A Kokomi Guide Written by xf3#3123
Updated for v2.1
Table of Contents
This guide is dedicated to the Pearl of Wisdom: Sangonomiya Kokomi. Her kit is not only unique but also fairly versatile. On top of this, she is also the first character to have a unique passive tied around her not using critical strikes, breaking her from the traditional ATK/DMG%/Crit mold most characters use. This guide will explain not only how to gear and play her, but also explain her role in her teams.
Playstyles and Pros & Cons
Currently, Kokomi can be played both as an on field enabler or an off field hydro unit. Both have their strengths and weaknesses but they are largely team dependent, so they will be somewhat combined in this guide.
- The only character to offer anything similar to Xingqiu’s Hydro Application Off Field at low constellations.
- Comfortable gameplay, ranged on top of providing healing when attacking. Can also have a “set and forget” mentality when using her for her elemental skill only.
- High floor, cheap to build, main stats and a few subs are enough to put her online.
- Jack of all trades Hydro unit, can be slotted into many compositions due to the nature of her kit.
- Rather underwhelming damage outside of burst compared to meta units due to her lack of crit and reliance on her burst.
- Low energy generation in comparison to her elemental burst cost and how reliant she is on it.
- Master of none, can be outclassed in her roles if damage is preferred over healing and comfort.
- Low ceiling, investment levels and character growth is not as high compared to other units.
Talents & Constellations
For more specifics on each talent, check out the KQM Theorycrafting Library
The Shape of Water
Performs up to 3 consecutive attacks that take the form of swimming fish, dealing Hydro DMG.
Consumes a certain amount of Stamina to deal AoE Hydro DMG after a short casting time.
Gathering the might of Hydro, Kokomi plunges towards the ground from mid-air, damaging all opponents in her path. Deals AoE Hydro DMG upon impact with the ground.
Basic normal attack string and AoE charged attack. Her charged attack does not share an ICD with her normals, so spamming it can be viable if it’s needed to burst down things like a Pyro shield. However, keep in mind that Kokomi has no method of reducing her charged attack’s stamina cost, so be careful when using it.
For her normal attack combos, she has a few options listed below, with each having their own upsides and downsides. Combos are notated using N for normal attack, C for charged attack, W for walk cancel, D for dash cancel, J for jump cancel.
For example: N1J = one normal attack + jump cancel. N2C = two normal attacks + charged attack.
Assumptions: Talent Level 6, No Healing%, During Elemental Burst
N2D/W and N3/D are your standard combos. Although her charged attacks can hit hard, the lack of stamina reduction hurts greatly. As to which combos to use in between the four, it depends. N2D and N2W are your best bets at C0 and for general play. Due to its short frame time, it can enable units such as Beidou and Xingqiu effectively as well. N3 and N3D are close and become competitive, if not better at C1, however, you can lose Beidou’s Stormbreaker procs, which can be an overall net DPS loss. For Vaporize teams, N2D/W are stronger due to the faster frames, as what matters is her hydro application. However at C1, you should always N3/D as the extra projectile does not share ICD with her normal attacks, allowing you to output more Hydro.
Summons a “bake-kurage” created from water that can heal her allies.
Using this skill will apply the Wet status to Sangonomiya Kokomi.
Deals Hydro DMG to surrounding opponents and heal nearby active allies at fixed intervals. This healing is based on Kokomi’s Max HP.
Similar to Oz and Zhongli’s stele. It pulses every two seconds for a total of 6 times. It applies Hydro to enemies and heals the on field character. Note that the Wet status this applies to Kokomi will cleanse some things, but can also freeze herself. You cannot reposition it like Oz unless you get a complete cooldown reset. In addition, only one Bake-Kurage can be on field at a time.
The might of Watatsumi descends, dealing Hydro DMG to surrounding opponents, before robing Kokomi in a Ceremonial Garment made from the flowing waters of Sangonomiya.
- Sangonomiya Kokomi’s Normal Attack, Charged Attack and Bake-Kurage DMG are increased based on her Max HP.
- When her Normal and Charged Attacks hit opponents, Kokomi will restore HP for all nearby party members, and the amount restored is based on her Max HP.
- Increases Sangonomiya Kokomi’s resistance to interruption and allows her to move on the water’s surface.
These effects will be cleared once Sangonomiya Kokomi leaves the field.
Her defining talent. For on field gameplay, her entire identity is focused on this ability. However, due to its high cost (70 energy), it means that Kokomi must invest into ER% or use refund mechanics (Proto Amber, Everlasting Moonglow) in order to cast this as often as possible.
