After spending a lot of hours extensively
testing out different builds, team compositions as well as some mechanics, here’s exactly
what you need to know about this new Electro Traveler if you want to take advantage of
their powers. First would be the good things about this
newest traveler form - the capability to produce energy consistently is pretty amazing, especially
if you use characters like Xiao, Noelle or Beidou, that either struggle with energy generation
or have high burst costs and this is where our hero steps in and can help you and your
team out if you aren’t able to maintain consistent burst rotations. Next would be the easy-to-use playstyle because
it’s no secret Anemo and Geo both had their own clunky mechanics, where you had to stand
and charge up the blast or use quick aim cancel to land the meteorites which let’s be honest
– didn’t make things easy, especially for mobile players. So this new form feels very liberating to
use, just activate the skill or burst, no need to use any kind of workarounds, except
of course, for gathering those amulets. But this also comes with a pretty significant
drawback – the damage multipliers are disappointing to say the least and this is coming from someone
who has raised the talent levels to 8 and even the burst got further boosted from the
constellation which still didn’t manage to impress. Now this might change when we get to unlock
the rest of the constellations, especially the last one, which supposedly is going to
give a better boost to Falling Thunder’s damage and even energy generation but it most
likely won’t have a major impact to the already existing builds. And this would be a good time to talk about
the talents and their unique interactions. The most important one would be the elemental
skill, where you shoot out 3 lightning blades and depending on how many enemies you hit,
you can generate up to 2 amulets or 3 if you have the 1st constellation unlocked but the
number mostly depends on how many blades make contact with the enemy, which means even if
they are shielded, you still get to produce the amulets and if you use it up close and
personal, you can easily create 3 amulets all the time. Now the purpose of these amulets is quite
simple – anyone who collects them gets 4 energy points per amulet and then increase
their own energy recharge for 6 seconds and what’s even cooler, more than 1 character
can get the benefit, as long as you pick up the amulets separately. Also, keep in mind because the cooldown on
the skill is quite long, thanks to the 1st passive talent, you can reduce the time if
you gather the amulets with anyone besides the Traveler. But one disappointing thing about the energy
boost you gain from the amulets is that it will not be taken into account for characters
who are using the newest Emblem of Severed Fate 4-piece artifact set, which also applies
to the Traveler, so basically no one can benefit from this extra Energy Recharge if using that
full set in particular. Hopefully, this is a bug and miHoYo will address
it but if not, then it’s pretty disheartening to see such a core mechanic get rejected by
a popular artifact set. Moving over to the burst – it’s basically
a mix between Beidou and Xingqiu bursts, where initially you deal some damage to surrounding
enemies and then for 12 seconds anyone who uses normal or charged attacks will hit enemies
with Falling Thunder every half a second in addition to recovering 1 energy point. What’s interesting about this burst is that
while the damage isn’t that great, you can easily trigger Overloads with Traveler because
of the delayed animation, so when using together with any Pyro character and some nice amount
of Elemental Mastery, you can produce massive hits per each Falling Thunder which means
once Yoimiya comes out, those infused pyro attacks might become super powerful when used
together with Electro Traveler and the knockback from Overload will actually help out with
smaller enemies because it’s going to act like a stagger and that’s something what
a lot of bow characters struggle with when trying to maintain a distance between enemies. Now one thing to keep in mind would be that
for now, only 3 constellations are available and because the talent damage multipliers
are low, the only motivation would be to raise them up until you can no longer increase the
amount of energy points gained, which stop at level 7 and you can make this easier for
yourself by getting third and fifth constellations to boost up the levels which as of now, you
can only do this with the burst. So in short, the biggest strength of Electro
Traveler is energy generation while the drawback would be the damage output which can be worked
around if you’re going to use them together with a pyro character to produce big Overload
hits but the most realistic scenario for now would be to take a look at how you can build
and use the Traveler in a team. There’s a couple of ways you can build the
newest Electro Traveler. First would be a build that’s focused on
stacking up Energy Recharge and 2 main reasons would be that while you can supply the team
with a good amount of energy, ironically enough, The Traveler actually struggles with their
own burst which has a cost of 80 and because the elemental skill only produces a single
particle not to mention if you keep letting someone else pick up the amulets, activating
the burst off-cooldown won’t be easy. Second reason would be the passive that further
boosts Energy Recharge gain for anyone who collects the amulet but only once even if
multiple of them are picked up and the calculation is based off 10% of Traveler’s Energy Recharge,
