ER QuickCalc
Energy Recharge calculator for Genshin Impact — "Your Burst. Every Rotation. No Guesswork."

Energy Recharge (ER) is one of the most critical build stats in Genshin Impact, yet players guess their %ER using stale spreadsheets and outdated guides.
ER requirements depend on a long chain of variables — burst cost tier, particle generation, same-element funneling, weapon passives, constellations, artifact substats — and existing community tools only cover some characters. The challenge: build a fast, precise, continuously accurate calculator that gives ER targets for any team, with zero guesswork.
- 01
Calculation Engine
Source-per-service architecture where every energy source (particles, funneling, passives, weapon procs, constellations) is an independently tested calculator, orchestrated per rotation. A data drift validator fails the build whenever game data and engine logic fall out of sync.
- 02
Game Data Pipeline
Scripted generation of derived per-character data from raw game data, validated before every build, with 965+ tests across engine, data, and UI.
- 03
Design System "Carga"
Three-layer token architecture (primitive → semantic → component) implemented as Tailwind v4 @theme CSS variables; components consume variables only, never hardcoded values.
- 04
Post-Launch Iteration
Continuous cycles driven by Search Console data (title/description tuning, structured data) and UX audits: a 36-issue audit led to 5 critical fixes; a design-consistency audit folded 15 components into the design system.
Your Burst. Every Rotation. No Guesswork.
Shipped on three parallel tracks: (1) a calculation engine with typed, unit-tested services per energy source, plus a data drift validator that fails the build when game data and engine logic fall out of sync; (2) a scripted data pipeline generating derived per-character data, validated before every build; (3) a custom design system ("Carga": capture → intensify → release) with a full token architecture as Tailwind v4 CSS variables.
A production tool players use directly in rotation planning: pick up to 4 characters, configure weapons/artifacts/constellations, and get the exact %ER to loop every Burst — under a second, free, no account.
123 characters in the ER hub, 7 elements, 6 burst cost tiers, shareable result links, and 29 blog posts with SEO guides.
ER Calculation Engine
Source-per-service architecture where every energy source (particles, funneling, passives, weapon procs, constellations) is an independently tested calculator, orchestrated per rotation.
// Cada fuente de energía es una unidad testeada; los resultados se suman por rotación.
interface EnergyResult { energy: number; precision: number }
const funnel = funnelCalculator.calculate({ source, targets, sameElement: true })
const burst = burstCostTable[character.tier] // 6 tiers de costo
const er = burst.cost / (regen.sources.sum(funnel) * bonusFactors)Design Token System ("Carga")
Three-layer token architecture (primitive → semantic → component) implemented as Tailwind v4 @theme custom CSS properties; components consume CSS variables only, never hardcoded values.
@theme {
--color-primary-400: #988ed0; /* púrpura canónico de marca */
--ease-charge: cubic-bezier(0.34, 1.56, 0.64, 1);
--duration-charge: 400ms;
}Data Pipeline + Drift Validator
Scripted generation of derived per-character data from raw game data; a validator fails CI whenever engine and data disagree on any stat, keeping accuracy across game versions (currently v7.0).
Interested in building something like this?
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