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Genshin Vaporize and Melt Guide: 2x or 1.5x, Order Decides Everything

Vaporize and Melt are the strongest single-hit multipliers in Genshin, but they scale off your carry's stats, not the reaction itself. The most-misunderstood part is the trigger order: get it wrong and the multiplier drops from 2x to 1.5x, cutting damage by a third. This page clarifies 2x/1.5x, the EM bonus and strong vs weak versions.

Quick Answer

Amplifying vs Transformative: Two Different Systems

This is the key to understanding Vaporize/Melt. Reactions split into two types:

Amplifying (Vaporize/Melt)Transformative (Burning/Overload/Hyperbloom...)
Damage sourceAmplifies the triggering hitDeals its own separate damage
Scales withATK, Crit, Elemental DMG, EMOnly level, EM, RES shred
Can critYesNo
Typical carriesHu Tao, Yoimiya, Raiden, KleeNahida, Xiangling (as support)

So Vaporize/Melt only pays off when you feed it to your carry: it takes that one high-multiplier hit and multiplies it by 2. A transformative reaction, by contrast, only cares about the trigger's level and EM. These are two parallel team-building philosophies, not one replacing the other.

2x vs 1.5x: The Order Table

One rule: the element that lands second sets the multiplier, and the "strong" element gives 2x.

ReactionTrigger orderMultiplierVersion
Vaporize (Hydro+Pyro)Pyro on Hydro aura1.5xWeak
Hydro on Pyro aura2xStrong
Melt (Cryo+Pyro)Cryo on Pyro aura1.5xWeak
Pyro on Cryo aura2xStrong

Pattern: in Vaporize the Hydro is the strong element; in Melt the Pyro is. Triggering with the strong element gives 2x. So:

This is what "order wrong loses a third" means precisely: you were supposed to take 2x and instead took 1.5x, throwing away 25% for free.

The EM Bonus for Amplifying

Amplifying reactions use 2.78 x EM / (EM + 1400), a different curve from the transformative one (16x EM / (EM + 2000)):

EMAmplifying bonusExample: 1,000 base x 2x
0+0%2,000
100+18.7%2,374
200+35.0%2,700
400+64.3%3,286
600+83.5%3,670
1000+113.5%4,270

Because an amplifying reaction rides on the carry's full sheet and gets an extra EM multiplier on top, it is "double-dipping": the higher the carry and the higher the EM, the bigger the number. That is why Vaporize/Melt carries usually bank some substats into EM — it multiplies the whole hit, so it is not wasted.

Strong vs Weak: the Hidden Aura Cost

Beyond the multiplier, the version also decides how much aura is consumed:

That is why a "weak" 1.5x can sometimes total more than a "strong" 2x — it does not drain the element dry and can trigger again. This is the kind of thing advanced teams micro-manage; you do not need to frame-calc it daily, but know it exists.

Stats for a Vaporize/Melt Carry

SlotPick
WeaponHigh-multiplier weapon + Crit substats
CircletCrit Rate / Crit DMG
SandsATK%
GobletMatching Elemental DMG (Pyro C uses Pyro, Hydro C uses Hydro)
SubstatsCrits + a little EM (the amplifying multiplier)
Set4pc Thundering Fury / 4pc Crimson Witch of Flames (+40% reaction DMG)

Crimson Witch adds +40% Vaporize/Melt DMG, the go-to set for an amplifying carry; Thundering Fury is the alternative reaction-set. The carry still stacks Crits first and banks EM as a bonus.

FAQ

Does the reaction damage come from the carry?

Yes. Amplifying reactions multiply the triggering hit, so they use the carry's ATK and Crit. They are not a separate reaction number, which is the opposite of transformative reactions.

Why did EM barely raise my numbers?

The EM bonus is a multiplier, and the amplifying curve (2.78/1400) is gentle at low EM. A carry's main gains still come from Crits and ATK; EM is icing.

Can only a Pyro carry do Melt?

No. Pyro on Cryo is 2x; Cryo on Pyro is 1.5x. To get 2x, arrange the order as "Pyro hitting Cryo".

Do Vaporize and Melt crit?

Yes. That is the clearest difference from transformative reactions, which never crit.

Bottom Line

Vaporize and Melt are the strongest single-hit multipliers for a high-stat carry: a 2x version hands your carry one big hit, then an extra EM multiplier stacks on top. Remember two things — the strong element gives 2x, and it scales off the carry and can crit. Get the order right and you are 25% off the pace.

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