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Archon Guide: Venti


Author: Toby | Featured Character: Venti | Element Type: Anemo | Game Version 2.3.0

Intro

  Undercover or not, Venti’s unique skills and overall versatile team position is a crystal clear demonstration of the drunkard bard’s status as the anemo archon. With his high energy recharge rate and a crowd-controlling, rapidly-devastating burst that absorbs nearly any other element introduced to it, Venti can deal massive damage on and off the field. 

    Venti’s potential is not constellation locked, giving him the ability to deal broken damage at c0 and only become ridiculously more powerful at (recommended constellationsc2 and c6. It is not personally suggested to go for constellations unless you can easily afford it; this is because even without a single constellation, Venti is a supreme character— plus, c1 is effectively useless, so aiming for only one constellation may leave you disappointed, and trying for any more may leave your wallet disappointed.

Mainguide

Wind's Grand Ode

Fires off an arrow made of countless coalesced winds, creating a huge Stormeye that sucks in objects and enemies along its path, dealing continuous Anemo DMG.

Elemental Absorption: If the Stormeye comes into contact with Hydro/Pyro/Cryo/Electro elements, it will deal additional DMG of that type. Elemental Absorption may only occur once per use.

Wind’s Grand Ode’s primary function is as a mighty vortex that pulls in nearby enemies and rapidly deals continuous swirl damage (47% dmg at level 1); The vortex absorbs whatever element is applied as well, dealing additional damage (23.5% dmg at level 1) to any enemies that have been unlucky enough to get trapped within. 

Enemies composed of the elements— such as slimes— immediately transfer their respective element to the vortex, which can make it ineffective in defeating the aforementioned target as they become immune or hold a resistance to their own element. In this situation and even without elemental resistance, elemental reactions within the ult is a suggested and plausible option for a more effective damage output.

Utilizing reactions and capitalizing on elemental mastery is vital to achieving bigger numbers with this skill. As such, using Venti’s ult and then swapping characters to imbue the vortex with another element is suggested as the damage persists whether or not Venti is on field.


Skyward Sonnet

Tap: Summons a Wind Domain at the enemy's location, dealing AoE Anemo DMG and launching enemies into the air.

Hold: Summons an even larger Wind Domain with Venti as the epicenter, dealing AoE Anemo DMG and launching affected enemies into the air.

After unleashing the Hold version of this ability, Venti rides the wind into the air. Enemies hit by Skyward Sonnet will fall to the ground slowly.

Skyward Sonnet serves to be both a useful tool for exploration and as a multi-functioning damage dealer, allowing for crowd-control (albeit on a smaller level than Wind’s Grand Ode), plunge damage, swirl reactions, and even allowing you to dodge enemies’ attacks by flying up in the air and leaving a 20s long upcurrent in your wake.

Due to the versatile nature of this skill, the high press (276% at level 1) & hold (380% at level 1) dmg, and the relatively short cooldown, Venti is a must have when looking for a character that can fill a flexible slot in your team composition. This skill gives a massive QoL exploration buff and eases the difficulties of cliff climbing, which is helpful regardless but proves to be especially so when you aren't at max stamina.


Embrace of Winds

Holding Skyward Sonnet creates an upcurrent that lasts for 20s.

Self explanatory. Can be used to dodge enemies, reach higher places, or use plunging attacks.


Stormeye

Regenerates 15 Energy for Venti after the effects of Wind's Grand Ode end. If an Elemental Absorption occurred, this also restores 15 Energy to all characters of that corresponding element in the party.


Windrider

Decreases gliding Stamina Consumption of your characters in the party by 20%. Not stackable with Passive Talents that provide the exact same effects.

Gliding may not actually be faster, but you can definitely go farther with this passive.

Talents & Constellation

Character Talents


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Normal Attack: Divine Marksmanship

Normal Attack
Perform up to 6 consecutive shots with a bow.

Charged Attack
Perform a more precise Aimed Shot with increased DMG.
While aiming, favorable winds will accumulate on the arrowhead. A fully charged wind arrow will deal Anemo DMG.

Plunging Attack
Fires off a shower of arrows in mid-air before falling and striking the ground, dealing AoE DMG upon impact.


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Skyward Sonnet

O wind upon which all hymns and songs fly, bear these earth-walkers up into the sky!

Press
Summons a Wind Domain at the enemy's location, dealing AoE Anemo DMG and launching enemies into the air.

Hold
Summons an even larger Wind Domain with Venti as the epicenter, dealing AoE Anemo DMG and launching affected enemies into the air.
After unleashing the Hold version of this ability, Venti rides the wind into the air.

Enemies hit by Skyward Sonnet will fall to the ground slowly.

In the days when gods and men walked the earth together, the heavens were filled with countless songs. This melody has long since been forgotten.


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Wind's Grand Ode

Fires off an arrow made of countless coalesced winds, creating a huge Stormeye that sucks in objects and enemies along its path, dealing continuous Anemo DMG.

Elemental Absorption
If the Stormeye comes into contact with Hydrolero/Cryo/Electro elements, it will deal additional elemental DMG of that type.
Elemental Absorption may only occur once per use.

Many hymns written in praise of the Anemo Archon have been lost to time. This one sings of his mastery over the wind.


