Character guide · Aero Erosion Sub-DPS
Ciaccona
Aero Pistols guide - Best weapons, Echoes, stats, teams, and damage notes.
Ciaccona is a 5-star Aero Pistols Sub-DPS built around Aero Erosion and team buffs. This guide preserves her weapons, Gusts of Welkin Echo setup, stats, complete talents, sequence value, live teams, damage breakdown, materials, and videos.
Overview
Base stats
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
Quadruple Time Steps
Basic Attack
Perform up to 4 consecutive attacks, dealing Aero DMG. Basic Attack Stage 4 inflicts 1 stack of Aero Erosion upon the target hit.
When the first three stages of Ciaccona's Basic Attack are interrupted by dodging, press Basic Attack in time to resume the attack cycle and cast the corresponding Basic Attack stage.
After Basic Attack Stage 4, Ciaccona starts a . If Ciaccona's Basic Attack Stage 4 or ends early (proactively or being interrupted), an is generated.
Solo Concert
When Ciaccona or performs , they give 24% Aero DMG Bonus to all nearby Resonators in the team. This effect is not stackable.
Ensemble Sylph
Up to 2 Ensemble Sylphs may exist simultaneously.
If Ciaccona's Basic Attack Stage 4 is interrupted, the Ensemble Sylphs generated will finish the attack for Ciaccona and enter .
If Ciaccona's is interrupted, the Ensemble Sylphs generated will continue the for Ciaccona.
Aside from the two situations mentioned above, Ensemble Sylphs generated by Resonance Skill will finish Ciaccona's current attack without entering .
Heavy Attack
Consume STA to jump into mid-air and attack the target, dealing Aero DMG.
Aimed Attack
Press Aim to enter Aiming Mode to fire charged shots, dealing Aero DMG, considered Heavy Attack DMG.
Mid-air Attack
Consume STA to perform up to 2 consecutive attacks, dealing Aero DMG.
Press Normal Attack after Mid-air Attack Stage 2 to cast Basic Attack Stage 4.
Dodge Counter
Follow up successful Dodges with Basic Attack to attack the target, dealing Aero DMG.
Multipliers Lv.
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Resonance Skill
Harmonic Allegro
Move a certain distance, dealing Aero DMG and inflicting 1 stack of Aero Erosion on the target upon hit.
Press Normal Attack in time to cast Basic Attack Stage 2.
When Ciaccona interrupts Basic Attack, Heavy Attack, Mid-air Attack, or with Resonance Skill, an is generated.
Ciaccona's Resonance Skill can be cast in mid-air.
Multipliers Lv.
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Forte Circuit
Symphony of Wind and Verse
Heavy Attack - Quadruple Downbeat
When there are 3 segments of , Heavy Attack is replaced with Heavy Attack - .
Consume all to shoot Downbeat Notes forward to deal Aero DMG, pulling in the nearby targets and inflicting 1 stack of Aero Erosion on the target hit.
Heavy Attack - can be cast in mid-air close to the ground.
Musical Essence
Ciaccona can hold up to 3 segments of .
Casting Basic Attack Stage 4 or Intro Skill recovers 1 segment of .
Multipliers Lv.
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Status multipliers Lv.
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Resonance Liberation
Singer's Triple Cadenza
Ciaccona and Ensemble Sylphs perform an Improvised Symphonic Poem together, dealing Aero DMG once to the nearby targets and entering .
Recital
When in , sound waves will periodically radiate around Ciaccona. When the sound wave overlaps with the circle indicator, press the green or yellow buttons to generate of the corresponding color and recover a certain amount of Concerto Energy.
During Recital
Switching to another Resonator doesn't end , but automatically generates a matching the color of the last generated Tonic before switching. A green is generated by default if no interaction input is given before switching to another Resonator.
Ciaccona is immune to interruptions and takes 50% less DMG.
Exit by pressing Resonance Liberation again or switching Ciaccona back onto the field.
Ensemble Sylphs can now directly grant Aero DMG Bonus provided by .
Symphonic Poem: Tonic
Green Tonic: Deal Aero DMG to nearby targets and inflict a stack of Aero Erosion on targets hit.
Yellow Tonic: Deal Aero DMG to nearby targets and inflict a stack of Spectro Frazzle on targets hit.
Multipliers Lv.
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Intro Skill
Roaming with the Wind
Attack the target to deal Aero DMG and inflict a stack of Aero Erosion.
Follow up with Basic Attack in time to cast Basic Attack Stage 3.
Multipliers Lv.
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Outro Skill
Windcalling Tune
Aero Erosion DMG dealt to targets near the active Resonator is Amplified by 100% for 30s.

