Gaming How-To

Genshin Impact 7.0: How to Push Flins to 7 Million Team Damage

The exact team, weapons, artifacts and Burst timing behind a verified 7,049,307 damage run on the Ruin Guard dummy.

The exact team, weapons, artifacts and Burst timing behind a verified 7,049,307 damage run on the Ruin Guard dummy.

Flins hits hard on his own, but almost none of his ceiling comes from his personal numbers. Nearly all of it comes from stacking Lunar-Charged multipliers on top of a Burst that fires twice per Skill window. Built correctly and paired with the right three teammates, a C0 Flins team clears seven million total damage on a stationary target.

Quick answer: Run Flins with Sucrose, Ineffa and Columbina, give Flins Bloodsoaked Ruins and 4-piece Night of the Sky’s Unveiling, keep his Energy Recharge at 130% or higher, and fire his short Burst immediately after every swap-in. That setup produced 7,049,307 total damage and 190,270 DPS against the Ruin Guard dummy.


The final Flins team and its gear

The four-character lineup is fixed, and every slot is doing a specific job. Flins is the only on-field unit. Ineffa keeps a second Moonsign character in the party while adding sub-DPS damage and an Elemental Mastery buff. Columbina supplies the Lunar Reaction damage bonus and her own off-field damage. Sucrose handles resistance shred plus the ATK and Elemental Mastery buffs.

CharacterWeaponArtifactsJob in the team
FlinsBloodsoaked Ruins4pc Night of the Sky’s UnveilingOn-field DPS, direct Lunar-Charged damage
SucroseThrilling Tales of Dragon Slayers4pc Viridescent Venerer380 EM buff, 45% ATK buff, RES shred
Ineffa4pc Silken Moon’s SerenadeSecond Moonsign unit, sub-DPS, EM buff
Columbina50% Lunar Reaction DMG bonus, sub-DPS

Ineffa’s Elemental Mastery buff is worth 6% of her own total ATK, so she wants a heavy ATK build rather than a pure support one. Columbina’s contribution is split between the teamwide Lunar Reaction bonus and her own damage, which is why she edges out a pure Hydro applicator like Aino in the final slot.


Ascendant Gleam is the biggest single jump

Flins raises the party’s Moonsign by one level just by being in the team. Add a second Moonsign character and the party reaches Ascendant Gleam, which changes how his Burst behaves. His short Burst, Thunderous Symphony, deals two instances of Lunar-Charged damage instead of one, and his first ascension passive adds another 20% to Lunar-Charged reactions he triggers.

The scale of that change is easy to measure. A solo Flins running Primordial Jade Winged-Spear and 4-piece Gilded Dreams caps out at a 65,962 hit. Adding any Hydro unit to convert Electro-Charged into Lunar-Charged nudges that to 69,505. Reaching Ascendant Gleam pushes his strongest hit to 120,606 — nearly double, from a party composition change alone.

Moonsign tab of the Team Bonus screen showing the bonuses active with two Moonsign characters deployed
The Moonsign tab under Team Bonus confirms Ascendant Gleam is active once two Moonsign characters are in the party. Image: HoYoverse

Check the Moonsign tab on the Team Bonus screen before you commit to a run. If it reads Nascent Gleam instead of Ascendant Gleam, you only have one Moonsign unit deployed and Flins is firing half of his Burst.


Flins’s weapon and artifact upgrades

Two swaps on Flins himself are worth roughly a million damage combined. The first is 4-piece Night of the Sky’s Unveiling, which hands him up to 30% CRIT Rate under Ascendant Gleam and adds a 10% Lunar Reaction damage bonus for the whole party. That set alone lifted expected team damage from 2,250,000 to 2,700,000.

The second is his signature polearm, Bloodsoaked Ruins. It raises Lunar-Charged damage by 36% and supplies another 28% CRIT DMG, taking the expected total to 2,900,000. Because the artifact set is already feeding him CRIT Rate, the weapon’s CRIT Rate substat leaves plenty of room to load CRIT DMG and ATK elsewhere.

Flins character screen with the Weapons tab open to check his equipped polearm
The Weapons tab on Flins’s character screen, where the polearm swap to Bloodsoaked Ruins is made. Image: HoYoverse

The support swaps that move the needle

Columbina replacing Aino is the largest support upgrade in the chain. She provides a 50% total Lunar Reaction damage bonus on top of solid sub-DPS output, which carried expected team damage from 1,900,000 to 2,250,000 with nothing else changed.

