Understand Serro
Useful when…
- Engaging at the listed 3 m melee range.
- Using its Electricity-heavy normal attacks and Blast area slams.
- Choosing a polearm with 26% normal-attack status chance.
Attacks and damage types
Normal attacks deal 234 listed damage: 138 Electricity and 96 Slash, at about 0.917 attacks per second, with 8% critical chance, a 1.5× critical multiplier, and 26% status chance. Regular Slam deals 468 Blast in an area, while Heavy Slam deals 702 Blast; both list 10% status chance. Regular Slam falloff reaches 50% reduction by 7 m, and Heavy Slam reaches 30% by 8 m.
Handling and mod matching
Serro has a 3 m range, 0.6 follow-through, and 0.9 s heavy-attack wind-up. Its one Madurai polarity is a consideration when matching compatible mods. Its normal attacks’ high listed elemental and status figures contrast with the low critical chance; choose investment according to whether you value that attack profile or its slam mode.
Other weapon patterns
Tenet Grigori launches a spinning energy disk on Heavy Slide Attack, with its lifetime derived from combo counter size. Glaive is a throwable disc for attacks at a distance, while Kreska is a machete-style survival tool. These have distinct stated uses and do not share Serro’s polearm reach and Electricity-heavy normal attack pattern.
Limitations and tradeoffs
- Normal attacks have 8% listed critical chance.
- Heavy attacks have a 0.9 s wind-up.
Common mistakes to avoid
- Do not mistake the normal attack’s Electricity damage for the slam modes’ Blast damage.
- Do not interpret the 3 m figure as a projectile range; it is the listed melee range.






