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Genshin Elemental Particles and Energy Guide: Orbs, On-Field vs Off-Field, ER Math

Why does someone else's Burst always come back on cooldown while yours lags behind? Stacking Energy Recharge (ER) is only half the story. The deeper reason is where particles come from, who catches them, and whether they match the element. Three particles can be worth 9 energy on-field on the same element, or 1.8 energy off-field on a different element - a five-fold difference.

Quick answer

Particles, orbs and flat energy are three different things

Colour matters too. Characters can only generate particles of their own element, so skill particles always match the caster. Clear (elementless) particles come mainly from the Favonius weapon passive and some enemy drops, and they pay 200% to everyone regardless of element.

Full energy conversion table

PickupOn-fieldOff-field (4-man)Off-field (3-man)Off-field (2-man)
Same-element particle3.01.82.12.4
Same-element orb9.05.46.37.2
Clear particle2.01.21.41.6
Clear orb6.03.64.24.8
Different-element particle1.00.60.70.8
Different-element orb3.01.82.12.4

None of these numbers include Energy Recharge yet. A worked example: Xiangling's Guoba produces one Pyro particle. On-field Hu Tao (Pyro) catches it at 3 base energy; at 150% ER she actually receives 4.5.

Now stack ER on top:

Base energy100% ER150% ER200% ER250% ER
3 (same element, on-field)3.04.56.07.5
1.8 (same element, off-field)1.82.73.64.5
1 (different element, on-field)1.01.52.02.5

Three rules that save a lot of ER

  1. Funnel to your carry. The same particle is worth 1.67x more on-field than off-field. Cast a support's skill, then swap to your carry so the particles land on them.
  2. Match the battery's element to your carry's. Same element is 300% versus 100% for a mismatch. This is exactly why Xiangling pairs with Bennett, Xiao with Sucrose, and Eula with Diona.
  3. Smaller parties refund more per character. Off-field returns are 60% at four members but 80% at two - which is why duo runs often have no energy problems while full four-man teams stall.

Who generates particles: skill generation table

Average particles per Elemental Skill cast. The spread is huge - from 0 to 5.

CharacterElementAverage particlesNotes
XingqiuHydro5Highest single-skill generation in the game
Kamisato AyakaCryo4.5Dash into skill is the standard opener
Chongyun / Klee / Sucrose / XinyanCryo / Pyro / Anemo / Pyro4Consistently high output
VentiAnemo3 tap / 4 holdHold is better for energy
KazuhaAnemo3 tap / 4 holdC1 shortens the skill cooldown
Ningguang / Geo Traveler / MonaGeo / Geo / Hydro3.33-
Yanfei / Rosaria / Razor / XiaoPyro / Cryo / Electro / Anemo3Xiao generates none during his Burst state
KeqingElectro2.5Triggers on hit
BennettPyro2.25 tap / 3 holdThe classic healer plus battery
KaeyaCryo2.67His passive adds particles when enemies are frozen
XianglingPyro1 (per Guoba hit)The skill itself generates nothing
FischlElectro0.67 (per Oz hit)Slow but steady, decent total
ZhongliGeo0.5 (resonance hit)1.5s cooldown makes it reliable long-term
Barbara / Noelle / Qiqi / Lisa (tap)Hydro / Geo / Cryo / Electro0Skills generate nothing at all - they need teammates to feed them

The practical takeaway: pairing zero-generation characters with high-generation ones changes your ER requirements completely. Characters that must rely on normal attacks to recharge usually need 200% ER or more.

Every other energy source

SourceTypeScaled by ER?
Elemental Skill hitsElemental particlesYes
Enemy HP thresholdsParticles / orbs, including clearYes
Normal and Charged Attack hits (chance based)About 1 flat energy, on-field character onlyNo
Favonius weapon passives3 clear particlesYes (refinement only raises trigger frequency)
Prototype Amber, Amenoma Kageuchi, Katsuragikiri Nagamasa, Kitain Cross SpearFlat energy to the wielder onlyNo
Scholar 4-piece / Exile 4-pieceFlat energyNo
Raiden Shogun's BurstFlat energy shared with the whole teamNo

One key point: flat energy ignores Energy Recharge. Teams built around Prototype Amber or Raiden get less value from pushing ER further than teams that live on particles.

Where Energy Recharge comes from

There is no known ER soft cap - community testing shows it still scaling linearly at 300%. But ER competes with crit and attack rolls, so the goal is "just enough", not maximum.

Four common misconceptions

MisconceptionReality
Higher ER means more particlesER only multiplies incoming energy; generation depends purely on which skill was cast
You always catch particles you generateParticles must actually reach the character; swapping at the wrong moment or standing too far wastes them
A full four-man party charges fasterOff-field returns are only 60% at four members, versus 80% at two
Flat energy benefits from ERFlat energy goes straight to the Burst meter and ignores ER entirely

Bottom line

Energy problems are really about who generates, who catches, and whether the element matches. Matching your battery's element to your carry and funneling particles on-field beats adding another 20% ER.

Related guides

FAQ

What is the difference between an elemental particle and an orb?

An orb is worth three times a particle (3 base energy versus 1). Particles come mainly from Elemental Skills, while orbs only drop when an enemy crosses specific HP thresholds.

Why is my carry always short on energy?

Check whether it is catching particles off-field. Off-field characters receive only 60% in a four-man party, so swapping your carry in to catch them is worth 1.67x.

How much ER should I build?

It depends on the character and the team. Rough brackets: zero-generation sustained damage dealers often need 200% or more, carries with a same-element battery usually sit at 120%-150%, and cheap-Burst supports are often fine at 100%-120%.

What is flat energy?

Energy that goes straight into the Burst meter and is not affected by Energy Recharge. Common sources are certain weapon passives, the Scholar and Exile sets, and Raiden Shogun's Burst.

Does party size affect energy gain?

Yes. Off-field returns scale from 60% in a four-character party to 70% at three and 80% at two.

Why funnel particles to your carry?

Because on-field is worth 1.67x off-field. Casting a support skill and immediately swapping to your carry is the cheapest way to reduce ER requirements.

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