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Roxy Best Builds, Teams, Guide & Review

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Roxy
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Updated on Oct 1, 2026
Oct 1, 2026

Agent Overview

Roxy is an S-Rank Wind Stun Agent, who is able to extend the duration of Windswept (and consequently Contamination) on enemies, as well as "Cleanse" its state to allow for multiple Contamination triggers in a short period.

She has no unique conversion mechanics that give damage dealers additional attacks, and instead offers high Anomaly Build-up, personal damage and buff value to her teams.

Her gameplan comprises of:

  • Apply Windswept early to enemies so that they can be contaminated by the team's damage dealer by making use of her EX Special.
  • Make use of Cleanse's effect to reset Contamination's status if non-damage dealers overwrite the element with Vortexes.
  • Swap to her for Assists and Ultimates as needed, making sure to balance out her resource spend so she can apply Daze quickly.

On the surface, Roxy is a very simple character, but in actual runs it can be tricky to align Windswept timings with every stun and not lose out on Contamination bonuses. Her Daze isn't amazing either, with substantial field-time demands to get it out, making routing a big part of her skill expression.

Build Overview

W-Engines
Best in SlotCrimson Moon Casket
AlternativeHellfire Gears
F2PSteam Oven
Drive Discs
4-pcKing of the Summit
2-pcMoonlight Lullaby

Drive Disc Stats

  • Partition 4: CRIT Rate
  • Partition 5: Wind DMG Bonus | PEN Ratio | ATK %
  • Partition 6: Energy Regen

Substats

  1. CRIT Rate
  2. CRIT DMG | ATK %
  3. PEN | ATK

Best Teams

Roxy is a generalist Stunner that can work in almost any CRIT-based team, so she can fit into the following shells:

Roxy | Support | Attacker

Roxy | Support | Rupture

Roxy | Support | Armorer

Certain teams can also have double Stunner set-ups, and eventual double Armorer teams may have her work as a third slot, but only if they have matching elements.

Anti-Synergies

As Roxy's value is loaded on Contamination, and it can only ever match to a single attribute at a time, her value tanks significantly on dual-damage teams of differing elements.

Soldier 0 - Anby | Roxy | Orphie & Magus for example, will only have either of the damage dealers benefit from the bonus, so keep this in mind when formulating teams.

Synergies

Claret Flint - Roxy is one of the few sources of Laceration DMG in the game, Cleanse allows for Claret's Additional Ability to trigger multiple times per Windswept, and her field-time demands sync up well with Claret's Crimson Inscription mechanics. The lack of a good Drive Disc set to hurt Roxy's performance, as is her and Claret's combined lacklustre Daze, but she's still one of the best Armorer Stunners.

Sigrid de L'Azur - Sigrid's combos aren't reliant on conversions to work well, as much of her damage is loaded on Basic Attacks instead. Roxy is also one of the only ways for her to access the Additional Ability's DMG % bonus on Contamination. Roxy's field-time demands can be difficult to work with, but Sigrid's own Daze contribution when she is on-field help make up for this.

Pyrois - Pyrois is one of the best matches for Roxy: her field-time demands aren't an issue as Pyrois can be swapped out of during EBA3 and still link into an EBA4, opening up windows to apply Daze on her. They're highly saturated on common stats, so Contamination is valuable, and Totalize ending stuns means that they're one of the easier Agents to route with.

Note that Roxy allows for Pyrois to use their left branch Ultimate, and doing left branch + right branch is more damage than upper branch + right branch. At M4 however, this still isn't worth doing, as the Solar Prominence from upper branch Ultimate makes it pull out ahead!

Others

Outside of the above units, Roxy can work with any team and still perform well. As she doesn't rely on Ultimate or Chain conversions to be useful while still providing stun extensions, she can be an effective Stunner to almost any team.

Even for Agents that at first seem like they have better options, like Yixuan with Dialyn, Roxy is still competitive. After factoring in all team and endgame buffs, common stats like DMG, CRIT DMG, ATK, etc. get so saturated that Contamination's unique multiplier offers high relative increases.

Each team has its own trade-off (Ye Shunguang would barely benefit from Roxy as she needs Ether Veil/Ultimates for her rotation), and the extent of her value can range from cycle to cycle owing to changes on endgame buffs and enemy line-ups, but in the aggregate she generally performs well.

