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Character guide · Fusion Sword DPS and Sub-DPS

Brant

Fusion Sword guide - Echo builds, stats, teams, and damage notes.

Brant is a 5-star Fusion Sword character in Wuthering Waves. This guide preserves his complete talents and multipliers, sequence value, two Energy-focused build targets, weapon-linked Echo comparisons, live teams, damage breakdown, materials, and videos.

Element: Fusion Weapon: Sword Rarity: 5★ Version: 2.1
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Brant character artwork

Overview

Base stats

HP 11675
ATK 375
DEF 1308
Max Energy 100
Crit Rate 5%
Crit DMG 150%
Healing Bonus 0%
Fusion DMG Bonus 0%
Tune Break Boost 0
Off-Tune Buildup Rate 100%

Talents

Talent descriptions & multipliers

Talent priority

Normal Attack Recommended levelLv. 10
Resonance Skill Recommended levelLv. 6
Forte Circuit Recommended levelLv. 10
Resonance Liberation Recommended levelLv. 10
Intro Skill Recommended levelLv. 6

Normal Attack

Captain's Rhapsody

Basic Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Heavy Attack

Consume STA to attack the target, dealing Fusion DMG.

Heavy Attack - Rhapsodic Riff

Consume STA to attack the target, dealing Fusion DMG.

After performing Basic Attack Stage 2 or Stage 4, hold Normal Attack to perform Heavy Attack - .

After performing Mid-air Attack Stage 4, Press Normal Attack to perform Heavy Attack - .

Mid-air Attack

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Press Normal Attack following Mid-air Attack Stage 1 or Stage 2 to swing to the target with Grapple. Brant will attack the target if he reaches them with the swing. Release while in action to flip backward after the attack hits; or hold Normal Attack to attack the target continuously and flip backward after the finishing move. Brant flips backward automatically after Mid-air Attack Stage 3. Press Normal Attack after each flip to perform the next stage of Mid-air Attack. Flip resets Mid-air Dodge attempts.

If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward, dealing Fusion DMG.

If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, he will drop down after a temporary suspension in mid-air.

Dodge Counter

Press Normal Attack right after a successful Dodge to attack the target, dealing Fusion DMG.

Multipliers Lv. 10

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Resonance Skill

Anchors Aweigh!

Brant launches himself into the air and blasts all targets in an area, dealing Fusion DMG. While in mid-air, if is not full, Resonance Skill is replaced with Plunging Attack.

Plunging Attack

Plunge at the target at the cost of STA, dealing Fusion DMG, which is considered Basic Attack DMG.

If Brant fails to reach the target with the Grapple swing of Mid-air Attack Stage 1, he instead performs a slash forward. Afterward, Press Normal Attack to perform Plunging Attack.

If Brant reaches the target with the Grapple swing of Mid-air Attack Stage 1 or Stage 2 but the attack fails to hit the target, Press Normal Attack to perform Plunging Attack during the suspension.

Multipliers Lv. 10

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Forte Circuit

Ocean Odyssey

Theatrical Moment

Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 12 points of ATK, up to 1560.

Waves of Acclaims

Heal all nearby Resonators in the team when reaches 25, 50, 75, and 100.

When is full, replace Resonance Skill Anchor Aweigh! with .

Consume all to perform , dealing Fusion DMG, considered Basic Attack DMG, and generate a shield. Casting this skill when in ends this state after ends.

Brant can hold up to 100 .

Obtain when Normal Attacks hit the target.

Obtain when Intro Skill hits the target.

Obtain when Resonance Skill hits the target.

Multipliers Lv. 10

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Resonance Liberation

To the Horizon

Deal Fusion DMG to targets within the range and heal all nearby Resonators in the team before entering the state.

Can be cast in mid-air.

Aflame

The efficiency of gaining is increased by 100% when Normal Attack or Resonance Skill hits the target. Meanwhile, Forte Circuit is replaced by .