If Sangonomiya Kokomi’s own Bake-Kurage are on the field when she uses Nereid’s Ascension, the Bake-Kurage’s duration will be refreshed.
This refresh is a REFRESH, not a cooldown reset. Meaning you cannot recast her elemental skill to reposition it. It will simply reset the timer for her bake-kurage. Due to the elemental skill not having a clear indicator for when it will disappear, you must keep an internal clock of around 10-11 seconds before you must cast your elemental burst, otherwise you will lose the reset.
Song of Pearls
While donning the Ceremonial Garment created by Nereid’s Ascension, the Normal and Charged Attack DMG Bonus Sangonomiya Kokomi gains based on her Max HP will receive a further increase based on 15% of her Healing Bonus.
This talent, along with her second passive, is what defines her stat options. Do note that Hydro resonance does not count towards Healing Bonus, since it is considered as “incoming healing bonus.” However, the 2pc set bonus for Maiden’s Beloved does count towards healing bonus.
Princess of Watatsumi
Decreases swimming Stamina consumption for your own party members by 20%. Not stackable with Passive talents that provide the exact same effects.
Cool for overworld, can also walk on water during her burst. Very cool thank you Mihoyo.
Sangonomiya Kokomi has a 25% Healing Bonus, but a 100% decrease in CRIT Rate.
The infamous passive. Note that it is 100% crit rate subtracted from her current crit rate, it is not multiplied by 0. You can build crit Kokomi but please don’t, more on this in the gear section.
On-Field: Burst => Normals > Skill
Majority of her damage comes from her Elemental Burst form attacks. Level Burst and Normals evenly, but put priority on the burst. Her Elemental Skill doesn’t make up a huge portion of her damage profile and should be leveled last.
Support: Skill >>>>>>>>>>>>>>> Burst > Normal
If only using her for off field Hydro application, level her Skill. The rest can be left alone.
At Water’s Edge
While donning the Ceremonial Garment created by Nereid’s Ascension, the final Normal Attack in Sangonomiya Kokomi’s combo will unleash a swimming fish to deal 30% of her Max HP as Hydro DMG. This DMG is not considered Normal Attack DMG.
The extra projectile does not share ICD with her normal attack string, meaning it can apply Hydro, making her as a vape enabler more consistent/easier. It also grants her a sizable damage increase during her burst. Stop here if you want to go for low constellations.
The Clouds Like Waves Rippling
Sangonomiya Kokomi gains the following Healing Bonuses with regard to characters with 50% or less HP via the following methods:
- Kurage’s Oath Bake-Kurage: 4.5% of Kokomi’s Max HP.
- Nereid’s Ascension Normal and Charged Attacks: 0.6% of Kokomi’s Max HP.
More healing, not really worth going for.
The Moon, A Ship O’er the Seas
Increases the Level of Nereid’s Ascension by 3. Maximum upgrade level is 15.
Talent level increase for her burst, nothing much to say about it. However, the jump from talents in comparison to other units’ talent constellations is pretty low.
The Moon Overlooks the Waters
While donning the Ceremonial Garment created by Nereid’s Ascension, Sangonomiya Kokomi’s Normal Attack SPD is increased by 10%, and Normal Attacks that hit opponents will restore 0.8 Energy for her. This effect can occur once every 0.2s.
This constellation not only gives her energy back, which lowers her ER% requirements, but also ATK Speed, which is beneficial for ranged units due to them having no hitlag on their attacks. Good quality of life constellation.
All Streams Flow to the Sea
Increases the Level of Kurage’s Oath by 3.Maximum upgrade level is 15.
Talent level increase for her skill, which doesn’t make up a large portion of her damage anyway. Low value.
While donning the Ceremonial Garment created by Nereid’s Ascension, Sangonomiya Kokomi gains a 40% Hydro DMG Bonus for 4s after her Normal and Charged Attacks heal a character with 80% or more HP.
40% Hydro DMG bonus is nothing to ignore and due to her practically always healing, you should have a lot of uptime on this constellation.
Overall, none of her constellations past C1 offer much to the table aside from more damage and quality of life. C1 can even be argued to be overkill if you don’t use her full normal string or if you have enough Hydro application through other units alongside Kokomi in her teams. Simply though, if you don’t care about her personal damage, stop at C0 or C1.
