Pain, Brews Truth
[Single Target]Deals Wind DMG equal to 140% of Anaxa’s ATK to one designated enemy.
“My name is Anaxagoras, one of the Seven Sages of the Grove of Epiphany, founder of the Nousporists. Now, don’t make me repeat the following again. Rule number one: Do not call me Anaxa. Rule number two: Never interrupt me, for silence is golden. Remember that.”
Anaxa is a Wind Erudition DPS whose every hit implants another Weakness on the enemy. He can carry a team on his own or play as a second DPS next to The Herta. If you want a DPS that works in every endgame mode, or you want to upgrade your The Herta team, Anaxa is well worth pulling.
He fits best if you already own The Herta, because she needs a second Erudition character and Anaxa is the best fit for that slot. Without The Herta he can still carry a team himself, especially alongside Cyrene and Cerydra.
Anaxa scales with CRIT stats and ATK. He already gets a lot of CRIT DMG from his Imperative Hiatus Trace (when he is the only Erudition character) or from The Herta's kit, so put CRIT Rate first.
Life Should Be Cast to Flames
Best
Into the Unreachable Veil
Great
The Great Cosmic Enterprise
Great
Today Is Another Peaceful Day
Great
The Day The Cosmos Fell
Good
SPD boots are the standard. With Cerydra you can switch to ATK% boots since she raises Anaxa's SPD, but be careful if the team also has a turn-advance support, because keeping the buffs up can get harder. Wind DMG Boost and ATK% both work for the sphere. For the rope, ATK% comes first, and Energy Regeneration Rate also works.
Once you reach your SPD breakpoint, go for CRIT stats, then ATK%. Favor CRIT Rate over CRIT DMG, because he already gets plenty of CRIT DMG from other sources.
Level his Skill first, since you will use it almost the whole fight. His Talent raises his DMG against enemies in Qualitative Disclosure and his Ultimate simply hits harder, so either can come next. Basic ATK goes last because it contributes the least.
Imperative Hiatus matters most, because it decides whether Anaxa gets extra CRIT DMG or the whole team deals more DMG. The other two are also very strong, so unlock all 3 as early as you can.
E1 makes his Skill lower enemy DEF and refunds 1 Skill Point on his first Skill use. E2 implants a Weakness on enemies as soon as they enter the battlefield and lowers their All-Type RES by 20%, a sensible place to stop if you want to spend more. E4 gives him a stacking ATK buff each time he uses his Skill. E6 raises his overall DMG and turns on both effects of Imperative Hiatus, no matter how many Erudition characters are on the team.
The Herta needs a second Erudition character, and with 2 Erudition characters on the team, Anaxa's Imperative Hiatus raises the whole team's DMG by 50%. His Skill bounces across the field twice per turn, and together with his AoE Ultimate it feeds The Herta a lot of Energy and implants all 7 Weakness Types on every enemy. Tribbie buffs both DPS characters, and Dan Heng • Permansor Terrae fits thanks to his summon's high base SPD and AoE attacks. In Pure Fiction, Jade can take The Herta's place, since Anaxa's many Skill uses let her launch Follow-up ATKs over and over.
Anaxa is the only Erudition character here, so Imperative Hiatus gives him 140% CRIT DMG. Every time Cyrene uses her Ultimate, Anaxa acts immediately, gains 1 Skill Point, and his Skill gets extra Bounces. Cerydra lets him use his Skill twice, and with the extra Skill from his Talent he can fire off up to 4 Skills in a row. Dan Heng • Permansor Terrae shields the team, buffs Anaxa's ATK and adds extra damage for him.
She needs a second Erudition character, and Anaxa is the best fit for that role. He keeps her Energy topped up, raises the whole team's DMG by 50% and implants all 7 Weakness Types.
Her team-wide All-Type RES PEN and DMG taken buffs help both Anaxa and the other DPS. The RES PEN also lets Anaxa do well against enemies that do not naturally have a matching Weakness.
The best match when Anaxa is the main DPS. Every time Cyrene uses her Ultimate, Anaxa acts immediately, gains 1 Skill Point, and his Skill gets extra Bounces.
She lets Anaxa use his Skill twice, and with the extra Skill from his Talent that adds up to 4 Skills at once. Since he uses his Skill twice per turn, he builds up her Charges very quickly.
One of the strongest partners for hypercarry Anaxa at 134 or 135 SPD. Sunday advances his turn, restores his Energy and boosts his DMG, so Anaxa acts almost back to back.
If you do not have Tribbie, Robin is a strong pick for the dual DPS team: she advances the whole team and raises ATK. Anaxa attacks twice per action, so he triggers her extra damage far more often than most characters.
