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.