Tune Break
Tune Break: Pistols
When the target's Off-Tune Level is full, the Resonators may cast Tune Break on the target.

Inherent Skill I
Interlude Tune
Casting Resonance Liberation Singer's Triple Cadenza grants Ciaccona a Shield equal to 100% of her Max HP for 4s. Switching out Ciaccona removes the Shield.

Inherent Skill II
Winds of Rinascita
Increase Heavy Attack - 's DMG by 30%.
Sequences
Sequence value

S1
Where Wind Sings
Casting Resonance Skill Harmonic Allegro grants Ciaccona immunity to interruption for 3s. Casting Basic Attack increases Ciaccona's ATK by 35% for 10s.
Why it matters
Not Available

S2
Song of the Four Seasons
During Resonance Liberation Singer's Triple Cadenza, Resonators in the team gain 40% Aero DMG Bonus.
Why it matters
Not Available

S3
Starlit Improv
Casting Basic Attack Stage 4 additionally grants 1 segment of . Resonance Skill Harmonic Allegro gains 1 more charge.
Why it matters
Not Available

S4
Toccata and Fugue
Ciaccona ignores 45% of the targets' DEF when dealing damage with Heavy Attack ;
Ciaccona ignores 45% of the targets' DEF when dealing Resonance Liberation DMG.
Why it matters
Not Available

S5
Eternal Idyll to Lasting Summer
Gain 40% Resonance Liberation DMG Bonus;
DMG taken by Resonators within and around the range of Resonance Liberation Singer's Triple Cadenza is reduced by 30%.
Why it matters
Not Available

S6
Unending Cadence
When in , Ciaccona or deals Aero DMG equal to 220% of Ciaccona's ATK to nearby targets, considered Resonance Liberation DMG.
Why it matters
Not Available
Multipliers Lv.
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Sequence damage comparison
Build
Build targets
Sub-stat priority
- 1
Crit Rate - 2
Crit DMG - 3
ATK% - 4
Basic Attack DMG Bonus - 5
Liberation DMG Bonus - 6
Energy Regen
Build targets
Weapon comparison
Relative damage
The calculations use Cost 4 Crit Rate when the weapon provides Crit DMG, Cost 4 Crit DMG when the weapon provides Crit Rate, and Cost 4 Crit Rate when the weapon provides neither.

Woodland Aria R5
ATK 500Crit Rate 36%
Weapon effect

Woodland Aria R1
ATK 500Crit Rate 36%
This is Ciaccona's signature weapon. Its recommendation is based not only on her personal damage, but also on the buff it provides to Cartethyia or Jiyan by reducing enemies' Aero RES by 10%. In a Cartethyia, Rover: Aero, and Ciaccona team, the damage loss without Woodland Aria is almost 12%.
Weapon effect

The Last Dance R1
ATK 500Crit DMG 72%
The Last Dance is Carlotta's weapon and can be used on Ciaccona mainly for its Crit DMG. Its passive has little value for Ciaccona and gives no team buff, but the Crit stat still helps her deal damage during her turn in the rotation.
Weapon effect

Static Mist R1
ATK 587Crit Rate 24.3%
Static Mist provides Crit Rate, high ATK, Energy Regen, and an ATK buff for the next character. That team buff has no value for Cartethyia because she does not benefit from ATK, but Jiyan can use it fully.
Weapon effect

Romance in Farewell R5
ATK 462ATK 18.2%
Romance in Farewell provides Ciaccona with ATK buffs, but they apply only to her and do not benefit the team.
Weapon effect

