In this article, I’ll be going over everything you need to know about Wanderer, including his playstyle, best artifacts, weapons, teams, and more.
Wanderer is a very much anticipated limited 5 star Anemo Catalyst, that boasts unique in air gameplay, being able to function as a straightforward on-field carry and utilizing his Normal and Charged attacks for his damage contribution. In addition, Wanderer also has access to the benefits of an Anemo character, being able to utilize Viridescent Venerer and the Swirl reaction.
Normal Attack – Yuuban Meigan
Performs up to 3 attacks using wind blades, dealing Anemo DMG.
Consumes a certain amount of Stamina, gathers a build up of high wind pressure, and deals AoE Anemo DMG after a short casting time.
Calling upon the power of Anemo, the Wanderer plunges towards the ground from mid-air, damaging all opponents in his path. Deals AoE Anemo DMG upon impact with the ground.
3-hit ranged Anemo DMG attacks with cool animations. The majority of Wanderer’s damage contribution will come from this talent while in his Windfavored state, which is why it is equally as important if not more important than any other talent when it comes to levels. [see Talent Priority]
Elemental Skill – Hanega: Song of the Wind
Concentrates the power of the winds to break free from the shackles of the earth, dealing AoE Anemo DMG before leaping into the air and entering the Windfavored state.
The Wanderer cannot perform Plunging Attacks in this state. When he uses Normal and Charged Attacks, they will be converted into Kuugo: Fushoudan and Kuugo: Toufukai respectively; the DMG they deal and their AoE will be increased, and their DMG will be considered Normal and Charged Attack DMG respectively. Kuugo: Toufukai will not consume Stamina.
The Wanderer will hover persistently during this time. While this state is active, the Wanderer’s movements gain the following properties:
- Persistently consumes Kuugoryoku Points to maintain this hovering state.
- When sprinting, additional Kuugoryoku Points will be consumed for the Wanderer to accelerate mid-air. Holding sprint will cause persistent Kuugoryoku Point consumption to maintain speed. This effect will replace his default sprint.
- Jumping expends extra Kuugoryoku Points to increase hovering height. Holding jump will cause persistent Kuugoryoku Point consumption to keep increasing hovering height.
Running out of Kuugoryoku Points will end the Windfavored state.
A second cast during the duration of Windfavored will also end it.
Upon cast, it deals an instance of Anemo DMG and puts him in a state that allows him to float in air, along with giving a DMG increase to his Normal/Charged Attacks while in this state. This state is called the Windfavored state. Additionally, he will gain a separate stamina bar [Kuugoyoku Points] that replaces his regular one. This stamina bar will naturally deplete while in this state, with dashes and sprinting further depleting the points.
This talent and your Normal Attack talent go hand in hand, meaning that ideally you want to level them both equally provided you have enough resources.
Elemental Burst – Kyogen: Five Ceremonial Plays
Compresses the atmosphere into a singular vacuum that grinds all troubles away, dealing multiple instances of AoE Anemo DMG.
If the character is in the Windfavored state due to the skill “Hanega: Song of the Wind,” Windfavored state will end after casting.
A simple talent that only does damage, albeit multiple instances of Anemo DMG. Keep in mind, once you cast burst it will end the Windfavored state. As far as talent level priority goes, this talent can be prioritized last due to how his burst is incorporated in rotations and how valuable it is to his damage contribution. [see Talent Priority/Energy Recharge section]
Character Talent Priority
Here’s a quick talent priority for Wanderer.
Normal Attack > Elemental Skill > Elemental Burst
Your Normal Attacks and their scalings will be of priority here, due to his Elemental Skill talent levels only providing DMG bonus buffs to his normals and not a separate scaling, meaning attacks in his Windfavored state will still scale off of his Normal Attack levels.
His Elemental Burst can be prioritized last, as it is not a big portion of his damage contribution compared to his Normal/Charged Attacks and it is typically being cast every other rotation anyways.
Character Best Combos
While in his Windfavored state, a combination of N2/N3 and Charge Attack weaving can suffice. Additionally, you can also opt to Charge Attack spam as well, as he is able to fit in quite a good amount of them. [around 12-13 CA’s when spammed]
As you ascend Wanderer, he will gain Crit Rate.