"My" Moment

Brant gains additional ATK based on his Energy Regen: For every 1% of his Energy Regen over 150%, Brant gains additional 20 points of ATK, up to 2600.

Multipliers Lv. 10

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Intro Skill

Applaud for Me!

Attack the target, dealing Fusion DMG, and gain effect.

The next Mid-air Attack begins at Stage 2. This effect ends when Brant lands early or is switched out.

Multipliers Lv. 10

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Outro Skill

The Course is Set!

Ampify the incoming Resonator's Fusion DMG by 20% and Resonance Skill DMG by 25% for 14s or until the Resonator is switched out.

Tune Break

Tune Break: Sword

When the target's is full, the Resonators may cast Tune Break on the target.

Inherent Skill I

Voyager's Blaze

Healing provided by is increased by 20%.

Inherent Skill II

Trial by Fire and Tide

Brant's resistance to interruption is increased during Mid-air Attacks and gains 15% Fusion DMG Bonus.

Sequences

Sequence value

S1

By Currents and Winds

temporarily causes nearby targets to stagnate while casting. The stagnation effect is removed when Brant is switched off the field.
After casting Intro Skill Applaud for Me! or each flip following Mid-air Attack, Brant's DMG dealt is increased by 20% for 5s, stacking up to 3 times.

Why it matters

Not Available

S2

For Smiles and Cheers

Casting Mid-air Attack and increases Brant's Crit. Rate by 30%.
Brant's Outro Skill The Course is Set! gains a new enhancement:
When Resonance Skill cast by the incoming Resonator (or nearby Resonators who activate Brant's Outro Skill) hits a target within 20s after Brant's Outro Skill, Brant blasts the hit target, dealing Fusion DMG equal to 440% of Brant's ATK (considered Basic Attack DMG). This explosion can be triggered 1 time per second, up to 2 explosions in total.
- This effect remains active when Brant is switched off the field.

Why it matters

Not Available

S3

Through Storms I Sail

The DMG Multiplier of is increased by 42%.

Why it matters

Not Available

S4

To Freedom I Sing

The Shield obtained from is increased by 20%. Casting restores HP for all nearby Resonators in the team (6.60 HP for every 1% Energy Regen).

Why it matters

Not Available

S5

All the World's an Actor's Stage

Dealing Basic Attack DMG gives Brant 15% Basic Attack DMG Bonus for 10s.

Why it matters

Not Available

S6

All the World's a Captain's Carnevale

Mid-air Attack's DMG Multiplier is increased by 30%. Casting causes a secondary blast, dealing Fusion DMG equal to 30% of the DMG dealt by , considered Basic Attack DMG.

Why it matters

Not Available

Multipliers Lv. 10

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Sequence damage comparison

S0
100%
S1
121%
S2
144%
S3
180%
S4
180%
S5
186%
S6
235%

Build

Build targets

Sub-stat priority

  1. 1Crit Rate
  2. 2Crit DMG
  3. 3ATK%
  4. 4Basic Attack DMG Bonus
  5. 5Energy Regen

Optimal Build Targets with Energy / Energy

ATK1650-1720Cost 3 Energy / Energy
Crit Rate78-83%
Crit DMG225-235%
Energy270-280%
Basic Attack DMG20-35%

Optimal Build Targets with Energy / Fusion

ATK1650-1720Cost 3 Energy / Fusion
Crit Rate78-83%
Crit DMG225-235%
Energy250-260%
Basic Attack DMG20-35%

Echoes

Main stats

Echoes 1

Tidebreaking Courage

Tidebreaking Courage
Sonata effect
Tidebreaking Courage · 5 pieces

2 SetEnergy Regen +10%.

5 SetIncrease the Resonator's ATK by 15%. Reaching 250% Energy Regen increases all Attribute DMG by 30% for the Resonator.

Main Echo
Dragon of Dirge

Transform into Dragon of Dirge and summon a Grief Rift lasting for 5s. Periodically deal 36.81% Fusion DMG to enemies within the area of effect. The Resonator with this Echo equipped in the main slot gains 12.00% Fusion DMG Bonus and 12.00% Basic Attack DMG Bonus.