Relativistic Jet R5
ATK 462ATK 18.2%
Relativistic Jet provides Ciaccona with ATK and Resonance Energy, helping make rotations smoother when her Energy Regen is low.
Weapon effect

Romance in Farewell R1
ATK 462ATK 18.2%
Like its higher refinement, this weapon provides personal ATK buffs that do not benefit the team.
Weapon effect

Undying Flame R5
ATK 412ATK 30.3%
Ciaccona cannot make good use of Undying Flame's Skill DMG passive because her important damage is Basic Attack and Liberation DMG. Use it only when no stronger option is available.
Weapon effect

Cadenza R1
ATK 337Energy Regen 51.8%
Cadenza is weak for personal damage, but its Concerto recovery can be used when faster rotations matter more than Ciaccona's own damage.
Weapon effect
Echoes
Main stats
Echoes 1
Gusts of Welkin


Sonata effect
2 SetAero DMG +10%.
5 SetInflicting Aero Erosion upon enemies increases Aero DMG for all Resonators in the team by 15%, and for the Resonator triggering this effect by an additional 15%, lasting for 20s.
Main Echo
Transform into Nightmare: Kelpie to attack nearby targets, dealing 405% Glacio DMG. The Resonator with this Echo equipped in the main slot gains 12.00% Glacio DMG Bonus and 12.00% Aero DMG Bonus. Switching out the Resonator with Outro Skill summons Nightmares: Kelpie to deal 405.00% Aero DMG.
Echo stat comparisons
Teams
Current Team DPS 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
This breakdown excludes Intro. Using Intro starts the Forte with one of three Musical Essence segments already filled, shortening the rotation and reducing Ciaccona's Basic Attack hits. In that version, Basic Attack becomes 28.66% and Liberation becomes 34.79%.
Character synergies
Review
Ciaccona review
Review updated:
Ciaccona is a 5-Star Aero Pistols sub-DPS built around Aero Erosion, her off-field Recital, and a package of team-wide Aero buffs. She is not a main DPS and should not be judged like one — in the tested Team DPS rotations she accounts for roughly 12–30% of her team's damage depending on the team, and the rest of her value is what she hands out: continuous Aero Erosion application (including off-field), a 100% Aero Erosion damage amplification on her Outro, 24% Aero DMG Bonus from her Solo Concert, enemy grouping, and — with her signature weapon — Aero RES shred.
The live Team DPS section is the authority for Ciaccona'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
Pull Ciaccona if you play, or plan to pull, Cartethyia — Ciaccona is her tested best partner, and Ciaccona's own number 1 team is Cartethyia, Chisa and Ciaccona. She is also a tested option in Sigrika's Erosion teams (though Sigrika's strongest tested teams pair her with Lucilla or Qiuyuan instead), and the tested Aero sub-DPS for classic Aero teams — Jiyan and Qiuyuan both have tested teams with her. One pull covers every Aero team archetype on the site.
Do not pull Ciaccona for non-Aero teams. Her Outro only amplifies Aero Erosion damage, and her buffs only give Aero DMG Bonus — outside Aero and Erosion teams most of her kit switches off. Her Liberation's Yellow Tonics can inflict Spectro Frazzle (which is why the page lists Zani and Phoebe as synergies), but on this site her tested teams are all Aero teams, and that is where this review judges her.
At S0, Ciaccona is already complete: the full Erosion engine, Solo Concert, the Outro amplification, and her off-field Recital all work without sequences. For low spenders, S0 is enough. S2 is the one realistic stopping point — it adds a 40% Aero DMG Bonus for the whole team during her Liberation. S4 is a personal damage spike, and S6 is a modest personal ceiling at 146% of her S0 damage — low for a sequence 6, because it only adds personal damage to a sub-DPS.
How Ciaccona Works
Ciaccona plays as an on-field sub-DPS with a short, self-contained rotation: she comes in, stacks Aero Erosion, puts up her team buffs, casts her Liberation, and leaves — about 4.5 to 7 seconds of field time in the tested rotations. Four mechanics explain her whole kit: Musical Essence, Solo Concert, Recital, and her Outro.
