Nefer is an extremely potent Dendro DPS who deals a huge amount of Lunar-Bloom damage. Updated for version Luna V.
Table of Contents
Should I pull Nefer?
| Pros | Cons |
| Arguably the most powerful DPS in the game in the right team right now Extremely good vertical investment Easy to play Good F2P weapon options Mother | Practically reliant on Lauma to do good damage Loses damage against enemies with innate non-Hydro elemental auras Hard to farm artifacts for Very restrictive team archetypes |
Base Stats
Non-crit stats that are not 0 are rounded to the nearest integer. Any stat not listed can be assumed to be 0.
| 80/90 | 90/90 | |
| HP | 11811 | 12704 |
| ATK | 320 | 344 |
| DEF | 743 | 799 |
| CRIT Rate | 5.0 | 5.0 |
| CRIT DMG | 84.4 | 84.4 |
| Elemental Mastery | 100 | 100 |
Nefer has a base elemental mastery of 100, unlike every single other character (except for Lauma) with a base EM of 0.
Talent Overview
Normal Attack
Normal Attack
Performs up to 4 kicks that deal Dendro DMG with the ferocity and grace of a striking serpent.
Charged Attack
Nefer enters the Slither state, consuming Stamina to move rapidly forward for up to 2.5s. When the skill button is released, the duration ends, or Stamina runs out, Nefer will exit the Slither state and consume a certain amount of additional Stamina to deal Dendro DMG to opponents. When in the Shadow Dance state, additional Stamina consumption is decreased.
Additionally, unleashing the Elemental Skill Senet Strategy: Dance of a Thousand Nights or sprinting while Nefer is in the Slither state will not cause her to exit the state.
Plunging Attack
Calling upon the might of Dendro, Nefer plunges towards the ground from mid-air, damaging all opponents in her path and dealing AoE Dendro DMG upon impact with the ground.

Nefer’s normal and charged attacks are not a significant source of her damage. Her special dash from the charged attack is also slowing than just normally double dashing or running.
Elemental Skill
A dance that dissolved dynasties, as chilling as a winter’s night on the great sea of sand, yet lingering with the tenderness of moonlit gauze. Nefer charges forward, dealing AoE Dendro DMG and entering the Shadow Dance state.
While in the Shadow Dance state, if you have at least 1 Verdant Dew, Nefer’s Charged Attacks will be replaced with the special Charged Attack Phantasm Performance, which will not consume Stamina. When in the Shadow Dance state, Nefer’s resistance to interruption is increased.
Two initial charges.

Nefer’s elemental skill will cause her to dash forward and convert her normal charged attacks into these special charged attacks (Phantasm Performance), which will deal three instances of damage. Instead of stamina, executing these charged attacks will consume one Verdant Dew. Nefer can only perform three of these special charged attacks per skill use.
These special charged attacks are Nefer’s main source of damage. They scale off of elemental mastery, and they deal direct Lunar-Bloom damage.
Multipliers
| Lvl 1 | Lvl 6 | Lvl 9 | Lvl 10 | |
| 1-hit DMG% (EM) | 96 | 134.4 | 163.2 | 172.8 |
| 2-hit DMG% (EM) | 96 | 134.4 | 163.2 | 172.8 |
| 3-hit DMG% (EM) | 128 | 179.2 | 217.6 | 230.4 |
Elemental Burst
Grant “revelation” to the mysteries of the false through Thoth’s true sight, dealing AoE Dendro DMG to opponents ahead. When unleashed, Nefer will consume all Veils of Falsehood to increase the DMG dealt by the current Elemental Burst.

Nefer’s burst his a nice hit of damage. However, it is not a significant source of damage and is mainly used to fill downtime in rotations.
Ascension 1
Nefer will be granted the corresponding buff effects based on the party’s Moonsign.
Moonsign: Ascendant Gleam: When she unleashes her Elemental Skill Senet Strategy: Dance of a Thousand Nights, any Dendro Cores on the field will be converted to Seeds of Deceit, and any Lunar-Bloom reactions triggered by nearby characters in the following 15s that would create Dendro Cores or Bountiful Cores will instead create Seeds of Deceit. Seeds of Deceit cannot trigger Hyperbloom or Burgeon reactions and will not burst.
When Nefer unleashes a Charged Attack or Phantasm Performance, she can absorb Seeds of Deceit within a certain range, gaining 1 stack of Veil of Falsehood for every seed absorbed. When this effect reaches 3 stacks, or when the third stack’s duration is refreshed, Nefer’s Elemental Mastery will be increased by 100 for 8s.
