Genshin Impact Guide#
Genshin Impact is an open-world action RPG developed by miHoYo/HoYoverse — the Traveler crosses the continent of Teyvat in search of a lost family member, exploring the lands of the Seven Archons. From Mondstadt to Liyue, from Inazuma to Sumeru, from Fontaine to Natlan — every nation has its own landscapes, cultures, and secrets. This guide covers beginner fundamentals, exploration of every region of Teyvat, character building and team composition, and a complete weapons-and-artifacts walkthrough.
Platforms: PS5, PS4, PC, iOS, Android | Release date: September 28, 2020
Game Overview#
| Item |
Detail |
| Developer |
miHoYo |
| Type |
Open-world action RPG |
| Engine |
Unity (customized) |
| Platforms |
PS5 / PS4 / PC / mobile |
| Elemental system |
7 elements — Anemo / Geo / Electro / Dendro / Hydro / Pyro / Cryo |
| Characters |
90+ playable characters (as of 5.x) |
| Nations |
7 open + 1 not yet open |
| Gacha |
Character banner + weapon banner — pity at 90 pulls |
Current Version Info#
| Item |
Detail |
| Current version |
5.x (Natlan) |
| Newest region |
Natlan — the nation of Pyro, inspired by Central and South America |
| Newest characters |
Mavuika (Pyro Archon), Chasca, Iansan, Citlali |
| New mechanics |
Nightsoul’s Boon + Phlogiston + dragon companions |
| Next version region |
Snezhnaya |
| Permanent modes |
Spiral Abyss + Imaginarium Theater (new permanent mode) |
Core Features#
| Feature |
Detail |
| Elemental reactions |
7 elements interact with each other — Vaporize / Melt / Overload / Aggravate and more — the core of combat |
| Seven-nation open world |
Every nation draws on a real-world culture — Mondstadt (Germany), Liyue (China), Inazuma (Japan), and more |
| Character-swap combat |
A 4-character team — swap characters at any time to set up elemental reactions |
| Gacha system |
5-star pity at 90 pulls — with the 50/50 and guaranteed-pity mechanics |
| Solo + multiplayer |
Explore solo or team up for 4-player co-op domains |
Getting-Started Tips#
| # |
Tip |
Detail |
| 1 |
Don’t waste Primogems on the standard banner |
Spend Primogems only on the limited character banner (Intertwined Fate) — the standard banner uses blue Fates (Acquaint Fate) |
| 2 |
Don’t farm artifacts before Adventure Rank 45 |
Artifact domains drop no gold before AR45 — after AR45 every run drops at least 1 gold |
| 3 |
Always do the daily commissions |
60 Primogems a day — the most stable Primogem source in the game |
| 4 |
Don’t hoard resin |
Original Resin caps at 160 — spend it on ley lines or weekly bosses before it fills up |
| 5 |
Collect the Mondstadt and Liyue oculi |
Statue level-ups reward max stamina + Primogems — the best-value collectibles in the game |
| 6 |
Every character’s first ascension grants a blue Fate |
Each character’s first ascension awards 1 Acquaint Fate |
| 7 |
Unlock teleport points first |
When you reach a new nation, open the Statue of the Seven and the teleport waypoints before anything else |
| 8 |
The Battle Pass (Gnostic Hymn) is strong value |
The ¥68 Battle Pass = a large pile of resources (resin + talent books + weapon materials) |
The Seven Elements#
| Element |
Color |
| Anemo |
Green |
| Geo |
Yellow |
| Electro |
Purple |
| Dendro |
Green |
| Hydro |
Blue |
| Pyro |
Red |
| Cryo |
Cyan |
The table above tracks each element’s color; how the seven elements combine into reactions — the real core of combat — is covered under Core Features and in the Advanced Elemental Reactions section below.