Musical Essence (max 3 segments, built through Basic Attack Stage 4 and her Intro) is her Forte gauge. At 3 segments, her Heavy Attack becomes Quadruple Downbeat: a shot that pulls nearby targets together and inflicts 1 stack of Aero Erosion. This is her grouping tool, and part of why her Basic string matters.
Solo Concert starts after Basic Attack Stage 4: it gives 24% Aero DMG Bonus to all nearby Resonators in the team (not stackable). The important detail is what happens when the Stage 4 or the Solo Concert is interrupted — on purpose or not: an Ensemble Sylph is generated (up to 2 at once), and the Sylph finishes the attack, or continues the Solo Concert, for her. This is why Ciaccona can cancel her own animations without losing anything: the stack, the Musical Essence, and the team buff all still happen, performed by the Sylph off-field.
Recital is her Liberation, Singer's Triple Cadenza. She enters a performance state where sound waves pulse around her; timed presses generate Symphonic Poem: Tonic — Green Tonics deal Aero damage and inflict 1 stack of Aero Erosion, Yellow Tonics deal Aero damage and inflict 1 stack of Spectro Frazzle — and recover Concerto Energy. The clause that defines her: switching to another Resonator does not end Recital. It keeps running off-field, automatically generating Tonics in the last color she used (green by default). This is her engine: after she leaves the field, her Liberation keeps stacking Aero Erosion for the whole rotation — which is exactly what an Erosion carry like Cartethyia, who spends stacks during her own combo, needs. During Recital she is also immune to interruption and takes 50% less damage, and her Liberation grants her a shield equal to 100% of her Max HP for 4 seconds (removed when she swaps out — it protects her own cast window, not the team).
Her Outro, Windcalling Tune, reads: Aero Erosion damage dealt to targets near the active Resonator is Amplified by 100% for 30 seconds. Note how this is delivered: it is not a buff attached to one character — it amplifies Erosion damage against enemies standing near whoever is currently on the field. In practice the whole team's Erosion ticks are doubled for 30 seconds as long as the fight stays in range, which in her melee carries' teams it always does.
Two honest conditions to respect. First, her Liberation costs 125 Energy and she wants it every single rotation — Recital is the engine, so Energy Regen is not optional on her. Second, everything she provides keys off her actually applying Erosion or completing her concert — if Stage 4 never happens (no Sylph either), the team loses the Erosion stack, the Musical Essence, and the Solo Concert buff together. In practice the Sylph mechanic makes this nearly impossible to fumble.
Her tested rotations. The standard loop, about 6.9 seconds:
Intro > Basic 2, 3, 4 > Skill > Basic 2, 3, 4 > Heavy > Echo > Liberation > Outro
The fast variant used in her quickest teams, about 4.5 seconds:
Intro > Basic 3, 4 (cancel the 4th Basic with Jump) > Jump > Mid Air 1, 2 > Basic 4 (cancel the 4th Basic with Skill) > Skill > Heavy > Echo > Liberation > Outro
The difference between the two is exactly the Sylph mechanic: the fast variant cancels Basic Attack Stage 4 the moment it starts — with a Jump, and later with her Skill — and lets the Ensemble Sylph finish it off-field. Same Erosion, same Essence, same buffs, roughly 2.4 seconds less field time. The cost is energy: canceled hits feed her less than completed ones, so the fast variant only sustains across rotations at around 160% Energy Regen (a Cost-3 Energy Regen Echo), while the normal rotation runs comfortably at the 130% build target. Several tested teams mix the two — fast first rotation, normal after — for precisely this reason. When no Intro is available, the tested openers start with her Skill instead (about 7.2 seconds, with slight variations by team):
