Endstate Matrix is the multi-team boss rush in Wuthering Waves, and crossing 100,000 points in Singularity Expansion comes down to three things: sending enough teams, matching each team to the right Power Circuit buff, and holding your strongest cores for the multiplied rounds. A clean run of twelve teams can land at 101,594 points without touching the Version 3.6 headliner Qingxiao at all.
Quick answer: Clear Stability Accords first, then run Singularity Expansion with 10–12 built teams. Aim for at least 5,000 points per team, put your weakest cores on Round 1, and save Tune Strain, Negative Status, and Mimic-delete teams for Round 2 (×1.15) and Round 3 (×1.25).
How scoring works in Singularity Expansion
Score comes from damage dealt. Every hit you take reduces that number, so dodging and parrying directly protect your total. There is no cap on how many teams you can deploy in Singularity Expansion, which is why a high total is really a test of roster depth rather than one perfect team.
Boss HP bars carry over between teams. If one team leaves a boss at half health, the next team picks up exactly where it left off. Weapons and Echo sets stay locked to whichever Resonator equipped them, so every additional team needs its own gear. Demo Resonators fill that gap for characters you own but cannot weapon-feed, since they arrive with a signature weapon and a built Echo set and inherit your Resonance Chain.
The round multiplier is the single biggest lever on your total.
| Round | Score multiplier |
|---|---|
| Round 1 | ×1.00 |
| Round 2 | ×1.15 |
| Round 3 and later | ×1.25 |
Because later rounds pay more, deployment order decides how much your best teams are worth. Send a finished but cheaper core into Round 1, then move your two strongest cores into Round 2 and Round 3. A restart screen added in Version 3.6 shows your current total before you commit another run, so you can back out if a buff pick or healer split goes wrong.
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Add to Google Preferences →The Version 3.6 boss order and what each one wants
Five enemies appear in the current rotation, and they respawn in the same order in Round 2 with more HP, more damage, and extra infections. Matching your team’s mechanic to each boss is what keeps damage flowing without stalling on a full Vibration Strength bar.
| Boss | Resist | Key habit |
|---|---|---|
| Mourning Aix | Spectro | Parry its obvious counterattack move to cut 30% Vibration Strength and restore 10 Energy. |
| Myriad Snare: Rustfire Chassis | Fusion | Dodge Counter after a perfect dodge; it attacks continuously, so openings are frequent. |
| Sentry Construct | Glacio | Hit the first parry (~5s in) to ground it, then use Negative Status or Tune Break teams. |
| Tempest Mephis | Electro | Counterattack the circular parry window to build Off-Tune; save Tune Strain teams here. |
| Matrix Mimic | Equal to all | Singularity only. Deals 1.1× points on damage and grants 2,000 points plus 15s immunity on defeat. |

From Round 2 onward, most bosses gain a stacking attack buff that you can strip. Mourning Aix builds up to +72% ATK, cleared when you immobilize it. Sentry Construct stacks ATK until its Vibration Strength gauge is depleted. Tempest Mephis holds a flat +30% unless it is under Tune Strain – Shifting or Tune Strain – Interfered. That is why the Tune Strain teams belong on Mephis and the Negative Status teams belong on the Sentry.
Power Circuit buffs for Version 3.6
You lock one Power Circuit per team when you lock the team. The four options this phase favor heavy-attack DPS, Glacio Chafe, Havoc and Echo Skill teams, and Tune Strain cores.
| Power Circuit | Effect |
|---|---|
| General Enhancement | Enemies take 20% more total DMG and 20% more Heavy Attack DMG. |
| Enhancement: Negative Status | Targets with Negative Statuses take 25% more DMG for 30s; enemies take extra Glacio Chafe DMG. |
| Enhancement: Echo Skill | Echo Skill DMG +30%, Havoc DMG +20%, Resonance Skill DMG +20%. |
| Enhancement: Tune Break | Tunability – Shifting raises team DMG 25% for 30s; Tune Strain – Shifting raises the inflictor’s DMG 30% for 15s. |
Older characters stay usable because of Resonator Enhancements that grant extra damage for the phase. Cantarella, Camellya, Carlotta, Changli, Jinhsi, Jiyan, Brant, and Xiangli Yao each carry a flat 25% total DMG boost this phase, while Zhezhi, Yinlin, and Phoebe carry 20% plus a Resonance Liberation rider. That is what lets a run skip Qingxiao entirely and still clear the score thresholds.
Managing Vigor so you have enough teams
Each fight spends 1 Vigor from every Resonator involved. Most characters have 1 Vigor and cannot appear on a second team. Designated supports and healers start with 2 Vigor, which is what lets you reuse them across the roster.
Permanent 2-Vigor characters include Shorekeeper, Mornye, Verina, Suisui, and Baizhi. Spread them out. Doubling two healers onto one core wastes a second team’s sustain. Vigor is tracked separately for Stability Accords and Singularity Expansion, so clearing the first zone does not drain your pool for the endless climb.

A twelve-team rotation that clears 101,594 points
You do not need a specific roster, but the total below shows how the points stack when you spread damage across a dozen teams and lean on the multiplied rounds. Each team here runs three characters at level 80 or 90.
| Team | Composition | Points |
|---|---|---|
| 1 | Buling, Zhezhi, Carlotta | 6,399 |
| 2 | Shorekeeper, Phoebe, Zani | 6,955 |
| 3 | Verina, Sanhua, Luuk Hersen | 6,043 |
| 4 | Lupa, Changli, Galbrena | 8,239 |
| 5 | Buling, Cantarella, Camellya | 4,581 |
| 6 | Suisui, Chisa, Yangyang: Xuanling | 14,621 |
| 7 | Verina, Yinlin, Xiangli Yao | 5,284 |
| 8 | Mornye, Lynae, Aemeath | 10,728 |
| 9 | Mornye, Rebecca, Lucy | 9,795 |
| 10 | Jinshi, Yangyang, Baizhi | 14,945 |
| 11 | Augusta, luno, Shorekeeper | 9,757 |
| 12 | Hiyuki, Lucilla, Suisui | 14,945 |
Note the pattern in the top scorers. The Negative Status core built around Yangyang: Xuanling and the Tune Break cores with Aemeath and Lynae land in the five figures because they hit the right boss in a multiplied round. The lower-scoring teams are the early Round 1 chippers doing exactly their job, softening bars so the heavy hitters clean up later.

Run order that maximizes the total


How to confirm the run paid out
Crossing the higher score tiers unlocks fixed rewards you can verify on the event page. In Singularity Expansion, 12,000, 16,000, and 21,000 points each pay Astrite ×50 alongside materials, and reaching 58,000 grants the version’s timed profile title. On the team-bonus side, hitting 5,000 points with three and four teams pays Astrite, while six teams at 5,000 unlocks the Morphable Overlord Class Echo bundle.
A full-clear week across both zones adds up to Astrite ×400. If your total is not registering, the usual cause is a team that never crossed a threshold row, or claiming before Challenge Tasks refreshed. Confirm each score row shows as claimed on the rewards panel before closing the mode.
The takeaway is simple. Score in Endstate Matrix rewards depth over power spikes, so a wide bench of built teams beats a single dream squad every time. Chip the early round, protect your damage windows, and let the ×1.15 and ×1.25 multipliers do the heavy lifting on your strongest cores. Do that across a dozen teams and 100,000 points is well within reach, no Qingxiao required.