Cost 4Crit DMG / Crit Rate
Cost 3Fusion / Energy Regen
Cost 3Fusion / Energy Regen
Cost 1ATK
Cost 1ATK
Echo stat comparisons
1× Cost 4 Crit Rate · 1× Cost 3 Fusion · 1× Cost 3 Energy Regen · 2× Cost 1 ATK100%
1× Cost 4 Crit Rate · 1× Cost 3 Fusion · 1× Cost 3 Energy Regen · 2× Cost 1 ATK95.64%
1× Cost 4 Crit Rate · 2× Cost 3 Energy Regen · 2× Cost 1 ATK94.77%
1× Cost 4 Crit DMG · 2× Cost 3 Fusion · 2× Cost 1 ATK74.60%
1× Cost 4 Crit Rate · 2× Cost 3 Energy Regen · 2× Cost 1 ATK73.24%
1× Cost 4 Crit Rate · 2× Cost 3 Energy Regen · 2× Cost 1 ATK71.13%
1× Cost 4 Crit Rate · 2× Cost 3 Energy Regen · 2× Cost 1 ATK68.05%
1× Cost 4 Crit DMG · 2× Cost 3 Fusion · 2× Cost 1 ATK67.78%
1× Cost 4 Crit Rate · 2× Cost 3 Energy Regen · 2× Cost 1 ATK64.94%

Teams

Current Team DPS teams

Teams

Teams are loaded from the current validated Team DPS projection. The DPS shown is the average across three rotations, and future Team DPS updates appear here automatically.

Current teams load only when this section is reached.

Calculations

Damage breakdown

Basic Attack80.66%
Liberation13.56%
Echo0.73%
Intro5.05%

This breakdown is based on Brant's damage distribution when he is played solo without buffs from other characters.

Character synergies

Review

Brant review

Review updated:

Brant is a 5-Star Fusion Sword character from Version 2.1 who plays three roles in one slot: a sub-DPS with real personal damage, a team sustain (healing and shields), and an amplifier through his Outro — 20% Fusion DMG Amplification and 25% Resonance Skill DMG Amplification for the incoming Resonator. His kit is built around the Bravo gauge and its big finisher Returned from Ashes, and his defining quirk is Theatrical Moment: he converts Energy Regen into flat ATK, which makes Energy Regen his most important stat and shapes his entire build. His damage profile is heavily Basic-typed: Basic Attack 80.66%, Resonance Liberation 13.56%, the rest split between Intro and Echo. In his tested teams he deals roughly a third of the team's damage in dual-carry structures, rising to about three quarters when he headlines his own.

The live Team DPS section is the authority for Brant's current tested compositions, ordering, DPS values, and rotations. It updates from the validated Team DPS projection instead of freezing those values in this review.

Quick Verdict

Brant is complete at S0 — the full Bravo loop, the sustain package, and his Outro all work without sequences — and he is one of the easiest characters on the site to pilot: the exact same tested rotation string appears in all nine of his tested teams. His home is the Fusion core: the famous Mono Fusion triangle is Changli, Brant and Lupa, where every Outro in the loop lands at full value, and he also slots next to Galbrena and Aemeath as a sustain sub-DPS.

One condition sits above everything else: pull Brant only together with his signature weapon, Unflickering Valor. His whole build is gated by Energy Regen breakpoints that no other sword can cover, and the page's own tested comparison puts the best non-signature setups roughly 25 points behind (details in Build Priorities). Budget for character + weapon as a package, or skip the package entirely.

