If you took a break from Genshin Impact after Sumeru and came back in v6.3, you'd barely recognize the meta. The Fontaine era (v4.0โv4.8) fundamentally rewrote what a "strong" character looks like, and Natlan (v5.0+) layered a completely new mechanic system on top of it.
This article traces the meta from v4.0 to v6.3 โ not just who's strong, but why the rules changed.
1. The Fontaine Revolution (v4.0โv4.8)
Before Fontaine, the meta was reaction-driven. National, Hyperbloom, Freeze, Melt โ team identities were built around elemental reactions, with characters serving as role-players within those frameworks.
Fontaine changed this in two fundamental ways:
A. HP Manipulation as a Design Philosophy
Fontaine characters don't just deal damage โ they manage HP as a resource. Neuvillette drains and recovers his own HP for massive charged attacks. Furina drains the entire party's HP to fuel her damage buff. This created a bifurcation in team building:
- Fontaine hypercarry teams โ Built around a single HP-scaling carry with Furina + team-wide healer (Baizhu, Charlotte, Xianyun)
- Traditional teams โ Still worked, but Furina's kit explicitly punished non-team-wide healers, pushing the meta toward specific healers
B. Neuvillette โ The Template-Breaker
Neuvillette was the first character since Ganyu (v1.2) to be a field-time dominant hypercarry who doesn't need Bennett or Kazuha. His CA deals AoE damage in a cone with 100% uptime, self-sustains HP, and ignores shields. He single-handedly made Mono-Hydro and Furina double-Hydro core archetypes viable at the highest level.
More importantly, his success proved that Hoyo could design carries who don't rely on the Bennett-Xiangling-Xingqiu trinity โ and they've been doing it ever since.
C. The Furina Tax
Furina's arrival in v4.2 created a new team constraint: you need a team-wide healer. This killed some teams (old Hu Tao double Hydro without a party healer) and elevated others (Jean, Charlotte, Baizhu, Xianyun all saw massive usage spikes).
Interestingly, this also revived Sunfire Jean and enabled the "Furina + Jean + flex + flex" shell, which remains a top-tier flexible core in v6.3.
D. Navia and the Geo Rebirth
Geo was considered dead after Inazuma. Navia revived it by making Geo a reaction-agnostic elemental shell rather than a mono-element locked archetype. Her kit explicitly rewards crystallize shard pickup (not the reaction itself), turning a meme mechanic into a core gameplay loop. This design approach โ using old mechanics in new ways โ was a precursor to Natlan's design philosophy.
2. Natlan's New Rules (v5.0โv6.3)
If Fontaine rewrote the stats, Natlan rewrote the turn order.
A. The Nightsoul Mechanic
Every Natlan character has a "Nightsoul state" โ a limited-duration empowered mode that operates independently of the normal cooldown/energy economy. This means:
- Mualani โ Enters Nightsoul state on skill, gets 3 enhanced shark bites that deal multiplicative damage based on HP. Burst is a single nuke, but most damage comes from the skill state.
- Kinich โ Nightsoul state lets him grapple and fire AoE shots. Scales with ATK but benefits from Burning or Burgeon to trigger his A4 passive.
- Xilonen โ Nightsoul state gives her geo infusion and resistance shred, making her a pseudo-Kazuha for elemental teams that can't use VV (e.g. Geo, Dendro).
- Mavuika โ The culmination: Nightsoul state + Fighting Spirit system allows her to do front-loaded burst damage that rivals traditional rotation-based hypercarries in a fraction of the field time.
B. Fighting Spirit โ The Energy Economy Revolution
Mavuika introduced "Fighting Spirit," a secondary resource bar tied to Nightsoul consumption across the party. This is arguably the most significant system change since Energy Recharge was introduced:
- Instead of building ER, Mavuika generates Fighting Spirit whenever any party member consumes Nightsoul points
- Max Fighting Spirit = 200 (similar to Raiden's Chakra Desiderata)
- At max, her burst damage multiplier is roughly 40% higher than a traditional reaction-based nuke of equivalent stat investment
The implication: Mavuika doesn't just work with other Natlan characters โ she requires them to reach her full potential. This is the most explicit character synergy gate since Itto + Gorou.
