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Spark Knight Klee

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Spark Knight Klee

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team ✓ Attack ✓ burst ✓ teams ✓ Bennett ✓ venti ✓ Klee ✓ pyro ✓ skill ✓ elemental ✓ Energy ✓ Due ✓ attacks ✓ Klees ✓ damage

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Klee may have dominated the early versions which heavily favoured both her and pyro elements in general, but as content progressed and new characters with new teams were released and discovered, her playstyle and skill floor requirements just arent returning the same dividends as many others, those of which have also been both stronger and easier to play. Memory of Dust Very similar raw power to Skyward Atlas, except it comes up with a small ramp-up time that makes it awkward to take full advantage of due to having to ramp up prior to casting Klees Elemental Burst. If Klee has heavy atk stat saturation via buffs like Bennetts Burst, Noblesse Oblige, which is a fairly common build situation, Lost Prayer performs marginally worse to essentially the same as Skyward Atlas.

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<p style="display: none;"> <script type="application/ld+json">{ "@context": "https://schema.org", "@type": "Article", "image": { "@type": "ImageObject", "url": "https://www.artikelschreiber.com/images/logo.png", "width": 531, "height": 628 }, "name": "Article", "url": "https://www.artikelschreiber.com/en/", "description": " ... https://www.artikelschreiber.com/en/", "headline": ".", "dateCreated": "2022-01-23T03:10:33+01:00", "datePublished": "2022-01-23T03:10:33+01:00", "dateModified": "2022-01-23T03:10:33+01:00", "articleBody": "Spark Knight Klee of the Knights of Favonius reporting for duty has been added to the second limited-time Event Banner in Genshin Impact. Klee is a playable character in the game. She is currently far from a meta choice in late-game content. Source: https://www.artikelschreiber.com/en/.", "mainEntityOfPage": { "@type": "WebPage", "@id": "https://www.artikelschreiber.com/en/#webpage" }, "publisher": { "@type": "Organization", "@id": "https://www.artikelschreiber.com/en/#organization", "url": "https://www.artikelschreiber.com/en/", "name": "ArtikelSchreiber.com", "description": "Your free SEO text generator | ArtikelSchreiber.com", "logo": { "@type": "ImageObject", "@id": "https://www.artikelschreiber.com/en/#logo", "url": "https://www.artikelschreiber.com/images/logo.png", "width": 531, "height": 628 }, "image": { "@type": "ImageObject", "@id": "https://www.artikelschreiber.com/en/#logo", "url": "https://www.artikelschreiber.com/images/logo.png", "width": 531, "height": 628 }, "sameAs": [ "https://www.unaique.net/" ] }, "keywords": "team, Attack, burst, teams, Bennett, venti, Klee, pyro, skill, elemental, Energy, Due, attacks, Klees, damage", "author": { "@type": "Person", "name": "ArtikelSchreiber.com", "url": "https://www.artikelschreiber.com/en/", "sameAs": [ "https://www.unaique.net/" ] }, "@id": "https://www.artikelschreiber.com/en/#links", "commentCount": "0", "sameAs": [ "https://www.artikelschreiber.com/", "https://www.artikelschreiber.com/en/", "https://www.artikelschreiber.com/es/", "https://www.artikelschreiber.com/fr", "https://www.artikelschreiber.com/it", "https://www.artikelschreiber.com/ru/", "https://www.artikelschreiber.com/zh", "https://www.artikelschreiber.com/jp/", "https://www.artikelschreiber.com/ar", "https://www.artikelschreiber.com/hi/", "https://www.artikelschreiber.com/pt/" ], "speakable": { "@type": "SpeakableSpecification", "xpath": [ "/html/head/title", "/html/head/meta[@name='description']/@content" ] } } </script> </p><br /><br /> Spark Knight Klee of the Knights of Favonius, reporting for duty, has been added to the second limited-time Event Banner in Genshin Impact. Klee is a playable character in the game. She is currently far from a meta choice in late-game content. Klee isn't the easiest character to control. Nevertheless, Klee is still able to form the backbone for a variety of teams easily strong enough to clear late-game content. Her current teams may not be at the very top in terms of damage potential, but her personal gameplay is very unique and skill expressive. She also has untapped potential which may be unleashed with future supporting characters. Klee's normal and charge attacks are considered heavy attacks. She can break geo shields and constructs quickly, and shatter freeze. Outside of combat she can mine ores. Due to a mixture of talent scaling and slow speed, both her 2nd and 3rd hits are objectively weaker than just repeating her 1st hit over & over with animation cancels, known as Machine Gun. Charge Attack Consumes 50 stamina normally, and 0 stamina whilst under the effects of Pounding Surprise. Charge attacks are projectile-based, compared to most other catalyst users which are hitscan, meaning