Best teams6/10 — several tested structures in the middle of the projection, headlined by the Mono Fusion triangle, with sustain included in his slot
General teams5/10 — his Outro fits Fusion and Skill-typed carries, and his sustain is universally useful, but the buff halves leak outside those profiles
F2P valueComplete at S0 — but the signature is effectively part of the character, so the real cost is two banners
Whale valueModerate — S2 and S3 are real spikes (144% and 180%), S6 tops at 235%

How Brant Works

Bravo is his Forte gauge (100 points), built by Normal Attack hits, his Intro, and his Resonance Skill. Two things happen as it fills: at every 25 points the team is healed (Waves of Acclaims), and at 100 his Skill transforms into Returned from Ashes — his signature hit, counted as Basic Attack damage, which generates a shield on cast and readies his Outro at the end of the rotation. His Liberation deals Fusion damage, heals the team, and puts him in the Aflame state: Bravo gain from Normal and Skill hits is doubled, and his ATK conversion is upgraded (below). In practice the whole loop is: Intro in, Liberation for Aflame, hold Basic Attack through his mid-air chains until Bravo is full, fire Returned from Ashes, and Outro.

Theatrical Moment — the mechanic that builds him. For every 1% of Energy Regen Brant has over 150%, he gains +12 flat ATK — up to +1560, and inside Aflame this becomes +20 per point, up to +2600. The cap is reached at 280% total Energy Regen. Two things follow: Energy Regen is an offensive stat for him, not a utility one, and his ATK% is worth less than usual — his base ATK is low (375), so the flat ATK from his Forte does the heavy lifting. His signature Echo set, Tidebreaking Courage, adds another breakpoint on top: its 5-piece grants 15% ATK and, on reaching 250% Energy Regen, 30% all-Attribute DMG. His build is the art of hitting 250–280% Energy Regen without bankrupting his Crit — see Build Priorities for how the signature weapon solves this.

His Outro, The Course is Set!, grants the incoming Resonator 20% Fusion DMG Amplification and 25% Resonance Skill DMG Amplification for 14 seconds, ending early if they swap out. One character, one swap, both halves must match — this is what makes him Changli's designed partner, and it decides every team in Team Fit & Account Value.

His sustain package is real but honest: the heals are small and tied to his own rotation (his Inherent Skill Voyager's Blaze boosts them by 20%), and the shield comes once per Returned from Ashes. His other Inherent, Trial by Fire and Tide, grants 15% Fusion DMG Bonus and interruption resistance during his mid-air attacks. He keeps a team healthy through normal play, but he is a damage dealer who sustains — not a replacement for Shorekeeper or Verina when a fight demands a true healer.

Standard tested rotation — identical in all nine tested teams, about 7.87 seconds of field time:

Intro > Liberation > Hold Basic > Basic > Hold Basic > Skill (Returned from Ashes) > Echo > Outro

One string to learn, used everywhere — a genuine comfort point. For main-carry Brant there is also a tested double-Anchor variant: a quick-swap route that fits two Returned from Ashes into one rotation by banking Bravo before his Liberation. The tested team note lays out the inputs; it costs one quick swap and tighter timing, and it is only worth it when he is the carry — in his normal sub-DPS teams, the standard string is all you need.

Build Priorities

His tested solo damage profile: Basic Attack 80.66%, Resonance Liberation 13.56%, Intro 5.05%, Echo 0.73%. Build him as a Basic Attack damage dealer who also happens to heal.

Sub-stat priority: Crit Rate > Crit DMG > ATK% > Basic Attack DMG Bonus > Energy Regen — with the caveat that his Energy Regen totals come first (below).

Build targets (from the page): ATK 1650–1720, Crit Rate 78–83%, Crit DMG 225–235%, Basic Attack DMG 20–35% — and Energy Regen 250–260% with a Fusion/Energy Cost 3 split, or 270–280% with double Energy Cost 3. The math behind those numbers: 100% base + 77% from his signature + 10% from Tidebreaking's 2-piece + 32% per Energy Cost 3 main stat. With one Energy Cost 3 that lands at 219%, and sub-stats carry him over the 250% set breakpoint; with two, he reaches ~251% before sub-stats and pushes toward the 280% conversion cap.