Before we begin to talk about her gear, there’s something that has to be noted first. In most of her team compositions, Kokomi’s personal damage does not heavily contribute to the team’s overall damage. The lack of crit definitely hurt her personal damage, and her elemental skill’s damage is negligible at times. In addition, farming for perfect substats to squeeze out as much damage as possible for her just isn’t resin efficient for most players. Although there will be weapon rankings for her, do note that while options such as the Thrilling Tales of Dragon Slayers and Hakushin Ring are technically lower in terms of Kokomi’s personal damage, they give enough of a damage increase to the team that it makes up for the loss, likely even increasing the team’s overall damage.
Weapons listed below are generally the most recommended weapons for her. Other options will be listed below in a weapon comparison chart, but note that they are only for her personal damage – they do not include team damage. Weapons will be split up between personal damage and support, since on field Kokomi can act as a support in some teams.
Her signature. Gives her all the stats she wants and is tailor made for her. However, do note that this weapon is practically useless on every other character currently, so don’t go out of your way to roll for it unless you really want to maximize Kokomi’s personal damage. Also keep in mind that the damage gain isn’t as significant as other signatures, making it a rather lackluster option.
F2P best in slot and the most generalist weapon. Not only is this weapon craftable, but it mirrors what Everlasting Moonglow offers. The refund also reduces the ER% requirement and gets even better as you refine it.
Another F2P option that provides many stats that Kokomi appreciates. In addition, the buff it provides is greatly appreciated by units such as Beidou and Fischl. Any refines help to increase her team’s overall damage if running her in an Electrocharged team.
R5 Thrilling Tales of Dragon Slayers
Like other support catalyst users, TTDS is Kokomi’s BiS for support. The ATK% bonus for an ally provides great utility along with the fact that Kokomi can make use of the weapon’s HP% substat. Do note that if you are using her elemental burst to extend the Bake-Kurage’s duration, you will need to invest more into ER% compared to other weapons.
Her best choice in Electrocharged compositions. The bonus Electro% she gives to electro units for basically existing is very valuable. In addition, Kokomi acts as a very strong enabler for off field Electro characters such as Beidou and Fischl. Refines scale very well for Kokomi
The most generalist weapon if you need energy. If you don’t need the energy that it provides, TTDS wins out. Although her personal damage increases with Prototype Amber, you lose out on the 48% ATK buff on allies. However, this weapon can serve as a hybrid between personal damage builds and support builds if you feel like swapping between the two roles often
Extremely niche weapon for elemental skill only builds. The EM substat is practically useless outside of Electrocharged teams, and in those comps, she prefers to obtain them through substats seeing as the Hakushin Ring exists. However, if you are lucky and can get the reset, it allows you to not use her elemental burst to extend her hydro application.
Heart of Depth
Highest in terms of personal damage, but your rotation has to be built around it, which means using your skill before any rotations.
Any of these four artifact two piece sets can be used in combination with each other. Do note that 2pc Maidens and 2pc Heart of Depth are valued more due to their stats not being available through substats, but the difference is negligible. Note: Kokomi’s elemental skill never scales off Healing%, even after casting burst, so 2pc Maiden’s set bonus will not help.
Tenacity of the Millelith
Best artifact set for supportive setups. She can practically have permanent uptime on the 4pc bonus and combined with TTDS, she can provide a great amount of ATK% for her team. She also benefits from the 2pc bonus unlike many users of 4ToM, which is an extra bonus.
If you need more healing, then you can opt into this. However, try to transition away from the 4pc set, as her kit arguably already has enough healing that you can go for other artifacts.
Generally you should go for:
- HP% or ER% Sands
- Hydro DMG% Goblet
- Healing Bonus% or HP% Circlet
If you are doing a Bake-Kurage only build and will never use her elemental burst:
- ATK% Sands
- Hydro DMG% Goblet
- ATK% Circlet
For substats, aim for ER% (up to threshold) > HP% > Flat HP = ATK% > EM > Flat ATK
A note on EM: Generally, Kokomi should be providing Hydro Aura for others to vaporize, so EM in those set ups are useless. In electrocharged teams, the trigger for electrocharged is inconsistent and unreliable to the point that it’s generally better off using standard builds. However, a few subs of EM here and there are not bad.
Please don’t use and/or recommend crit Blizzard Strayer builds outside of memes. The damage difference compared to standard Kokomi builds are negligible and they assume MAXIMUM stats and perfect scenarios. Unless you’re doing a funny meme build, it is not recommended.
