Choose Unique Teams to show the highest-published-DPS representative for each unordered set of first-rotation character IDs. Position and order do not change lineup identity.
Sign in to load favorites saved across your devices. Any authenticated user can view existing favorites; verified email is required only to add or remove a team.
Full ranking disclaimer
Why rank 1 is not always the strongest team for you
A team ranked number 1 is not automatically the strongest team in every real scenario. These results use theorycrafting, standard rotations, perfect execution, no dodges, no interruptions, and no boss-specific delay. Quick swaps, alternate rotations, builds, weapons, timings, sequences, immunity, and interruption resistance can make a team stronger or weaker than shown.
Even 0.1 seconds matters when teams are close, and one second can move a team to a very different rank. A timing may be missed, a small Aero Erosion hit may be absent, Fusion Burst may be attributed differently, or a buff may be counted when it should not be active. Treat this page as a knowledge base and source of context, not final truth.
Every team uses the same standardized Echo-stat system, which will not match every account. The top team here could be fifth or tenth for your builds. Other theorycrafters may also reach different results because their stats, rotations, timings, and assumptions differ.
Page guide
How to use Team DPS
Dataset options
Dataset selection changes which teams are included. Filters and sorting carry across compatible dataset switches.
Datasets
All Teams: Every canonical team. The page starts with 15 teams; use Show More for the next 30.
Unique Teams: Teams whose first rotation contains the same unordered set of canonical character IDs share one lineup identity, regardless of position or order. Only the representative with the highest published DPS is shown.
Favorites: A signed-in account loads and syncs saved teams across devices. Any authenticated user can view existing favorites; verified email is required only to add or remove teams. Filters and all 13 sort modes remain available.
Filtering and all 13 sort modes
Filtering decides which teams appear; sorting decides their order. Exact Team ID, difficulty, and sort update immediately. Multi-character selections remain visibly pending until Apply, and use ANY/OR logic: at least one applied character must be present. Reset clears its images, search, suggestions, and applied state.
Exact Team ID: Jumps to one stable team and temporarily takes priority over other content filters.
Character: Shows teams containing one selected character.
Difficulty: Filters Easy, Mid, Hard, or Extreme rotations.
Multiple characters: Finds teams that include any applied character.
The 13 sorts are: highest DPS across three rotations; highest DPS in the first, second, or third rotation; highest character damage; highest or lowest average damage; difficulty low-to-high or high-to-low; and fastest or slowest first or second rotation. A rotation-specific sort receives a visible “Used for current sort” label as well as visual highlighting. Sort and filter state persists across compatible dataset switches.
Reference
Understanding team data
Each team article combines identity, performance, build, note, and rotation information.
Team summary
Team ID
A stable site reference used for lookup and links. It has no gameplay or ranking effect.
DPS
Total damage divided by time, averaged across all three rotations.
Average Damage
Mean total damage across the three rotations.
Average Time
Mean duration across the three rotations.
Average Difficulty
The numeric mean of rotation difficulty.
Difficulty badge
Easy, Mid, Hard, or Extreme, always shown with text rather than color alone.
Composition and builds
Character card
Portrait, character name, and link to the character page.
Sequence
The character's S0–S6 level.
Weapon
The weapon used for that rotation.
Weapon refinement
The exact R0–R5 refinement, including R0.
Sonata Set
The equipped Echo Sonata Set.
Team Note
Complete conditions, adjustments, or practical clarifications for the team.
Rotation Guide
Step-by-step actions and section notes for all three rotations.
Rotation breakdown
Rotation number
First, second, or third rotation, shown in numeric order.
Rotation label
A protected source label retained for accuracy even when it is not displayed.
Rotation type/action
The action performed by each character.
Time
That character's active rotation time.
Time Wasted
Recorded non-damaging or waiting time.
Difficulty
The character-row and total-rotation execution rating.
Damage
The character's damage in that rotation.
Damage Share
The character's percentage of total rotation damage.
Total Rotation Damage
The sum of every character row in that rotation.
Calculation contract
How the data is calculated
Playable rotations and Energy
Rotations are designed to work in real fights, not only in theory. Energy requirements are checked; if needed, the second or third rotation is optimized or an alternate solution is used, and relevant adjustments are explained in the Team Note. Liberation-dependent characters receive enough Energy and Energy Regen in the calculation to use their Liberation as intended. A real build with less Energy Regen can lose Liberation uptime, DPS, and ranking position.
Timing and execution
Timing comes from actual gameplay testing, not frame-count-only math. The goal is fast execution while retaining optimal damage. Clean runs assume no dodges, boss interruption, or execution mistakes, so real interruption, dodging, and errors can materially change performance. Longer field time can be intentional when its extra damage improves team DPS. Faster rotations may use animation cancels; Concerto and Energy Regen requirements are considered when those cancels are used.
Equal testing conditions
Tests use a level 100 boss with 20% resistance and no Tower buffs. Every character receives the same standardized stat budget. Calculations use the best applicable Cost-4, Cost-3, and Cost-1 Echo assumptions. Three Echoes each receive 8.1% Crit Rate, 16.2% Crit DMG, 8.6% in the relevant scaling stat, and 8.6% in the relevant damage bonus. The other two Echoes each receive 8.1% Crit Rate and 16.2% Crit DMG. Performance differences therefore come from composition, rotation, and kit synergy rather than unequal calculation gear.
Updates and accuracy
Teams can change when better rotations or strategies are found, and reviewed data can still contain mistakes. The calculation data is maintained in a large spreadsheet and imported into the website format to avoid impractical manual entry. If anything looks wrong, report it through Arab Wuwa Discord.
Version 3.0 mechanic
Tune Break and Tune Rupture attribution
Starting from Version 3.0, any character on a team can trigger Tune Break; it is not limited to the main damage dealer.
Tune Break DMG: Counted for the active character who triggers Tune Break. If the order is Phrolova, then Qiuyuan, then Cantarella, Cantarella receives the Tune Break damage in the calculation, not Phrolova.
Tune Rupture DMG: Happens when Tune Break is activated, but belongs to the character whose kit supplies the Rupture damage. In Augusta / Iuno / Lynae, Augusta receives Tune Break damage when she triggers it, while Tune Rupture is Lynae's personal damage because it comes from Lynae's kit.
Rotation Guide
Team rotation guide
Step-by-step actions for all three rotations.
Share Team
Create team image
Generate, preview, save, or share one image for the selected team.