Quick Answer: Particle funneling uses one character's Elemental Skill to generate particles, then immediately switches to another character for on-field collection. Combined with Favonius procs and ER optimization, this reduces Energy Recharge requirements by 30-50%.
Look, I've been testing particle mechanics since launch, and honestly? Most players are doing energy management completely wrong. They're stacking ER like it's going out of style when they could be dealing actual damage instead.
Understanding Particle Mechanics
Elemental vs Neutral Particles
Here's the thing about particles that nobody talks about enough – the math is actually pretty straightforward once you get it. Same-element particles grant 3.0 energy to active characters, different-element particles provide 1.0 energy, non-elemental particles offer 2.0 energy. Elemental orbs? They're exactly 3x their particle counterparts: 9.0/3.0/6.0 energy respectively.
But here's where it gets interesting (and where most guides gloss over the details): off-field characters in 4-character parties receive only 60% energy. That drops to 70% in 3-character setups, 80% in 2-character. This is why your Xiangling feels energy-starved even with 200% ER.
Energy Recharge multiplies particle values but – and this is crucial – doesn't affect flat energy sources like Raiden's burst restoration. Characters with 200% ER gain double energy from particles, which sounds great until you realize you're sacrificing damage stats for what proper funneling could solve.
Most characters requiring 80 energy bursts need 130-160% ER in mono-element teams. Mixed compositions without proper particle management? You're looking at 180-220% ER. That's... a lot of wasted potential damage.
Particle Absorption Rules
Particles travel at consistent speeds, giving you 1-2 seconds for character swapping. Skills must hit valid targets to produce particles – damage isn't required though. Hitting shielded enemies still generates particles, which is actually pretty useful in certain Abyss floors.
Most enemies drop particles at 75%, 50%, 25%, and 0% HP thresholds matching their elements. Plan your rotations around these if you're struggling with energy.
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Particle Funneling Fundamentals
Core Execution
The basic concept is deceptively simple: activate battery character's Elemental Skill, immediately switch to target character before particles arrive. Bennett's tap skill generates 2-3 Pyro particles every 2 seconds – that's incredibly consistent. Fischl's Oz produces 0.67 Electro particles per attack with near-permanent uptime.
Particle generation occurs 0.5-1.0 seconds after skill activation. This timing window is your friend – you can swap mid-animation and still catch those particles.
Timing and Mechanics
Here's something that took me way too long to figure out: skills generate particles regardless of damage dealt. Hitting immune enemies still produces particles, which means you can practice rotations on those annoying Electro Hypostasis cubes.
Some coordinated attacks have internal cooldowns independent of skill cooldowns. The 40% energy loss from off-field absorption compounds across multiple party members, creating those frustrating rotation struggles despite seemingly adequate individual ER stats.
Favonius Weapon Series Guide
Proc Conditions and Rates
Favonius weapons are honestly underrated. They generate 3 non-elemental particles plus 6 flat energy to the wielder on critical hits. R1 provides 60% proc chance with 12-second cooldowns, R5 offers 100% chance with 6-second cooldowns.
The particles benefit from ER stats and provide energy to the active character, while flat energy goes directly to the wielder regardless of field status. This dual benefit is why Favonius weapons are so effective for team energy management.
Optimal Crit Rate Requirements
Multi-hit skills like Kazuha or Sucrose need lower crit rates due to multiple proc opportunities. Single-hit skills require higher investment – it's just math. For 90% proc reliability over 20-second rotations, most characters need 35-45% crit rate.
Support Bennett with 40% crit rate and Favonius Sword? He reduces team ER requirements by 20-30%. That's significant damage potential you're unlocking.
Character Synergies
Favonius Sword excels on Bennett with his frequent skill usage and natural attack patterns. Favonius Warbow transforms Diona into a premium battery while maintaining her defensive utility – honestly one of my favorite support builds.
Favonius Codex suits catalyst users who weave normal attacks between abilities. Sucrose particularly benefits from the ER substat and team particle generation, making her both an excellent support and energy provider.
Prefunneling Techniques
Execution Steps
This is where things get spicy. Use Elemental Skill immediately before burst, cast burst while particles travel toward character. The burst animation provides time for particle absorption toward the next rotation.
Noelle can skill→burst→absorb 4 Geo particles during animation, providing 12 energy before any other sources kick in. It's elegant when executed properly.
Advanced prefunneling involves generating particles on one character, switching to cast another's burst, then switching back to absorb the original particles. The timing window allows 2-3 seconds for swaps and animations before particles despawn.
