Song of Stillness

★★★★

Bow

Release version
4.0
Maximum level
90
Base ATK
510
ATK
41.3%

Genshin Impact Weapon

Song of Stillness

A strange longbow that resembles a sea creature. Its string makes no sound at all.

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At a glance

Song of Stillness is a 4-star Bow released in Version 4.0. At Level 90, it has 510 Base ATK and 41.3% ATK. Its Benthic Pulse passive is documented from R1 to R5.

Rarity
4 stars
Type
Bow
Maximum level
90
Release version
4.0

Lunaris data: version 7.1.0 (latest version reported by the source at import: 7.1.0), generated on .This is the catalog generation date. Build guides separately state when their recommendations were checked.

Progression

Stats at level 90

Base ATK
510
ATK
41.3%

Passive effect

Benthic Pulse

After the wielder is healed, they will deal 16% more DMG for 8s. This can be triggered even when the character is not on the field.

Progression

Ascension materials

Total ascension cost. Level-up EXP and Mora, and extra copies for refinement, are not included.

Mora for ascensions: 150,000
  • Firm Arrowhead

    × 10

  • Sharp Arrowhead

    × 15

  • Weathered Arrowhead

    × 18

  • Drop of Tainted Water

    × 15

  • Scoop of Tainted Water

    × 18

  • Newborn Tainted Hydro Phantasm

    × 27

  • Fragment of an Ancient Chord

    × 3

  • Chapter of an Ancient Chord

    × 9

  • Movement of an Ancient Chord

    × 9

  • Echo of an Ancient Chord

    × 4

Names source: Lunaris

Progression

Stats by level

Stored values at the main progression milestones from level 1 to 90.

LevelBase ATKATK
1429%
2010915.9%
4020523.2%
5026626.8%
6032730.4%
7038834.1%
8044937.7%
9051041.3%

Benthic Pulse

R1–R5 refinement effects

Every refinement is visible together for direct comparison.

R1

After the wielder is healed, they will deal 16% more DMG for 8s. This can be triggered even when the character is not on the field.

R2

After the wielder is healed, they will deal 20% more DMG for 8s. This can be triggered even when the character is not on the field.

R3

After the wielder is healed, they will deal 24% more DMG for 8s. This can be triggered even when the character is not on the field.

R4

After the wielder is healed, they will deal 28% more DMG for 8s. This can be triggered even when the character is not on the field.

R5

After the wielder is healed, they will deal 32% more DMG for 8s. This can be triggered even when the character is not on the field.

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