Elemental Infusion

An Elemental Infusion changes the damage from the Normal, Charged, and Plunging Attacks of a Sword, Claymore, or Polearm user into elemental damage. Different sources of Elemental Infusions may override each other.
This is not to be confused with Conversions which can also change Normal, Charged, and Plunging Attacks to elemental damage. The latter functions by replacing a character's Normal Attack moveset and therefore cannot be overridden. Conversions also typically involve more detailed visual and sound effects than infusions, and can be utilized by characters with weapon types other than the three listed above.
==Overriding Infusions==
When multiple infusion skills are used at once, some infusions can be overridden by others. The mechanism is complex and can be explained via Elemental Gauge Theory.
Elemental Infusions function by applying an elemental aura onto the player's weapon. This can be observed using Elemental Sight, as infused weapons are highlighted in the corresponding element's color. When multiple infusions are applied to the same weapon, the multiple elements will react and override each other through aura consumption.
Weapon auras function like Self Auras and have the following special properties compared to regular auras:
* Their decay rates are fixed and are not determined by gauges.
* There is no Aura Tax on them.
* When weapon auras react, if the trigger element fully consumes the existing aura, the remaining trigger element will not be lost, and weapon aura will transition directly to the trigger element.
When multiple sources of infusion react, there are multiple factors that will affect which infusion overrides which:
* Infusion Frequency: Certain characters will re-apply their infusions at fixed intervals (e.g., Bennett, Chongyun, Diluc), while others only apply them once (e.g., Kamisato Ayaka, Kaedehara Kazuha, Keqing). Infusion sources with higher frequencies are more likely to take over.
* Reaction Cost: As with normal Elemental Reactions, Reactions caused by multiple weapon auras also have different aura costs depending on the reaction.
** For example, when is applied onto a aura, the Reaction Coefficient is 2, meaning every gauge of can consume 2 gauges of . However, when is applied onto a aura, the Reaction Coefficient is 0.5, meaning every gauge of will only consume 0.5 gauges of . Therefore, between and , the aura is easier to maintain than the aura. If both and infusions are applied at equal frequencies, the aura is more likely to take over due to its Reaction Cost advantage.
** A table of Reaction Coefficients can be found in Elemental Gauge Theory#Most Elemental Reactions.
*** A special case of reaction not listed in the above table occurs with infusions. When // is applied to an aura, the Reaction Coefficient is 2.
With the above factors combined, it can be observed that certain sources of infusions are more likely to override others:
* Bennett, Chongyun, and Candace's infusions almost always successfully override Ayaka, Dori, Kazuha, Keqing, and Lynette's infusions, due to their massive frequency advantage.
* Bennett's infusion will quickly override Chongyun's due to the Reaction Cost advantage of against .
* Diluc's infusion overrides Chongyun's with exceptional ease, as it has both a Reaction Cost advantage and a frequency advantage.
* Candace's infusion will quickly override Bennett and Diluc's due to the Reaction Cost advantage of against .
The above observations may create an illusion of "infusion priority," but it is in reality a result of standard element interaction. In addition, since elemental reactions can consume gauge units, additional infusions can cause an existing infusion's aura to finish decaying early, leaving the weapon with no infusion until the next time an infusion aura is applied. This makes it possible for a character to deal DMG even while persistent infusions are active.
===Coexisting Infusions===
====Electro + Hydro====
When and infusions are applied to the same character, no reaction will be triggered, and both weapon auras will coexist without being consumed. However, in this scenario, the infusion will take priority when attacking. If the infusion runs out before the infusion, the infusion can immediately resume without needing to be reapplied.
====Geo + Cryo/Hydro/Pyro====
When infused to a weapon, is completely non-interactive with other elements that it normally reacts with. While a // infusion and a infusion exist at the same time, no reaction will trigger and the // infusion will take priority when attacking. If the // infusion runs out before the infusion, the infusion can immediately resume without needing to be reapplied.
===Frozen Infusion===
When and infusions are applied to the same character, the Frozen reaction will be triggered, leaving a Frozen aura on the weapon. A weapon with a Frozen aura will deal DMG.
===Infusion Properties===
The below table lists the Infusion Frequencies, Durations, and Gauge Units of different sources of weapon auras:
Character	Ability	Element	Application Frequency	Duration Per Application 	Infusion Gauge Units
 	 	 	Once per 1s 	2.1s 	1
 	 	 	Once per 0.5s 	1s 	1
 	 	 	Once per 1s 	Varies by Talent Level 	1
 	 	 	Once per Use 	5s 	—
 	 	 	Once per 0.5s 	10.2sDiluc's weapon aura lasts for 10.2s by itself, but when the 8s or 12s duration restricted by his talents ends, the weapon aura is forcibly removed.	1
 	 	 	Once per Use 	3s 	1
 	 	 	Once per Use 	5s 	1
 	 	 	Once per Use 	5s 	1
 	 	 	Once per Use 	5s 	1
 	 	 	Once per Use 	6.4s 	1
===Weapon Reaction Damage===
When Weapon Auras react, they may create damaging reactions such as Overloaded, Superconduct, and Swirl. The damage dealt by these reactions scale with the character responsible for the latest application of an infusion. For example:
* If Kazuha enters Chongyun's field, receives the infusion, then activates his infusion, the Swirl reaction triggered will scale with Kazuha's stats.
* If Kazuha activates his infusion first, then enters Chongyun's field to receive the infusion, the Swirl reaction triggered will scale with Chongyun's stats.
===Conversions===
Unlike Infusions, Conversions do not apply a weapon aura. They instead replace the character's Normal, Charged, and Plunging attacks with a separate moveset. They do not interact with regular infusions and cannot be overridden. When observed in Elemental Sight, characters under Elemental Conversion will not have their weapons highlighted in the corresponding color.
==Infusions by Element==
Element	Character
 	
 	
 	
 	
 	
 	
==Talents==
==Constellations==
==Enemies==
When infused, some enemies themselves, or their weapons will be inflicted by the element in question, and are able to react with other elements, or be absorbed by certain abilites. Infused entities, whether an enemy or a weapon used by an enemy, function similarly to shields, and their elemental status can be removed after sufficient gauges of the correct elements are applied, removing the infusion as a result. Such enemies include:
==Notes==
* Infused melee attacks cannot chop trees for wood, and cannot destroy bushes.
* The Viridescent Venerer 4-piece set uses the word "infused" to describe coming into contact with another element to trigger the Swirl reaction. However, this is different from both Elemental Infusion and Elemental Absorption.
==Navigation==
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