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Energy Recharge Optimization
ER Calculations
Same-element teammates significantly reduce individual ER needs – this is why mono-element teams feel so smooth. Triple Cryo teams require 115-150% ER, while solo element characters need 160-195% ER. Constellation levels like C4 Gorou or C1 Bennett reduce team requirements by 10-20% through additional generation.
Stat Priority Adjustments
Here's where proper funneling pays dividends: you can shift from ER to damage stats. Characters can switch from ER Sands to ATK%/elemental damage, providing 15-25% damage increases. Xiangling with Bennett funneling uses ATK% Sands instead of ER%, gaining roughly 20% damage in National variations.
Emblem of Severed Fate converts ER into damage while maintaining energy requirements. It grants up to 75% burst damage based on ER%, making it perfect for characters who need some ER but want to maximize damage.
Artifact substats should prioritize ER until meeting requirements, then focus damage optimization. Simple priority system that works.
Best Battery Characters
Bennett Setup
Generates 2-3 particles every 2 seconds through tap skill – absolutely incredible consistency. Optimal build: Favonius Sword with 35-40% crit rate, ER% Sands, HP% Goblet, Healing Bonus Circlet.
He supports Pyro carries while providing attack buffs and healing with his 60-cost burst maintaining excellent uptime. Bennett is basically the perfect support character, which is why he's been meta since day one.
Fischl Generation
Oz produces 0.67 Electro particles per attack with extended duration through burst. Use ER weapons or Favonius Warbow for team energy needs. Tenacity of the Millelith provides team buffs while maintaining battery function, particularly benefiting high-cost Electro characters like Beidou or Raiden.
Diona Optimization
Generates 4-5 Cryo particles while providing shield protection – talk about multitasking. Favonius Warbow maintains her defensive role while the ER substat supports burst uptime. She particularly benefits Cryo DPS like Ayaka, Ganyu, or Eula, allowing them to prioritize damage stats over ER requirements.
Advanced Techniques
Animation Canceling
Bennett's skill can be dash-canceled after tap input, allowing faster swaps for optimal absorption. This reduces rotation time by 0.5-1.0 seconds while maintaining full generation. Character-specific techniques vary by animation length and particle timing – worth practicing in the overworld.
Multi-Character Funneling
Chain 2-3 particle sources to single characters in quick-swap teams. Requires precise timing for the target character to remain active during multiple absorption windows. Works exceptionally well with Favonius users generating additional particles through normal attacks.
Abyss Strategies
Chambers with energy drain require aggressive battery approaches – no getting around it. High-HP enemies provide consistent drops at health thresholds, so coordinate burst timing around these sources. Adapt compositions and funneling priorities to floor mechanics and enemy types.
Team Examples
National Variations
Bennett generates 2-3 Pyro particles every 2 seconds supporting Xiangling. Standard rotation: Bennett skill → Xiangling burst → Bennett burst → Xiangling skill. This reduces Xiangling's ER from 200%+ to 140-160%.
The core battery function remains consistent across International and Rational variations – it's why National team has stayed relevant for so long.
Freeze Teams
Cryo resonance and same-element sharing between multiple Cryo characters creates natural synergy. Diona supports Ayaka or Ganyu while providing defense. Coordinate Diona's skill with DPS burst timing, and same-element particles plus Favonius procs reduce ER to 120-140%.
Hypercarry Support
Multiple batteries funnel to a single DPS while maintaining support uptime. Raiden hypercarry uses Bennett and Kazuha with Favonius weapons supporting both Raiden's needs and their own requirements. This allows pure damage optimization on the DPS while supports handle energy management.
FAQ
How much crit rate for consistent Favonius procs? 30-40% crit rate provides 70-80% proc chance per skill. Multi-hit skills need lower rates, single-hit skills require higher investment. Don't overthink it.
Does funneling work with all combinations? Yes, but efficiency varies dramatically. Same-element provides 3.0 energy per particle, cross-element offers 1.0 vs 0.6 off-field in 4-character teams. The math matters.
How much can funneling reduce ER requirements? 30-50% reduction typically. Characters needing 200% ER might function with 140-160% when supported by dedicated batteries with Favonius weapons. That's huge for damage optimization.
Which Favonius weapon provides best team support? Favonius Sword generally most consistent due to sword users' attack patterns and Bennett's availability. Choice depends on team composition – Warbow for Diona/Cryo teams, Codex for Anemo supports.
Does prefunneling work for all burst characters? Best for on-field burst characters like Noelle, Xiao, or Itto. Quick-swap characters benefit less since they switch immediately after bursting – timing doesn't work out as cleanly.
How to optimize rotations for maximum efficiency? Prioritize active status during absorption. Use battery skills first, swap to energy-hungry characters, execute abilities while absorbing. Coordinate multiple sources within single windows and time around enemy drops. Practice makes perfect here.