Start with Echo for a rotation that lands different skills, Burn for repeated hits on the same target, or Swap for a two-weapon rotation. Select the correct weapon and Loadout 1 or 2 before spending points. Use Set Goal and Take Me There to follow a node’s prerequisites.

Choose the weapon before spending points
The Potential menu walkthrough shows separate weapon selection, two loadouts and a used-points counter. The Level 110 examples have 17 points; use your own counter when following the routes below.
- 01
Open Potential and check the weapon name and level at the top. Use the switch beside the name to select the kit you are building.
- 02
Select Loadout 1 or Loadout 2. Keep a second setup for a different fight or rotation.
- 03
Select a START HERE node. The menu shows Burn, Echo, Counter and Swap as separate paths, with Bonus nodes above them.
- 04
Read the node panel before pressing Learn. Check its point cost and the prerequisite check marks; a locked node needs the linked upgrades first.
- 05
Use Set Goal on the node you want. Take Me There points you toward the next upgrade in that route.
Which Potential path fits your build?
Choose around the inputs you can repeat. A path that depends on swapping will do little for a run where you stay on one weapon. The weapon pair finder helps you select two owned kits; Potential is the next layer on that pair. Counter is another path in the menu, separate from these three damage rotations.
| Your rotation | Path | What to do during the fight |
|---|---|---|
| You rotate several damaging skills | Echo | Land a skill, then another skill while its Echo is still on the target. |
| You keep hitting the same enemy | Burn | Build burns with hits and use a skill to detonate them with Burn Blast. |
| You regularly switch between two weapons | Swap | After switching, land the next skill during the SWAP READY window. |
Echo: alternate skills to trigger the follow-up
Echo stores part of a skill hit for a follow-up. Loud Echo increases that stored share: the menu starts at 15%, with 16%, 17% and 18% shown across its three upgrades. Mix It Up rewards hitting a target that still carries an Echo from a different skill.
For an active main such as Ye-0, follow the Echo Trigger branch and land different skills in sequence. Avoid empty casts: the benefit depends on the target being hit. Ashira’s Echo chapter starts at 0:58.
- Start with Echo, then upgrade Loud Echo.
- Follow Echo Trigger and its damage upgrades before filling Mix It Up and Quick Echo.
- Mix It Up’s panel lists 3%, 5% and 7% extra skill damage across its levels, conditional on an Echo from a different skill.
Burn: build stacks, then detonate
The base Burn node leaves damage over time from your hits. Its panel shows 8% of each hit, up to three stacks and a +1% per-stack bonus. Burn Blast changes the rotation: a skill hit detonates the remaining burn on the target, with a 0.5-second trigger interval per target.
Ashira demonstrates this route on Crimson Eclipse. Keep the enemy inside your attack sequence, then use the skill detonation instead of letting the next cast miss. Watch the Burn build from 3:26.
- Learn Burn and strengthen Hotter Burn.
- Choose Burn Blast and its Mega Blast upgrade for skill-triggered detonations.
- Longer Burn helps maintain the effect between casts. The Inferno final node needs six seconds of maintained burning; do not treat its bonus as always active.
Swap: use the ready window after changing weapons
The combat HUD shows SWAP READY after a switch and says that the next skill hit starts the boost for this unit. Switching by itself is only the setup: land the skill before the ready timer ends.
With Astral Blossom and a damage main, cast the support buff, switch, then hit with the main’s skill. Watch the aura and Swap timers separately. A support aura and a Potential effect are different bonuses; one does not prove the other is active. The Swap chapter starts at 5:20.
- 01
Equip two different weapons and set the desired Potential loadout on the weapon you will attack with.
- 02
Cast Astra’s buff when it is ready, then switch to the main.
- 03
Land the next skill while SWAP READY is visible.
- 04
Finish the useful attack window, then reposition and prepare the next rotation.
Resetting points and choosing Bonus nodes
Use Refund for the selected node or Reset for the loadout. Read the displayed price before confirming: the walkthrough shows different Reset prices as the allocation changes, so do not budget around a single flat reset cost.
Bonus nodes sit above the four paths. Combo Power strengthens the next skill after a completed basic-attack combo; its first upgrade shows +8%. Choose it if your rotation actually completes that combo safely, rather than interrupting it to dodge every time.
Compare two paths without changing everything else
The linked October 28 video shows menus and example rotations. Those examples are useful for learning inputs; they are not a controlled clear-time comparison between every weapon.
- 01
Keep the same stage, difficulty, weapon levels, awakening stages, Traits, accessories and party.
- 02
Change only the Potential allocation and write down the selected nodes.
- 03
Include failed attempts and time spent loading or waiting when comparing a farming session.
- 04
Use the Run Notebook to save conditions, clear times and video links.
Frequently asked questions
Is Potential the same as the Mrs. Potential title?+
No. Potential is the combat-path menu. Mrs. Potential is a separate unlockable title in the title database.
Can each weapon use a different Potential setup?+
Select the weapon at the top of the Potential menu before allocating points. The menu also provides Loadout 1 and Loadout 2.
Why is a Potential node locked?+
Read its prerequisite list and follow the linked nodes. Set Goal and Take Me There help identify the next step; you also need enough unused points.
Does switching weapons instantly give the Swap damage boost?+
The HUD first shows SWAP READY. Land the next skill hit during that window to start the boost for the selected unit.