Adventure Rank Roadmap#
| Rank |
Unlocks |
Advice |
| 1-10 |
Mondstadt main story |
Follow the main story — don’t get sidetracked |
| 10-20 |
Liyue main story + daily commissions |
Do the commissions every single day |
| 20-25 |
Ascension quests |
Skip them and EXP overflows while the rank stays locked — clear the ascension quest as soon as possible |
| 25-35 |
Inazuma main story |
You can start farming talent materials |
| 35-40 |
Artifact domains (purple) |
Farm some purple artifacts as a stopgap |
| 45 |
Artifact domains (gold) |
Start farming gold artifacts — put all resin into artifact domains |
| 45-50 |
Sumeru + Fontaine |
Raise character levels, talents, and weapons |
| 50-55 |
Spiral Abyss |
Try the Abyss — Primogems every month |
| 55+ |
Weekly bosses + artifacts |
Build new characters — chase artifact substats |
Primogem Sources#
| Source |
Amount |
Cycle |
| Daily commissions |
60/day |
Daily |
| Spiral Abyss |
600-800 per period |
Twice a month |
| Version events |
~2,000-3,000 per version |
Every 6 weeks |
| Check-in |
60/week |
Weekly |
| Character trials |
20 per character |
Each version |
| Serenitea Pot |
60/week |
Weekly |
| Statue level-ups |
Large amounts |
One-time |
| Quest rewards |
Large amounts |
One-time |
| Welkin Moon |
300 Genesis Crystals + 2,700 Primogems / 30 days |
¥30 per 30 days |
FAQ#
| Question |
Answer |
| Which banner should a beginner pull on? |
Only the limited character banner (Intertwined Fate) — avoid the standard and weapon banners during the early game. |
| Is it free-to-play friendly? |
Absolutely — the Welkin Moon at ¥30/month is the best value, and free-to-play players can clear all content. |
| How should resin be spent? |
Before AR45, run ley lines and talent domains; after AR45, put everything into gold artifact domains. |
| Do 5-star characters need Constellations? |
C0 is enough to clear the Spiral Abyss — Constellations and signature weapons are for pushing the ceiling. |
| How much time does Genshin take? |
Dailies ~15 minutes a day; patch content ~10-15 hours per version. |
| When is the best time to start? |
Anytime — new patches bring newcomer bonuses, and old characters get reruns. |
| Are all 7 nations released? |
6 of 7 are open (Mondstadt / Liyue / Inazuma / Sumeru / Fontaine / Natlan); Snezhnaya is estimated for version 6.0. |
Quick Reference#
| Item |
Info |
| Current version |
5.x (Natlan) |
| Total characters |
90+ playable characters |
| 5-star character pity |
90 pulls — the first pity is a 50/50 |
| Weapon pity |
80 pulls — Epitomized Path system |
| Daily Primogems |
60/day + 60/week from check-in |
| Welkin Moon value |
¥30 = 300 Genesis Crystals + 2,700 Primogems (30 days) |
| Regions |
7 nations — Mondstadt / Liyue / Inazuma / Sumeru / Fontaine / Natlan |
| Permanent endgame |
Spiral Abyss + Imaginarium Theater |
Practical Tips#
| # |
Tip |
Detail |
| 1 |
Never skip daily commissions |
60 Primogems + lots of Adventure Rank EXP every day — the most consistent income in the game. |
| 2 |
Don’t let resin overflow |
The cap is 160 — anything beyond it is wasted. Condense resin or run weekly bosses when it is close to full. |
| 3 |
Ascend every character past level 20 |
Every character’s first ascension grants 1 Acquaint Fate — 90+ across the full roster. |
| 4 |
Farm artifacts only after AR45 |
Pre-AR45 artifact domains drop no gold — pure resin waste. Raise character levels and talents first. |
| 5 |
Keep expeditions running |
Dispatch characters on expeditions every day — small gains add up. |
| 6 |
Clear weekly bosses every week |
The first 3 weekly boss runs cost half resin — the best resin value in the game. |
Version History#
| Version |
Theme |
New nation |
Time |
| 1.0 |
Welcome to Teyvat |
Mondstadt + Liyue |
September 2020 |
| 2.0 |
The Immovable God and the Eternal Euthymia |
Inazuma |
July 2021 |
| 3.0 |
The Morn a Thousand Roses Brings |
Sumeru |
August 2022 |
| 4.0 |
As Light Rain Falls Without Reason |
Fontaine |
August 2023 |
| 5.0 |
Flowers Resplendent on the Sun-Scorched Sojourn |
Natlan |
August 2024 |
| 6.0 (expected) |
Snezhnaya |
Snezhnaya |
Expected 2026 |
Advanced Elemental Reactions: From “Triggering” to “Mastering”#
Elemental reactions are the backbone of Genshin’s combat system, but most players stop at the shallow understanding of “Pyro on Hydro vaporizes, Cryo on Hydro freezes.” This section breaks down the hidden rules that actually shape your damage in real fights, across three dimensions: reaction priority, elemental attachment, and reaction damage multipliers.
