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Genshin Lunar Reactions Guide — Moonsign, Triggers, Scaling

Genshin has quietly added five reactions since Version 5.8, and they break the oldest rules in the combat system: they CRIT, they ignore DMG Bonus and enemy DEF, and they refuse to fire at all unless the right character is standing in your party.

Published August 16, 2026·13 min read·By Mythras
Columbina, the only character whose Moonsign Benediction passive converts Electro-Charged, Bloom and Hydro Crystallize into all three Lunar reactions at once.

The Reaction Chart Grew While You Were Farming

For four years the Genshin reaction chart was a closed book. Seven elements, four mechanical families, and one iron rule: only the stats of the character who triggers the reaction count. Whole guides — including ours — were built on that foundation.

Between Version 5.8 and Version 7.0, which released on 12 August 2026, HoYoverse added five reactions that do not play by them. The three Lunar Reactions — Lunar-Charged, Lunar-Bloom and Lunar-Crystallize — and the two Stellar Glimmer Reactions — Stellar-Conduct and Stellar Swirl — can CRIT and ignore DMG Bonus and enemy DEF entirely, and three of the five read the stats of up to four characters at once.

And here is the part that matters most: none of them fire on element pairs alone. Slam Electro into Hydro all day and you get ordinary Electro-Charged, forever, unless a specific enabler character is in the party. These are not new cells on the element grid. They are conversions of reactions you already know, switched on by specific passives. Knowing who holds the switch is most of the guide.

Five New Reactions, and the Characters That Switch Them On

Each new reaction replaces a classic one when an enabler's passive — a Moonsign Benediction passive for Lunar, a Stellar Jubilee passive for Stellar — is present in the party.

ReactionElementsConvertsEnabler charactersAdded in
Lunar-ChargedElectro + HydroElectro-ChargedIneffa, Flins, ColumbinaVersion 5.8
Lunar-BloomDendro + HydroBloomLauma, Nefer, ColumbinaVersion Luna I
Lunar-CrystallizeGeo + HydroHydro CrystallizeZibai, Linnea, ColumbinaVersion Luna IV
Stellar-ConductCryo + ElectroSuperconductSandrone, Odette, Cryo TravelerVersion Luna VIII
Stellar SwirlAnemo + CryoCryo SwirlSandrone, Odette, Cryo TravelerVersion 7.0

Two things to read off that table. First, Columbina is the outlier on the Lunar side — her Moonlight, Lent Unto You passive converts all three base reactions at once, where every other Lunar enabler converts exactly one. Second, the Stellar side is more economical: all three Stellar enablers convert both Superconduct and Cryo Swirl, so one of Sandrone, Odette or the Cryo Traveler unlocks the whole Stellar family.

The conversion is total, not optional. With Ineffa in the party, your Electro-Charged is Lunar-Charged — there is no toggle. Each enabler also carries a personal Base DMG bonus for the reaction they enable, scaling off their own signature stat: Ineffa and Flins add up to 14 percent from ATK, Lauma and Nefer up to 14 percent from Elemental Mastery, Zibai and Linnea up to 14 percent from DEF, and Columbina up to 7 percent from Max HP.

The Lunar-Charged thundercloud dealing Electro damage over a fight, from Ineffa's official character details.

The Rules That Changed — CRIT, Contributors and the 60-30-5-5 Split

Classic transformative reactions — Electro-Charged, Superconduct, Bloom and the rest — cannot CRIT by default, scale off one character's level and Elemental Mastery, and ignore everything else. Their Lunar and Stellar replacements tear that up in three ways.

They CRIT. Lunar and Stellar Glimmer damage uses the contributors' ordinary CRIT Rate and CRIT DMG — the same stats your on-hit damage uses, not a special reaction stat. Whether the combined hit counts as a CRIT (for things like the Favonius weapon passives) is decided by whether the top contributor's roll was a CRIT.