Skill > Basic 2, 3, 4 (cancel the 4th Basic with Jump) > Mid Air 1, 2 > Basic 4 (cancel the 4th Basic with Jump) > Heavy > Echo > Liberation > Outro
Build Priorities
Ciaccona's tested damage profile (rotation without Intro):
- Basic Attack: 39.06%
- Resonance Liberation: 29.72%
- Heavy Attack: 16.16%
- Echo Skill: 8.08%
- Resonance Skill: 3.68%
- Aero Erosion: 3.31%
The page notes that using her Intro shortens the rotation (one Musical Essence segment is pre-filled), shifting the profile to Basic Attack 28.66% and Liberation 34.79%. Either way: build her as a Basic-and-Liberation Aero damage dealer, not as a pure support — her sub-DPS contribution is real.
- Sub-stat priority: Crit Rate, Crit DMG, ATK%, Basic Attack DMG Bonus, Liberation DMG Bonus, Energy Regen.
- Talent priority: Normal Attack Lv. 10, Forte Circuit Lv. 10, Resonance Liberation Lv. 10, Resonance Skill Lv. 6, Intro Skill Lv. 6.
- Build targets: ATK 1,900–1,970 with Aero/Aero Cost 3 echoes, or 2,300–2,450 with ATK/Aero — Crit Rate 75–82%, Crit DMG 275–290%, Energy Regen 130% for the normal rotation (around 160% only if you commit to the sustained fast variant), Liberation DMG 15%, Basic Attack DMG 15%.
Her Echo set is Gusts of Welkin with Nightmare: Kelpie as the main Echo. The 5-piece is a team buff: inflicting Aero Erosion gives 15% Aero DMG to all Resonators in the team (plus another 15% for Ciaccona herself) for 20 seconds — and she inflicts Erosion constantly, so it has permanent uptime. Main stats: Crit Rate or Crit DMG on Cost 4, Aero or ATK on both Cost 3 slots, ATK on both Cost 1 slots. The page's comparison, calculated with her signature, puts 1× Crit DMG Cost 4 + 1× ATK Cost 3 + 1× Aero Cost 3 at 100%, 2× ATK Cost 3 at 99.60%, and 2× Aero Cost 3 at 98.15% — all within 2%, so sub-stat quality should decide. The reason ATK catches up to Aero here is saturation: between Gusts of Welkin, her Solo Concert, and her signature weapon, she already hands herself close to 90% Aero DMG Bonus, so the ATK side of the equation is what is scarce.
Her signature weapon is Woodland Aria. At R1 it gives her Crit Rate, ATK, and 24% Aero DMG Bonus after she inflicts Erosion — but its real value is on the enemy: hitting a target that has Aero Erosion reduces their Aero RES by 10% for 20 seconds, a debuff the whole Aero team enjoys. The page's note is direct: in a Cartethyia, Rover Aero and Ciaccona team, playing without Woodland Aria costs almost 12% team damage. She is a sub-DPS, so her signature is skippable for her own numbers — The Last Dance R1 at 81.53% (a Crit DMG stat stick) and Static Mist R1 at 78.91% cover her personal damage, and Romance in Farewell R5 at 69.47% is the 4-star fallback. One page note worth quoting: Static Mist's Outro ATK buff has no value for Cartethyia, who scales with HP — but Jiyan can use it fully. The reason to pull Woodland Aria is not Ciaccona's damage, it is the team's: if she is a long-term partner for Cartethyia, Sigrika, or Jiyan, the RES shred is the piece that keeps the whole team ahead.
Team Fit & Account Value
Ciaccona's condition is simple: she belongs in Aero teams, above all Aero Erosion teams. Inside that world she is Cartethyia's best tested partner — her number 1 team is Cartethyia, Chisa and Ciaccona. Sigrika has two tested Ciaccona teams (with Shorekeeper or Rover Aero) as her Erosion route, though Sigrika's strongest tested teams pair her with Lucilla or Qiuyuan instead. She is also tested in the classic Aero cores: Jiyan (with Shorekeeper, and alongside Iuno in the Double Dragon team) and Qiuyuan (with Iuno).
Use the live Team DPS section for the current tested compositions, ordering, DPS values, equipment, and rotations. Those cards update from the validated Team DPS projection and are the only source for mutable team results on this page.