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Embrace of Winds

Holding Skyward Sonnet creates an upcurrent that lasts for 20s.


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Stormeye

Regenerates 15 Energy for Venti after the effects of Wind's Grand Ode end.
If an Elemental Absorption occurred, this also restores 15 Energy to all characters of that corresponding element in the party.


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Windrider

Decreases all party members' gliding Stamina consumption by 20%.

Thoughts on Talents


Recommended talent level procession looks something like this:

    Q > E > A

Or in other words, focus on burst, then skill, then auto attack.

Character Constellation


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Splitting Gale

Constellation Lvl. 1

Fires 2 additional arrows per Aimed Shot, each dealing 33% of the original arrow's DMG.


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Breeze of Reminiscence

Constellation Lvl. 2

Skyward Sonnet decreases enemy Anemo RES by 12% for 105.
Enemies launched by Skyward Sonnet suffer an additional 12% Anemo RES and Physical RES decrease while airborne.


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Ode to Thousand Winds

Constellation Lvl. 3

Increases the Level of Wind's Grand Ode by 3.
Maximum upgrade level is 15.


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Hurricane of Freedom

Constellation Lvl. 4

When Venti picks up an Elemental Orb or Particle, he receives a 25% Anemo DMG Bonus for 10s.


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Concerto dal Cielo

Constellation Lvl. 5

Increases the Level of Skyward Sonnet by 3.
Maximum upgrade level is 15.


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Storm of Defiance

Constellation Lvl. 6

Targets who take DMG from Wind's Grand Ode have their Anemo RES decreased by 20%.
If an Elemental Absorption occurred, then their RES towards the corresponding Element is also decreased by 20%.

Thoughts on Talents


C0 - Flexible and helpful as a support and DPS. A good asset to many team comps.


C1 - Considering the unlikely guarantee of you spending your time only using charged shots, and the much more likely possibility of you missing these two additional arrows, this constellation is effectively borderline useless. Unless, of course, you really do just want to sit and attack from a distance, seeing as a moving enemy is likely to not get hit by all three arrows.


C2 - A recommended constellation if you're a high spender but don't want to whale for C6. Especially good if you have two anemo characters on the same team; Switch to the second so you can reap the sweet damage from a 24% Anemo RES decrease. Also sets up the scene for Venti's charged shots.


C3 - Bonus Talent levels are always handy.


C4 - Useful mostly if you keep Venti on the field.


C5 - Bonus Talent levels are always handy.


C6 - A recommended constellation if you have the ability to whale. Very very useful for keeping Venti on the field and for switching him- it benefits anemo users and whoever's element you used to imbue the Wind's Grand Ode, pretty drastically.

Weapons

Choice Number #1 - Skyward Harp


Weapon Ability

Increases CRIT DMG by 20/25/30/35/40%. Hits have a 60/70/80/90/100% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 4/3.5/3/2.5/2s.

Usage Description

The best option for a DPS Venti. Undoubtedly his BiS.


Choice Number #2 - Amos' Bow


Weapon Ability

Increases Normal Attack and Charged Attack DMG by 12/15/18/21/24%. Normal and Charged Attack DMG increases by 8/10/12/14/16% every 0.1s that an arrow is in flight, up to 0.5s.

Usage Description

Nothing shiny, but still an effective weapon for Venti when building him as a DPS.


Choice Number #3 - The Stringless


Weapon Ability

Increases Elemental Skill and Elemental Burst DMG by 24/30/36/42/48%.

Usage Description

Venti's best four-star weapon.


Choice Number #4 - Elegy for the End


Weapon Ability

A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 60/75/90/105/120. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 100/125/150/175/200 and increases ATK by 20/25/30/35/40%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack.

Usage Description

If you aren't building Venti as a DPS but instead as a support, this is his BiS and should replace Skyward Harp. Otherwise, it's an average weapon.

Artifactsetup

Artifact Setup #1 - DPS Venti - 2p VV, 2p Glad


Main Stats

ATK% Sands / ANEMO DMG% Goblet / CRIT RATE% Circlet

Sub-stats

Crit Rate% > Crit Damage% > Atk% > Elemental Mastery > Energy Recharge > HP > DEF

This set provides an ATK% bonus and an ANEMO DMG% bonus. Alternatively, you could run 4p VV or 2p VV and 2p NO if you want a burst dps.


1st Setbonus (Gladiator's Finale)

ATK +18%

2nd Setbonus (Viridescent Venerer)

Anemo DMG Bonus +15%

Conclusion

Though at first glance Venti may not seem like much, he certainly packs a wicked punch and can serve as nearly any kind of DPS or Support with the right time and build put into him. His attacks and ulitities contradict his primary idealogy of freedom in a unique, ironic crowd-controlling twist, but his power is certainly on brand for his title of Anemo Archon.

         note:   It’s important to know for your builds that swirl damage does not crit. If you’re building Venti as a DPS, elemental reactions are not as important as his damage is on its own. The aforementioned build focuses on Venti’s potential as a DPS. If you want to build him as a support that focuses more on elemental reactions, use Elegy for the End as opposed to Skyward Harp for BiS and replace the ATK% Sands with ER Sands. 180-200% ER is recommended for support, less is needed for DPS.