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Hellfire

Hellfire

SSR Weapon Limited
Armor Dissolve
Element

Armor Dissolve

Offense
Type

Offense

Shatter

SS (16.00)

Charge

S (12.00)

You commit evil deeds, sow bad seeds, and reap the consequences—naturally, you should be devoured by karmic fire... Haha, pretty cool, right? Oh, I hit you because... I didn't sleep well last night. Yeah, yeah, a crazy person like me should burn in karmic fire... but not today.

Banner History (6 total appearances)

6
Rerun
28 thg 8, 2025
to 22 thg 9, 2025
5
Rerun
29 thg 7, 2025
to 27 thg 8, 2025
4
Rerun
24 thg 6, 2025
to 28 thg 7, 2025
3
Rerun
8 thg 4, 2025
to 12 thg 5, 2025
2
Rerun
21 thg 1, 2025
to 23 thg 2, 2025
1
First Run
29 thg 10, 2024
to 25 thg 11, 2024

Recommended Matrices

Interpretation
Interpretation

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 Mass and Flame: When the weapon deals damage, damage is calculated using the highest equipped physical/flame base ATK, the highest equipped physical/flame ATK percentage, and the highest equipped physical/flame damage boost, and the weapon is considered both a physical and flame weapon.
Physical Resonance: Increase physical ATK by 15% and physical resistance by 25%. Activate by equipping 2 or more physical weapons. This set effect works in the off-hand slot. Cannot stack with other Physical Resonance or Physical Reaction effects, with Physical Resonance taking precedence.
Flame Resonance: Increase flame ATK by 15% and flame resistance by 25%. Activate by equipping 2 or more flame weapons. This set effect works in the off-hand slot. Cannot stack with other Flame Resonance or Flame Reaction effects, with Flame Resonance taking precedence.
Blaze: On-Field: When hitting any target with Hellfire, deal damage equal to 5376% of flame ATK plus 75.6% of Max HP plus 2793% of the sum of all the Wanderer's resistance types plus 102.9% of crit to nearby targets. Can be triggered up to 1 time every 1.5 seconds. Blaze damage counts as normal attack damage. If any 1 frost or volt weapon is equipped, Blaze damage is multiplied by 27.3. In addition, Blaze damage is not affected by any damage boost effects except from titan equipment's rare stats, and won't trigger additional attack effects.

Advancements

★1
Increase coordinated attack damage of Role Play to 2100% of the damage dealt by the attack.
Shatter: SS ( 16.00) Charge: S ( 12.00)
★2
Increases the current weapon's Base ATK growth by 16%.
Shatter: SS ( 16.00) Charge: S ( 12.00)
★3
For every 1 Afterimage on the field, increase the damage of Unstoppable Momentum by 210%. If there are 5 Afterimages on the field, increase the damage of Unstoppable Momentum to 2100%.
Shatter: SS ( 16.00) Charge: S ( 12.00)
★4
Increases the current weapon's Base ATK growth by 32%.
Shatter: SS ( 16.00) Charge: S ( 12.00)
★5
For every Afterimage consumed by triggering Unstoppable Momentum, provide the Wanderer with a shield equal to 126% of Max HP for 630 seconds, up to 1260%.
Shatter: SS ( 16.00) Charge: S ( 12.00)
★6
Increase final damage boost provided by Flame Soul to 693%.
Shatter: SS ( 16.00) Charge: S ( 12.00)

Skills

Normal Attack

Normal Attack

Normal
Burning Sacrifice

Burning Sacrifice

Damage
ATTACK + ATTACK + ATTACK + ATTACK + ATTACK

While on the ground, use normal attack to attack 5 times in a row. First Attack: Deal damage equal to {0}% of ATK plus {1}. Second Attack: Deal damage equal to {2}% of ATK plus {3}. Third Attack: Deal damage equal to {4}% of ATK plus {5}. Fourth Attack: Deal damage equal to {6}% of ATK plus {7}. Fifth Attack: Deal damage equal to {8}% of ATK plus {9}.

Heavenly Fire

Heavenly Fire

Damage
JUMP + ATTACK + ATTACK + ATTACK + ATTACK

While airborne, use normal attack to attack 4 times in a row in the air, consuming endurance. First Attack: Deal damage equal to {0}% of ATK plus {1}. Second Attack: Deal damage equal to {2}% of ATK plus {3}. Third Attack: Deal damage equal to {4}% of ATK plus {5}. Fourth Attack: Deal damage equal to {6}% of ATK plus {7}.