1st Ascension: Jade-Claimed Flower
If Hanega: Song of the Wind comes into contact with Hydro/Pyro/Cryo/Electro when it is unleashed, this instance of the Windfavored state will obtain buffs according to the contacted element(s):
- Hydro: Kuugoryoku Point cap increases by 20.
- Pyro: ATK increases by 30%.
- Cryo: CRIT Rate increases by 20%.
- Electro: When Normal and Charged Attacks hit an opponent, 0.8 Energy will be restored. Energy can be restored this way once every 0.2s.
You can have up to 2 different kinds of these buffs simultaneously
A passive that gives Wanderer up to 2 buffs while in the Windfavored state, depending on the elements it interacts with upon casting his Elemental Skill.
It can be relatively difficult to guarantee which element you come into contact with, especially when you are trying to benefit from 2 buffs, to the point where relying on this passive when team drafting is generally not recommended as a priority.
That being said, the priority of elements goes as follows: Pyro > Hydro > Electro > Cryo.
4th Ascension: Gales of Reverie
When the Wanderer hits opponents with Kuugo: Fushoudan or Kuugo: Toufukai in his Windfavored state, he has a 16% chance to obtain the Descent effect: The next time the Wanderer accelerates in mid-air while in this instance of the Windfavored state, this effect will be removed, this acceleration instance will not consume any Kuugoryoku Points, and he will fire off 4 wind arrows that deal 35% of his ATK as Anemo DMG each.
For each Kuugo: Fushoudan and Kuugo: Toufukai that does not produce this effect, the next attack of those types will have a 12% increased chance of producing it. The calculation of the effect production is done once every 0.1s.
To summarize, Normal and Charged Attacks in the Windfavored state will have a chance to proc the Descent effect [subsequent attacks will increase proc chance].
When the Descent effect is achieved, your next dash will not consume points from your Windfavored state stamina bar and will fire off 4 wind arrows that each deal 35% of his ATK as Anemo DMG.
Basically, it’s most ideal to dodge/I-frame while in this state for additional damage along with no stamina cost.
Utility Passive: Strum the Swirling Winds
Mora expended when ascending Bows and Catalysts is decreased by 50%
As always for constellations, every 5 star unit is completely functional at c0. Constellations in general and what they offer are far from needed.
Wanderer’s constellations – along with other 5 stars – usually translate to unnecessary increases in damage/ clear time or quality of life aspects.
Do keep in mind constellation value takes into account the value you lose going for another copy of the character rather than a completely different character that could impact your account far more than a constellation would.
- C1: Low Impact
- C2: Low/Medium Impact
- C3: Low Impact
- C4: Low Impact
- C5: Low Impact
- C6: Low Impact
Constellation 1 – Shoban: Ostentatious Plumage
When in the Windfavored state, the Attack SPD of the Wanderer’s Kuugo: Fushoudan and Kuugo: Toufukai is increased by 10%.
Additionally, the wind arrows fired by the Passive Talent “Gales of Reverie” will deal an additional 25% of his ATK as DMG. You must unlock the Passive Talent “Gales of Reverie” first.
A simple ATK speed increase along with more damage from A4 instances. Basically allows Wanderer to fit in more Normal Attacks in his Windfavored state.
Constellation 2 – Niban: Moonlit Isle Amidst White Waves
When in the Windfavored state, Kyougen: Five Ceremonial Plays will see its DMG increased by 4% per point of difference between the max amount of Kuugoryoku Points contrasted with Kuugoryoku’s present capacity when using this skill.
Through this method, you can increase Kyougen: Five Ceremonial Plays’s DMG by a maximum of 200%.
A constellation that makes his Elemental Burst slightly more relevant, giving it nuking capabilities. Due to the DMG% increments from this constellation, you have to burst once your Windfavored state stamina bar is about to deplete, in order to maximize the DMG increase.
Constellation 3 – Sanban: Moonflower Kusemai
Increases the Level of Kyougen: Five Ceremonial Plays by 3.
Maximum upgrade level is 15.
A straightforward talent increase to his Elemental Burst. The majority of his damage contribution isn’t coming from his Elemental Burst anyways.
Constellation 4 – Yonban: Set Adrift into Spring
When casting Hanega: Song of the Wind, should the Passive Talent “Jade-Claimed Flower” be triggered, the character will gain buffs in correspondence to the contacted Elemental Type(s), and also obtain a random untriggered buff. A maximum of 3 such corresponding elemental buffs can exist simultaneously.