What she gives each partner is the same package, used differently. For Cartethyia, the off-field Recital refills the Erosion stacks Cartethyia spends during her Fleurdelys combo, the Outro doubles the Erosion damage, and the cap-raising third slot (Chisa or Rover Aero) completes the team — Ciaccona is the partner Cartethyia least wants to lose, and the tested teams without her drop hard. For Sigrika, she plays the same engine role at normal speed. For Jiyan and Qiuyuan, who are not Erosion carries, she is simply a strong Aero sub-DPS: real off-field damage, 24% Aero DMG from Solo Concert, 15% team Aero from Gusts of Welkin, grouping from Quadruple Downbeat, and — with Woodland Aria — the Aero RES shred.
The alternatives for her slot are honest ones. In Cartethyia's second slot there is no tested substitute that holds up — Rover Aero covers the stack cap in the third slot, but not the engine. In the classic Aero teams she is tested alongside Iuno rather than against her, so the choice there is pairing, not replacement. Her limits, stated plainly: outside Aero teams her Outro and buffs do nothing; the Spectro Frazzle route in her kit has no tested teams on this site; and her 125-Energy Liberation means Energy Regen is a real tax on her builds, especially in the fast variant.
Opportunity cost cuts in her favor: she is one sub-DPS who serves every Aero team archetype at once — but the same fact means accounts with Cartethyia, Sigrika, and Jiyan will feel the queue for her.
Sequence Value
Ciaccona is complete at S0 — the Erosion engine, Solo Concert, Recital, and her Outro all function without sequences. The page's sequence damage chart (her personal damage): S0 100% → S1 113% → S2 115% → S3 115% → S4 129% → S5 137% → S6 146%.
- S1 — Where Wind Sings (4/5): Comfort plus personal damage. Her Skill grants interruption immunity for 3 seconds, and casting Basic Attack gives her 35% ATK for 10 seconds. 113% on the chart.
- S2 — Song of the Four Seasons (5/5): The stopping point, and it is a team node, not a personal one. During her Liberation, all Resonators in the team gain 40% Aero DMG Bonus. The chart barely moves (115%) precisely because the value lands on her carries — for the teams she actually plays in, this is the biggest single sequence she has.
- S3 — Starlit Improv (3/5): Rotation smoothness: Basic Attack Stage 4 grants an extra Musical Essence segment, and her Skill gains a second charge. Nice for the flow, invisible on the chart.
- S4 — Toccata and Fugue (5/5): Her personal spike: she ignores 45% of the target's DEF on both Quadruple Downbeat and her Liberation damage. 129% on the chart.
- S5 — Eternal Idyll to Lasting Summer (3/5): 40% Liberation DMG Bonus for herself, plus 30% damage reduction for teammates in and around her Liberation's range. 137%.
- S6 — Unending Cadence (2/5): During Solo Concert, she or her Sylphs deal an extra hit equal to 220% of her ATK, counted as Liberation damage. That is the whole node — personal damage only, on a sub-DPS, which is why the page rates it 2/5 even though it tops the personal chart at 146%. A luxury, not a goal.
Pull Value
Pull Ciaccona if:
- You play or plan to pull Cartethyia — she is Cartethyia's tested best partner, and Cartethyia's number 1 team runs through her.
- You play Sigrika, Jiyan, or Qiuyuan and want a tested Aero sub-DPS who buffs the whole team while dealing off-field damage — noting that Sigrika's strongest tested teams use Lucilla or Qiuyuan instead.
- You want one sub-DPS who covers every Aero team instead of a different partner per carry.
- You like short on-field rotations whose value keeps running after you swap out.
Skip or delay Ciaccona if:
- You do not play Aero or Aero Erosion teams — her Outro and buffs switch off outside them, and this is the single biggest reason to pass.
- Your Erosion carries already clear with Rover Aero in the third slot and your Astrite is short — her engine is the upgrade, but the free setup does clear.
- You want a main DPS. She is not one, and no sequence makes her one.
Materials
Exact totals come from the canonical material data.
Character materials
Important skills
Max character and skills
Videos
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