Scorch the Land

Scorch the Land

Damage
ATTACK + HOLD ATTACK

While on the ground, tap and hold normal attack when using the first to third normal attacks to spin ahead a short distance, dealing damage equal to {0}% of ATK plus {1} and entering Anticipation state: While in Anticipation state, release normal attack to trigger Rising Slash, dealing damage equal to {2}% of ATK plus {3} to nearby targets and suspending targets midair as the Wanderer leaps into the air. After triggering Rising Slash, tap normal attack again to trigger Heavenly Fire. After 1.2 seconds in Anticipation state, continue holding normal attack to trigger Turbulence, each slash consuming endurance and dealing damage equal to {4}% of ATK plus {5} to nearby targets, spreading 25% of Turbulence's damage among targets when multiple are hit (damage is not spread if over 5 targets). During Turbulence, release normal attack to trigger Cross Slash, dealing damage equal to {6}% of ATK plus {7} to nearby targets.

Executioner's Judgement

Executioner's Judgement

Damage
JUMP + ATTACK + HOLD ATTACK

While airborne, tap and hold normal attack when using the first to third normal attacks to trigger Executioner's Judgement. Quickly land on the ground, dealing damage equal to {0}% of ATK plus {1} to nearby targets.

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.

Phantom Under the Blade

Phantom Under the Blade

Damage
MOVEMENT + DODGE + ATTACK

Use normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Phantom Under the Blade, dealing damage equal to {0}% of ATK plus {1} to targets ahead. Hold normal attack instead of tapping it to also trigger Scorch the Land after Phantom Under the Blade.

Walking Through Fire

Walking Through Fire

Damage
DODGE + ATTACK

Use normal attack right after dodging backward to trigger Walking Through Fire, shooting forward 2 sword auras that deal damage equal to {0}% of ATK plus {1}. After triggering Walking Through Fire, tap normal attack to trigger the third attack of Burning Sacrifice.

Fanning the Flames

Fanning the Flames

Damage
DODGE + DODGE

Tap dodge twice to quickly dash forward, dealing damage equal to {0}% of ATK plus {1} to targets ahead. When in the Role Play state, Fanning the Flames is replaced with Up to the Skies: Quickly leap high into the air and draw in nearby targets, dealing damage equal to {2}% of ATK plus {3} and suspending the targets in air, while all Afterimages also trigger Unstoppable Momentum once. After triggering Up to the Skies, tap normal attack to trigger Falling Star Impact: Quickly land on the ground and deal damage equal to {4}% of ATK plus {5} to nearby targets, while all Afterimages also trigger Unstoppable Momentum once.

Unstoppable Momentum

Unstoppable Momentum

Damage
HOLD DODGE

(DMG from the skill's effect and debuff triggered counts as normal attack damage.) While on the ground, hold dodge to start charging and release to trigger Unstoppable Momentum, dashing forward and dealing damage equal to {0}% of ATK plus {1} to targets ahead. When using Unstoppable Momentum, every Afterimage on the field will unleash an additional Unstoppable Momentum attack toward the Wanderer, after which the Afterimages will quickly disappear. If the target is killed, duration of the Afterimage is reset and it can affect the next Unstoppable Momentum.

Skill

Skill

Skill
Dream Within a Dream

Dream Within a Dream

Damage

Enter Flame Soul state, increasing final damage by 10% for 25 seconds. The Wanderer moves back, throws their weapon, and summons flame phantom slashes, dealing damage equal to {0}% of ATK plus {1} to nearby targets. After the phantoms combine, the Wanderer dashes forward and attacks with the flame phantoms, dealing damage equal to {2}% of ATK plus {3} to nearby targets and launching them into the air. This has a cooldown of 25 seconds. The Wanderer also enters Role Play state for 21 seconds. Role Play: In this state, the Wanderer gains hyperbody; when normal attack or dodge attack (excluding attacks that trigger Unstoppable Momentum) hits a target, the Wanderer generates an Afterimage that can perform a coordinate attack, dealing damage equal to 50% of the current attack's damage. Afterimages last for 30 seconds, with up to 5 able to exist on the field at any given time. Afterimages count as summons.

Discharge

Discharge

Discharge
Deserved Death

Deserved Death

Damage

When weapon charge is full or Phantasia is triggered, upon switching to this weapon, remove all debuffs from the Wanderer and quickly charge an attack with three swords. After charging, perform a flurry of slashes in front, dealing damage equal to {0}% of ATK plus {1} to all nearby targets and reducing the healing received of hit targets by 60% for 30 seconds. During this period, gain damage immunity for 1.5 seconds (unavailable in Apex League).

Weapon Skins

Daylight Flame

How do you survive a long, dark night with no light until dawn?