- Stars: ★★★★★
- Element: Lightning
- Path: The Nihility
- Release: 1.2
Kafka is a 5-star character from the Path of the Nihility and is the queen of Damage over Time (DoT), as she clearly is one of the characters that causes the most damage through this type of damage.
In fact, she is one of the few characters who can increase the damage she deals based on the DoTs applied to enemies, even if she didn't apply those DoTs herself.
This unique ability, combined with her substantial damage output in both Single Target and Multi-Target scenarios, enables quite powerful teams built entirely around Damage over Time. Without Kafka, these team compositions wouldn't perform nearly as well. She is the one who has made such team compositions possible, or rather, viable.
Base Stats
Kafka DoTer
Like most DoTers, Kafka shouldn't prioritize Critical stats since Damage over Time cannot land critical hits. Additionally, a crucial point for Kafka's build is to understand that, unlike other DoT characters, she requires very little Effect Hit Rate.
Best Light Cones
Patience is All you Need
Increases DMG dealt by the wearer by 24%. After every attack unleashed by the wearer, the wearer's SPD increases by 4.8%, stacking up to 3 times. If the wearer hits an enemy target that is not affected by Erode, there is a 100% base chance to inflict Erode on the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 60% of the wearer's ATK, lasting for 1 turn.
Increases DMG dealt by the wearer by 28%. After every attack unleashed by the wearer, the wearer's SPD increases by 5.6%, stacking up to 3 times. If the wearer hits an enemy target that is not affected by Erode, there is a 100% base chance to inflict Erode on the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 70% of the wearer's ATK, lasting for 1 turn.
Increases DMG dealt by the wearer by 32%. After every attack unleashed by the wearer, the wearer's SPD increases by 6.4%, stacking up to 3 times. If the wearer hits an enemy target that is not affected by Erode, there is a 100% base chance to inflict Erode on the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 80% of the wearer's ATK, lasting for 1 turn.
Increases DMG dealt by the wearer by 36%. After every attack unleashed by the wearer, the wearer's SPD increases by 7.2%, stacking up to 3 times. If the wearer hits an enemy target that is not affected by Erode, there is a 100% base chance to inflict Erode on the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 90% of the wearer's ATK, lasting for 1 turn.
Increases DMG dealt by the wearer by 40%. After every attack unleashed by the wearer, the wearer's SPD increases by 8.0%, stacking up to 3 times. If the wearer hits an enemy target that is not affected by Erode, there is a 100% base chance to inflict Erode on the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 100% of the wearer's ATK, lasting for 1 turn.
Solitary Healing
Increases the wearer's Break Effect by 20%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 24%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 4 Energy for the wearer.
Increases the wearer's Break Effect by 25%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 30%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 5 Energy for the wearer.
Increases the wearer's Break Effect by 30%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 36%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 5 Energy for the wearer.
Increases the wearer's Break Effect by 35%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 42%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 6 Energy for the wearer.
Increases the wearer's Break Effect by 40%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 48%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 6 Energy for the wearer.
Good Night and Sleep Well
For every debuff the target enemy has, the DMG dealt by the wearer increases by 12%, stacking up to 3 time(s). This effect also applies to DoT.
For every debuff the target enemy has, the DMG dealt by the wearer increases by 15%, stacking up to 3 time(s). This effect also applies to DoT.
For every debuff the target enemy has, the DMG dealt by the wearer increases by 18%, stacking up to 3 time(s). This effect also applies to DoT.
For every debuff the target enemy has, the DMG dealt by the wearer increases by 21%, stacking up to 3 time(s). This effect also applies to DoT.
For every debuff the target enemy has, the DMG dealt by the wearer increases by 24%, stacking up to 3 time(s). This effect also applies to DoT.
Fermata
Increases the Break Effect dealt by the wearer by 16%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 20%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 20%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 24%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 24%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 28%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 28%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 32%. This also applies to DoT.
Incessant Rain
Increases the wearer's Effect Hit Rate by 24%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 12%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 12% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 28%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 14%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 14% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 32%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 16%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 16% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 36%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 18%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 18% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 40%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 20% increased DMG for 1 turn.
Resolution Shines as Pearls of Sweat
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 70% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 13% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 80% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 14% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 90% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 15% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 16% for 1 turn(s).