Energy Recharge


For the large majority of Genshin Impact players, Energy Recharge is a mechanic that’s as simple as “Get your percentage higher using a weapon or substats, and you’ll get your Elemental Burst back online quicker!”.

While there’s nothing incorrect with this outlook, and it certainly does work that way, there’s a lot more to the underlying principles of how Energy Recharge functions. While there are a number of characters in Genshin Impact that have low cooldown timers on their abilities and naturally struggle very little with Energy levels (Kaeya, etc.), some characters are extremely Energy-dependent in terms of being able to leverage much of their default kit (Mona, Xiangling, etc.). Careful planning and consideration can go a long ways towards bringing Energy in characters to life.

In this guide, we’ll dive in to some of the nuts and bolts of how Energy Recharge works, how to maximize its usage when you need to, and general ideas to help you get more Energy into the characters that need it with less frontend effort.

To give appropriate credit to where credit is due, much of the math from this discussion was gleaned from the datamined stats on the Genshin Impact Fandom website, and their repository of this information was extremely helpful for our overview.

Core Mechanics

If we look at the simple question of “How do I get Energy into a character?”, there are three means of accomplishing this, broken out into greater detail in subsequent sections:

  1. Most characters in Genshin Impact generate a certain amount of Elemental Particles when using their Elemental Skills in such a way that they hit an enemy. These particles will recharge the energy of all party characters when collected.
  2. Most enemies have certain HP thresholds that, when they are dropped to or below, will produce Elemental Particles that recharge party characters’ energy.
  3. All enemies in Genshin Impact will drop at least one Elemental Particle or Elemental Orb upon death, and these will recharge party characters’ energy.

A crucial distinction to make here before going any further into our discussion is that a character’s Elemental Skill isn’t what directly produces Energy Recharge – Elemental Particles and Orbs are what produce Energy Recharge across the board. These two things are separate steps in the process; they aren’t the same step.

In terms of how much Energy a given Elemental Particle or Orb will produce in a character once it’s received, this is outlined in the table below.

Several things can be observed happening here.

First, characters who aren’t currently the active character in a party will still recharge their energy based on what the active character is doing, and this principle increases in effect when the active character and the inactive character in question share the same element.

Second, you actually recharge more energy for your inactive characters when your party size is smaller. Note, this doesn’t change the recharge rate for your active character. This same principle also works in co-op – meaning that if you’re co-op’ing with one other player, and both of you subsequently have a party size of 2, both of your inactive characters will receive an improved recharge rate based on what both your respective active characters are doing. Nifty!

Third, these are the raw rates for energy obtained, and are subsequently subjected to being multiplied by each character’s Energy Recharge percentage modifier in their character stats, even if the characters in question are currently inactive. This means that if you, for example, had a 200% Energy Recharge rate on Bennett, that level of recharge is going to be in effect for him for all energy he regenerates, whether he’s currently in or out of active play.

Different characters in Genshin Impact require differing amounts of Energy to active their Elemental Bursts, ranging from 40 all the way up to 80. A good school of thought to adopt is to match your energy intake vs. your anticipated energy output needs; this can be done through artifact kits, weapons, party compositions, or Ascension passive stats for some characters.

Elemental Skills

Not all characters produce the same amount of Elemental Particles upon using their Elemental Skill, as evidenced from the below example table from Patch 1.3:

“N” in this matrix is a small random number generated at the time of Skill usage.

You’ll notice that some characters, such as Barbara and Lisa, actually don’t get any Elemental Particles off of using their uncharged Skills. In Barbara’s case, she’s largely dependent upon her party members for giving her passive Energy; for Lisa, she’s dependent upon her party as well as her charged Skill to get her Energy reserves topped off.

On the opposite side of the spectrum, characters such as Xingqiu and Sucrose get relatively high amounts of Energy back off of using their Skills, although this is traded off against long cooldowns. The longer the cooldown, the more readily justified it can become to supplement their kit with something like one of the Sacrificial weapons, or playstyle adjustments.

Enemy HP Thresholds

Most non-boss enemies in Genshin have at least one “knock” threshold at either 60% of their HP, or at 66% of their HP. Some enemies actually have multiple “knock” thresholds (large slimes have a 33% and 66% threshold, and mitachurls have a 25%, a 50% and a 75% threshold).

