece Scholar (additive bonus); 4-piece Exile.
Recommended Weapon: The Stringless
Alternate Hero Selection: Mona (Burst/Support); Sucrose (Budget Venti).
Qiqi is arguably the best supporting character in the game as of launch. Her elemental skill, Herald of Frost summons cryo orbs that revolve around the current character, both dealing cryo damage to nearby enemies and healing the active character. Additionally, damaging enemies with Qiqi while the orbs are active heals the entire team. The healing done scales off Qiqi?s ATK, making it easy to build high attack while also providing high sustaining heals. Qiqi?s elemental burst, Preserver of Fortune, is probably the best ability in the game, despite its long cooldown. The ability deals GTAoE cryo damage that applies Fortune Preserver Talisman to enemies hit. Characters who hit a marked enemy, whether by normal attack or ability, regenerate considerable health. Due to the length of the ability and the high sustaining heals provided, players are able to tank mechanics with their carry to continue uptime of DPS.
Reaction provided: Superconduct ? deals AoE cryo damage and reduces enemy defense.
Recommended Artifact set: 4-piece Scholar (if unlocked Qiqi C1 ? Ascetics of Frost); Maiden Beloved 4-piece (if extra heals are needed);
Recommended Weapon: Skyward Blade; Lion?s Roar; Sacrificial Sword (max refine); The Flute.
Alternate Hero Selection: Barbara with max refined Thrilling Tales of Dragon Slayers and 4-piece Exile or Prototype Malice and 4-piece Scholar. If using Mona instead of Venti, I recommend Jean (Burst/Support) over Barbara, with 2-piece Gambler and 2-piece Viridescent Venerer and max refined Lion?s Roar.