Character roster with Columbina highlighted before opening her build details
Columbina selected from the character roster, replacing Aino in the Hydro slot. Image: HoYoverse

Ineffa then replaces Durin. She loses Durin’s 35% Pyro and Electro resistance shred, but she returns steady sub-DPS damage and an Elemental Mastery buff equal to 6% of her total ATK, which suits a Lunar-Charged team better. That trade moved the expected total from 2,900,000 to 3,000,000.

Sucrose is the last change, taking Fischl’s slot. Holding Thrilling Tales of Dragon Slayers with 4-piece Viridescent Venerer, she delivers a 380 Elemental Mastery buff and a 45% ATK buff on swap, and the expected total climbs to 3,300,000.

Sucrose selected on the Elemental Resonance screen to review her build before the swap
Sucrose picked from the Elemental Resonance screen as the replacement for Fischl. Image: HoYoverse

Damage ladder: every change and its expected total

ChangeExpected total damage
Aino with 4pc Silken Moon’s Serenade650,000
Add Fischl (4pc Tenacity of the Millelith)950,000
Add Bennett (4pc Noblesse Oblige)1,200,000
Bennett → Nicole (Hexerei, 4pc Celestial Gift)1,400,000
Nicole → Durin (35% RES shred)1,900,000
Aino → Columbina2,250,000
Flins on 4pc Night of the Sky’s Unveiling2,700,000
Flins on Bloodsoaked Ruins2,900,000
Durin → Ineffa3,000,000
Fischl → Sucrose3,300,000
Burst used on swap-in (130%+ ER)4,200,000
Measured on Ruin Guard dummy7,049,307

Note: the interim figures are expected values used to compare one change against the next. The 7,049,307 result is the measured output of the finished team over a full rotation cycle, which is why it lands well above the last expected step.


Burst timing and the 130% Energy Recharge requirement

The single largest gain in the whole sequence costs nothing but sequencing. Using Flins’s Elemental Burst immediately after he swaps in raises the damage dealt by 200%, taking expected team damage from 3,300,000 to 4,200,000. The condition is Energy Recharge of at least 130%, and it is worth building for even at the cost of some CRIT DMG substats.

The rotation itself is short. Cast Ancient Rite: Arcane Light to enter Manifest Flame form, use Northland Spearstorm, then fire the short Burst inside the six-second window it opens. Because that special Skill has a six-second cooldown and the short Burst has none, Flins fits two short Bursts into a single Skill state, which is where the bulk of his direct Lunar-Charged damage lands.

Approaching a large glowing structure in the open world before starting a damage test
Moving into position before running the rotation against a target. Image: HoYoverse

To confirm the build is working, run the rotation on the Ruin Guard DPS dummy and read the total damage and DPS readout at the end. The reference run finished at 7,049,307 total damage and 190,270 DPS with no food buffs applied.


Reference stat lines for the final four

StatFlinsSucroseIneffaColumbina
Max HP19,97819,48418,85232,682
ATK2,5689432,8561,013
Elemental Mastery37372315965
CRIT Rate77.6%19.4%71.6%67.0%
CRIT DMG206.6%67.9%171.3%257.9%
Energy Recharge144.7%147.3%100.0%199.0%

Flins’s ascension passive converts 8% of his ATK into Elemental Mastery, capped at 160, so 2,000 ATK is the practical floor before that bonus stops growing. His Moonsign passive also scales the whole team’s Lunar-Charged base damage off his ATK, up to 14% at 2,000 ATK, which is another reason not to trade ATK away for extra Elemental Mastery.


Why your run lands lower

  • Only one Moonsign character in the party. The Team Bonus screen shows Nascent Gleam, Flins’s short Burst fires a single instance, and his 20% Lunar-Charged bonus never applies.
  • No Hydro application on the field. Without Electro-Charged being triggered, there is no Lunar-Charged conversion for Flins’s passive to work with.
  • Energy Recharge below 130%. The Burst-on-swap bonus does not apply, which is the difference between roughly 3.3 million and 4.2 million expected damage.
  • Burst fired late in the Skill window. Delaying past the six-second Thunderous Symphony window drops you back to the 80-energy Burst and loses the second short Burst entirely.

The ladder is instructive on its own. Flins goes from a 65,962 solo hit to just over seven million team damage without a single constellation, and most of the gain comes from party composition and timing rather than from grinding better substats. If you only have room for two changes, take the second Moonsign unit and the Burst-on-swap timing first.