Everyone contributes. For indirect Lunar-Charged, Lunar-Crystallize and Stellar Swirl damage, the game runs a full damage calculation for every character who applied one of the reaction's elements — their level, Elemental Mastery, reaction bonuses and CRIT — then combines the results by rank: the highest individual result counts at 60 percent, the second at 30 percent, and the third and fourth at 5 percent each. Fewer contributors simply drop entries without inflating the rest, which means a lone contributor's reaction lands at 60 percent weight and a second contributor is worth their entire result at 30 percent on top. The old rule — aura character's stats never matter — is dead here. In a Lunar team, your applier's build is part of the reaction's damage.

The scaling knobs moved. The Elemental Mastery bonus for Lunar and Stellar reactions follows 6 × EM / (EM + 2000) — a much flatter curve than the 16-coefficient formula classic transformative reactions use. At 200 EM that is a 54.5 percent bonus; at 1,000 EM it is 200 percent, where a transformative reaction at the same 1,000 EM gets 533 percent. Meanwhile the level multiplier still applies (1,446.85 for a level 90 character), and the damage ignores DMG Bonus goblets and enemy DEF but is still cut by elemental RES. The practical read: EM is still good, but it is no longer the only stat — CRIT and the contributor mechanic mean Lunar teams reward real, rounded builds.

Base reaction coefficients, for the people who run the numbers:

ReactionIndirect coefficientDirect coefficient
Lunar-Charged33
Lunar-Bloom— (no indirect DMG)1
Lunar-Crystallize1.61.6
Stellar-Conduct— (no indirect DMG)1 to 2, scaling with Polestar Field hits
Stellar Swirl0.75 initial, 2 at Lv. 1, 3 at Lv. 21

Moonsign Is the Team Bonus Lunar Damage Scales On

Every Lunar enabler raises the party's Moonsign by one level, and the level is a team-wide bonus in its own right — it sits alongside Elemental Resonance on the party screen.

One Moonsign character puts the party at Nascent Gleam. Two puts it at Ascendant Gleam, which does two things: it enhances certain talents and skills of the Moonsign characters themselves, and it turns your non-Moonsign teammates into Lunar damage batteries. For 20 seconds after a non-Moonsign character casts a skill or burst, they boost the Lunar Reaction damage of all nearby characters based on their own element's signature stat, capped at 36 percent:

Non-Moonsign character's elementRateStat needed for the 36% cap
Pyro, Electro or Cryo0.9% per 100 ATK4,000 ATK
Hydro0.6% per 1,000 Max HP60,000 Max HP
Geo1% per 100 DEF3,600 DEF
Anemo or Dendro2.25% per 100 Elemental Mastery1,600 Elemental Mastery

That table quietly redefines what a "support stat" is in a Lunar team. A Hydro character sitting on a huge HP pool, or an Anemo unit stacked with EM, is contributing Lunar damage just by existing and pressing their skill on cooldown. When you are picking the third and fourth slots of a Lunar-Charged team, this table is the tiebreaker.

The Moonsign team bonus icon from the party setup screen.

What Each Reaction Actually Does

Lunar-Charged Parks a Thundercloud Over the Fight

Lunar-Charged spawns a thundercloud that positions itself between your party and its targets and deals Electro damage every 2 seconds to opponents affected by both Wet and Electro. Each damage tick consumes 0.4 gauge units of both auras at once. The cloud lasts 6 seconds, refreshes its duration on a new Lunar-Charged trigger, and only one can exist at a time — trigger the reaction outside the cloud's range and a new cloud replaces the old one at the new location.

With a coefficient of 3, plus CRIT scaling and the contributor split, this is the workhorse of the Lunar family. Ineffa and Flins are its dedicated enablers.

Lunar-Bloom Deals Nothing on Its Own

Lunar-Bloom is the odd one out: it deals no damage when triggered. On the current patch, Lunar-Bloom damage comes only from character talents and constellations — Lauma and Nefer are built to convert Bloom and then pump the resulting Lunar-Bloom numbers themselves. The Dendro Cores it creates are identical to ordinary Bloom cores, and the cores' own damage does not count as Lunar-Bloom damage.