due to its lobbing animation it does give her a limited range. These attacks (and her charge attacks) can be used to spamming Machine Gun. One of the pillars of Klee's kit, the simplest (and overall strongest) way to weave this into gameplay is to simply double-click. Spamming this double click in rhythm provides Klee with her highest talent% combo, though even with Pounding Surprise procs, this will deplete her stamina rapidly. Her charge attack is very noticable in that it has high stagger potential. The hitbox and overall range for her charge attack is much larger than one would assume, both horizontally and vertically. Practical application of this means this hits enemies inside Venti's burst, even if they are fully staggered and lifted. However, it is un-notable and irrelevant for 99% of gameplay. The bomb splits into 8 mines, which will set off if an enemy comes into its small range. Hitting an adversary will produce 4 pyro elemental particles, though each usage of the skill can only produce this once. With two charges, this provides heavy front loaded damage but with a long 20 second, allowing Klee to potentially terminate anenemy if there's enough damage to bypass the following issue. Mihoyo has announced that Klee has a 50% chance to obtain an Explosive Spark via her 1st Ascension Passive, Pounding Surprise. It is therefore recommended to weave in charge attack combos in between Jumpty Dumpty charge uses. As for the mines, Sucrose, Kazuha, Anemo Traveller and Jean's suction abilities will suck in them, allowing more damage opportunities. Klee can steal reactions and gain more reactions due to increased amounts of attacks. The game counts it as 3 instances, allowing Klee to gain an extra stack (3 stacks) than expected from Crimson Witch. Similarly, you can spam E with just one charge and also obtain a second stack. Klee's Burst deals damage in 6 waves, and on each wave, there is a 35% chance for 3 hits to occur, 50% chances for 4 hits and 15% chance of 5 hits. If you switch out within 10 seconds, the burst effects end and will not continue. Therefore, it is encouraged to use her Burst as soon as she swaps in. This passive will benefit the entire damage of Sparks 'n' Splash as long as they were present at the start of the cast. This spark can only be generated every 4 seconds, and both methods of obtaining it share this. It can be obtained by using a pyro cup or by ascension. However, "would have been" crits on shielded enemies will also proc this passive. In Vaporize carry teams, this brings more inconsistency to her vaporize% with Xingqiu support. This additional damage is considered as elemental burst damage, therefore noblesse 2pc set effect boosts this, and additionally Solar Pearl's passive both boosts the damage and its own application counts as a condition to boost her normal attack damage too. C3: Exquisite Compound Increases the level of Jumpy Dumpty Overload by 3. A multiplicative increase in Skill damage by roughly 18-21% depending on talent level. C2: C2 Increases Klee's ceiling and future proof potential without being unrealistic. If the player has the resources to do so, C 2 is definitely the recommended stopping point. Nova Burst Increases the Level of Sparks 'n' Splash by 3. It's also a strict dps increase when proc'd shortly before burst expiration, and also allows more versatility as previously she loses damage when switching early. This burst has a higher than normal elemental application gauge at 2B. A multiplicative increase in Burst damage by roughly 18-21% depending on talent level. C6: Blazing Delight While under the effects of Sparks 'n' Splash, other members of the party will continuously regenerate Energy. 10% pyro damage isn't a lot in the grand scheme, and as with her ascension 4 passive, the energy produced is flat and not affected by energy recharge%. Klee is a 5* C6 constellation, which is one of the top-tier characters in the game. At base, she needs these optimisations to reach performance levels of other top tier characters, who you might probably find much easier to play. However, Klee's default, uninterrupted combos are slow and clunky. Klee deals a lot of her damage through strong but slow charge attacks. She is also naturally easily staggered, so getting hit in a slow animation can send this kid flying. When played badly, things can get ugly. On the flipside, almost everything in her kit can be animation cancelled, meaning these slow individual attacks can been shortened and chained together to paste overall smoother and higher damage ceiling combos. In this guide, you'll learn how to mix jump and dash cancels when applicable in Klee. You can use movement, jumping, or dashing to cancel animations with the appropriate timing. Learning Animation Cancels The below examples show common animation cancelling strategies and timings. Basic Animation cancelling Klee's basic attack is also known as "Machine Gun". For general