Talent priority: Normal Attack, Forte Circuit, and Resonance Liberation to Lv. 10; Resonance Skill and Intro Skill to Lv. 6.

His Echo set is 5-piece Tidebreaking Courage with Dragon of Dirge as the main Echo (12% Fusion DMG and 12% Basic Attack DMG in the main slot). The set is made for him: Energy Regen on the 2-piece, ATK on the 5-piece, and the 30% all-Attribute DMG at the 250% breakpoint.

The signature weapon deserves its own paragraph, because for Brant it is not a luxury — it is the build. Unflickering Valor provides 77% Energy Regen as its main stat, 8% Crit Rate, and up to 48% Basic Attack DMG Bonus at R1. No other sword comes close to covering his Energy Regen demand: with any alternative, even sacrificing both Cost 3 slots to Energy Regen mains, he starts at 174% (base + Tidebreaking 2-piece + double Energy Cost 3) and needs roughly 76–106% more from sub-stat rolls alone — which means sacrificing the Crit sub-stats his damage lives on. The page's own tested comparison says it plainly: his signature build with Fusion/Energy Cost 3 sits at 100%, while the best non-signature routes land at 74.60% (Red Spring with Molten Rift), 73.24% (Red Spring with Tidebreaking and double Energy Cost 3), 71.13% (Overture with Tidebreaking), and 67.78% (Emerald of Genesis with Molten Rift). That is roughly a 25-point gap — the widest signature gap of any character reviewed on the site so far. So the verdict is simple: pull Brant with his weapon, or do not pull him at all. If you already own him without it, the workable fallback is Emerald of Genesis with 5-piece Molten Rift (pressing his Skill once before the rotation), accepting that he plays a tier down.

Team Fit & Account Value

His number 1 tested team is Galbrena with Brant and Lupa — but read it honestly: the team note flags that Galbrena does not receive his full buff, because her Resonance Skill damage share is effectively zero and the 25% Skill half of his Outro is wasted on her. Her review names Qiuyuan and Lucilla as her amplifiers of choice; Brant is the sustain-flavored alternative in the same band, and in exchange he fully receives Lupa's Outro (20% Fusion + 25% Basic Attack Amplification — his exact profile).

The famous team: Mono Fusion — Changli, Brant and Lupa. This is the designed triangle, and the Outro chain is the whole case for it: Lupa's Outro (20% Fusion + 25% Basic Attack Amplification) lands on Brant, whose damage is 80.66% Basic; Brant's Outro (20% Fusion + 25% Skill Amplification) lands on Changli, whose damage is 65.45% Skill; Changli's Outro (20% Fusion + 25% Liberation Amplification) lands on Lupa, whose damage is 64.19% Liberation. Every buff in the loop lands at full value, all three deal real damage, and Brant's sustain covers the team's survival with no dedicated healer slot. It is tested, functional, and sits in the middle of the projection at difficulty 1. One warning, consistent with Changli's review: the triangle is not optional — Changli and Brant without Lupa tests at the very bottom, so do not build two-thirds of this team.

Aemeath with Brant and Lupa is tested and works mechanically — but her team notes are honest: without Lynae or Mornye responding to her Tune mechanics, her full passive (60% Crit DMG and 25% DMG Amplification) never activates and her Rupture stacks starve. Brant is a workable partner for her, not one of her best — her review-tier partners are Lynae and Denia.

Mono Fusion Brant — Brant as the carry, with Lupa and Mornye — is the tested main-DPS structure, where he deals about three quarters of the team's damage with the double-Anchor rotation. It is functional and sits lower-mid in the projection: a real option for owners who want him on the field longer, not a reason to pull him.

His honest limits: his Outro halves leak — a non-Fusion carry wastes the 20%, a non-Skill-typed carry wastes the 25%; his sustain keeps a healthy rotation healthy but does not replace a true healer in punishing fights; and his whole value proposition is taxed by the signature weapon. He is a Fusion-core hybrid, not a general support.