Be aware though that her field-time demands for Daze application can make her difficult to route with at times.

Best W-Engines

Crimson Moon Casket - Roxy's Signature W-Engine can make a big difference to scores owing to it having an Energy Regen mainstat and CRIT Rate on its effect.

Energy Regen is needed for Roxy's Core Passive Impact scaling and her EX usage is balanced around having it, whereas CRIT Rate is important for her team-wide buffs. Alternatives can be similar in Daze, but the personal and team damage from this makes it a strong Signature.

It's worth noting that the 20% DMG buff it provides is to other teammates, not Roxy herself. Her personal damage is derived from the Wind RES Ignore.

Alternatives

Steam Oven - The craftable W-Engine, and a surprisingly good match. It's a Stunner W-Engine with Energy Regen, so it can keep up with other Impact options in Daze, especially as Roxy will often have max stacks of its effect.

It's a little behind in Daze compared to her Signature, but not by much, and it will be better than any other P1 S-Rank option in this regard. As its easy to get and doesn't need frequent routing adaptations to use, it's the recommended F2P option.

Hellfire Gears - This is an option at P3+, but ideally P5. As Roxy always goes into an EX2 after an EX1 and spends little Energy for single casts, it's easy to sustain its 2-stack effect.

This does demand using a tap EX before fully holding though, and doing so can slow down her Daze application, to the point it's better to not bother and simply work with single stacks. The off-field Energy Regen from this also does not contribute to Roxy's Core Passive.

At P1, it will be worse than Steam Oven in Daze, but as it has x2 effect scaling with dupes, it can be a strong option at high Phases.

Best Drive Discs & Stats

Drive Discs

Roxy can make use of a 4-piece King of the Summit for most teams, and her low EX Energy cost means it's very easy to maintain it. EX2 always being cast after EX1 also helps extend its uptime, so it'll rarely ever drop.

On Armorer teams however, the CRIT DMG bonus from its effect would not apply. Despite not having any Quick Assists, Astral Voice is the best option, as Support skills and prompts on getting knocked down can still stack it.

For 2-piece, an Energy Regen set is used, as she needs it for her Core Passive's Impact bonus, so Moonlight Lullaby or Swing Jazz work.

Even then, Roxy would need 2 2-piece Energy Regen sets to max it out, so a triple 2-piece set-up of King of the Summit, Moonlight Lullaby and Swing Jazz can be used, but it'll result in lower overall team damage.

Its only use case is if the extra Daze it offers could give a stun that otherwise wouldn't be possible without it.

Mainstats

  • Partition 4: CRIT Rate

Roxy needs 100% CRIT Rate for her team-buff scaling, so she's dependent on this to max it out.

  • Partition 5: Wind DMG Bonus | PEN Ratio | ATK %

All 3 perform similarly to one another, with exact variance depending on the team (e.g. Rina makes PEN Ratio be best).

ATK % is likely to be the worst option, as Roxy has personal sources of Flat ATK, which get further saturated by Supports' Flat ATK buffs, but all 3 are valid options and which is best rides on endgame buff line-ups.

  • Partition 6: Energy Regen

Energy Regen on D6 offers more Impact to her than an Impact D6 owing to Core Passive scaling.

Skill Priority

  1. zzz core skill Core Passive
  2. zzz ex special attack EX Special
  3. zzz ultimate Ultimate | zzz assist Assist
  4. zzz basic attack Basic Attack | zzz dodge Dodge

Core Passive offers personal damage through base ATK, Daze through its Impact conversion and team damage through its buff, not to mention the CRIT Rate on A/C/E nodes that further increase its scaling.

EX follows, as it makes up almost the entirety of Roxy's on-demand Daze, then comes Ultimate and Assist, as both make meaningful contributions to her total Daze output.

Basic and Dodge can be left for last, or even left at 1, as neither will see much use.

Mindscapes

Mindscape 1

M1 Versatile Attendant provides:

  • 15% All-Attribute RES Shred for 50s on landing EX2.
  • Unconditional 40% CRIT DMG to Roxy.

An all-too-familiar RES Shred Mindscape. It's about standard for Stunners, but the added CRIT DMG helps boost Roxy's personal damage contribution further. As the RES Shred applies on the EX2, it will not apply to her first EX1 cast!