purpose damage: Hold a directional key while clicking attack. As mentioned earlier, situations which warrant Machine Gun spamming are rare due to her high Charge Attack damage, which you almost always want to weave into your combos instead. You can do this either with dashing or jumping between attacks. Dashing is both slightly faster and safer due to i-frames, but has the heavily downside of depleting your stamina reserve, which is crippling for Klee in most cases. Therefore jump cancelling is more universally recommended, though as well as being slightly slower, is dangerous to use in practice. You should never really be doing a charge attack without 1 or 2 normal attacks preceding it, due to the damage boost from Pounding Surprise. Just activate it at the appropriate time right after any other skill is fully released. It is important to find the correct timing, as cancelling the Jumpty Dumpty animation will actually stop that attack from happening. Klee can juggle Fatui and prevent them from even getting a shield up. Klee stunlocking and completely dismantling the big bad wolves in Floor 12 of the Spiral. This both reduces stamina expenditure and allows Klee to follow enemies and stay on top of things. Klee's charge attacks approximately range from 33% to over 40% of her overall share of damage, depending on teams compositions and therefore her field time. Longer fieldtime = more overall damage fromcharge attacks. Therefore, talent priorities are recommended as follows: Level all three to 6. Normal Attack to 8, Skill and Bursts to 7. If constellations are unlocked, recommendations don't change unless C4 is obtained and Klee is transitioned to usage only as a support, in which caseNormal Attack leveling can stop and focus should be shifted to the other two. Weapons Weapon comparison in compositions where Klee's on the field for 10 seconds at a time. A weapon comparison in compositions where Klee stretches her field time to around 15 seconds. This is more inline with supports who have 80 energy cost requirements for their burst, and notably pushed even slightly further with Xingqiu's elemental skill being on a 21 second burst (even if he has a sacrificial sword). Assumptions: 15s rotation assumes 33% of total damage is from charged attack damage, 23srotation assumes 50% (base vaporize increase) oftotal damage and 25s rotations assumes 5s of downtime for supports. These graphs simply graph out effective attack linearly, which is basically a metric for "strength from gear", and not indicative of full overall dps. Due to complexities involving deriving a value from the third buff, Elemental, it is not considered. As expected, the 3rd buff being stronger or weaker than the other two depends greatly on substats. Even when this unbuffed situation occurs, know that Widsith is still an inherently solid weapon with a Crit Damage substat. The Widsith at R5 even significantly outperforms 5* weapons. The buffs will be back for the 3rd duration, so as you can see this huge buff can have uptime ranging from 100% to 50% to 66%. Again to stress, the buff still dominates factoring in the downtime. Dodoco Tales is a 4* weapon that can be used by Klee. It is generally weaker than The Widsith, but regardless trumps the rest of the 4** weapons unless competing with a Solar Pearl of medium or high refinement. This weapon's strengths are its significant boost to Klee’s charge attacks, meaning with longer field time the gap closes with The WIDSith. Klee's Solar Pearl is a top tier 4* weapon that boosts everything apart from charge attacks. The Crit Rate boost also synergises with her Ascension 4 passive, so you'll see a slight increase in team energy gain. It also boosts the Crit rate of the weapon, which is needed in order to snapshot its buffs correctly. Solar Pearl requires a slight change in playstyle in order to properly buff all her damage sources. It is recommended to animation this normal attack into a Jumpty Dumpty and cancel that into her Elemental Burst. However, the cloud damage is physical damage and thus does not take advantage of Klee's elemental % damage stat. Memory of Dust has a small ramp-up time that makes it awkward to take full advantage of due to having to ramp up prior to casting Klee's Elemental Burst. When playing in a comp with constant shield uptime, it overtakes Skyward Atlas. Diona is uncommon in Klee teams as it is hard to build a fully synergistic team with the last 2 team members. Lost Prayer to the Sacred Winds is a passive that can be used by players to gain the ability 'Lost Prayer'. The passive's bonus resets upon swap-out, and the long ramp-up time means that Klee’s Elemental Burst will never benefit from it fully. It is amazing in 4-player co-op as well as exploration, for when you have Klee on the field nearly all the time. Klee's Ascension 4 passive will perform better if it is swapped out whilst the passive is at 0 stacks but with time on the