or in other words, for every 10% you give back 1% to the amulet. So if you have 300% energy recharge, the amulet
will give 30% to the default 20% you get which totals up to 50% additional Energy Recharge
and that’s pretty insane if you think about it. Now this whole build focuses on that one stat
in particular, so any weapon with Energy Recharge in its substat is the way to go, just keep
in mind if you’re using Sacrificial Sword, the amulets will disappear if you trigger
the skill for the 2nd time, so make sure to collect them, preferably with the Traveler,
before using the skill again. But if your Favonius Sword, Festering Desire,
Sacrificial Sword or Skyward Blade are being used by someone else, you can easily go with
a budget weapon of Skyrider Sword because we only care about that one stat. And for the artifacts, honestly, you might
hear someone recommending the full set of the new Emblem of Severed Fate but it’s
not actually that good not to mention you have to work so hard on obtaining 4 decent
pieces just to activate the bonus. The burst hits like a wet noodle so additional
damage won’t be beneficial and Falling Thunder is not influenced by this bonus either, which
is the majority of the actual damage you’re going to be dealing. Also, let’s not forget the amulet bonus
doesn’t work with 4-piece set. Instead, it’s recommended to go for a 2-set
of Severed Fate in addition with either one of the 4-star artifacts that give another
20% to Energy Recharge or a 2-set of Thundering Fury to boost your overall electro damage
output or even Wanderer’s Troupe if you’re going to be causing Overloads. And for the artifacts themselves – you definitely
want to get Sands with Energy Recharge in the main stat while goblet and circlet remain
the traditional choices you see in every other sub damage dealer build. So in the most simple terms possible – Energy
Recharge is the name of the game because you can only act as a good sub damage dealer with
a specific condition when relying on elemental reactions. Every other offensive stat out there will
have minimal effect, aside from Electro DMG bonus, so this comes off as a blessing and
a curse, since you don’t have to focus on maxing out this build for traditional damage
dealing capabilities and instead embrace Energy Recharge as the stat to go, while some Elemental
Mastery won’t hurt in some specific team compositions. What’s unique about Electro Traveler is
that they kind of fit into many teams thanks to the fact their primary purpose is to supply
everyone with a lot of energy which is why you might have heard this specific form described
as the team’s battery. Still, there are some compositions that work
really well when the Traveler gets added and the first one would be Beidou’s Fireworks,
which capitalizes on Electro-Charged reaction and either Anemo or Bennett support for bigger
damage output and for this team comp to work, you need to make sure Beidou always has the
burst ready which has an expensive cost and demands another Electro character to help
her out with energy gain, which is why Electro Traveler is the perfect fit, especially if
you haven’t built Fischl, who was responsible with this task previously. Eula is also someone who appreciates this
new Traveler, since her burst also costs 80 and because of Falling Thunder, it’s quite
easy to cause Superconducts and shred your enemies physical resistance. Then there’s Xiao or Noelle, who as we know,
really don’t like generating energy and need a dedicated battery to help them out
and so Electro Traveler is happy to help out with this specific issue. Finally, as mentioned previously, there’s
also Yanfei or Yoimiya who can use quick ranged attacks together with Falling Thunder and
Traveler will always be the one triggering the reaction, so not only can you help out
with energy generation but also if built with additional Elemental Mastery, cause big damage
with Overloads. But in reality, consider this Electro form
as a solution to team mates who have trouble with gaining energy fast enough because that’s
really the whole point of this new Traveler. Even though it’s only been a couple of days
since Inazuma update, a lot of players had the initial impression this new Traveler isn’t
that great because of lackluster damage and while you cannot argue with that, there are
some really strong benefits for using this new character. Overall, the biggest selling point of our
new Electro Traveler is the capability to supply team mates with not just additional
energy recharge but actual energy points you can gain from the amulets and because they
can stay on the ground for up to 15 seconds, you don’t have to rush and collect, giving
you more time to pull off a good damage rotation. It’s also important to note just how much
more easy it is to use this playstyle compared to Anemo and Geo versions since you don’t
have to deal with clunky mechanics. As for the drawbacks, it’s pretty clear
the damage output is disappointing because of low damage multipliers, which means this
Traveler acts more like utility team mate than a sub damage dealer and it also doesn’t
help The Traveler struggles with their own energy generation because of high burst cost
and low elemental particles the skill produces. Still, for a character that’s completely
free, you can use minimal amount of resources and focus on fleshing out as much Energy Recharge
as possible so you can get all the benefits that you’re supposed to when using this
character in a team that needs a proper battery to fuel those bursts. Hope you enjoyed the video and if you’d
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