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Calm Waters

Calm Waters

SSR Weapon Limited
Force Impact
Element

Force Impact

Offense
Type

Offense

Shatter

SS (16.00)

Charge

S (14.00)

The anchor removed from her grandpa's old ship "Calm Waters." It was modified and later became Roslyn's weapon.

Banner History (7 total appearances)

7
Rerun
23 Eyl 2025
to 27 Eki 2025
6
Rerun
29 Tem 2025
to 27 Ağu 2025
5
Rerun
13 May 2025
to 21 Haz 2025
4
Rerun
21 Oca 2025
to 23 Şub 2025
3
Rerun
29 Eki 2024
to 25 Kas 2024
2
Rerun
6 Ağu 2024
to 19 Eyl 2024
1
First Run
28 May 2024
to 2 Tem 2024

Recommended Matrices

Heartetched
Heartetched

The two-set bonus provides a physical and flame ATK, while the four-set bonus provides an all-elemental damage boost and a final damage boost.

Volcanic Ash Rain
Volcanic Ash Rain

The two-set bonus increases main slot damage. The four-set provides universal off-hand slot abilities.

Reverberating Drums
Reverberating Drums

The two-set bonus increases main slot damage. The four-set provides universal off-hand slot abilities.

Double Nightmares
Double Nightmares

If there are no better matrices, use this one for now.

Weapon Effects

Fusion of Frost and Volt: When the weapon deals damage, damage is calculated using the highest equipped frost/volt base ATK, the highest equipped frost/volt ATK percentage, and the highest equipped frost/volt damage boost, and the weapon is considered both a frost and volt weapon.
Frost Resonance: Increase frost ATK by 15% and frost resistance by 25%. Activate by equipping 2 or more frost weapons. This set effect works in the off-hand slot. Cannot stack with other Frost Resonance or Frost Reaction effects, with Frost Resonance taking precedence.
Volt Resonance: Increase volt ATK by 15% and volt resistance by 25%. Activate by equipping 2 or more volt weapons. This set effect works in the off-hand slot. Cannot stack with other Volt Resonance or Volt Reaction effects, with Volt Resonance taking precedence.
Frost Edge: Swift Cut: When Calm Waters is equipped, any weapon's discharge skill will deal damage equal to 0.97% of the Wanderer's Max HP plus 73.2% of frost ATK plus 36.6% of the sum of all the Wanderer's resistance types plus 134.3% of crit to nearby targets. While in combat, after every 0.5 seconds, the next Swift Cut damage will be increased by an additional 1 time, up to a maximum of 30 times. When multiple Swift Cut damages exist, the highest initial value is used for calculation. Swift Cut damage is counted as discharge skill damage. If there is 1 physical/flame weapon of any kind equipped, Frost Edge damage is increased to 1.3 times. In addition, Frost Edge damage is not affected by any damage boost effects except from titan equipment's rare stats, and won't trigger additional attack effects.
After Calm Waters is switched to the off-hand slot, deal burst damage equal to 400% of ATK 1 time. If an enemy has Flashfreeze, it will remove the Flashfreeze from the enemy and deal continuous off-hand damage equal to 700% of ATK each second for 12 seconds.

Advancements

★1
After using Frostlink Aura, the Wanderer will receive a shield equal to 75% of Max HP for 30 seconds.
Shatter: SS ( 16.00) Charge: S ( 14.00)
★2
Increases the current weapon's Base ATK growth by 16%.
Shatter: SS ( 16.00) Charge: S ( 14.00)
★3
When an attack with Chilling Strike hits a target, additionally deal damage equal to the number of Chilling Strike stacks times 40% of ATK.
Shatter: SS ( 16.00) Charge: S ( 14.00)
★4
Increases the current weapon's Base ATK growth by 32%.
Shatter: SS ( 16.00) Charge: S ( 14.00)
★5
Increase the duration for Icebound to 6 seconds. Increase the ATK reduction effect on Flashfrozen targets to 10%.
Shatter: SS ( 16.00) Charge: S ( 14.00)
★6
After using Frostlink Aura, the Wanderer will ignore 15% of targets' frost resistance (each element's total resistance ignored cannot exceed 50%). At the same time, increase final damage by 18% for 40 seconds.
Shatter: SS ( 16.00) Charge: S ( 14.00)

Skills

Normal Attack

Normal Attack

Normal
Icebound Anchor Strike

Icebound Anchor Strike

Damage
ATTACK + ATTACK + ATTACK + ATTACK + ATTACK + ATTACK

While on the ground, use normal attack to launch 6 attacks in a row. First Attack: Deal damage equal to {0}% of ATK plus {1} and knock the target back. While in Bitter Cold, add 6 stacks of Chilling Strike. Second Attack: Deal damage equal to {2}% of ATK plus {3} and knock the target back. While in Bitter Cold, add 6 stacks of Chilling Strike. Third Attack: Deal damage equal to {4}% of ATK plus {5} and knock the target back. While in Bitter Cold, add 6 stacks of Chilling Strike. Fourth Attack: Deal damage equal to {6}% of ATK plus {7} and knock the target back. While in Bitter Cold, add 14 stacks of Chilling Strike. Fifth Attack: Deal damage equal to {8}% of ATK plus {9} and knock the target back. While in Bitter Cold, add 10 stacks of Chilling Strike. Sixth Attack: Deal damage equal to {10}% of ATK plus {11} and knock the target down. While in Bitter Cold, add 20 stacks of Chilling Strike.