If there are at least two Moonsign characters in the party, bloom cores will be converted into Seeds of Deceit after Nefer uses her E. These seeds cannot be removed through Hyperbloom or Burgeon. When at least three of these seeds exist, Nefer’s EM will increase by 100. This is a sizable buff for Nefer, meaning you should do your best to maintain at least three of these seeds
Ascension 4
When Nefer is in the Shadow Dance state, for 5s after a party member triggers a Lunar-Bloom reaction, Nefer’s Slither state will provide additional Verdant Dew. Every 100 points of Nefer’s Elemental Mastery beyond 500 will strengthen this additional provision effect by 10%. The maximum increase that can be achieved this way is 50%.
Surprisingly, a new character has a completely useless ascension passive. It gives Verdant Dew after using her normal charged attack for some time. However, since you will not be using her regular charged attack, this is completely useless
Moonsign Passive
When a party member triggers a Bloom reaction, it will be converted into the Lunar-Bloom reaction, with every point of Elemental Mastery that Nefer has increasing Lunar-Bloom’s Base DMG by 0.0175%, up to a maximum of 14%.
Additionally, when Nefer is in the party, the party’s Moonsign will increase by 1 level.
The first part of the passive makes normal Bloom reactions turn into Lunar-Bloom reactions. Lunar-Bloom is not a special reaction, save for the fact that the party is granted one Verdant Dew every 2.5s. However, Lunar-Bloom damage will also be increased proportionally to Nefer’s EM, up to a maximum of 14%. This passive maxes out at 800 EM. Since Nefer’s damage is practically all Lunar-Bloom damage, this is a very nice passive to have.
Nefer also counts as a Moonsign character, meaning only one other Moonsign character is needed for her A1 passive to activate.
Talent Priority
E >> Q > NA
Constellations
Descriptions are condensed. Good constellations are given a ⭐.
| C1⭐ | The Base DMG for Lunar-Bloom reactions caused by Nefer’s Phantasm Performance is increased by 60% of her Elemental Mastery. This effect is also boosted by Veil of Falsehood. | Nefer’s special charged attacks gain a large multiplier to them. This is a very good straight-up DPS increase constellation |
| C2⭐ | She can now gain up to 200 EM through her A1 if 5 seeds are present. | Another very good constellation for Nefer, giving her a lot more EM. This is especially valuable if you are running a CRIT weapon |
| C3⭐ | Increase E by 3 levels | Since almost 100% of her damage is through her E, this is a very good constellation for a hypercarry |
| C4⭐ | Verdant Dew generates 25% faster if Nefer is on-field. Enemy Dendro RES decreased by 20%. | A nice constellation to have with essentially permanent RES Shred. It also good QoL for Verdant Dew if Columbina is not on the team. |
| C5 | Increase Q by 3 levels | Nefer’s only bad constellation since her Q does not deal a lot of damage. |
| C6⭐ | When her special charged attacks’ animations end, another hit of damage will be dealt. This is also considered Lunar-Bloom damage. Her own Lunar-Bloom damage is elevated by 15% | Nefer’s charged attacks get a few more huge hits of damage. Elevation is a special multiplier applied every other multiplier for Lunar DMG, so this is a straight 15% increase |
Combos
| 2 (E 3CD) Q | Nefer’s default combo when bursting. She casts her E, charged attacks three times while dash-cancelling, then bursts to fill the uptime. |
| 2 (E 3C) Q | A bursting combo that does not involve dash-cancelling |
| 2 (E 3CD) | Nefer’s default combo when not bursting. |
| 2 (E 3C) | A non-bursting combo that does not involve dash-cancelling. |
Weapons
![]() Reliquary of Truth | Reliquary of Truth is Nefer’s signature weapon. It gives her 88.2% CRIT DMG as its secondary stat, as well as 8% CRIT Rate, 120 EM, and 36% CRIT DMG in its passive, which are all stats Nefer wants |
![]() Nightweaver’s Looking Glass | Nightweaver’s Looking Glass is Nefer’s second BiS weapon. While it gives no CRIT, it gives almost 400 EM and 40% Lunar-Bloom DMG% Bonus |
![]() Nocturne’s Curtain Call | Nocturne’s Curtain Call gives 88.2% CRIT DMG and 60% CRIT DMG from its passive. However, it does not provide much else, and it is very easy to saturate on CRIT DMG on Nefer |
![]() Dawning Frost | Dawning Frost is Nefer’s best 4* weapon. It gives a hefty amount of CRIT DMG and a lot of EM from its passive |
![]() Surf’s Up | A good 5* stat-stick1 |
![]() Blackmarrow Lantern | Blackmarrow Lantern is Nefer’s best 4* F2P-friendly weapon, as it can be forged. It provides some EM and a hefty amount of Lunar-Bloom DMG% bonus |
![]() The Widsith | The Widsith is a generally worse alternative to Blackmarrow Lantern. However, it can be used in situations where you need to rely on luck rolling the EM passive. Notably, many R0 Stygian Dire clears with Nefer use The Widsith and rely on some luck. On average, it is worse than Blackmarrow |
Energy Recharge Requirements
Nefer is not reliant on her burst for meaningful DPS, so she does not need to build Energy Recharge
Artifacts
Artifact Sets
![]() Night of the Sky’s Unveiling | Night of the Sky’s Unveiling provides Nefer with 80 EM, 30% CRIT Rate, and 20% Lunar DMG Bonus. It is her clear BiS |
There are no viable alternative sets to Night of the Sky’s Unveiling, as no other set provides anywhere near the buffs that it does. Using a terrible Night of the Sky’s Unveiling set is still better than using a good 2pc/2pc set.