internal counter, say 3 seconds out of the 4 needed, when she switches back in this counter will resume and only 1 second will need to pass for the first stack to be live. Therefore all recommendations for Klee are fairly close to one another. A 2pc Crimson Witch of Flames set with a 2 pc Gladiator's Finale set creates Klee'S most universal set. This combination also has the same 18% Atk% effect, and given how universally strong Emblem of Severed Fate is for a number of characters, you may also have a strong 2PC set around. Teams using Klee as an Enabler revolve around her constantly applying pyro attacks and application onto enemies, leaving them with a consistent pyro aura. It's worth noting, other supportive characters in these teams can also run Lavawalker if no specific set effect is needed, notably cryo supports in Reverse Melt teams. Klee can be played as a main carry, with hydro supports, who's damage is "amped" by vaporise reactions to unleash strong personal damage. As with most other pyro carries, she can also be built into a reaction team. Klee also performs a lot of non-reaction damage, and therefore atk% is still preferable. Klee can be used as an "enabler" in reverse melt or overload compositions, where she lays the pyro foundation for powerful electro or cryo supports to create more "shared" team damage. Lastly, Klee is run alongside characters like Bennett and/or Xiangling with Viridescent Venerer support via a final anemo member. Klee's attacks are heavy attacks, and therefore the shatter reaction is prioritised before vaporize or melt, which is significantly weaker in performance than either. This is compounded by her relatively limited range, promoting in-your-face gameplay. Fortunately, there are several synergistic characters to alleviate this issue. Xingqiu's Interrupt Resist isn't actually that strong by itself to render Klee stagger proof vs most stronger attacks. However, this will stack with others for example when combined with Beidou, you get full resistance. It is important to understand that by having to use one of these supports you may be restricting her team diversity. For instance, a reverse melt composition with Zhongli would have to forgo either Bennett (who 1. provides significant damage to both Klee and the cryo sub dps, 2. Overall, although it may require a lot more skill and care with Klee, improving your dodging skills and not having to rely on shields/interrupt resistance as a crux gives you much more freedom. Klee's position is competing with pyro carries such as Hu Tao, Diluc, Xiangling and even freeze carries, and it is generally accepted within the community that these others just utilize Xingqiu a lot better. However, Klee doesn't really enjoy the 21s rotation that comes with a xingqiu team. Klee's burst duration is extended to 12 seconds once you get her to constellation 2, which is perfect for Klee. Rosaria is also an option, as she'll be able to burst for up to 24 seconds. Once you have Kaeya, his burst lasts only for a few seconds, and his short on E wants more switching than klee compositions can provide. Rosaria at c0 faces the same duration issues as Kaeya. Most importantly, her burst isn't mobile, so even worse when coupled with klee's mayhem. Support RosaRIA desperately wants crowd control via Venti, Kazuha or Sucrose also in the team. Still, it is not mobile and whilst she can reasonably hit enemies who are trapped in Venti' s burst, she is also not amazingly synergistic. The missing pieces Klee needs is a cryo version of Xiangling or Fischl, or a future Dendro off-field dps. Klee as a reaction enabler is in the position to utilize a support like this much better than her pyro contemporaries, so solidifying a stronger niche in future will keep her in good stead. Bennett is needed in every Klee team due to the large variety of strategies, not really, but it is important to understand how well he synergises with Klee, and therefore how borderline irreplaceable he is. Firstly, he enables Klee to require essentially no additional energy recharge bonuses to produce her Burst on demand. Xiangling can substitute for additional pyro energy to Klee. Xiangling has enough Energy Recharge bonus to accommodate, she can work as a universal replacement outside of vaporize teams. The main downside to using her instead is having to adjust for a potentially longer rotation. In tough content, a full shield may be preferable to relying on Bennett's healing. Note, in 99% of situations, this resulting damage increase will be noticeably weaker than what Bennett would have provided. Venti's burst provides elemental infusion which is extremely helpful especially in conjunction with Xingqiu, as this constant hydro application allows Klee to vaporize Jumpty Dumpty hits she otherwise could not. Furthermore, his main drawback is due to throwing enemies into his burst, there are a relatively limited number of characters who can