The Real Talk: Deathmatch R5 crushes single targets with its 48% ATK boost and that sweet 36.8% CRIT Rate, while Ballad shines in rainbow teams with 240 EM. Here's the thing though—they're basically tied for overall damage at R5. Your team comp matters way more than you think.
Look, I've been testing Battle Pass weapons since they launched, and these two have sparked more debates in my DMs than any other weapon comparison. The recent Ineffa release? That's given us some fascinating new data points, especially with how these weapons interact with modern reaction mechanics.
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The Numbers Game: What You're Actually Getting
Deathmatch R5 - The Crit Monster
Here's what caught my attention first: 454 Base ATK and a whopping 36.8% CRIT Rate at Level 90. That CRIT Rate? It's literally equivalent to a perfect 5-star circlet main stat. Think about that for a second—you're essentially getting a free artifact slot to stack CRIT DMG instead.
The R5 Gladiator passive is where things get spicy. Against single enemies (or when there's just one left standing), you're looking at a 48% ATK increase. That's not a typo. Multiple enemies? You still get 32% ATK plus some DEF, which isn't terrible.
Now, that 454 Base ATK might look underwhelming compared to 5-star weapons, but here's my take after months of testing: for characters who scale off multiple stats or benefit from external ATK buffs, it matters less than you'd think.
Ballad of the Fjords - The EM Powerhouse
510 Base ATK and 27.6% CRIT Rate. Better base stats, sure, but that's not the whole story.
The R5 passive Tales of the Tundra is interesting—240 Elemental Mastery when your party rocks at least three different elements. That's a substantial chunk of EM, roughly equivalent to what you'd get from a well-rolled EM sands.
But here's the catch (and it's a big one): mono-element teams? Dual-element comps? This weapon becomes significantly weaker. I've seen too many players grab this weapon without considering their actual team rotations.
The Base ATK Reality Check
That 56-point difference in Base ATK translates to roughly 112-168 additional ATK through normal scaling. Sounds significant, right? But Deathmatch's 9.2% higher CRIT Rate often provides more practical value through damage consistency and—this is crucial—artifact flexibility.
For characters like Ineffa who need specific ATK thresholds (her 2000 ATK requirement, for example), Ballad's higher Base ATK can reduce the artifact stat pressure. Worth considering if you're struggling with builds.
Passive Abilities: Where the Magic Happens
Deathmatch's Straightforward Excellence
What I love about Deathmatch is its simplicity. Enemy count detection? That's it. No elemental requirements, no complex conditions. The 48% ATK boost against single targets ranks among the highest conditional ATK bonuses you'll find on any 4-star weapon.
Here's something many guides miss: the passive stays active when your character is off-field. For sub-DPS characters with quick rotations, this is actually huge.
The multi-target scenario gives you 32% ATK and DEF. That DEF bonus? More useful than it appears, especially for characters who convert defensive stats into damage.
Ballad's Strategic Complexity
The three-element requirement isn't just a restriction—it's a team-building philosophy. You're essentially committing to reaction-based gameplay, which can be incredibly powerful when executed properly.
That 240 EM at R5 represents serious reaction damage. We're talking 35-40% increased transformative reaction damage for things like Hyperbloom. The new Lunar-Charged reactions? Even better scaling.
Teams with Anemo supports like Sucrose or Kazuha naturally enable this passive while providing additional benefits through elemental absorption and resistance shredding. It's synergistic design at its finest.
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Reliability vs. Potential
Deathmatch wins on reliability. It works everywhere, all the time, without team composition constraints. Ballad offers higher ceiling potential but requires careful planning and team flexibility.
Character Spotlight: Ineffa Performance Deep Dive
The Testing Results
After extensive testing, here's what I found: Deathmatch R5 achieves approximately 493,587 total damage over 20 seconds in standardized conditions. Ballad R5? 500,580 over the same period—but only in three-element teams.
That's a 1.4% difference. Honestly? Within margin of error for most practical purposes.
But the damage composition tells a different story. Deathmatch users see higher personal talent damage due to ATK scaling, while Ballad users get superior reaction damage through EM amplification.
Team Composition Impact
In Hyperbloom or Taser teams with Anemo supports, Ballad consistently outperforms. The EM bonus significantly amplifies Ineffa's Lunar-Charged reaction damage, which can constitute 40-50% of total damage output in optimal rotations.
Double Electro or boss-focused compositions? Deathmatch takes the lead. That consistent ATK bonus proves more valuable when reactions aren't the primary damage source.