Triggering it also banks Verdant Dew, a stackable resource capped at 3 that persists through party changes, teleports, daily resets and even logging out. If you run Lauma or Nefer, the reaction is their engine rather than a standalone payoff.

Lauma, whose Nature's Chorus passive converts every Bloom reaction the party triggers into Lunar-Bloom.

Lunar-Crystallize Counts to Three

When Geo hits a Hydro aura with Zibai, Linnea or Columbina in the party, Crystallize becomes Lunar-Crystallize and creates three Moondrifts around the target. While Moondrifts are on the field, every third Lunar-Crystallize reaction makes them resonate — Moondrift Harmony — firing a homing projectile that deals Geo damage at a 1.6 coefficient.

Moondrifts count as Geo constructs, and the Geo resonance (Enduring Rock) has been rewritten around them: characters near a Moondrift get the same 15 percent damage boost and 20 percent Geo RES shred that shielded characters get.

Stellar-Conduct Builds a Field That Pays by the Hit

Stellar-Conduct converts Superconduct when Sandrone, Odette or the Cryo Traveler is in the party, and like Lunar-Bloom it deals no damage on its own — its damage comes from those characters' talents, landing as either Cryo or Electro depending on the source.

What it does do is create a Starlight Prism that sustains a Polestar Field for 7 seconds. The Prism counts Cryo and Electro hits that apply their element inside the field, resetting every 4 seconds, and pays out on the count: the reaction's base coefficient jumps from 1 to 1.45 at one recorded hit and climbs by 0.05 per hit to 2 at twelve; the field's Cryo and Electro DMG Bonus starts at 20 percent and climbs to 40; and every enemy inside loses 40 percent Physical RES — the same shred Superconduct gave. It is a reaction that pays you for attacking fast, which is exactly what Cryo-Electro teams already do.

Stellar Swirl Is the One That Chains

Stellar Swirl arrived with Version 7.0 and converts Cryo Swirl — Anemo hitting a Cryo aura, including a Cryo-created Freeze aura. It is the only new reaction that keeps Swirl's signature trick: indirect Stellar Swirl applies its element onward, so it can trigger further reactions down the line, using the initial trigger's stats. Its indirect coefficient starts at 0.75 for the initial reaction and rises to 2 and 3 at its Lv. 1 and Lv. 2 states.

It also has teeth in the new region: Stellar Glimmer reactions disable certain attacks of the Snowland Fae and Aberrant Chimeric Monsters, the enemy groups Version 7.0 shipped. Stygian Onslaught has already started keying boss shields to these reactions — the Savage Tremors iteration's Whisperer of Nightmares took bonus shield damage from Lunar Reaction DMG, covered in our Stygian Onslaught guide.

HoYoverse's official announcement panel for Stellar Swirl, the Stellar Glimmer reaction added in Version 7.0.

Building for Lunar and Stellar Damage

The artifact system has caught up with the mechanics, and the new sets are where builds should start.

Three sets serve Lunar teams. Night of the Sky's Unveiling gives 80 EM on two pieces, and its four-piece grants Gleaming Moon: Intent — 15 or 30 percent CRIT Rate depending on whether the party sits at Nascent or Ascendant Gleam. Silken Moon's Serenade runs 20 percent Energy Recharge on two pieces and feeds the whole party 60 or 120 EM from off-field. Aubade of Morningstar and Moon gives 80 EM and boosts Lunar Reaction damage by 20 percent while its wearer is off field, rising by a further 40 percent at Ascendant Gleam. Each distinct Gleaming Moon effect in the party also adds 10 percent Lunar Reaction damage for everyone, which nudges Lunar teams toward spreading the sets across members rather than stacking one. Stellar teams get Heart of the Furnace: 18 percent ATK on two pieces, and a four-piece that adds 12 percent ATK to the wearer and 50 percent Stellar Glimmer reaction damage to the party when they trigger one.