Main Stats
| Sands | Goblet | Circlet |
| EM | EM | CRIT DMG >= EM2 |
Stat Priority
CRIT >= EM3
Teambuilding
Notable Teammates
Moonsign
Due to her A1 passive requiring Ascendant Gleam to work, Nefer requires at least one other Moonsign teammate to function properly
Lauma | Lauma is essentially required for Nefer to reach her potential, providing 40 CV4 for Lunar Bloom as well as huge damage buffs. Additionally, her skill shreds Dendro RES by a sizable amount. If you are playing any kind of endgame content with Nefer, Lauma should not leave your team. |
Columbina | Columbina is a great support for Nefer with consistent Hydro application to trigger the Lunar Bloom reaction. Furthermore, she brings a 40% Lunar damage buff and her own sub DPS (though this is also heavily reliant on Lauma). Additionally, her burst provides great QoL upgrades in combat. |
Aino | Aino is a character who can be obtained for free. While her Hydro application is limited to a certain area, she is still a good teammate for Ascendant Gleam. Furthermore, her constellations (especially C1 and C6) boost Nefer’s damage by a lot |
![]() Ineffa | Ineffa is technically usable with Nefer. She provides a nice shield, and her burst provides a good amount of EM. However, using Ineffa has a huge opportunity cost as she cannot be used on another team. Furthermore, her damage will also be much lower, and her electro application will interfere with Lunar Blooms. |
Non-Moonsign
Non-Moonsign teammates can provide further buffs to Nefer’s damage. Additionally, having Ascendant Gleam means that non-Moonsign teammates using their skills or bursts will increase the Lunar Bloom damage Nefer deals per the Moonsign Benediction passive.
Nahida | Nahida has a powerful EM-share effect that boosts the damage of everyone else in the team. She can also equip Deepwood Memories to allow other teammates to hold more offensive artifact sets, or she can hold Instructors to boost Nefer’s damage. |
Nilou | Even though Nefer essentially removes all of Nilou’s utility, Nilou is still a great Hydro applicator. However, Nilou’s constellations can be obtained for free from the constellation selector, and her C2 shreds Dendro RES by 35% |
Sucrose | Sucrose is a great teammate for Nefer as she has a huge EM share. |
Xingqiu | If all other options are taken, Xingqiu can be used as a Hydro applicator. However, since Nefer does not normal attack, you must be essentially right next to enemies to apply Hydro via his rain swords. |
Baizhu | Baizhu provides shielding, healing, an EM buff, and a Lunar Bloom DMG% buff. However, his cooldowns require playing a longer rotation and may be awkward. |
Zhongli | Zhongli provides a shield and great sustain. Additionally, he also has 20% Dendro RES Shred. |
Kuki Shinobu | Kuki Shinobu is a reliable and F2P-friendly healer for Nefer teams. She can also equip Instructors to help buff Nefer’s EM |
Diona | Diona has both shielding and healing for sustain, as well as an EM buff. However, that EM buff is locked behind her C6, and her low uptime as well as ER requirements may be hard to play around. |
Example Teams
Nefer/Lauma/Columbina/Flex5 Columbin EQ > Flex Unit > Lauma hEQ > Nefer 2(E 3(CD))6 Given that Lauma and Columbina provide a huge amount of buffs to Nefer, it really doesn’t matter who you pick for your fourth slot. |
![]() Nefer/Lauma/Hydro/Flex Flex > Lauma tEQ > Hydro EQ > Nefer 2(E 3(CD)) Flex > Hydro EQ > Lauma tEQ > Nefer 2(E 3(CD)) A perfectly fine team where the Hydro application comes from a source that is not Columbina. Since Lauma’s buffs are very good, this team still deals a lot of damage. You should generally pick your rotations according to the cooldown length and uptime of your supports. |
Nefer/Aino/Collei/Kuki Shinobu Nefer E7 > Kuki Shinobu E > Aino EQ > Collei EQ > Nefer 2(E 3(CD)) A team for Nefer that can be assembled of F2P-friendly 4* units. |
Other Gameplay Notes
Cancels
As noted and implied many times in this guide, Nefer is able to cancel her charged attack animations by dashing.