Flying Anchor

Flying Anchor

Damage
JUMP + ATTACK + ATTACK + ATTACK + ATTACK + ATTACK + ATTACK

While airborne, use normal attack to launch 6 consecutive attacks in mid-air, consuming endurance. First Attack: Deal damage equal to {0}% of ATK plus {1}. While in Bitter Cold, add 6 stacks of Chilling Strike. Second Attack: Deal damage equal to {2}% of ATK plus {3}. While in Bitter Cold, add 6 stacks of Chilling Strike. Third Attack: Deal damage equal to {4}% of ATK plus {5}. While in Bitter Cold, add 6 stacks of Chilling Strike. Fourth Attack: Deal damage equal to {6}% of ATK plus {7}. While in Bitter Cold, add 14 stacks of Chilling Strike. Fifth Attack: Deal damage equal to {8}% of ATK plus {9}. While in Bitter Cold, add 10 stacks of Chilling Strike. Sixth Attack: Deal damage equal to {10}% of ATK plus {11}. While in Bitter Cold, add 20 stacks of Chilling Strike.

Still North Wind

Still North Wind

Damage
ATTACK + HOLD ATTACK

While using normal attack on the ground, tap and hold normal attack when using the first to fourth normal attacks to trigger Still North Wind. Swing forth Calm Waters to stir up a frosty whirlwind, dealing damage equal to {0}% of ATK plus {1} to nearby targets. While in Bitter Cold, add 15 stacks of Chilling Strike.

Snowstorm Hurricane

Snowstorm Hurricane

Damage
HOLD ATTACK

While on the ground, tap and hold normal attack to trigger Snowstorm Hurricane. The Wanderer follows Calm Waters for a spinning attack, consuming endurance and dealing damage equal to {0}% of ATK plus {1} to nearby targets each time they are hit.

Skyfall Anchor

Skyfall Anchor

Damage
JUMP + HOLD ATTACK

Tap and hold normal attack while airborne (tap when a target is available), or use normal attack while climbing, jumping backward, or using a Jetpack to trigger Skyfall Anchor. Fall down from mid-air. During the course of landing, each hit on an enemy deals damage equal to {0}% of ATK plus {1}. After landing, deal damage equal to {2}% of ATK plus {3} to nearby targets. While in Bitter Cold, add 8 stacks of Chilling Strike.

Dodge

Dodge

Dodge
Dodge

Dodge

MOVEMENT + DODGE

Dodge right before getting hit to trigger Phantasia, reducing the speed of targets within the area. Become immune to hitstun while dodging.

Anchor of Cyclicity

Anchor of Cyclicity

Damage
MOVEMENT + DODGE + ATTACK

Use normal attack during the short perfect dodge window (use a directional button before dodging) to trigger Anchor of Cyclicity, dealing damage up to {0}% of ATK plus {1} to targets ahead. Landing a hit breaks a target's Icebound effect and deal additional damage equal to {2}% of ATK plus {3}. While in Bitter Cold, add 15 stacks of Chilling Strike.

Cold Anchor Meteor

Cold Anchor Meteor

Damage
DODGE + ATTACK

Use normal attack during the short period after dodging to trigger Cold Anchor Meteor, dealing damage up to {0}% of ATK plus {1} to targets ahead. Landing a hit breaks a target's Icebound effect and deal additional damage equal to {2}% of ATK plus {3}. While in Bitter Cold, add 10 stacks of Chilling Strike.

Skill

Skill

Skill
Frostlink Aura

Frostlink Aura

Damage

Swing both ends of Calm Waters to attack separately, dealing damage equal to {0}% of ATK plus {1} to nearby targets. When using the skill, receive 20 seconds of hyperbody. While in Bitter Cold, add 52 stacks of Chilling Strike. Cooldown: 30 seconds. This is not affected by other cooldown clearing, resetting, or changing effects. Apply 15 seconds of Flashfreeze to targets hit and reduce their ATK by 5%.

Discharge

Discharge

Discharge
Bitter Strike

Bitter Strike

Damage

When weapon charge is full or Phantasia is triggered, upon switching to this weapon, remove all debuffs from the Wanderer and toss Calm Waters ahead, dealing damage equal to {0}% of ATK plus {1} to nearby targets. During this period, damage immunity lasts for 1.5 seconds (unavailable in Apex League). After using Bitter Strike, enter Bitter Cold for 14 seconds. During this state, certain attacks with Calm Waters will apply Chilling Strike stacks to the target hit. The target's maximum Chilling Strike stacks is 100. Upon reaching the maximum number of stacks, the stack count will reset, and the target will be Icebound for 4 seconds and also become strongly frozen (strong freeze is ineffective against bosses). When an attack with Chilling Strike lands a hit on a target, recover 3% of the Wanderer's Max HP.

Weapon Skins

Clear Waves

An improved replica of Calm Waters. It's more lightweight and easy to carry, making it suitable as field equipment.