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Bennett

Practical config

Use bennett in configs. Aliases: None listed.

Code

bennett char lvl=90/90 cons=0 talent=9,9,9;
bennett add weapon="favoniussword" refine=5 lvl=90/90;
bennett add set="emblemofseveredfate" count=4;
bennett add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;

Combo recipes

Safe basic loop

This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.

if .character.skill.ready

This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.

attack:3

`attack:3` means three normal attacks in a row. Change the number while you test.

No infinite loop here

This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.

Code

fn bennett_basic_loop() {
  if .bennett.skill.ready {
    bennett skill;
  }
  if .bennett.burst.ready {
    bennett burst;
  }
  bennett attack:3;
}

Use skill[hold=...]

0 for Tap (default), 1 for Hold Lv. 1, 2 for Hold Lv. 2.

skill[hold=...]

Action params go inside brackets on the exact action you are casting.

Code

bennett skill[hold=1];

Use skill[hold_c4=...]

If 1, trigger C4. Default 0.

skill[hold_c4=...]

Action params go inside brackets on the exact action you are casting.

Code

bennett skill[hold_c4=1];

Actions you can write

attack usable directly

Code

bennett attack:3;

charge Need to use attack right before charge.

Code

bennett attack, charge;

skill usable directly

Code

bennett skill;

burst usable directly

Code

bennett burst;

low_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

bennett low_plunge[collision=0];

high_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

bennett high_plunge[collision=0];

dash usable directly

Code

bennett dash;

jump usable directly

Code

bennett jump;

walk No action followed by walk (except low_plunge and high_plunge) has proper frames.

Code

bennett walk;

swap usable directly

Code

bennett swap;

Special action params

skill[hold=...] - 0 for Tap (default), 1 for Hold Lv. 1, 2 for Hold Lv. 2.

Code

bennett skill[hold=1];

skill[hold_c4=...] - If 1, trigger C4. Default 0.

Code

bennett skill[hold_c4=1];

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

bennett low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

bennett high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: Kolibri#7675
Count: Sheet (credit: Kurt#5846)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.030.01truefalse
N20.030.01truefalse
N30.060.01truefalse
N40.090.01truefalse
N50.120.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-0.81.2----
N2CirclePlayer-0.81.2----
N3CirclePlayer-0.6230---
N4BoxPlayer-0.3--13.5-
N5CirclePlayer-0.82----

Known issues

Does not have any known issues

Names

  • bennett

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge.
aim-
skill-
burst-
low_plungePrevious action must be a jump buffed via Xianyun's burst for example.
high_plungePrevious action must be a jump buffed via Xianyun's burst for example.
dash-
jump-
walkNo action followed by walk (except low_plunge and high_plunge) has proper frames.
swap-

Params

AbilityParamDescription
skillhold0 for Tap (default), 1 for Hold Lv. 1, 2 for Hold Lv. 2.
skillhold_c4If 1, trigger C4. Default 0.
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

Does not have any fields