You must unlock the Passive Talent “Jade-Claimed Flower” first.
Due to the RNG reliance, and it being quite a high constellation, this one can be negligible at times. Not a significant constellation by any means.
Constellation 5 – Matsuban: Ancient Illuminator From Abroad
Increases the Level of Hanega: Song of the Wind by 3.
Maximum upgrade level is 15.
A straightforward talent increase to his Elemental Skill. It only gives the talent an increased DMG bonus to his Windfavored state attacks.
Constellation 6 – Shugen: The Curtains’ Melancholic Sway
When the Wanderer actively hits an opponent with Kuugo: Fushoudan while in the Windfavored state, the following effects will occur:
- Deals an additional instance of Kuugo: Fushoudan at the position hit, dealing 40% of the attack’s original DMG. This DMG will be considered Normal Attack DMG.
- When the Wanderer falls below 40 Kuugoryoku Points, restores 4 Points to him. Kuugoryoku Points can be restored in this manner once every 0.2s. This restoration can occur up to 5 times within one Windfavored duration.
Gives Wanderer’s Normal Attacks an additional instance of damage while in the Windfavored state, along with allowing him to stay in the state longer in the form of point restoration to his separate stamina bar.
Another straightforward constellation that provides more damage instances and quality of life as well. Nothing too crazy.
Wanderer has a very straightforward on-field carry playstyle. The majority of his damage will be coming from attacks in his Windfavored state, with his Elemental Burst ideally being incorporated every other rotation.
Keep in mind, he is very vulnerable while in air, so interruption resistance/shielding is something to consider when drafting his teams.
4pc Desert Pavilion Chronicle
An artifact set made for Wanderer and his best in slot when played as an on-field carry. The passive synergizes well with his playstyle giving him ATK speed, and DMG% for his Normal and Charged attacks, which is exactly how he outputs damage.
4pc Shimenawa’s Reminiscence
A very solid set on Wanderer, despite the set bonus caveats. Due to his burst not being that important in rotations and ideally being cast every other rotation, the energy drain isn’t too detrimental for Wanderer to where the buffs he gains from the set bonus are very much worth it.
4pc Viridescent Venerer
A viable set in teams where Wanderer is solo Anemo and paired with off-field DMG dealers that appreciate the shred from the set bonus. A strong option for team buffing, rather than focusing on Wanderer’s personal DMG.
2pc Anemo DMG + 2 pc ATK
A fine placeholder for Wanderer until you gain access to the aforementioned 4 piece sets. Very straightforward giving him appreciable stats as a carry; nothing much to elaborate on here.
- Circlet: Crit Rate/DMG
- Sands: ATK%
- Goblet: Anemo DMG Bonus
Here’s the order of sub stats to prioritize:
- Crit Rate/DMG
- ER till requirement/ ATK%
Wanderer’s Elemental Burst is not necessary enough to warrant casting it for every rotation, as the ER requirement for that scenario is too high to the point where you will lose out on offensive stats trying to meet the threshold.
This means bursting every other rotation is very optimal, with the majority of his DMG coming from attacks in his Windfavored state anyways. Keep in mind Favonius weapon holders and C6 Faruzan can slightly circumvent ER issues. That being said, here are rough estimates of his ER requirements.
Burst every other rotation: 100-130% [without Shimenawa, you can get away with 0 ER substats]
Burst every rotation: Upwards of 170%
5-Star Weapons [assumes Faruzan pairing]
Wanderer’s signature weapon and best in slot by far in most scenarios. This weapon offers Crit DMG, ATK speed and DMG%, which are all very appreciable for a carry like Wanderer, synergizing well with his playstyle and kit functionality.
Memory of Dust
One of Wanderers strongest weapon options outside of his signature. Due to the passive, this weapon is able to outperform 5 star alternatives [besides his signature] provided you are shielded.
Even unshielded, this weapon performs similarly to Skyward Atlas/ Lost prayers, making this weapon a strong option overall.
Since Wanderer can be very vulnerable especially when in air, he synergizes with shields well anyways, adding to the viability of this weapon. Keep in mind, because of the ATK substat this weapon gives, it is not recommended to pair this weapon with external sources of ATK, and prefers DMG% sources for a more optimal distribution of stats.