Mindscape 2

M2 Clocking Out Myth provides:

  • 5% Daze increase to EX1.
  • 1 Windflow stack per Eye of the Storm detonated, capped at 3.
    • If swapping out of Roxy during EX1, all Windflow stacks are consumed to extend its cast by 0.2s per stack without consuming Energy.
  • 30% Stun DMG Multiplier increase when hitting enemies with EX1.

Another standard Stun DMG increase Mindscape. This has some added bonuses however, as the extra Daze to EX1 can be a big help when routing, as is the "free" extension to EX1 which both benefits from it and provides even more Daze. As this consumes no Energy though, it won't contribute to Wind Energy points.

Mindscape 4

M4 R.I.P provides:

  • 1 Energy when Roxy's Defensive Assist parries an attack (only once per skill).
  • 2 Energy when Roxy's Dodge Counter hits an enemy (only once per skill).
  • 20% DMG and 10% Daze bonus to Ultimate.

A rather disappointing Mindscape. The 1 Energy on Assist is only to Roxy and is so little as to not make a difference. Her Dodge Counter is rarely used, with some encouters not getting the Energy bonus from it even once.

The Ultimate DMG increase helps a bit with personal damage but the bulk of her contribution is through EX1, so the only real value this offers is the 10% Daze bonus as it can be the difference between a stun or falling short of one.

Mindscape 6

M6 Eternity and the Clockwork Doll provides:

  • 15% Wind RES Ignore to all of Roxy's attacks.
  • When the Special follow-up triggers a Giant Windstorm, 2 additional Giant Windstorms appear on the target in 3 second intervals.
  • All Giant Windstorms gain:
    • x2.5 increase to their DMG multiplier.
    • x1.2 increase to their Daze dealt.

Not a particularly good M6, with the bulk of its value being on the increase to Roxy's personal damage through the Wind RES Ignore.

Despite the buff to Giant Windstorms and more of them being present, the total DMG and Daze contribution they have is negligible. It's not nothing, as they do add up and can help push for full 4-stuns in some fights, but at this level of investment enemies are likely dying long before.

How to Play

Kit Overview

Unique Mechanics

Roxy introduces a Cleanse mechanic into the game, which if triggered on a Windswept enemy, will reset its Contamination status (but not the Windswept duration!), which works alongside her unique resource, Wind Energy points.

1 is built for every 25 Energy consumed, or after using her Ultimate, having a cap of 3 and tracked via nodes under her portrait.

Roxy has 2 EXs:

  • EX1 consumes regular Energy and can be held to have its duration extended.
  • EX2 will always follow EX1, and it consumes Wind Energy Points generated to deploy Eyes of the Storm on field.
    • Eyes of th Storm are tracked by a buff icon, being stationary wind orbs, but that are pulled close by EX1 casts.

If there are 3 or more Eyes of the Storm on field, Roxy will execute a Special follow-up after her EX2.

This will apply Cleanse, detonate up to 3 Eyes of the Storm and trigger a Giant Windstorm if 3 are hit, dealing some DMG and Daze.

If the Eyes of the Storm aren't detonated within 30 seconds, or if they're too far from Roxy when her Special follow-up is cast (so fewer than 3 Eyes of the Storm are hit), then they'll instead explode as Miniature Windstorms, with worse scaling, but this rarely happens.

The DMG and Daze from Windstorms is middling, but the Cleanse effect can be important to managing Contamination or triggering ally effects (e.g. 's Additional Ability).

Core Passive

Roxy's Core Passive is what outlines her Energy:Wind Energy point conversion ratio.

Note that the Energy used is "memorised" by the game. She does not have to spend 25 Energy in one go - if 20 Energy is spent on an EX, the next will only need 5 Energy to generate a Wind Energy point.

This is capped however, so if Roxy already has 3 Wind Energy points stocked, spending 50 Energy will not give her 2 more on the next EX use. It'll store up to 25 Energy (giving an immediate Wind Energy point), but no more.

Roxy and her team buffs also scale with her stats, as she:

  • Gains up to 960 ATK, at a rate of 5 per 0.01 of initial Energy Regen above 1.2.
  • Gains up to 76.8 Impact, at a rate of 0.4 per 0.01 of initial Energy Regen above 1.2.
  • 40% CRIT DMG to a corresponding element of non-Armorer Agents, scaling at 0.4% per 1% of CRIT Rate.
  • 20% Laceration DMG to a corresponding element of Armorer Agents, scaling at 0.2% per 1% of CRIT Rate.

