Character build

Zhang Chulan Build Guide: Combos, Doppelgangers and Artifacts

Zhang Chulan is not a long-string character. He wins by forcing a question the opponent cannot answer safely: guard the taunt and eat Palm Thunder, or respect the feint and give up space. This guide covers the string, the conversions, and the two builds that make the plan work in PvE and PvP.

Final test build Last updated: / ~10 min read

At a glance

Role
Burst skirmisher; mid-range harasser
Normal string
6 hits; the fourth launches; the first three interrupt
Bait
Stop before the fourth hit to show the taunt
Golden Light Incantation
Tap clears groups; full charge launches with super armor
Swift Thunder
Step costs no stamina while the mode is active; do not whiff the entry
Ultimate
Open after 3A or a second Swift Thunder
Throw
Golden Light Leap only works against guard
PvE set
2-piece thunder; attack, then thunder, then crit

The core game plan

Zhang Chulan plays at the edge of his own normal range and dares the opponent to commit. His first three normal attacks interrupt, his fourth launches, and his skills convert a launch into real damage. The kit is dangerous because it can start from a feint, not because it can loop forever. If you try to play him like Feng Baobao, you will run out of stamina in the middle of a route that was never meant to be that long.

The plan has three beats. First, take a mid-range position where Palm Thunder can threaten and a short-range character has to walk through your normals. Second, force a defensive answer with the third-hit taunt or a fake Swift Thunder entry. Third, punish the answer with Palm Thunder or a charged Golden Light Incantation, then disengage for cooldowns. The damage is the receipt; the threat is what wins the exchange.

Two rules keep the plan honest. Keep at least two stamina pips in reserve, and treat Swift Thunder as an entry tool rather than a travel button. The final test also made blue skills chain more smoothly and gave them a ground-hit check, so a beginner can produce a clean string earlier than before. That lowers the execution floor; it does not change the feint-first logic. The combat system guide explains the stamina and cancel costs behind both rules.

The six-hit string and the third-hit taunt

His normal attacks chain six times. The fourth hit kicks the target into the air, and the first three can interrupt an opponent who is trying to start their own turn. That gives the string two different jobs: 3A is a safe pressure tool that stops before the launch, while 4A is the commitment that begins the damage.

The unusual part is the taunt. If you stop the string before the fourth hit, Zhang Chulan holds a taunt pose instead of swinging. It deals no damage. It exists to make the opponent feel an opening and spend a skill or a parry attempt on it, which is exactly the response Swift Thunder and Palm Thunder are built to punish. Use it when the opponent is waiting behind guard, not when they are already attacking.

The first four hits and what each one is for
HitEffectBest use
First to thirdInterruptCheap pressure; stop at three and reset instead of launching
Third, stoppedTaunt poseBait a guard, a parry or a skill, then answer with Palm Thunder
FourthLaunchStart the real route; follow with Swift Thunder or aerial Palm Thunder
Fifth and sixthRemaining stringOnly when the target is still in front of you; not the default route

Do not confuse the taunt with safety. You stand still long enough to be hit, and an opponent who recognizes the pose can punish it instead of the follow-up. Against a patient player, show it once, then use the same timing for a real 4A.

Golden Light Incantation: tap or full charge

Golden Light Incantation has two distinct uses. A short tap clears groups and is the efficient choice for add waves, because it does not lock Zhang Chulan into a long animation. A full charge launches the target and gives him super armor for the whole charge, which makes it the safest opener in PvE and a legitimate read in PvP when the opponent has already committed to a normal attack.

The cost is commitment. A full charge cannot be canceled, so an opponent who waits it out can step away and punish the recovery. In PvE, open with a near-full charge when the boss is walking into you, not at maximum range. In PvP, treat it as a threat: if they respect it, you get space; if they dodge early, you have wasted the animation and should not chase with the same plan.

The launch sets up everything else. Palm Thunder is stronger on an airborne target, and the ultimate wants a target already being juggled, so a charged Golden Light that lands is worth more than its own damage.

Palm Thunder, Swift Thunder and the ultimate

Palm Thunder is both a starter and a conversion. It has a short startup and hits hard enough to break a guard, which is why the feint loop ends with it rather than with another normal. Once a target is in the air, the same skill becomes the stronger aerial version, so the practical rule is: launch first, then spend Palm Thunder, not the other way around.

Swift Thunder is the entry mode, and the important detail is the step. While the mode is active, dashing costs no stamina, which lets Zhang Chulan close distance through repeated small dodges without emptying the bar. Do not whiff the entry. A Swift Thunder that starts in empty space burns the mode for nothing; start it when the opponent is already in front of you or when you are chasing a floating target.

The ultimate should not open a fight. It reaches full value after 3A or the second Swift Thunder, when the target is already held. Opening with it gives the opponent the easiest dodge of the match. Golden Light Leap is the other conditional tool: it only works against guard, so it answers a turtle instead of starting a fight.

The PvE route

The standard route is built around one clean launch and one aerial conversion. It is short enough to repeat and does not depend on a perfect wall bounce.

Open

Near-full Golden Light Incantation charge, released as the boss walks in. The launch is the point, not the damage.

Reset

Cancel the recovery with the first three normals. Do not take the fourth hit yet; keep the target in front of you.

Lift

Swift Thunder into the air and follow the floating target. The step inside the mode costs no stamina.

Convert

Hold Palm Thunder for the aerial version while the target is still high.