A solid option on Wanderer being another ATK heavy weapon with DMG% from the passive. This weapon functions mostly as a stat stick for Wanderer with an ok proccable passive. Because of the ATK substat this weapon gives, it is not recommended to pair this weapon with external sources of ATK, and prefers DMG% sources for a more optimal distribution of stats. Performs similarly to Lost Prayer and Memory of Dust unshielded.
Lost Prayer to the Sacred Winds
Another solid weapon choice for Wanderer due to the Crit substat and the passive synergizing well with his on-field carry playstyle. Performs similarly to Skyward Atlas and Memory of Dust unshielded.
One of the weaker 5 star options functioning purely as a stat stick for the most part, due Wanderer’s incompatibility with the passive. Wanderer typically is able to to only gain 1 stack, meaning he is not able to fully gain the value from the passive. A functional stat stick nonetheless.
This weapon is a bit tricky to value. Assuming it is R5 and you are able to get the ATK/ DMG% songs, this weapon is comparable to 5 star alternatives outside of his signature.
If you happen to get the EM song, this weapon falls off very hard, making this weapon inconsistent by nature. This weapon can get even more inconsistent when you mix in external sources of buffs.
For example, getting the ATK song when paired with ATK buffs like Bennett, will be less preferred than the DMG bonus song. A strong option nonetheless and a weapon that most players should use if you don’t have the 5 star options.
A weapon similar to an average Widsith assumption. Basically a consistent alternative to Widsith, without the front loaded aspects. While it is slightly weaker overall, it can be better than Widsith if you happen to get the EM song on it. If you value consistency, it is a viable weapon overall.
A solid weapon option if you happen to have it. Due to the passive, spamming Charge Attacks are much more relevant here in order to gain value from it. Comparable to Kagura’s Verity and an average Widsith assumption.
A F2P option that functions mainly as a stat stick with a very conditional passive. An ok weapon choice for Wanderer if you happen to have nothing else but not recommended.
In this section I will be going over synergies, along with some example teams. Due to the nuance of gauging the strength of his teams at the moment, and composition framework being quite flexible outside of Faruzan, an emphasis on synergies are a point of importance rather than solidifying his teams.
A very straightforward synergy here. An Anemo support such as Faruzan – to no one’s surprise – synergizes well with an Anemo carry like Wanderer. Most of Wanderer’s team will want Faruzan no question, especially at C6.
Another common synergistic pair due to Bennett’s buffing capabilities, along with healing and providing self-Pyro in order for Wanderer to benefit from stats he gains from his A1 passive.
Wanderer + Sustain
Due to Wanderer being very vulnerable in air, shielding/interruption resistance is highly valuable in his teams. Getting interrupted or staggered while in his Windfavored state is detrimental to his DMG output.
Zhongli and Xingqiu being ideal options here due to their interruption resistance/DMG reduction and how seamlessly they can fit in his comps but any unit with some form of sustain will be functional enough. [Layla/Diona etc]
A very strong single target team for Wanderer due to the nature of the Double Hydro core, and Wanderer providing respectable damage with the help of Faruzan. Xingqiu here also being somewhat of a role consolidator providing much needed interruption resist/DMG reduction.
A straightforward composition where the team is focused on buffing Wanderer to contribute as much damage as possible. The team is composed of Faruzan + Bennett, with your last slot being Yun Jin for even more buffing or Zhongli for interruption resistance, if you happen to need it.
More so of a fun team rather than an optimal distribution of units. Due to the release of Faruzan, an Anemo buffer proves quite valuable to the point where a team like this can function.
Obviously Wanderer/Faruzan goes without saying, with your third Anemo being Kazuha or Jean. If you happen to have constellations on Jean that could be fun interaction, with the ATK speed buff at C2 and additional RES shred at C4. Your last slot here is ideally Bennett for the massive ATK buff that he offers.
Wanderer or Scaramouche is a functional Anemo carry and performs about what you would expect from an on-field carry with generous field time.
While his kit is nothing meta defining, his unique gameplay mechanics can be appealing enough to roll for.
As always if you like the character in any aspect and want them, that should be enough grounds to wish for, however when it comes to overall strength/pull value, Wanderer is quite mediocre overall. That being said, he definitely is a unique character with fun aspects to his kit.