Debuts in the Echo Aria patch.
· Rank: A-Rank
· Class: Supporter
· Element: Physical (20%) Ice (80%)
Information
As a Strike Hawk member, Wanshi always has a sleepy look. But once you get to know him better, you will realize he can be very trustworthy when things have gone bad.
Specialty
Heal — Able to heal friendly force Snipe — Able to precisely snipe the enemy after dodge
A list of recommended builds for Wanshi: Hypnos can be found here. Each tab represents one build — click the tabs below to view each one. See here for more information about Ultima Awakening and resonance slots.
Recommended 6★ weapon resonances for Wanshi: Hypnos can be found here listed in order of priority.
1. Glorious Spear
When using the healing skill or effect, increases the full ATK of the healed target by 10% for 8s, CD for 10s.
2. Superconducting Axial Ray
Increases Full ATK of all characters of the team by 8%. This effect cannot be stacked.
3. Dead Line Timing
Gain 2 extra random signal orbs when come out, and 3 same signal orbs every 45s (also can gain signal orbs during background operation).
Priority
HIGH:
Glorious Spear
Superconducting Axial Ray
LOW:
Dead Line Timing
Notes
Minimum recommended amount: 2
Skills & Passives
Red Orb
Frost Spin
Wanshi: Hypnos launches a spinning kick, dealing 170% / 340% / 510% Physical DMG to a straight line in front based on the number of Orbs pinged. The Physical DMG is converted into Ice DMG when a 3-Ping is made. Casting this skill also grants him a short duration of Super Armor at 1-Ping and 2-Ping, and a longer duration of Super Armor at 3-Ping.
Yellow Orb
Baseline Control
Automatically uses a 3-Ping version of this attack upon switch-in. Wanshi: Hypnos launches an elbow attack, dealing 190% / 380% / 570% Physical DMG to a straight line in front based on the number of Orbs pinged. The Physical DMG is converted into Ice DMG when a 3-Ping is made. Casting this skill makes him invincible for a short duration, and grants a bonus long duration of Super Armor at 3-Ping.
Blue Orb
Frost Explosion
Hurls a frost grenade to slow enemies in the area briefly, dealing 140% / 280% / 420% Ice DMG and healing allies in a large area for HP equal to 30% / 60% / 90% of Wanshi: Hypnos' ATK based on the number of Orbs pinged. Grants Super Armor for a long period at 3-Ping.
Basic Attack
Frost Wings
Basic Attack: Wanshi: Hypnos hits and shoots the target, dealing 350% Physical DMG and 360% Ice DMG in total. After any 3-Ping, press Basic Attack within 1s to enter Tactical Stance, and keep holding the Basic Attack button to maintain. Every round of shots fired under this stance deals 100% Ice DMG. Wanshi may immediately launch the 3rd hit of his Basic Attack after dodging, 1-Ping or 2-Ping.
Signature
Zero Point Bloom
Signature Move: Consumes 80 energy to deal 1400% Ice DMG to the area in front.
QTE
Hypnotic Gift
QTE: Hurls a frost grenade to slow enemies in the area briefly, dealing 360% Ice DMG upon explosion, and 200% Ice DMG subsequently over time. Also heals allies in a large area for HP equal to 100% of Wanshi: Hypnos' ATK, and grants them Frost Crystal that increases their Ice DMG by 10% for 8s.
Class
Support
Healing amount increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
Core
Cold Snap
Core Passive: Releasing the Basic Attack button during Tactical Stance will trigger a Blooming Shot, dealing 200% Ice DMG to a straight line in the front. The backstep of Blooming Shot is able to evade enemy attacks. If this move successfully dodges an attack, Wanshi will become invincible for a long time during the follow-up sniping shot, dealing 700% Ice DMG.
Leader
Resonance of Clarity
All team members have their HP increased by 10% and Ice DMG increased by 5%.
SS-Rank
"Tactical" Rest
Passive: Damage of Blooming Shot increases by 50%. Automatically gains 5% energy every second while on standby.
SSS-Rank
Improved Frost
Passive: The Frost Crystal effect from Hypnotic Gift now increases Ice DMG by 20%.
SSS+ Rank
Suppression Reload
Passive: Damage of Signature - Zero Point Bloom increases by 100%. Blooming Shot generates 5% energy, and an additional 10% energy if the backstep successfully dodges an attack.