The Energy Regen scaling self buffs max out at 3.12 in Energy Regen on the stat screen, which demands an S-Rank Energy Regen W-Engine, Energy Regen D6 and 2 Energy Regen 2-piece set effects.

The CRIT Rate scaling team buffs max out at 100% CRIT Rate, but this is combat CRIT Rate, not initial, so buffs contribute to it.

As the team buffs are based on an element, if Ether Contamination triggers, it will only provide buffs to Wind (which always triggers) and Ether DMG! Multiple buffs can be active at once, but they are distinct buffs with different durations (e.g. Ether can have 50s left, while Ice has 20s left),

Additional Ability

Roxy's Additional Ability needs Attack, Rupture or Armorer and has a lot of effects:

  • Up to 80% DMG Bonus, scaling with her level.
  • 30% Stun DMG Multiplier when any squad member lands an attack.
  • 2 second Stun extension when any squad member lands an attack.
  • 40 Energy to Roxy when entering the Battlefield.
  • 30% Anomaly Build-up Rate for 50 seconds after using her EX.
    • This is a universal increase, applied to all of Roxy's attacks.
  • A passive, 20 second extension to Windswept triggered by squad members (taking it up to 50 seconds).
  • An 8% Contamination Direct DMG Multiplier increase.
    • As this is a unique multiplier, it's very valuable, as common stats tend to be very saturated.

EX Special

Roxy has multiple Specials and EXs:

  • A regular Special, used only when at under 25 Energy.
  • An EX1, which puts her in a "Whirlwind" state and makes up the bulk of her DMG, Daze and Anomaly Build-up.
  • An EX2, which always follows the EX1 and consumes Wind Energy Points to deploy Eyes of the Storm.
  • A Special follow-up, used after EX2, and only if Roxy has 3 Eyes of the Storm on field.

The regular Special is a fast but weak hit, and Roxy's high Energy Regen means it's rarely ever usable.

Her EX1 needs 25 Energy to begin casting, but consumes only 10 Energy on use. This deals a middling hit with lacklustre DMG and Daze multipliers, but then places her in the Whirlwind state, which consumes 30 Energy per second. It will gather up enemies and she's able to move while channeling.

Roxy is effectively soft-capped, as this can use up well over 200+ Energy before it ends, so the limit on it is how much Energy she has in store.

Her EX2 has no Energy cost and it's an automatic cast. It will always happen, regardless of if there's any Wind Energy points stocked. The only way to avoid its use is by interrupting Roxy with an Ultimate or forced swap (e.g. Quick Assist or Chain Attack) before it lands.

This skill is able to trigger Anomaly even if Roxy is an inactive character, so it can be useful as it allows for other Agents to attack before Windswept is applied without locking in a Contamination element.

It also has a property where Roxy is not flash-swap locked during its animation. It's possible to parry to Roxy even while she's on-field, and this applies even to red flash Dodge Counters.

She is still swap-locked though; only enemy attacks allow her to bypass it.

Her Special follow-up will also always cast automatically after EX2, but only if 3 Eyes of the Storm are on field. As it's done after EX2, the trigger criteria factor in any that are generated by it.

Both it and the Giant Windstorms aren't particularly strong, but it's the only way that Roxy has to apply Cleanse.

Chain & Ultimate

Roxy's Chain Attack is as standard, but it does have high damage multipliers.

This is also because it has a very long animation, so outside of certain combo opportunities (like with Yixuan's Ultimate: Endless Talisman Suppression Chain trigger tech), it's not used.

As for Roxy's Ultimate, is also as standard, dealing a hefty burst of Daze on hit. It also has the added benefit of generating a Wind Energy Point, which remains stocked until the next EX2 cast.

Owing to her self ATK and DMG % buffs, it's also a useful skill at breaking enemy parts or killing summons (e.g. Sobek) as it can deal decent damage.

Basics

Roxy's Basic is thoroughly unremarkable, with no additional effects. Although it has high multipliers, it's so slow that it falls behind most other Stunners' Basic Attack strings, so it's only to be used as a last resort.

Dodges

Similarly, neither her Dash Attack or Dodge Counter have anything noteworthy. Both have no Basic shortcuts, leading into a Basic 1, so they're best avoided.