Sequence Value

Brant is complete at S0 — the Bravo loop, Returned from Ashes, the sustain package, and his Outro all function without sequences. The page's sequence damage chart: S0 100% → S1 121% → S2 144% → S3 180% → S4 180% → S5 186% → S6 235%.

  • S1 — By Currents and Winds (4/5): Returned from Ashes stagnates nearby targets while casting, and his Intro and mid-air flips grant stacking 20% DMG (up to 3). Comfort plus damage (121%).
  • S2 — For Smiles and Cheers (5/5): The first major stopping point. His Mid-air Attacks and Returned from Ashes gain +30% Crit Rate — which also lets the build swap Cost 4 to Crit DMG — and his Outro gains an off-field follow-up: when the buffed Resonator's Skill hits, Brant blasts the target for 440% of his ATK, up to twice, even while he is off the field (144%).
  • S3 — Through Storms I Sail (5/5): Returned from Ashes gains +42% multiplier — a large bump on his biggest hit (180%).
  • S4 — To Freedom I Sing (2/5): His shield grows 20% and Returned from Ashes heals the team scaling with his Energy Regen. A sustain node — the chart stays flat (180% → 180%).
  • S5 — All the World's an Actor's Stage (3/5): Dealing Basic Attack damage grants 15% Basic Attack DMG Bonus for 10s (186%).
  • S6 — All the World's a Captain's Carnevale (5/5): Mid-air Attacks gain +30% multiplier, and Returned from Ashes detonates a second time for 30% of its damage — the 235% ceiling, for dedicated Brant mains.

Realistic stopping points: S0 with his signature is the correct purchase. S2 is the efficient spike for owners who play him daily; S3 for mains; nothing past that has an account-value case.

Pull Value

Pull Brant if:

  • You own or plan to pull Lupa — the Mono Fusion triangle (Changli, Brant, Lupa) is his famous home, and Lupa's Outro is written for his profile.
  • You want a sub-DPS who also covers the team's sustain — healing and shields bundled into a damage slot, freeing the healer slot in triple-carry Fusion teams.
  • You can also afford Unflickering Valor — treat character and weapon as one purchase; the page's tested gap to the best alternatives is about 25 points.
  • You want one of the easiest rotations on the site — one short string, identical in every tested team.
  • You like him enough to consider S2 later — it is a real, well-designed spike.

Skip or delay Brant if:

  • You cannot fund character and signature — without Unflickering Valor his build cannot reach its Energy Regen breakpoints without gutting his Crit, and his value drops by roughly a quarter.
  • You have no Lupa and no plans for the Fusion core — his best structures all run through her, and the two-character versions test far lower.
  • You need a dedicated healer — he is a damage dealer who sustains, not a Shorekeeper or Verina replacement.
  • You already own Changli and Lupa and only want the third piece for power reasons — the triangle is mid-projection; newer cores do more. Pull it because you enjoy it, not because you are missing damage.

Materials

Exact totals come from the canonical material data.

Character materials

170,000Shell Credit
LF Tidal Residuum
12×MF Tidal Residuum
12×HF Tidal Residuum
FF Tidal Residuum
46×Blazing Bone
60×Golden Fleece

Important skills

1,400,000Shell Credit
25×LF Tidal Residuum
25×MF Tidal Residuum
25×HF Tidal Residuum
45×FF Tidal Residuum
20×The Netherworld's Stare
25×Inert Metallic Drip
25×Reactive Metallic Drip
40×Polarized Metallic Drip
55×Heterized Metallic Drip

Max character and skills

2,235,100Shell Credit
29×LF Tidal Residuum
67×MF Tidal Residuum
52×HF Tidal Residuum
61×FF Tidal Residuum
46×Blazing Bone
26×The Netherworld's Stare
60×Golden Fleece
25×Inert Metallic Drip
46×Reactive Metallic Drip
55×Polarized Metallic Drip
67×Heterized Metallic Drip

Videos

Related videos

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