continue onslaughts of damage to enemies within his Burst. With reverse melt teams, this infusion allows cryo supports to be melting even before Klee switches in. Kazuha is another top tier support character that synergises incredibly with Klee. On the surface, unlike Venti his suction ability is able to pull in Klee's mines, but most importantly is his general prowess in easily applying Viridescent Venerer debuffs in both mono-elemental and reaction teams. Klee performs much better applying this than other anemo characters. This puts him in a position where his team damage boosting benefits are often too hard to ignore. To top it off, his suction effects, although weaker than Venti's, do not have the potential to send enemies flying in the air, giving him better synergy with common Klee teammates Rosaria and Xiangling. Venti and Kazuha can be substituted with Sucrose. Venti's significantly stronger crowd control, personal damage and energy refunds via his Ascension 4 Passive Talent, Stormeye, his overall contribution is sizably larger and therefore make up stronger Klee teams. Kazuh can also provide elemental infusion and gathering, although not as strong. She is a 4* character who also does her job at low constellations. Klee teams often have high amounts of non-reaction damage. Klee can benefit highly from his Interrupt Resist, allowing her to plow through damage without getting staggered from incoming hits. This can be especially important in compositions where Klee is the Enabler, as losing hits from her also results in weaker output from the rest of the team. Xingqiu, an accessible 4*, will always start a team rotation and will typically provide Klee up to 15 seconds of synergistic Vaporise reactions. The two options for Hydro support are Xing Qiu and Mona, both with their pros and cons. Mona will usually provide a Klee team for 15 to 20 seconds. hydro swords are produced from his Burst fire from range, and often apply before Klee's projectile attacks hit. He will also provide additional hydro application from the radiating swords if Klee hugs enemies. Note, his Hydro swords only fire when Klee uses a normal attack, so without additional off-field hydroapplication from another teammate, Klee will not vaporize her Jumpty Dumpty hits. Klee's pyro attacks will become the aura instead, and Xingqiu will end up dealing a weak Vaporize hit instead. Now, every third hit will apply an additional two swords, which provide an extra application of hydro aura onto the enemy that Klee is about to hit. This acts as a hard reset to solve any situations with an unexpected pyro aura. Klee has 60 energy cost bursts and therefore runs on 15 seconds. This means, after 15 seconds have passed, when other characters would normally be ready to go for the second rotation, you'll need to stay on Klee firing off combos for approximately 5 additional seconds after all buffs are expired, in order to buy time for Xingqiu's buffs. So providing energy recharge requirements are met, rotation wise she already fits in better with typical teams. Her personal damage output would be lower compared to Xingqiu, her burst applies a brief Omen to increase the burst damage done in a short window. It's important to understand that her personal hydro application is slower and weak compared. . . Xinqiu (at any constellation). Mona is typically used with either Favonius Codex or Thrilling Tales of Dragon Slayer (if used make sure to switch from Mona > Klee in your rotation order). This team has extremely high burst damage potential, and can overtake all other compositions as Klee's current strongest team. If content is able to be cleared in one rotation, Mona can wield The Widsith. Genshin Impact Bennett is almost required. He provides enough pyro energy to Klee so she can be built for essentially maximum damage without having to compromise on needing additional Energy Recharge% stats. Furthermore, his Elemental Burst's damage boost synergises well with almost all characters in a possible team comp, greatly boosting overall team output. Xingqiu's Burst does not snapshot, nor receive the attack boost unless he is on field (which he shouldn't be). Anemo characters too, when invested in Elemental stats rather than attack and crit, do benefit slightly less, but the damage boost is still very relevant. A niche variant that uses Bennett (useful if you do not have him) would use Jean as your healer instead. Venti also will provide an energy refund for Xingqiu, reducing the need for much additional Energy Recharge% investment. Overachieved via an Energy recharge% sands and a Favonius Codex. Most optimally achieved with Emblem of Severed Fate 4pc set and one of the above with moderate sub stat investment, with a Burst up off (220%+) depending on content. Overall Conclusion on Vaporize Teams: Pros Requires less overall team investment, due to most of the team damage funneled into Klee. Therefore very feasible for