| Reaction |
Order requirements |
Damage multiplier bucket |
Practical value |
Common misconception |
| Vaporize |
Pyro on Hydro is 1.5x, Hydro on Pyro is 2.0x |
ATK x skill multiplier x reaction multiplier x damage bonus |
Very high (core for main DPS) |
Assuming Pyro on Hydro is always bigger — only Hydro on Pyro gets the full 2x |
| Melt |
Pyro on Cryo is 2.0x, Cryo on Pyro is 1.5x |
Same as above |
Very high (works for Cryo and Pyro DPS alike) |
Ignoring the difference between weak and strong Cryo attachment |
| Overload |
Pyro + Electro, no order required |
Fixed level-scaled coefficient x Elemental Mastery bonus |
Medium (strong poise damage) |
Treating Overload as main damage — its payoff is far below Vaporize |
| Electro-Charged |
Hydro + Electro, both can stay active |
Fixed level-scaled coefficient x Elemental Mastery |
Medium (excellent AoE) |
Ignoring Electro-Charged’s damage tick interval and target locking |
| Frozen |
Hydro + Cryo, Hydro must attach first |
No direct damage |
High (control + Shatter) |
Shatter damage scales with physical bonuses, not Elemental Mastery |
Core rule of elemental attachment: every attachment is either “weak” or “strong” (weak attachments fade in about 9.5 seconds, strong ones in about 12). In practice, if you apply a weak Cryo base first and then trigger Melt with strong Pyro, Cryo remains on the target afterward — so you can apply Pyro again for a second Melt. That is the underlying logic of the “double melt” playstyle.
Practical Priority Checklist#
- Make sure the target already carries the right base element before your main DPS’s skill lands (for example, Ganyu applies Cryo, then you swap to Bennett to ignite it)
- Use weak-element skills to trigger the reaction, preserving strong attachments as the base for the next round
- Against groups, open with Electro-Charged or Overload for area poise damage, then finish weakened enemies with Vaporize or Melt
- On freeze teams, apply Hydro before Cryo — the freeze lasts about 1.5 seconds longer than the reverse order
- Against shielded enemies, Overload (Pyro + Electro) or Shatter (charged claymore attacks) breaks rock shields far faster than pure elemental damage
Elemental Mastery Diminishing Returns (Key Reference)#
| Elemental Mastery |
Vaporize/Melt bonus |
Overload/Electro-Charged/Shatter bonus |
Best suited for |
| 0 |
0% |
0% |
Pure ATK-scaling main DPS |
| 100 |
~18% |
~35% |
Sub-DPS applying elements |
| 200 |
~32% |
~70% |
Core slot of a reaction team |
| 400 |
~55% |
~140% |
Extreme Elemental Mastery sands + goblet builds |
| 600+ |
Marginal gain below 10% |
Marginal gain still considerable |
Only recommended for swirl supports like Sucrose or Kazuha |
Note: Vaporize/Melt bonuses get diluted by ATK, while Overload/Electro-Charged scale with nothing but Mastery and level. So if your main DPS’s ATK is already above 2,000, stacking Elemental Mastery pays off more than stacking more ATK.
The “Hidden Gap” in Energy Recharge#
Many players focus only on burst damage and ignore how insufficient Energy Recharge wrecks rotation rhythm. Common ER thresholds by role:
| Role |
ER requirement |
Standard |
| Single-element main DPS (e.g. Hu Tao) |
100%-120% |
Teammates’ particles alone keep the rotation seamless |
| Dual-element relay teams (e.g. Raiden + Kujou Sara) |
Raiden 250%+, Sara 180%+ |
Raiden can fit two full damage windows inside one burst |
| Pure supports (e.g. Bennett) |
200%-240% |
Every burst must cover the main DPS’s damage window |
| Off-field sub-DPS (e.g. Xiangling) |
220%-260% |
Below this, downtime cuts overall DPS by roughly 15% |
Practical tip: in the Abyss or high-difficulty domains, if energy runs short, prioritize “Favonius” or “Sacrificial” series weapons — their particle generation beats brute-forcing ER substats. Also exploit the “swap in to catch particles” mechanic: letting the character with the highest ER requirement pick up the elemental particles on-field raises effective energy gain by about 20%.
The Abyss Team “Three Axes” Check#
- Damage axis: the total time of the main DPS’s full skill rotation (e.g. Ganyu’s charged shot fires about every 2.5 seconds; Hu Tao’s E lasts 9 seconds)
- Buff axis: how long support buffs last (e.g. Bennett’s burst 12 seconds; Kazuha’s damage buff 8 seconds)
- Survival axis: how long shields/healing keep the team alive (e.g. Zhongli’s shield 20 seconds; Kokomi’s jellyfish 15 seconds)
A lineup is sound when the buff axis overlaps the damage axis by 80% or more and the survival axis covers the damage axis from start to finish. If the damage axis runs longer than the buff axis, shorten the main DPS’s field time or swap in a different buffer.
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Full Guides#
In-depth sub-guides — beginner basics, world and exploration, characters and builds, quests and events, weapons and artifacts, and endgame content — are available in Chinese on NTGame’s Genshin Impact section.
If you read Chinese, that section also carries dedicated pages for achievements, boss strategies, combat, lore, secrets, updates, and the full walkthrough.