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Dawn

Dawn

SSR Weapon Limited
Grievous
Element

Grievous

Defense
Type

Defense

Shatter

A (9.00)

Charge

S (12.00)

Commander exclusive Heavy System, extensively modified by the Lighthouse for combat purposes.

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Vanguard
Vanguard

The two-set bonus increases the team's survivability. The four-set bonus increases the team's damage output. Attack and defense are balanced. Good for team and solo play.

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.

Internal Struggle
Internal Struggle

The three-set bonus increases the damage when HP is low and benefit Dawn.

Weapon Effects

Guard when playing on a team: Unleashing Heavy System Strike, Form Switch, or Maximum Firepower, receive 40% of all damage dealt to the allied Wanderer with the lowest HP for 10 seconds in their stead. After the effect ends, recover 10% of lost HP. Trigger only when you have Fortitude Resonance. Cannot remove or trigger the effect again until its duration ends.
Amplification when playing solo: Gain 50% physical damage reduction in Heavy System Form
Heavy System Shield: Gain 1 Heavy System Energy Point when Heavy System Attack, Flailing Cleave, or Crashing Slash hits the target. Upon reaching 20 points, turn 20% of your current HP into 1.5 times of the Heavy System Shield (no more than 1.5 times the maximum HP, during which healing is reduced by 50%). The shield lasts 15 seconds. Cannot obtain Heavy System Shield when HP is below 10%. 66.7% of the remaining shield value is converted to HP when the shield ends. Gain 2 Heavy System Energy Points upon hitting a vulnerable target. While Heavy System Shield is activated, other HP shields can be converted to Heavy System Shield and are immune to the addition of HP shields.

Advancements

★1
Gain Heavy System Shield immediately when you release Heavy System Strike, Form Switch, or Maximum Firepower.
Shatter: A ( 9.00) Charge: S ( 12.00)
★2
Increases the current weapon's HP growth by 16%.
Shatter: A ( 9.00) Charge: S ( 12.00)
★3
Gain 1 stack of 35% final damage boost when the Heavy System Shield ends, breaks or refreshes, for 20 seconds. Not stackable.
Shatter: A ( 9.00) Charge: S ( 12.00)
★4
Increases the current weapon's HP growth by 32%.
Shatter: A ( 9.00) Charge: S ( 12.00)
★5
When Heavy System Shield ends, breaks, or refreshes, deal damage equal to 160% of current ATK plus 5% of lost HP to nearby targets. Gain 50 points of weapon charges by hitting targets.
Shatter: A ( 9.00) Charge: S ( 12.00)
★6
During Heavy System Shield, physical resistance doubles with a hyperbody effect. Additionally, gain another Heavy System Shield when the skill of other weapons hits the target or when using a discharge skill during Heavy System Shield.
Shatter: A ( 9.00) Charge: S ( 12.00)

Skills

Normal

Normal

Normal
Hunter's Strike

Hunter's Strike

Damage
ATTACK + ATTACK + ATTACK + ATTACK

While on the ground, use a dagger and handgun to attack 4 times in a row. First Attack: Deal damage equal to {0}% of ATK plus {1} in total. Second Attack: Deal damage equal to {2}% of ATK plus {3} in total. Third Attack: Deal damage equal to {4}% of ATK plus {5} in total. Fourth Attack: Deal damage equal to {6}% of ATK plus {7} in total, and knocks back targets.

Hunter's Combo

Hunter's Combo

Damage
JUMP + HOLD ATTACK

Perform normal attack when airborne to trigger Pummel. Deal {0}% of ATK plus {1} damage plus knockback to all struck targets in the area upon landing.

