Encore Build Guide

Encore portrait
FusionB Tier

Wooly-Counting Game

Build Priority

Skill Priority
Normal AttackResonance SkillForte CircuitResonance LiberationIntro Skill

Stat Priority

Echo Main Stats
4-Cost: Crit DMG3-Cost: ATK%3-Cost: Fusion DMG Bonus1-Cost: ATK%1-Cost: ATK%
Substat Priority
1Crit Rate
2Crit DMG
3ATK%
4Basic Attack DMG Bonus
5Energy Regen

Should you build Encore?

Encore is a Fusion main damage dealer whose Liberation replaces her Basic, Heavy, Skill, and Dodge Counter with faster Cosmos attacks. Those hits fill Mayhem. At 100 Mayhem, a held Heavy Attack starts a protected charge and ends in the Liberation-classified Cosmos Rupture, which continues even if Encore switches out.

What to know before spending pulls

Her complete normal and Cosmos Rave loops work at S0. She benefits from a Basic Attack amplifier such as Sanhua or a Fusion partner such as Changli. Learn to start Cosmos Rupture near the end of the transformed window and switch during its protected charge before investing in an extra copy.

Do you need the signature weapon?

Encore has no dedicated featured weapon in the current recommendations. Stringmaster is listed first with 500 ATK and 36% Crit Rate. It grants 12% Attribute DMG Bonus, builds up to 24% ATK through Skill damage, and grants another 12% ATK while off-field. Cosmic Ripples is a standard alternative with 500 ATK, 54% ATK, and 12.8% Energy Regen; Basic Attack hits build up to 16% Basic Attack DMG Bonus. Stringmaster offers Crit Rate and stronger Skill interaction, while Cosmic Ripples supports Liberation uptime and the transformed Basic Attack string. No controlled comparison is published here.

Another character copy or the weapon?

S1 means Encore's first Resonance Chain upgrade. Basic Attack hits grant 3% Fusion DMG Bonus for 6 seconds, stacking four times. Stringmaster instead supplies 36% Crit Rate, 12% Attribute damage, and Skill-triggered ATK. S1 builds naturally through Wooly Attack and Cosmos Frolicking; the weapon supplies more general stats across Basic, Skill, and Cosmos Rupture damage. Her Mayhem and Cosmos Rave loop works without either.

Advice for your account

New account using Augment

Casting Cosmos Rave grants 15% ATK for 15 seconds, covering the transformed attack string and the Cosmos Rupture prepared near its end.

Team with Sanhua

Use Sanhua's Outro directly into Encore. The Basic Attack amplification covers Cosmos Frolicking, which supplies most of Encore's transformed field time.

Team with Changli

Use Changli's Outro into Encore when Cosmos Rave is ready. Its Fusion and Liberation amplification benefits the transformed window and the Liberation-classified Cosmos Rupture.

Best Echo Set →Teams →

Reviewed 2026-09-17 for game version 3.6

Rotation and troubleshooting

Easy rotation

Enter through Intro, then use Flaming Woolies and press Skill again for Energetic Welcome. Use the four-stage Wooly Attack string and its Wooly Strike follow-up to build Mayhem and energy. Cast Cosmos Rave, then repeat Cosmos Frolicking strings and use Cosmos Rampage whenever available. Once Mayhem reaches 100 during the transformed state, hold Normal Attack to start Cosmos' Mayhem and prepare Cosmos Rupture. Near the end of Encore's field window, begin that held Heavy Attack and switch to the next character during its protected charge; the finisher will still occur after the switch.

Opening vs. repeat cycles

Intro, normal attacks, both Skill hits, and all Cosmos Rave hits build Mayhem. At full Mayhem outside Liberation, the same held input produces Cloudy Frenzy instead of Cosmos Rupture. Decide which finisher the rotation needs before spending the gauge, because entering Cosmos Rave changes the result and continued transformed hits can refill Mayhem.

Why this skill priority

Liberation, Basic Attack, Resonance Skill, Forte Circuit, and Intro are all listed first in the current priority data because Encore's damage and Mayhem generation are distributed across the entire kit. Liberation transforms every common input, while the Forte converts the full gauge into Cloudy Frenzy or Cosmos Rupture.

Required buffs and assumptions

The main sequence assumes Cosmos Rave is ready and Encore can remain above 70% HP for the inherent 10% damage increase. Cosmos Rupture and Cloudy Frenzy both enter a charge state with 70% damage reduction and are not interrupted by switching, but starting either consumes the full Mayhem gauge.

Energy Regen target

No minimum Energy Regen target is listed in the current build data. Cosmos Rave enables Encore's strongest sustained Basic Attack window, so Energy Regen matters when it cannot be cast every cycle. Cosmic Ripples supplies 12.8% Energy Regen.

Troubleshooting

The held Heavy Attack casts Cloudy Frenzy instead of Cosmos Rupture

Likely cause: Encore was outside Cosmos Rave when the full Mayhem gauge was spent.

Check: Confirm the transformed Cosmos attack names are active before holding Normal Attack.

Fix: Enter Cosmos Rave first, rebuild Mayhem to 100 with transformed attacks, then hold Normal Attack.

Energetic Welcome is unavailable after Flaming Woolies

Likely cause: The follow-up Skill input was delayed beyond its window.

Check: Review whether other attacks were inserted before the second Skill press.

Fix: Press Resonance Skill again promptly after Flaming Woolies completes.

Cosmos Rupture seems delayed after Encore switches out

Likely cause: The finisher completes only after the Cosmos' Mayhem charge state ends.

Check: Confirm Encore began the full-Mayhem held Heavy Attack before the switch.

Fix: Allow the charge to finish off-field. Switching does not interrupt it, so the delay is expected.

Reviewed 2026-09-17 for game version 3.6

How to Play

Hold Basic Attack in normal state when Forte Gauge is full to cast Enhanced Heavy Attack. Hold Basic Attack during Resonance Liberation state if Forte Gauge is full to cast Enhanced Resonance Liberation attack. Source: Wuthering Waves Fandom wiki (https://wutheringwaves.fandom.com/wiki/Encore/Combat), community content under CC BY-SA.

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