players not yet at late game levels of investment. Elemental becomes a very useful offensive stat for Klee, therefore you have more opportunities for overall stronger artifacts. With Xingqiu, rotations are awkward due to his longers, and with Mona, hydro application can be poor if rotations aren't performed efficiently. The support gets substantially better at C6, so not that accessible. It's borderline a requirement to either wield a Sacrificial Sword or Favonius Sword, so further emphasising that it may not be accessible to be played efficient. Kazuha's damage increases by 7% against the typical enemy (who has 10% base resistance). Without having to worry about reactions and controlling aura application, it is extremely simple and easy to keep this debuff on enemies. He also has additional synergy with Klee and Xiangling as his Skill will draw in mines and Gouba. Xiangling Elemental Burst has a longer than the others, so the team's rotations generally extend to around 20-22s to accommodate her. This is a significant amount of energy generation, allowing everyone to build more comfortably in damage. The whole team now has matchings, this allows a very smooth and constant rotation of characters, and Klee now doesn't even need to be on the field that long. With her skill and charge attack, Klee generates a lot of energy for the brief time she is on field, further lowering energy recharge% requirements. Klee can comfortably hit enemies within Venti's Vortex. Moreover, some enemies are too heavy to be thrown into the Vortex naturally, however Klee’s charge attacks can fling these enemies and force them into it. Mono Pyro Teams Pros The buffs and debuffs are consistent and strong enough to rival and even surpass reaction teams in output. Klee actually has strong front-loading damage dealing capabilities, and this team does not need her to be on the field long dealing dwindling sustained damage. If you do not meet these energy requirements, it's not the end of the world. The two most popular variants are klee's 2 strongest teams. Both are highly competitive with top meta teams in the game. No need to worry about reactions. Therefore it is very friendly to play. The popular teams make full use of Klee'S kit, and accommodate her strengths, enabling a lot of fluidity, skill expression and creativity for how long/short you want her to be on field and what actions to do. Mono Pyro can uniquely be played with two Anemo units like Kazuha and Venti. High damage, strong grouping and strong crowd control. This is straightforward. It's very restricted team when facing shield breaking content. Both Bennett and Xiangling are very useful for this content, therefore not only is your other team losing them as general damage options, but also shield-breaking options. Xiangling's C4 is obviously huge for her personal output. Also note her accuracy is very poor when enemies are thrown into her Burst. It is not recommended to play both together due to this anti-synergy Mono Pyro compositions suffer the most from the player not having Kazuha, There are several solid substitutions but ultimately still downgrades. Alternative Option: using Zhongli w/ Archaic Petra Pros Makes a solid substitute for Kazuha with the added benefit of a shield: Provides 20% universal debuff + 35% pyro boost which is easily obtainable due to only having pyro teammates. Cons Having to farm a full Archic Petra set. Generally very niche so most players may not even have pieces. The team's damage output gets moderately neutered in this situation. Whilst this has similar damage buffs in theory, you lose grouping and crowd control plus Kazuha’s naturally strong sub-dps output. Niche Substitutes Sucrose: Copium substitution for Kazuh, nonetheless performs well. Needs to be built for Elemental Burst spamming, rather than her typical builds which stack Elemental stats as high as possible. Thoma: Can fill in for any position, providing a solid shield as well as pyro application and damage, albeit neither in substantial amounts. She can also position Klee's bombs through holding her Elemental Skill. Ultimately, she is Klee’s carer so this is fun for role playing purposes. Reverse Melt has recommended a team for Rosaria that can be used perfectly with the incoming Klee. The team includes Favonius Lance, Dragon's Bane, Deathmatch, and Shadow Samaritan. It is recommended to position her order in the team rotation carefully. If you really need a shield, the Zhongli team is still much stronger. Since she is always recommended to combo her Elemental Skill immediately into Burst, she requires either pre-existing 2U Pyro application from Bennett immediately preceding her or ongoing pyro application via Xiangling burst or Anemo elemental infusion. This would work if fighting multiple enemies, as Pyro aura swirled off multipleenemies maintains a strong enough foundation. Rosaria's Deathmatch is her strongest and most flexible pick for