Most elements either react away or overwrite each other. Electro-Charged is the exception: once triggered, Hydro and Electro both remain as auras. Neither is consumed as "the trigger". The state persists until one gauge empties.
| Property | Value |
|---|---|
| Trigger elements | Hydro + Electro (either order) |
| Tick rate | Once per second |
| Drain per tick | 0.4U Hydro + 0.4U Electro |
| Damage multiplier | 2 × level multiplier |
| Arc radius | One Wet target within 5 m |
| Applies Electro to neighbours? | No, damage only |
Because both elements are present, an Electro-Charged target can benefit from both damage types at once and can still receive a third element. That is the mechanical foundation of Taser teams.
Electro-Charged DMG = 2 × Level Multiplier × (1 + EM Bonus) × Electro RES Multiplier, with the EM bonus at 16 × EM ÷ (EM + 2000).
| Level | 0 EM | 200 EM | 500 EM | 1000 EM |
|---|---|---|---|---|
| 50 | 647 | 1,588 | 2,717 | 4,098 |
| 70 | 1,531 | 3,758 | 6,430 | 9,697 |
| 80 | 2,155 | 5,289 | 9,051 | 13,648 |
| 90 | 2,894 | 7,102 | 12,154 | 18,327 |
The key is that this is per tick. At 2,894 a tick over eight seconds you are looking at roughly 23,000 damage, in an area. That makes Electro-Charged excellent in multi-target fights and unremarkable on a single boss.
Whichever character triggers the reaction owns the numbers — the one who applies the second element. That is why Taser teams put EM on the Electro or Hydro unit that closes the reaction.
Every tick drains 0.4U from each aura while natural decay keeps running. Consequences:
Two details people miss:
Because both auras are present, a third element can resolve two reactions simultaneously. This is Electro-Charged's most distinctive property.
| Third element | Triggers at once | Practical value |
|---|---|---|
| Pyro | Overload + Vaporize | Xiangling in a Taser team gets both, roughly doubling her contribution |
| Cryo | Superconduct + Freeze | Control and physical shred together, but it breaks Electro-Charged |
| Anemo | Hydro Swirl + Electro Swirl | The easiest double Swirl setup in the game |
| Dendro | Bloom + Quicken | Can pivot into Hyperbloom, but the reaction chain gets messy |
Priority rule: the Electro reaction resolves first. The Hydro reaction only happens if gauge remains after the Electro aura is consumed. So Pyro on an Electro-Charged target always gets Overload; whether Vaporize also lands depends on leftover gauge.
Electro-Charged damage also arcs to one Wet target within 5 m, calculated against that target's own Electro RES. Two limits:
Practical takeaway: wet the field first, then apply Electro. High-frequency Hydro from Xingqiu, Yelan or Kokomi is the foundation of any Taser team.
| Slot | Options | Job |
|---|---|---|
| Electro on-field / burst | Raiden / Beidou / Yae | Main damage, build EM and ER |
| Hydro off-field | Xingqiu / Yelan / Kokomi | High-frequency Hydro to sustain Electro-Charged |
| Electro off-field | Fischl / Beidou | Continuous Electro and particles |
| Anemo shred | Kazuha / Sucrose | 4VV shred; one held skill can swirl both elements |
Classic Raiden Taser rotation: Raiden skill to seed Electro → Xingqiu burst and skill for Hydro → Kazuha swirls both for double shred → Raiden burst to finish. Electro-Charged stays up through the whole loop, and Kazuha's held skill swirls Hydro and Electro in a single cast.
Build notes:
| Claim | Reality |
|---|---|
| Electro-Charged scales with Electro DMG bonus | It does not. Transformative reactions use level, EM and target Electro RES only |
| It applies Electro to nearby enemies | It does not. Only damage arcs, never the aura |
| Electro-Charged stacks multiple times | No. One state per target; reapplying only refreshes the auras |
| It only works in AoE | AoE is where it shines, but single-target output is still steady |
| It can kill off-field characters | No. It cannot damage off-field characters, and switching pauses the ticks |
For aura and gauge rules see Elemental Application; Swirl and double Swirl are in the Swirl guide; energy planning is in Elemental Particles; the Hyperbloom variant is covered in the Hyperbloom team guide.
The character who triggers the reaction. Build EM on whoever applies the second element, usually the off-field Electro or Hydro unit.
One of the auras is too weak. Each tick drains 0.4U from both, so a weak application cannot sustain many ticks. Apply Hydro more often or open with a strong application.
You can, but it is not recommended. Dendro competes for both Bloom and Quicken, the reaction chain becomes unpredictable, and the Electro-Charged window shrinks.
600 to 1000 EM on the trigger unit. At level 90, 0 EM ticks for 2,894 while 1000 EM ticks for 18,327 — more than six times the damage.
No. Transformative reactions bypass shields entirely, but enemy elemental RES still applies. High Electro RES noticeably reduces the damage.
Yes. Beidou, Fischl, Xingqiu and Kazuha is a well-established budget version. Damage is lower but the mechanics are intact — the key is uninterrupted Hydro and Electro coverage.
Build guides and version tips, once a week. No spam.