Dash cancelling her charged attacks saves a lot of time and vastly increases her DPS.8 Therefore, you should always strive to dash cancel her charged attacks. The easiest time to know when to cancel is to look for when the Verdant Dew is consumed (you can see by looking at the moons on the right of the UI). However, after playing her enough, you should develop a sense as to when you should dash cancel.
There are a number of situations where you might not want to dash cancel.
- Nefer C6. C6 Nefer’s last hits don’t hit if you cancel her animations, so you should wait for the whole animation to finish if you have Nefer C6.
- Grouping. If you are waiting for some enemies to group together so Nefer can hit them all, you should wait for the whole animation to finish.
- Verdant Dew. In some situations (especially Stygian Onslaught’s first rotation), you may find yourself short on Verdant Dew. In the case where you will not have any Verdant Dew to consume if you cancel, you can wait for the whole animation to finish as cancelling and standing around will not help your DPS.
- Stamina. If you have no stamina to dash, then you obviously cannot dash cancel. However, this should generally not be the case unless you are running around all the time, as Nefer’s talents ensure that special charged attacks do not consume any stamina.
Lauma
The best investment you can make in your Nefer is Lauma. There is no DPS in the game who is as reliant on another character as Nefer is on Lauma. Nefer without Lauma deals barely over half the damage as Nefer with Lauma.
Lauma is so good that, after pulling all of Nefer’s appropriate supports (really, it’s just Lauma and Columbina), it’s technically more worth it to pull two Lauma constellations than two Nefer constellations or Nefer’s weapon1.
Auto-targeting
Unlike some other characters, Nefer has extremely strong auto-targeting and tracking with both her skill and charged attacks. As such, it is not particularly important which direction you dash as you will be close enough for your next charged attack to pick up on the enemy.
However, her auto-targeting is not quite as strong in multi-wave content. Suppose the following scenario
- You charge attack
- You cancel the charged attack
- The damage from the charged attack hits and kills a wave of enemies
- You start another charged attack
- The next wave of enemies spawns in a location that should be targetable
The second charged attack will not latch onto the new group of enemies. Therefore, in multi-wave content, it may be preferable to wait for the next group of enemies to spawn before unleashing your next charged attack. It might even be advisable to wait before casting the elemental skill as it generates a nice amount of particles for Lauma’s energy requirements.
Level 90
Despite Bloom being a transformative reaction and other reactions like Lunar-Charged have some level scaling, Lunar Bloom itself has no level scaling. Therefore, leveling Nefer to 90 is a useless endeavor.
C1 or R1?
C1 and R1 are both sizable and almost equal upgrades for Nefer. Which one you choose should mainly depend on the following factors
- Do you have 160 wishes?
- If you don’t have enough wishes to guarantee her weapon, you should go for her constellation. Losing the 3/5 on the weapon banner and getting a fate point you can’t use is punishment against impulsive gamblers.
- Do you have a good weapon for Nefer?
- If you already have Nightweaver’s Looking Glass or anothergood alternative, pulling for R1 becomes less good
- Is the other weapon on the banner good?
- If the other weapon on the weapon banner is good (e.g., the other weapon is Crimson Moon’s Semblance and you have Arlecchino), then you should definitely pull on the weapon banner
Obviously, real ones know the answer is get C2 Lauma first, but it feels wrong to want to invest in Nefer to only then put your primogems in another another character.
Footnotes
- Other 5* stat sticks, like Tome of the Eternal Flow, are also in this category
- In some cases, it can be better to use EM. Most notably, this happens when your build has so much CRIT to the point you get diminishing returns compared to EM
- If you have a lot of CRIT on your build, EM can become more valuable
- Crit Value
- Who you use as your flex unit on Nefer teams barely matters compared to whether you have Lauma, followed by whether you have Columbina
- You can use a Nefer normal attack to stack Verdant Dew for Lauma’s hold skill to allow for better buffs. If your flex slot is an electro character, you should use Nefer’s E to convert Bloom cores to Seeds of Deceit so they don’t get hyperbloomed away.
- Do this only on the first rotation to prevent hyperbloom
- Nefer’s base EM in Luna 2 beta used to be 200. However, after people discovered that her DPS could be increased by so much with cancelling, it was lowered to 100.