gearing. This is mainly down to her Timepiece artifact. Using it, you can focus on building for all the multiple damage sources. However,Rosaria does not synergise perfectly with Venti. Although both his grouping and energy refunding talent is highly valued to boost her performance, smaller enemies and humans who are caught flying inside his Burst can be unfortunately timed to be too high in the air. Kazuha would have the most synergy overall, as he would boost team damage and provide solid grouping. However, this is not an issue when fighting tall or heavy enemies, although at which point the grouping benefit may feel less significant. Both Bennett and Xiangling can be played in this composition as the core Pyro support. This team is very strong if anemo grouping is not needed. However, ultimately due to Xiangling's 20s Burst, she forces Klee to stay on the field longer than desired, where Klee will be attacking for 5 seconds with Bennett’s, XiangLING’S and Rosaria'S Bursts all being long expired. Bennett will significantly boost Klee and his damage output and between the three Pyro characters there is a potential surplus amount of pyro energy particles. Bennett's burst only lasts 8 seconds, which does not cover Klee’s field time. He will have to be switched in after Rosaria and before Klee. Meaning, for many compositions due to his additional cryo damage he will be removing the pyro aura and therefore weakening Rosarias output. Klee's chaotic nature and the fact that you won't be able to run an anemo grouper in this team have led to a lot of practicality issues. Klee herself is doing strong damage too, which is typically more efficient to use the team slot to benefit or boost these characters instead. Overall Conclusion on Reverse Melt Teams: Pros Constellations on Klee provide supportive nature. Artifact sets across the board are very versatile. Teammates including Klee can run Lavawalker, and Klee could use most of the options outlined in the earlier Art ifact section to great success. Therefore it is very efficient gearing this team artifact wise. Generally has shorter and smoother rotations than vaporize teams. Teams with Pyro, Anemo, Cryo & Klee's heavy attacks cover almost all ground. Cons Rosaria has a significant power increase at C2 with her Burst duration increasing from 8s to 12s. Depending on your other team options, not having C 2 could be crippling enough to warrant looking elsewhere. If you need to play with a shielder, a valuable team slot will have to be sacrificed, more so than other teams due to the core synergies and benefits amplification and grouping can provide to them. To mitigate this loss, swapping the Anemo grouper for Zhongli is most recommended. In this team composition, Rosaria is recommended to use an Atk% Timepiece. This creates overall versatile team choice as you can essentially freely mix between multiple supports depending on both your limitations and content. For the benefit of players of all skill, combining Klee's innate high stagger potential with Overloads makes clearing content easier due to enemies barely being able to attack. The general strategy is to try your best to provide a constant electro aura for Klee to funnel attacks into to create Overload reactions. Note, this will never be perfectly clean due to Over load's chaotic nature. Beidou when combined with Fischl will always be very strong, however she does have some anti-synergies, and hence isn't part of the core. Klee's Energy producing passive talent can only mitigate so much. Moreover, as is typical with Klee teams, you don't really get a huge amount of normal attacks in, and so Beidou is still a formidable option. Nevertheless, she'll still bring inconsistency as she has to invest fairly strongly into Energy Recharge substats. Overload teams will now be able to take advantage of Bennett's Burst. This will allow more control, although teammates like Klee, Fischl, Beidou and Venti won't be allowed to use it due to their limited range. However, this will also increase overload damage for the whole team as Sucrose reacts on a pyro aura. Klee's high stagger potential combined with Overload gives enemies little room to attack. This benefit can also be combined together with Beidou’s Burst at C1, so overall this team even without huge shields from Zhongli has some of the highest survivability in the game. Team'. . . teams which can snapshot Bennett'S Burst, will always have very competitive damage. Fischl by herself does not require much additional energy to sustain her Burst, and FischL + Beidou teams can generate high amounts of Electro particles too. So overall these teams do not have tough Energy requirements to meet. Klee's attacks do have range, things still get hectic when combined with Overload, therefore it is almost required to be able to jump cancel between attacks to account for enemies movement.
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