Heavy System Attack

Heavy System Attack

Damage
ATTACK + ATTACK + ATTACK + ATTACK

While Heavy System is active, swing a greatsword to attack 5 times in a row. Attacking the same target 4 consecutive times while in greatsword form will apply weakness to them for 20 seconds (does not stack). First Attack: Deal damage equal to {0}% of ATK plus {1}, and knock the target back a short distance. Second Attack: Deal damage equal to {2}% of ATK plus {3}, and knock the target back a short distance. Third Attack: Deal damage equal to {4}% of ATK plus {5}, and knock the target back a short distance. Fourth Attack: Deal damage equal to {6}% of ATK plus {7}, and knock the target back a short distance. Fifth Attack: Deal damage equal to {8}% of ATK plus {9}, and launch the target. After Form Switch, swing a pair of dual blades to attack 5 times in a row. Switching to dual blades increases damage versus weakened targets by 10% for 20 seconds. First Attack: Deal damage equal to {10}% of ATK plus {11}, and knock the target back a short distance. Second Attack: Deal damage equal to {12}% of ATK plus {13}, and knock the target back a short distance. Third Attack: Deal damage equal to {14}% of ATK plus {15}, and knock the target back a short distance. Fourth Attack: Deal damage equal to {16}% of ATK plus {17}, and knock the target back a short distance. Fifth Attack: Deal damage equal to {18}% of ATK plus {19}, and launch the target.

Flailing Cleave

Flailing Cleave

Damage
JUMP + ATTACK

Hold to attack when airborne or after a single jump to trigger Mecha Pummel. Upon landing, deal {0}% of ATK plus {1} damage and strongly suspend all targets hit in the area. The higher the altitude when triggering the attack, the greater the damage dealt, up to 600% damage.

Shockwave

Shockwave

Damage
HOLD ATTACK

Hold attack button to fire 3 missiles dealing {0}% of ATK plus {1} damage to struck target, then explode for {2}% of ATK plus {3} more damage.

Crashing Slash

Crashing Slash

Damage
ATTACK + HOLD ATTACK

While using normal attacks, hold the normal attack button to trigger a branch attack. While in greatsword form, leap and strike the ground to deal damage equal to {0}% of ATK plus {1}, and strongly suspend targets. While in dual blades form, dash forward and deal damage equal to {2}% of ATK plus {3} to enemies caught in the attack's path, and strongly launches them.

Hunters Fire

Hunters Fire

Damage
HOLD ATTACK

Aim and fire at the target to deal {0}% of ATK plus {1} damage.

Dodge

Dodge

Dodge

Dodge right before getting hit to trigger Phantasia, reducing the speed of enemies within the area. Become immune to hitstun while dodging for 0.5 seconds.

Dodge

Dodge

MOVEMENT + DODGE

Dodge right before getting hit to trigger Phantasia, reducing the speed of enemies within the area. Become immune to hitstun while dodging for 0.5 seconds.

Heavy System Crash

Heavy System Crash

Damage
MOVEMENT + DODGE + ATTACK

Deal {0}% of ATK plus {1} damage plus minor knockback to all targets along the route.

Heavy System Strike

Heavy System Strike

Skill

The Heavy System crash down, dealing damage equal to {0}% of ATK plus {1} and strongly launching targets. 20-second cooldown. Passive: While Heavy System is active, grant hitstun immunity and prevent the use of any Relics besides Anti-Control Relics.

Heavy System Strike

Heavy System Strike

Damage

The Heavy System crash down, dealing damage equal to {0}% of ATK plus {1} and strongly launching targets. 20-second cooldown. Passive: While Heavy System is active, grant hitstun immunity and prevent the use of any Relics besides Anti-Control Relics.

Form Switch

Form Switch

Damage

Heavy System leaps up and crashes down upon nearby targets, dealing damage equal to {0}% of ATK plus {1}, strongly launching targets, and changing weapon form. Cooldown: 20 seconds.

Maximum Firepower

Maximum Firepower

Discharge

When the weapon is fully charged or Phantasia is triggered, upon switching to this weapon from another, removes all debuffs from the Wanderer and releases a barrage of missiles, dealing {0}% of ATK + {1} damage. During the skill, gains damage immunity for 2.6 seconds (not applicable in Apex League). Passive: While Heavy System is active, grants hitstun immunity and prevents the use of any Relics except anti-control Relics.

Maximum Firepower

Maximum Firepower

Damage

When the weapon is fully charged or Phantasia is triggered, upon switching to this weapon from another, removes all debuffs from the Wanderer and releases a barrage of missiles, dealing {0}% of ATK + {1} damage. During the skill, gains damage immunity for 2.6 seconds (not applicable in Apex League). Passive: While Heavy System is active, grants hitstun immunity and prevents the use of any Relics except anti-control Relics.