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Serpent Spine
Genshin Impact · Weapon

Serpent Spine

On-field claymore damage dealer with a damage-taking drawback

Released Sep 28, 2020

Serpent Spine is a four-star claymore with CRIT Rate and a stacking damage bonus that also increases damage taken. Consider it for an on-field wielder who can build stacks before fighting and avoid being hit, since taking damage removes a stack.

WeaponClaymoreRarity4Base ATK42Secondary statCRIT Rate
Serpent Spine GUIDE

Understand Serpent Spine

Useful when…

  • On-field claymore damage where the wielder can retain stacks
  • Combat situations where avoiding incoming hits is practical

How do the stacks work?

Every four seconds the character is on-field, they gain a stack, up to five. At R1 each stack gives 6% more damage dealt and 3% more damage taken. Leaving the field does not reset stacks, but taking damage removes one. Its CRIT Rate secondary stat complements a damage-focused role.

What play pattern suits it?

Build stacks by spending time on-field, then preserve them by avoiding damage. The passive's increased damage taken makes incoming hits costly, and being struck reduces the offensive bonus as well. The field-time condition means it takes time to build, even if stacks persist through a switch.

What does refinement change?

Across R1–R5, damage dealt per stack rises from 6% to 10%, while damage taken per stack falls from 3% to 2%. Ascension advances through six stages; refinement consumes another copy. Refinement therefore improves both sides of the tradeoff, but does not remove the need to build stacks or the hit-triggered stack loss.

How do the claymore comparisons differ?

The Ultimate Overlord's Mega Magic Sword grants ATK, including a component based on Melusines helped in Merusea Village. A Teaspoon of Transcendence grants ATK and boosts named reaction damage after Charged Attack hits. A Thousand Blazing Suns activates after a Skill or Burst and has additional conditions tied to elemental Normal or Charged Attacks and Nightsoul's Blessing. These are distinct effects, not direct equivalents to Serpent Spine's stack-and-risk mechanic.

Limitations and tradeoffs

  • The damage bonus also increases damage taken.
  • Taking damage removes one stack.
  • It takes on-field time to build stacks.

Common mistakes to avoid

  • Expecting stacks to reset when switching; the description says they persist when leaving the field.
  • Ignoring that taking damage removes a stack and the passive increases damage taken.

Effects and reference details

Refinement effects

R1 Every 4s a character is on the field, they will deal 6% more DMG and take 3% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG.

R2 Every 4s a character is on the field, they will deal 7% more DMG and take 2.7% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG.

R3 Every 4s a character is on the field, they will deal 8% more DMG and take 2.4% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG.

R4 Every 4s a character is on the field, they will deal 9% more DMG and take 2.2% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG.

R5 Every 4s a character is on the field, they will deal 10% more DMG and take 2% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG.

References and version

Game data version: 7.1

Serpent Spine — Genshin Impact Wiki ↗
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