ER requirements can be tricky to lock down. Generally, Kokomi wants around 180-200+ ER%. Things will increase or decrease depending on her team and weapon choice. Use Zakharov’s ER calculator to figure out the ER% you need. Otherwise general requirements are listed below along with the other calculations:
ASSUMPTIONS: 4HoD Main DPS Kokomi, 168% ER Requirement (Discounts Accounted For), 20 Flat 10 Fluid Subs.
ROTATION USED: E, Wait, Q, E, 5N3
|Weapon with Assumptions (168 ER% if not stated)||Numerical||% vs TTDS|
|Everlasting Moonglow (157% ER)||154638.0736||126.88%|
|Prototype Amber R5 (138% ER)||145566.0759||119.43%|
|Memory of Dust 5 Stacks Shielded||143849.1702||118.02%|
|Skyward Atlas R1||141272.8348||115.91%|
|Prototype Amber R1 (154% ER)||138552.0066||113.68%|
|Wine and Song with Passive||131384.7732||107.80%|
|Dodoco Tales R5 Passive Up||130557.6979||107.12%|
|Hakushin Ring, Passive Up||129996.7041||106.66%|
|Eye of Perception, 2 Hits||126748.5732||103.99%|
|Lost Prayers 2 Stack||125784.6415||103.20%|
|Mappa Mare 2 Stack||124338.6077||102.02%|
|Frostbearer 1 Non-Cryo Proc||124053.7967||101.78%|
|Solar Pearl, Passive Up||122584.668||100.58%|
|The Widsith, 50% Passive Uptime||120480.531||98.85%|
|Blackcliff Agate R1 0 Stack||113417.5779||93.06%|
|Sacrificial Fragments No Proc||111151.3513||91.20%|
Calculations done by Ayzel#7399. Do note that this is for PERSONAL DAMAGE ONLY.
Team Comps and Synergies
A lot of Kokomi’s teams and synergies are similar to other Hydro units such as Xingqiu, Tartaglia, and Mona. Although she might not provide the most damage in said teams, she can provide healing and a more comfortable gameplay experience. This guide will list some of the main teams that she can slot into and highlight a few special interactions that you can mess with. Sample rotations will be given in a video, but things may change. Adapt the rotation to your set up if needed.
Main / Meta Teams
The teams listed in this section are the teams that are either most comparable to or most similar to “meta” teams in Genshin. These are also her best teams as they are generally always viable and she can fit into them without any major changes in rotations compared to other variations.
Combine Kokomi with two electro units and an Anemo to dish out a great amount of damage. Before Kokomi’s release, most taser teams did not have a dedicated healer and suffered from a high opportunity cost by requiring Xingqiu. Kokomi can provide not only Hydro but also serve as the team’s healer. Due to her being ranged and having a relatively fast normal attack combo, she can enable units like Beidou extremely well. Anemo groupers can make the Bake-Kurage’s lack of repositioning irrelevant while also aiding in large amounts of AoE damage. This is by far Kokomi’s most reliable and go-to team.
Flex/Alternatives: Raiden, Kazuha, Sucrose, Anemo MC, Venti, Xingqiu
Electrocharged (TF Kazuha):
Now with two turrets, Kazuha can freely spam his Midare Ranzan without needing to worry about normal attacking to apply rainswords for Hydro app. In addition, Kokomi’s bake-kurage has more frequent Hydro application over Barbara while still providing healing for the team, allowing her to fit in perfectly. Note that Kazuha must have 4p Thundering Fury for this team to work properly, but once he does, jump to your heart’s content.
Rotation (button mashing) Demo:
https://youtu.be/BVSjunJ-Hxk by xf3#3123
Flex/Alternatives: Venti, Sucrose, Anemo MC, Beidou, Raiden
Freeing up Xingqiu, Kokomi can act as a Hydro source for freeze teams. Her slower Hydro application in comparison to Xingqiu doesn’t matter much in freeze teams, allowing them to drop a healer if needed.
https://youtu.be/M7edrZlorH4 by xf3#3123
Flex/Alternatives: Rosaria, Kaeya, Ganyu, Aloy, Chongyun, Sucrose, Venti, Anemo MC
Freeze Support 2:
The classic Morgana team, but using Kokomi instead of Mona. Although you lose out on the Omen buff, what you gain is the ability to use a secondary Cryo unit other than Diona. Variations of the Morgana team, such as the one with both Ayaka and Ganyu, now have a real healer in place to act as a safety net, which never existed before.
