Everything you need toknow about ER.Everything you need to | know about ER.
Real answers about Energy Recharge — no jargon, no guesswork.
ER QuickCalc calculates the exact Energy Recharge your characters need to burst on cooldown. No spreadsheets, no guessing — just the math, automated for your team.
No. The calculator is stateless and privacy-focused. No data is stored on our servers. You can generate a persistent URL to share or save your builds, but no registration is required.
Yes. Everything — full rotation modeling, team optimization, all of it — free. No paywall.
Built by theorycrafters who play the same game you do. We verify every formula against frame-counted footage.
Energy Recharge (ER) is a stat that determines how much energy your character gains from Elemental Particles and Orbs. It acts as a multiplier: 200% ER means you gain twice the energy from particles. ER does not affect flat energy from passives or weapon effects. The cap is 300%, but optimal values vary by character role and team composition.
Energy Recharge (ER%) determines how much energy your character gains from particles. The core formula is: Required ER% = (Burst Cost − Flat Energy) ÷ (Particle Energy × Conversion Rate) × 100. Flat energy (from passives, constellations, weapons) is subtracted first since it's unaffected by ER%. The remaining energy must come from particles, which are multiplied by your ER%. Our engine automates this math across your whole team.
Optimal ER is the exact amount needed to burst on cooldown, not more. Excess ER is a wasted stat that could be Crit or ATK. Our tool calculates this "breakpoint" precisely based on your team's specific particle generation, so you don't overinvest. Typical ranges: on-field drivers 120–160%, off-field burst supports 180–250%, characters with 40-cost bursts as low as 100–120%.
Particles are generated by skills and enemies; their energy value scales with ER%. Flat energy (like Raiden's restoration or C1 effects) is a fixed value added directly to the energy pool. Our engine models these separately to ensure the final ER requirement is mathematically accurate.
Every roll into ER beyond the requirement is a loss of offensive stats. By determining the exact ER floor, you can confidently reallocate stats to Crit/ATK/EM, maximizing your team's total damage output.
A "Battery" character generates particles to feed a teammate. The efficiency depends on the element: matching elements gain 3x more energy than non-matching ones. Our engine calculates these cross-character energy flows automatically based on your team composition.
On-field characters receive 100% of particle value. Off-field characters receive significantly less (60%-80%). Same-element particles are worth 3x more than different-element ones. These coefficients are hard-coded into our simulation engine.
1. Model your team (Characters, Weapons, Cons). 2. Define the Rotation (Skill casts per rotation). 3. The engine simulates the energy flow and solves for the minimum ER% required for each character to burst every rotation.
We support the full roster up to the latest patch. New characters are added post-release once their particle generation data is confirmed via frame counting. We do not rely on pre-release leaks for production data.
Your configuration state is encoded directly into the URL. Simply copy the link to save or share your exact build. This ensures 100% reproducibility of your results.
Calculations are highly sensitive to rotation length (seconds) and skill usage frequency. A 22s rotation has lower ER requirements than a 20s one. Ensure your inputs match your actual gameplay loop for valid results.
We purposefully filter out items that do not affect Energy Recharge. To keep the interface clean and focused, you will only see Weapons with ER stats/passives and Artifacts with ER set bonuses (e.g., Emblem, Exile). If an item provides only ATK or CRIT, it is excluded as it does not impact your energy requirements.
If your character is using a standard DPS set (like Crimson Witch or Blizzard Strayer) that has no energy-related effects, please select "None" or any placeholder for the set. The calculator only cares about set bonuses that generate energy or provide ER%. Your raw stats from main/substats should be entered in the "Sands" or Custom config fields.
We use deterministic simulation on real game data — same formulas as KQM spreadsheets, but automated so you don't mess up the math.
Base values (Cooldowns, Energy Costs) are pulled from client data. Particle generation rates are derived from extensive community testing (KQM Library) and our own internal frame-counting verification.
Our formulas are based on the same KQM-sourced data used by community spreadsheets. Our tool automates that logic, removing human error in formula entry. While spreadsheets allow for custom, non-standard formulas, our engine covers 99% of meta and off-meta scenarios with the same mathematical rigor.
Genshin Optimizer solves for Damage/Stats given your artifacts. We solve for the Energy Requirement constraint *before* you farm artifacts. Use ER QuickCalc to find your ER target, then input that target into Genshin Optimizer for the perfect build.
The engine supports sophisticated edge cases like "probability-based particle generation" (Favonius) and "HP-threshold triggers". However, extreme RNG scenarios (e.g., 0 particles from 10 enemies) are normalized to averages for consistency.
The engine is updated strictly within 48 hours of a new version release. We prioritize data accuracy over speed—we verify particle generation rates in-game before pushing updates to the live solver.
We may provide "Experimental" support for upcoming characters based on beta data. These are explicitly marked and subject to change. Production builds only use verified live data.
Sets like "The Exile" or "Scholar" that generate energy are fully simulated. The engine adds these external energy sources to the pool, dynamically lowering the ER requirements for the whole team.
Constellations affecting energy are toggles, but with strict validation. "Active Only" effects (e.g., Chevreuse C1) only activate if the character is a verified Driver (On-Field > 5s). This prevents false positives where a quick-swap support is assumed to trigger on-field effects.
Favonius procs are modeled as "Clear Particles" with probability derived from Crit Rate. Crucially, strictly "Off-Field" supports are capped at 1 proc per rotation. Only true "Drivers" (On-Field presence > 5s) are modeled to trigger multiple procs, preventing artificially low ER results from unrealistic switching.
Enemy HP thresholds drop particles. We provide standardized presets (Boss vs. Mob) to simulate different combat environments. This allows you to "stress test" your build against energy-starved bosses versus energy-rich AOE encounters.
Extending a rotation artificially lowers ER requirements (more time to catch particles), but lowers DPS. Our engine assumes a tight, optimal rotation cycle by default to give you a "safe" ER target for high-performance play.
Our engine calculates requirements for a sustainable, continuous rotation. We assume the energy generated in the current cycle (Rotation N) is used to fund the Burst for the next cycle (Rotation N+1). This model provides the most accurate ER targets for cyclical combat (like Spiral Abyss) but does not account for initial energy deficits in the very first rotation (starting from 0 energy).
The engine standardizes inputs to Lv. 90, Talent Lv. 10, and Weapon Lv. 90 to ensure a consistent "safe" baseline. While character level rarely impacts particle generation directly, it guarantees that critical energy-related passives (A1/A4) are unlocked and weapon substats (like ER%) are at their maximum value. This simplifies the workflow while ensuring your ER targets are sufficient for end-game content.
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