C. Bond of Life โ The HP Economy Grows
Arlecchino (v4.6) formally introduced Bond of Life as a core mechanic, and Natlan expanded it. Arlecchino's BoL increases as she attacks and converts into damage โ but she can't be healed while BoL is active. This creates a high-risk, high-reward playstyle that Fontaine's HP-drain approach didn't address.
Natlan's approach to BoL is more varied: some characters consume BoL for bonuses, others generate it as a secondary resource. The system remains somewhat niche (only ~15% of teams use BoL units in v6.3 Abyss), but its design space is clearly still expanding.
3. Tier List Shifts: Who Rose and Who Fell
| Tier | v4.0 (Fontaine Start) | v6.3 (Current) | Change |
|---|---|---|---|
| S+ | Kazuha, Bennett, Xingqiu, Nahida, Raiden | Furina, Neuvillette, Mavuika, Xilonen, Nahida | Kazuha โ Xilonen. Bennett fallen to A. |
| S | Yelan, Zhongli, Xiangling | Arlecchino, Kinich, Mualani, Kazuha, Furina (C0) | Zhongli fallen to A. Xiangling to B. |
| A | Hu Tao, Ayaka, Ganyu, Raiden (C0) | Bennett, Zhongli, Citlali, Clorinde, Alhaitham | Standard characters drop due to no vertical investment. |
| B | Eula, Xiao, Itto, Cyno | Xiangling, Xingqiu, Hu Tao, Ayaka | Xiao revived in v5.x via Faruzan+Xianyun. Still A-. |
Biggest Winners
- Furina โ Went from "strong but team-restricted" to the most flexible buffer in the game, enabling an entire class of "Furina + team healer" cores
- Xilonen โ Essentially replaced Kazuha in many teams because she provides similar resistance shred + healing, which Furina teams need
- Mavuika โ The highest single-target burst damage ceiling ever, but with the highest team synergy requirement
Biggest Losers
- Bennett โ Dropped from 75% usage to ~30%. Still excellent, but Natlan characters don't need his ATK buff as much, and Bennett's circle restriction is a liability against mobile Natlan bosses
- Xiangling โ The death of National variants. Guoba's heyday is over now that Furina+Neuvillette and Natlan hypercarries dominate
- Kazuha โ Still strong, but Xilonen offers comparable buffing + healing for Furina teams, eating into his usage share
4. How Abyss Design Followed the Meta
The Spiral Abyss didn't just reflect the meta shift โ it enforced it.
Fontaine Abyss (v4.0โ4.8)
Consecrated Beasts were the signature enemy type โ fast, aggressive, multi-wave, resistant to crowd control. These enemies punished the old "group and nuke" approach and rewarded teams with flexible positioning and high uptime. Neuvillette's conal AoE was tailor-made for this environment.
Natlan Abyss (v5.0โ6.3)
The current v6.3 rotation represents the most brutal enemy lineup in Genshin history:
- Floor 12-1: Consecrated Beasts + Eremite summoners. Wave management is critical. Bennett circle becomes a liability as enemies knock you out of it.
- Floor 12-2: Tenebrous Papilla (world boss). Shield check. Teams without quick elemental damage (Natlan characters) struggle to break the shield in time.
- Floor 12-3: Dual Algorithm of Semi-Intransient Matrix of Overseer Network (the "double Baptist"). Hardest DPS check in the game. You need ~580k DPS per half to clear within 90 seconds.
5. What's Next? Predictions for v7.0
Based on the trajectory of the past two regions, here's where the meta is heading:
1. Team-Wide Healing Becomes Mandatory
The Furina + team-wide healer core now accounts for ~45% of Abyss teams. Future supports will likely include team-wide healing as a baseline feature.
2. ER as a Stat Becomes Less Important
Natlan's Fighting Spirit bypasses ER entirely. If future regions continue this trend, characters may rely less on ER and more on region-specific secondary resources.
3. Bennett's Replacement Is Coming
This has been the subject of community speculation since v4.0. Fontaine tried (Furina's buff > Bennett's ATK ceiling) and Natlan is completing the job (Mavuika doesn't want Bennett). The next "universal ATK buffer" will likely have a movement mechanic (no circle) and team-wide healing.
4. Reaction-Agnostic Characters
Navia, Xilonen, and Mavuika all demonstrate that Hoyo is designing characters who function well in reaction teams but don't require specific reactions to be viable. This reduces the "locked-in" feeling of team building and increases pull value.