Rotation (button mashing) Demo:
https://youtu.be/18aCjIgIxs4 by xf3#3123
Flex/Alternatives: Ayaka, Kaeya, Rosaria, Aloy, Chongyun
The classic Xiangling-Bennett-Hydro core, but now with Kokomi. On paper, this team can work and is very powerful, but issues arise when extra Pyro application is included along with Xiangling. This can be mitigated with C1 Kokomi, but even then you still run into some issues. Since Kokomi is ranged and the bake-kurage cannot be repositioned, unlike Fischl’s Oz, the team struggles against mobile targets or content with high mob density. Kokomi has to keep using stamina to reach enemies for Xiangling’s Pyronado to hit, forcing her to play at point blank range despite being a ranged unit.
https://youtu.be/bEWjomcKdjw by ProfHugo#6478
https://youtu.be/XQ4iNdak29U by ProfHugo#6478
https://youtu.be/Bum7tN5TpgE by xf3#3123
Flex/Alternatives: Sucrose, Venti, Kazuha, Anemo MC, Zhongli, Xingqiu.
Other Teams / Interesting Ideas
The teams listed in this section are either ideas that have been popping up as theorycrafters continue to play around with Kokomi, or are teams oriented away from the general recommended/meta teams. Note: Just because they aren’t “meta” doesn’t mean you can’t play them or that they are “bad.” These teams just can’t be recommended to all players to reliably get consistent or general success using Kokomi.
Sucrose can now act as a trainer with her three deployables. This allows her to react with Hydro, Pyro, and Electro all at once with ease. Does it give off any old school game vibes?
https://youtu.be/Dd8_nPtb10Q by Terrapin#8603
On Field Pyro Carry Vape Enabler and Other Notes:
Kokomi’s bake-kurage can actually provide enough Hydro for Diluc vape setups. It can be made easier provided an Anemo support is able to provide Hydro with an infused ability. Previously, Diluc was practically married to Xingqiu as he supplied DIluc with Vaporize reactions. Kokomi can be used instead due to Diluc’s low application rate in comparison to other Pyro Carries. This opens up new possibilities outside of the rigid Diluc compositions, such as Amber Support + Kazuha or Xingqiu + Xiangling.
Kokomi can also enable Yoimiya to a similar degree, but has issues in comparison to Diluc. Yoimiya can vape off of Kokomi’s bake-kurage application well when her Ryuukin Saxifrage is not active. Once you start adding Ryuukin Saxifrage however, Pyro will over take Hydro at some point if you aren’t using a Hydro infusion Anemo Support.
Note that for both Diluc and Yoimiya, you may need to either delay your first attack in order for it to match up with the bake-kurage pulses, otherwise you end up applying Pyro first.
To add onto that, these setups are not 100% recommended yet and if you were to use them, they have extreme caveats compared to using Xingqiu over Kokomi. Yoimiya has the added issue of being ranged, meaning enemies can run out of the bake-kurage’s zone while they are chasing you. But feel free to try them out.
Diluc + Kokomi Demo Video: https://youtu.be/yEs4Ce8wPdU by xf3#3123
Xiangling + Xingqiu Demo Video: https://youtu.be/ikVlfPQlCHI by xf3#3123
Amber + Kazuha Demo Video: https://youtu.be/3llpa-QXbAk by xf3#3123
Flex/Alternatives: Sucrose, Kazuha, Bennett, Amber, Xinyan, Xingqiu, Zhongli.
Freeze On Field:
NOTE: Kokomi does not build 4pc Blizzard Strayer in this set up.
If you liked the comfy gameplay of Kokomi and need more, then freeze comps can be an option as well. Kaeya and Rosaria together supply lots of Cryo for Kokomi to freely hit enemies. Kokomi’s projectiles are not considered blunt, meaning that her attacks will not shatter enemies, allowing you to play arguably one of the safest set ups in the game.
https://youtu.be/jrVS_0OZDgA by Terrapin#8603
Flex/Alternatives: Sucrose, Venti, Kazuha, Anemo MC.
There’s a lot of people to thank and you know who you are if you did help me out. Specifically, I would like to thank Faranight#0001, Ayzel#7399, ProfHugo#6478, Terrapin#8603, and Zakharov#5645 for assisting and providing info and tools used in this guide. A big thank you to the KokomiMains staff and KQM staff as well for being nothing but supportive during my work on this character.
Team displays and other visuals made by using assets from the Genshin Impact Fandom Wiki.
Changelog / Planned Changes
1.0: Official Release for Genshin Version 2.1.
Constellation DMG increases analysis, weapon calcs per team comp, team calcs.