Assists

Roxy's Quick Assist is as standard and rarely sees use.

Her Defensive Assist has the added benefit of only using up 1 Assist Point, making it useful for Decibels and allowing for more parries in certain routes.

Her Assist Follow-Up has a long animation, but the high multipliers on it make up for it, being her primary way to build Daze when lacking on Energy and Decibels.

Roxy also has a unique "swap Assist". If attempting to swap out rather than attack out of a Defensive Assist, she will transition into an alternate follow-up. The attack itself is incredibly weak, with little reason to be used in the majority of circumstances.

One thing that might be worth noting is that despite this swap being an Assist, it's considered a Basic Attack. That's not relevant for now, but the property could see use in future Drive Disc sets or buff interactions

Additional Info

Windswept Timings

It should be emphasised that Contamination is the reason why Roxy is so competitive: the more saturated a character is, the better Roxy becomes. As a result, Windswept timings are very important.

For example, on Thrall Roxy may struggle to get the Anomaly needed for a Windswept before the 3rd stun. The 50 second duration on it though means that if it's triggered at the start of the 2nd, it can last long enough to cover both!

Alternatively, she can apply Windswept during the Miasma Shield phase early on and pre=build as much Anomaly as possible so as to push for a 3rd stun Windswept.

Thinking about these things is how Roxy is optimised.

Contamination Management

Vortex triggers matter a lot for Roxy routes, as they can get in the way of Contamination.

On a full matching element team, like Claret Flint | Roxy | Rina, this isn't a concern as every Vortex is a Shock one. On a Yidhari | Roxy | Lucia team however, a Corruption Vortex can supersede an Ice Contamination and lead to a damage loss!

So look to make use of Cleanse or work around character Anomaly Build-up to ensure that the damage dealer's element is always Contaminated in time for burst.

Don't forget that as Cleanse clears the existing element, one should always attack with the damage dealer (or another Agent of a matching element) once it triggers, as otherwise it may lock to another element!

Decibel Bonuses

Although it may be possible to avoid issues with Vortex Contamination by not triggering Anomalies (like by swapping out of a character before their Finishers land), it's still best to try and maximise Vortex count.

Windswept can't be Disordered, but every Vortex trigger gives as many Decibels as one (50% of one to the team, as Roxy is the triggerer).

When combined with Roxy's high personal Anomaly application that give frequent Windswept triggers, the Anomaly and Vortex Decibel bonuses can make her better than many other Stunners in regards to team Decibel economy.

Field-time Demands

The loss of Disorder to Vortex means slightly less Daze, but few CRIT teams relied on it to begin with. Roxy's Daze generally can feel poor.

This isn't necessarily because she has bad multipliers, but because it's all loaded on Assists, EX1 and Ultimate casts, all of which have substantial time commitments.

Other Stunners can be swapped into, use their EXs, then be swapped out of, but Roxy has a long channeling time on her EX1 to apply its full Daze.

That's a real problem: if you cut her EX short to parry on other Agents for Daze and Decibels, she isn't doing much of anything. On the flipside, spending time on Roxy for Daze means not spending time on-fielding other Agents for their resources and own Daze application.

Roxy usually won't be struggling for the Assist Points, Energy or Decibels to fuel her Daze-building skills. She will, however, be struggling for time, so working around enemy patterns to afford her the time to apply Daze is important for routing.

Wind Energy Point Management

It may be tempting to split out EX casts to maximise Wind Energy points and avoid overcapping on Energy for them, but this isn't always optimal.

Assuming that one spends 150 Energy, splitting that across 2 EX casts - so getting 2 EX2s, 2 Special follow-ups, 2 Giant Winstorms - amounts to a measly 50% in Daze Multiplier gain over a single EX cast that uses up the same amount of Energy.

Considering the time that it takes for Roxy to start-up the Whirlwind, then do her EX2 and Special follow-up, it's actually far more "Daze per second" to overcap on Wind Energy points.

Many of the fights Roxy runs in need fast Daze application, as enemy mechanics make for very constrained stun timings, obsessing over Wind Energy points can be detrimental.

Maximising Giant Windstorms can help, but don't obssess over it to the detriment of more important things, like Cleanse timings, Windswept triggers and fast Daze application.

Release Date

Roxy releases on September 30th, 2026.

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