In an effort to preserve credit to where credit is due, more information about the specific thresholds for different enemies can be found at the Genshin Impact Wiki page dedicated to this subject.

When one of these thresholds is reached, the enemy in question will drop either an Elemental Particle, multiple Elemental Particles, or an Elemental Orb. The elemental alignment of the drop is consistent with the enemy’s elemental alignment, and as such, will provide varying levels of Energy regeneration for different party members.

The amount of Particles or Orb(s) an enemy will drop at a “knock” threshold tends to increase proportional to the difficulty of the enemy, as this school of thought also applies for the amount of “knock” thresholds an enemy has, as well. A Cicin Mage has three Elemental Orb-generating “knock” thresholds, while a small Hydro slime only has a single Elemental Particle-generating one.

Sometimes there’s a tendency to ask the question of whether or not team compositions can be structured around the idea of being fairly Energy-“light” in terms of their weapon and kit Energy regeneration, but have very high damage output with the idea of being to hit so many enemies’ “knock” thresholds fast enough to get your characters’ Energy banks topped off again.

The author’s recommendation is to enjoy “knock”-based Energy as a supplement when it’s available, but to generally avoid constructing your squad around the idea of consistently getting it. Bear in mind that boss enemies don’t have “knock” thresholds, and for the enemies that do, you’re likely getting either Common Elemental Particles off of them, or Elemental Particles of a different alignment than what your party members likely need. As such, you’d be taking a reduced effect from them, albeit still an effect.

Enemy Defeat

Every enemy in Genshin Impact, including boss enemies, will drop at least one Elemental Particle upon defeat, with many enemies dropping more than one or dropping Elemental Orb(s).

As is the case with “knock” thresholds, enemies will always drop Particles or Orbs that conform to their elemental alignment. Defeat tends to be an easier visual point of recognition for enemies than guessing how close a given enemy is to a “knock” threshold.

Defeats can actually benefit your play considerably in terms of Energy Recharge because, for example, if you’re fighting against a group of four small Hydro smiles, and you’re able to completely 100-to-0 them using Lisa’s fully-charged Elemental Skill, you’re going to generate 8 total Hydro Elemental Particles (4 from their 60% knock threshold, and 4 from defeating them). While these particles are in mid-air on their way back to the active character, quickly switching over to a Hydro character (such as Tartaglia) in a party of 4 will offer him a 40% increase in the amount of Energy he’ll recover from those particles, which would equate to 24 Energy at his default Energy Recharge rate. (versus 14.4 if he wasn’t the active character in the party)

Defeat is also an extremely useful means of getting great uptime on your Elemental Bursts when fighting against mobs, because characters that possess great means of AoE damage in their non-Burst kits (such as Ganyu) rarely need to have Energy Recharge specifically built out on them as a character stat because they’re outputting so much damage in most normal scenarios that they’re passively getting enough Energy intake from “knocks” and defeats, anyway.

Is specifically building out Energy Recharge on some of these characters nice to have at times? Yes – and we don’t want to detract from that approach – but our aim with this section is to imply that there are other tools at your disposal for getting you the remainder of the way there.

Practical Example #1 – Putting It All Together

To help illustrate the effect of using an Elemental Skill in tandem with character-swapping to provide excellent regeneration capability for Energy, let’s consider an example with Beidou as a primary damage dealer, and a character who naturally struggles with Energy Recharge unless she’s built heavily into it – Mona.

For this example, I’m making the assumption that:

  • Beidou has a moderately-honed buildout towards DPS, with an emphasis in static electro damage from her Elemental Skill usage, as well as CRIT Rate/DMG.
  • Mona has an Energy Recharge rate of at least 180% due to a combination of her Ascension passive stat, as well as her equipment kit.

Mona’s only raw natural means of Energy regeneration is usage of her Elemental Skill, which will provide the active party character with 3 Hydro Elemental Particles upon hitting at least one enemy that’s not immune to Hydro damage. This tends to not be enough in itself, which is why many Mona builds heavily incorporate Energy Recharge mechanics to try and supplement this deficiency (and for other reasons).