Energy Considerations
Here's something most guides overlook: Ineffa's ER requirements create additional weapon considerations. Her solo Electro ER needs range from 185-205%, dropping to 140-160% in Double Electro teams.
Deathmatch's ATK bonus indirectly supports her A4 passive, which provides team-wide EM based on her ATK value. It's a multiplicative benefit that goes beyond simple damage calculations.
Investment Economics: The Long Game
Battle Pass Reality
Both weapons follow identical investment paths—five Battle Pass periods for R5, roughly $50-60 total investment over 7.5 months. That's the reality of Battle Pass weapons.
Here's where they differ: refinement scaling. Deathmatch shows more dramatic improvements from R1 to R5 due to ATK bonus increases. Ballad provides steady EM scaling with consistent but less dramatic per-level improvements.
For immediate impact at lower refinements, Deathmatch often provides better value due to unconditional passive activation. Ballad really needs R3-R5 to achieve competitive EM values that justify its team constraints.
Team Synergy Breakdown
Multi-Element Mastery
Ballad excels in Dendro/Hydro/Electro/Anemo combinations that enable multiple reaction types. Popular compositions include Hyperbloom teams with Nahida, Furina, and Sucrose, where the EM bonus creates multiplicative damage increases.
Anemo supports provide particular synergy—they enable the three-element requirement while offering additional EM sharing and resistance shredding. It's beautiful when it works.
Focused Compositions
Deathmatch dominates in teams that prioritize specific elemental synergies over reaction diversity. Double Electro teams with Raiden and Fischl benefit from consistent ATK bonuses without elemental constraints.
Geo resonance teams particularly favor Deathmatch due to their typical dual-element focus and ATK scaling emphasis rather than transformative reactions.
Spiral Abyss: Real-World Performance
Current Meta Analysis
Floor 12's enemy lineup heavily influences weapon effectiveness. Single high-HP bosses consistently favor Deathmatch's single-target bonus, while multi-wave encounters with diverse enemy types may benefit from Ballad's reaction amplification.
Clear time analysis shows minimal differences in most scenarios—we're talking 10-15 seconds at most. Player skill and team optimization typically matter more than weapon choice.
Both weapons achieve consistent 36-star clears when properly built. The performance gap rarely affects star achievement, making weapon choice more about comfort and playstyle preference.
Busting Common Myths
The Refinement Trap
R5 refinements don't provide dramatic performance jumps. While both weapons benefit from refinement, gains are often modest compared to improving artifacts or talents. R3 typically provides 80-85% of R5 performance for both weapons.
Base ATK Overestimation
Players consistently overestimate Base ATK differences, especially when comparing weapons with different substat focuses. That 56 Base ATK difference? Often less impactful than the 9.2% CRIT Rate difference in practical gameplay.
Advanced Optimization
Expert players consider weapon choice as part of broader account optimization rather than character-specific decisions. Owning both weapons at high refinement provides flexibility for new character releases and meta shifts.
The interaction between weapon choice and constellation levels can significantly affect optimal builds. ATK-scaling constellations may favor Deathmatch, while reaction-focused constellations benefit more from Ballad's EM bonus.
FAQ
Is Deathmatch R5 universally better? Nope. Neither weapon dominates across all scenarios. Deathmatch excels in single-target and sub-three-element teams (48% ATK bonus). Ballad shines in multi-element compositions where its 240 EM amplifies reactions.
Hu Tao and Xiao weapon choice? For Hu Tao, both perform similarly in optimal conditions—Deathmatch for single-target bosses, Ballad for reaction teams. Xiao generally prefers Deathmatch due to his personal damage focus rather than reaction reliance.
R5 refinement cost breakdown? Five Battle Pass periods, approximately $50-60 total. Each cycle lasts about 6 weeks, so you're looking at 7.5 months of consistent purchases.
Ballad team requirements? Yes, you need at least three different elemental types for the 240 EM passive. Without this, the weapon provides only base stats, making it significantly weaker than Deathmatch.
Ineffa weapon recommendation? Depends on your team. Three-element teams favor Ballad (500,580 vs 493,587 damage over 20 seconds). Double Electro and single-target scenarios favor Deathmatch.
F2P considerations? Both require Battle Pass purchases, making them equally accessible to low-spenders but not F2P options. F2P players should consider craftable alternatives like Kitain Cross Spear, which can perform competitively for specific characters without monetary investment.