Finish

Ultimate after 3A or after a second Swift Thunder, then leave the area before the boss recovers.

In Biyou Village's low-investment composition, Zhang Chulan is the second damage slot next to Zhuge Qing. His job is to use Swift Thunder to reach the boss weak point and convert the window Zhang Lingyu's shield creates. Against bosses that close distance quickly, keep Palm Thunder as the mid-range answer and do not force the full charge.

For raid content, hold the ultimate until a shield is broken or a phase transition ends. The first monster in Train No.7 is a no-ultimate target: kill it quickly and save the resource for the fights that actually need it. The Train No.7 guide covers those phase windows in detail.

The PvP feint loop

The PvP plan is a loop, not a combo. Swift Thunder's repeated dodges bring him close without spending stamina on the step; a fake approach pulls guard; Palm Thunder breaks the guard; a backward step resets the distance and waits for cooldowns. Each beat is safe on its own, and the damage comes from the opponent choosing the wrong answer.

Close

Use Swift Thunder's free steps to reach mid-range. Do not enter at max distance.

Feint

Show the taunt or a half-committed approach. The goal is a guard, a parry attempt or a dodge.

Break

Palm Thunder into the guard, or 4A if they stopped guarding. Take the launch if it is free.

Reset

Step out, keep two stamina, and wait for Palm Thunder and Swift Thunder to come back.

Against short-range characters, stay where Palm Thunder threatens and their normals do not. Against a mirror Zhang Chulan, play second: let them commit the taunt or the Swift Thunder entry, then punish the recovery. Track their Break Away cooldown before a long route; a 3-pip escape turns your best combo into their wake-up. The PvP guide covers the wider 3v3 and 2v2 context.

Do not overuse the taunt

The taunt is a read, not a rotation. An opponent who has seen it twice will wait through the pose and punish the follow-up. Mix it with real 4A timing or the bait stops working.

Doppelgangers and substats

PvE wants the 2-piece thunder set. It boosts the lightning portion of his kit, which is most of his meaningful damage: Palm Thunder, the aerial version and Little White Serpent all benefit. Prioritize percentage attack over flat attack, and drop defensive substats entirely; a tanky Zhang Chulan who cannot convert a launch is not doing his job.

Substat order by mode
PvEPvP
Attack %Attack %
Thunder elemental damageCooldown reduction
Crit rateThunder elemental damage
Crit damageCrit rate
—Crit damage

The PvP set is balanced rather than pure damage, and cooldown reduction is the reason. Faster Palm Thunder and Swift Thunder cycles mean more feints per round, and opponents who dodge constantly make stacked crit damage unreliable. Do not build pure crit damage for PvP; steady pressure is worth more than a number that only appears when the opponent stands still.

For actives, Swift Thunder Step is the first choice in both modes: its movement speed stacks with his own Swift Thunder, which is how he escapes boss patterns and chases floating targets. In PvE, Three Altar Generals adds a ranged two-hit for shield windows, and Rising Wind covers add-heavy rooms. In PvP, Xun Sigil Wind Rope is the alternative, a ranged bind that holds a dive character long enough for Palm Thunder to start.

Five Thunders Purify fits him better than it fits most characters. It costs 3 points and has a 50-second cooldown, but its short startup and the stamina recovery in his kit offset the cost. The talisman strikes enemies within 10 m every 2.5 seconds, and although it can be guarded it cannot be touched, so there is no parry counter to worry about. Build it when you expect a long PvE fight rather than a short PvP round. The doppelganger guide explains the 4-point budget and the third-substat rule.

Artifacts

The PvE core is Mountain Ghost Coin plus Ever-Pure plus Foe-Warding Helm. Mountain Ghost Coin boosts normal attacks for 8 seconds after a skill hits, Ever-Pure raises the normal multiplier further, and Foe-Warding Helm rewards staying unhit. The trio turns his short string into real damage, which is exactly what a character with a three-hit pressure tool needs.

Foe-Warding Helm is the piece to swap while learning a boss: Pager heals on basic attacks after an ultimate, and Level Path makes cancels reduce skill cooldowns. Both lower the ceiling and raise the floor.

PvP uses a different three: Mountain Ghost Coin, Sorrow-Forgotten Pot and Eight-Treasure Gourd. Sorrow-Forgotten Pot refunds a large amount of qi after the ultimate, keeping the next feint cycle funded, and Eight-Treasure Gourd restores stamina after 20 accumulated hits, which his multi-hit strings reach naturally. Together they extend the loop without asking him to stand still. See the artifact guide for the other users of the same pieces.

Five fixes for a new Zhang Chulan

  1. Stop opening with the ultimate. Use it after 3A or a second Swift Thunder, when the target is already held.
  2. Stop spending the fourth hit by default. 3A is pressure; 4A is a commitment. Choose one.
  3. Stop using Swift Thunder as travel. A whiffed entry burns the mode and leaves you with no approach.
  4. Stop building flat attack. Percentage attack scales; flat attack does not.
  5. Stop entering a fight below two stamina. Two pips is one Break Away or two steps, which is the minimum answer to a bad read.

Once those are habits, the tier list stops mattering as much. Zhang Chulan is a T1 pick in both modes because his plan is easy to read, not because he has the highest damage. If you want the opposite extreme, read the Feng Baobao route and compare how much execution sits behind her T1 label.

Built from test-build data collected on October 25, 2026; the final test opens November 4. Anything marked Unconfirmed is provisional. Corrections and newer first-hand data are welcome — see the about page.