If Beidou is facing off against five small Hydro slimes, and is able to 100-to-0 them using a charged instance of her Elemental Skill, she’s going to generate the following Elemental Particle drops:

  • 4 – Electro particle drops, from the charged instance of her Elemental Skill.
  • 5 – Hydro particle drops, from “knocking” five Hydro slimes at the 60% HP threshold.
  • 5 – Hydro particle drops, from defeating five Hydro slimes.

While these Elemental Particles have been dropped, but are otherwise still in midair traveling back to the active character, switch over to Mona – making Mona the active character, along with her having an Energy Recharge rate of 180%. The math for this then means that:

10 Hydro particles = 30 Energy for an active Hydro character, pre-factoring from Energy Recharge rate.

4 Electro particles = 4 Energy for an active Hydro character, pre-factoring from Energy Recharge rate.

Applying a 180% modifier to these two numbers gives us: 54 + 7.2 = 61.2

Mona’s Elemental Burst requires 60 Energy, meaning that this simple trick using the tools at our disposal coupled with going up against the enemies that we did will actually completely reload Mona’s Energy pool from 0-to-100%, regardless of anything else she’s actually done as an active character.

Practical Example #2 – Using Resonance/Skill Combos

To showcase the idea of using Elemental Resonance and Elemental Skills to supplement a kit that otherwise can’t produce enough Energy on its own, let’s look at an example using Xiao and Sucrose.

Unless Xiao is specifically built into Energy Recharge either by way of multiple Energy Recharge % substats on his artifact kit, or as a primary stat on his weapon, he otherwise does not have the natural means at his disposal to have 100% or near-100% uptime on his Elemental Burst. It’s a common sight among many Xiao players who’ve opted for a “Pure DPS”-type build on him to not give him any noteworthy means of Energy Recharge in his kit, presenting an issue for consistently getting his Elemental Burst off.

This problem can very easily be solved without changing anything in Xiao’s kit by using Sucrose in tandem with him to offer external Energy regeneration.

For this example, I’m making the assumption that:

  • Xiao has a moderately-honed buildout towards DPS, with a 120% Energy Recharge % stat due to lessened emphasis being placed there.
  • Sucrose has her Constellation 1 ability, giving her 3 charges on her Elemental Skill.
  • You have a party size of 2 due to playing in co-op mode with one other player.

Xiao is facing off against a group of small Pyro slimes, and expends both charges of his Elemental Skill which defeat 2 of these Pyro slimes. Sucrose is then cycled into the active role, and she uses the first two charges of her Elemental Skill to defeat another 2 Pyro slimes, then uses her third charge for an additional slime defeat but is cycled out for Xiao in the active role while the particles are in mid-air traveling back to the active character. We get a total Elemental Particle output of:

  • 6 – Anemo particle drops from two instances of Xiao’s Elemental Skill.
  • 2 – Pyro particle drops from “knocking” two Pyro slimes at the 60% HP threshold.
  • 2 – Pyro particle drops, from defeating two Pyro slimes with Xiao.
  • 8 – Anemo particle drops from the first two instances of Sucrose’s Elemental Skill (Sucrose active).
  • 2 – Pyro particle drops from “knocking” two Pyro slimes at the 60% HP threshold.
  • 2 – Pyro particle drops, from defeating two Pyro slimes with Sucrose.
  • 4 – Anemo particle drops from the final instance of Sucrose’s Elemental Skill (Xiao active).
  • 1 – Pyro particle drop, from “knocking” a Pyro slime at the 60% HP threshold.
  • 1 – Pyro particle drop, from defeating a Pyro slime with Sucrose (Xiao active).

While the math is more complicated this time around and I’ll spare you the equations on it, we get a grand total of: 70.08 Energy.

Xiao’s Elemental Burst requires 70 Energy to activate. While we’re just barely over the threshold for this and execution would have to be on-point to consistently get this result each time, using Sucrose in this fashion allows us to have near-100% uptime on Xiao’s Elemental Burst, even though his kit isn’t spec’d into Energy Recharge really at all!


It’s our hope that this discussion has been helpful for you, and you’ve found it insightful for your playstyle and general approach to the game.

We welcome comments or constructive feedback if additions or corrections can be made to to this content. Feel free to drop us a note with your thoughts.


The Sons of Dvalin community