A good shielder for both playstyles. With main DPS Anaxa, he also buffs ATK and lets Anaxa get the full buff from Sunday's Skill. In The Herta's team, his summon has high base SPD and AoE attacks.
She can replace The Herta in Pure Fiction. Anaxa uses his Skill many times, so Jade launches Follow-up ATKs constantly.
He shields the team, raises its Effect RES and makes enemies take more CRIT DMG. In The Herta's team, his Follow-up ATK also hits every enemy.
The 4-star pick for budget teams. Anaxa implants extra Weaknesses, so Asta's Skill deals heavy Toughness damage.
Thanks to his Talent, each hit Anaxa lands implants 1 random Weakness on the enemy for 3 turns, favoring a Type the enemy does not have yet. His Skill hits one target, then Bounces 4 more times to random enemies, favoring ones it has not hit yet, and it deals 20% more DMG for each enemy on the field. Against 5 enemies, every one of them picks up a new Weakness. Against a single enemy, that enemy will most likely end up with every Weakness Type.
An enemy with at least 5 different Weakness Types falls into the Qualitative Disclosure state. Anaxa deals more DMG to that target, and after each Basic ATK or Skill he uses on it, he casts 1 extra Skill that costs no Skill Points. This extra Skill still Bounces to other enemies and regenerates Energy as usual, it just cannot trigger the effect again.
His Roaming Signifier Trace gives him 10 extra Energy when he uses Basic ATK, and if no enemy is in Qualitative Disclosure at the start of his turn, he instantly regenerates 30 Energy. As a result, Anaxa gets about 60 Energy every turn, whether you press Basic ATK or Skill. His Ultimate costs 140 Energy, yet he can still keep up an Ultimate every 2 turns, even when you use Basic ATK to save Skill Points for your teammates, at the cost of a little damage.
His Imperative Hiatus Trace changes based on how many Erudition characters are on the team. If Anaxa is the only one, he gets 140% CRIT DMG, which suits a hypercarry setup. With 2 or more Erudition characters, the whole team deals 50% more DMG instead, which is why he fits so well as a Sub-DPS next to The Herta. Only one of the two effects can be active at a time, unless you have E6.
Deals Wind DMG equal to 140% of Anaxa’s ATK to one designated enemy.
Deals Wind DMG equal to 88% of Anaxa’s ATK to one designated enemy and additionally deals 4 instance(s) of DMG. Each instance of DMG deals Wind DMG equal to 88% of Anaxa’s ATK to one random enemy, prioritizing Bouncing to enemy targets that have not been hit by this instance of Skill.
When used, for each attackable enemy on the field, this Skill has its DMG dealt increased by 20%.
Inflicts the “Sublimation” state on all enemies, then deals Wind DMG equal to 200% of Anaxa’s ATK to all enemies.
In the “Sublimation” state, the targets will be simultaneously inflicted with Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary Weaknesses, lasting until the start of the targets’ turn. If the targets do not have Control RES, they are unable to take action in the “Sublimation” state.
Each time Anaxa lands 1 hit on enemy targets, inflicts 1 Weakness of a random Type to the targets, lasting for 3 turn(s), with priority to the Weakness Type that the target doesn’t already possess.
While Anaxa is on the field, inflicts the “Qualitative Disclosure” state on enemy targets that have at least 5 different Types of Weaknesses. Anaxa deals 36% increased DMG to targets afflicted with the “Qualitative Disclosure” state. In addition, after using Basic ATK or Skill on them, unleashes 1 additional instance of Skill on the targets. This additional Skill does not consume any Skill Points and cannot trigger this effect again. If the target has been defeated before the additional Skill is used, it will be cast on one random enemy instead.
After using Technique, inflicts the Terrified state on enemies in a set area. Terrified enemies will flee in a direction away from Anaxa for 10 second(s). When allies enter combat via actively attacking a Terrified enemy, it will always be considered as entering battle via attacking a Weakness. After entering battle, Anaxa applies 1 Weakness of the attacker’s Type to every enemy target, lasting for 3 turn(s).
After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets’ DEF by 16%, lasting for 2 turn(s).
When enemy targets enter the battlefield, triggers 1 instance of the Talent’s Weakness Implant effect, and reduces their All-Type RES by 20%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace “Imperative Hiatus” will be triggered directly and will no longer depend on the number of “Erudition” characters in the team.
Anaxa is a damage dealer who can quickly add multiple Weakness Types to the enemy team. When he attacks an enemy that has several Weaknesses, he triggers an extra Skill that costs no Skill Point. When he uses his Ultimate, he can directly add all 7 Weakness Types to every enemy.