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 (v4.0โ€“v4.8) 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 (v4.0โ€“v4.8)

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:

68%
Furina Abyss Usage (v4.7 peak)
62%
Neuvillette Abyss Usage (v4.5 peak)
75%
Bennett Usage (pre-Fontaine peak)
35%
Bennett Usage (by v4.8)

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 (v5.0โ€“v6.3)

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:

๐Ÿ’ก Key Insight: Nightsoul characters are essentially "turbo mode" units โ€” they front-load their damage into a shorter window, freeing up rotation space for the rest of the team. This makes double-carry and quick-swap compositions far more viable than in earlier versions.

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:

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

Tierv4.0 (Fontaine Start)v6.3 (Current)Change
S+Kazuha, Bennett, Xingqiu, Nahida, RaidenFurina, Neuvillette, Mavuika, Xilonen, NahidaKazuha โ†’ Xilonen. Bennett fallen to A.
SYelan, Zhongli, XianglingArlecchino, Kinich, Mualani, Kazuha, Furina (C0)Zhongli fallen to A. Xiangling to B.
AHu Tao, Ayaka, Ganyu, Raiden (C0)Bennett, Zhongli, Citlali, Clorinde, AlhaithamStandard characters drop due to no vertical investment.
BEula, Xiao, Itto, CynoXiangling, Xingqiu, Hu Tao, AyakaXiao revived in v5.x via Faruzan+Xianyun. Still A-.

Biggest Winners

Biggest Losers

4. How Abyss Design Followed the Meta

The Spiral Abyss didn't just reflect the meta shift โ€” it enforced it.

Fontaine Abyss (v4.0โ€“4.8)

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 (v5.0โ€“6.3)

The current v6.3 rotation represents the most brutal enemy lineup in Genshin history:

โš”๏ธ Strategy Shift: The optimal approach for v6.3 Abyss is front-loaded burst + multi-wave management. This is exactly what Natlan's Nightsoul mechanic enables. Teams that take 12+ seconds to ramp up (old Hyperbloom, National variants) are struggling for the first time since v3.0.

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.

๐Ÿง  Bottom Line for Players: If you have Furina, Neuvillette, and one Natlan DPS (Mavuika, Kinich, or Mualani), you can clear any content in the game for the next 12 months. The Fontaine+Natlan core is that flexible. Don't chase every new character โ€” invest vertically in your existing cores.