Resonance picked up Lunar clauses too. High Voltage (double Electro) now guarantees its Electro particle on Lunar-Charged and Stellar-Conduct triggers, and Sprawling Greenery (double Dendro) hands out its 30 EM party buff on Lunar-Bloom.

As for stats: the flat 6-coefficient EM curve means you stop short of the 1,000-EM piles that Hyperbloom triggers wear. Contributors want level 90 first — the level multiplier is the biggest single number in the formula — then a working CRIT build, then EM. And because up to four characters contribute at 60/30/5/5, a Lunar team has no true stat-stick passenger; the damage formula is now being run on everybody.

What Still Holds From the Classic Reaction Rules

The classic chart is untouched underneath. Vaporize is still 2x for Hydro-onto-Pyro, Melt still flips it, aura decay and internal cooldown still decide whether anything fires at all, and in a party with no enabler the five new reactions simply do not exist — Electro plus Hydro is the same Electro-Charged it was in 2020. Our elemental reactions guide covers that foundation; note that it predates the Lunar era, so its "four families" framing and its trigger-stats-only rule describe the classic set, not these five.

The mental shift worth making is this: classic reactions are something any team does by accident. Lunar and Stellar reactions are something you build a roster for on purpose — one enabler minimum, two Moonsign characters for Ascendant Gleam, and third and fourth slots chosen off the 36-percent buff table. That is a different team-building question than classic reactions ask.

More Genshin coverage lives on the Genshin Impact coverage hub, and the rest of our game guides are on the Mythras blog.

Quick Action Checklist

  • Lunar and Stellar reactions only exist while an enabler is in the party: Ineffa/Flins (Lunar-Charged), Lauma/Nefer (Lunar-Bloom), Zibai/Linnea (Lunar-Crystallize), Columbina (all three), Sandrone/Odette/Cryo Traveler (both Stellar reactions).
  • They can CRIT with ordinary CRIT stats, ignore DMG Bonus and enemy DEF, and are reduced by elemental RES.
  • Indirect Lunar-Charged, Lunar-Crystallize and Stellar Swirl damage combines every contributor's individually calculated result at 60/30/5/5 by rank — appliers' builds now matter.
  • The EM bonus is 6 × EM / (EM + 2000): 54.5 percent at 200 EM, 200 percent at 1,000 EM. Flatter than classic transformative scaling, so build CRIT alongside EM.
  • One Moonsign character = Nascent Gleam; two = Ascendant Gleam, which buffs Moonsign characters and lets non-Moonsign teammates add up to 36 percent Lunar damage off ATK, HP, DEF or EM.
  • Lunar-Bloom and Stellar-Conduct deal no damage on their own — their numbers come from enabler talents, so do not run them without Lauma, Nefer or a Stellar enabler built for it.
  • Lunar-Crystallize fires a homing Geo projectile every third trigger while Moondrifts stand; Moondrifts are Geo constructs and feed the reworked Enduring Rock resonance.
  • Stellar-Conduct keeps Superconduct's 40 percent Physical RES shred inside its Polestar Field, and its coefficient climbs from 1.45 to 2 as the field records up to 12 Cryo/Electro hits.
  • Artifact sets: Night of the Sky's Unveiling, Silken Moon's Serenade and Aubade of Morningstar and Moon for Lunar; Heart of the Furnace for Stellar.

Frequently Asked Questions

The Lunar reactions are Lunar-Charged (Electro + Hydro), Lunar-Bloom (Dendro + Hydro) and Lunar-Crystallize (Geo + Hydro). They are converted versions of Electro-Charged, Bloom and Hydro Crystallize, and they only occur when a character with the matching Moonsign Benediction passive — Ineffa, Flins, Lauma, Nefer, Zibai, Linnea or Columbina — is in the party. Unlike their base reactions, Lunar reactions can deal CRIT hits.

Keep Reading

Sources & Further Reading
Last updated August 16, 2026.

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