Updated for Version 3.4
Sangonomiya Kokomi is a versatile 5-star Hydro Catalyst character who excels at healing, applies Hydro both on-field and off-field, and even deals respectable personal damage.
More extensive testing is in progress. Note that the information given is subject to change if and when new discoveries are made.
The full-length guide is currently being written. Join our Discord to participate in the theorycrafting process.
Table of Contents
|Hydro Resonance Change
|Hydro Resonance was recently changed to a Max HP buff for the whole team, which benefits characters who scale off HP%, such as Kokomi.
|Dendro Reactions: Bloom, Hyperbloom, Burgeon
|Dendro introduced a new set of Transformative Reactions that rely on Hydro: Bloom, Hyperbloom, and Burgeon.
In these teams, Kokomi heals and applies AoE Hydro to generate Dendro Cores. Her healing is especially useful in Nilou Bloom or Burgeon teams, where the high self-damage from reactions is often unavoidable.
|A 5-star Hydro Sword user who uniquely enhances the base Bloom reaction at the cost of heavy team building restrictions.
Kokomi provides AoE Hydro application to trigger Bloom, and she is one of the few units in the Hydro and Dendro roster who can heal enough to counteract Bountiful Core self-damage.
|A 5-star Hydro Bow user who excels at off-field single-target damage and Hydro application, similar to Xingqiu.
|Gilded Dreams / Flower of Paradise Lost
|Both of these sets provide a large Elemental Mastery buff and DMG bonuses for Bloom, Hyperbloom, and Burgeon reactions. They are Kokomi’s preferred sets for maximizing Bloom DMG in Nilou teams, with a slight edge to Flower of Paradise Lost.
|This artifact set allows Kokomi to shred Dendro RES off-field with her Skill, which increases the team’s Dendro DMG.
|A Thousand Floating Dreams
|Nahida’s signature weapon. Provides an unmatched amount of EM, some Elemental DMG% buffs, and an EM buff for the rest of the team. Kokomi’s weapon of choice for maximizing her Bloom DMG in Nilou teams.
Kokomi’s Burst enhances her Normal Attacks, allowing her to deal respectable damage as an on-field unit. She offers sustained healing and can also enable Elemental Reactions with her Hydro application.
Kokomi can still supply healing and Hydro application when played as an off-field enabler. She swaps on-field to refresh her abilities and then immediately swaps off to give field time for an on-field character to deal damage.
Talent and Leveling Priority
Leveling Kokomi to Lv. 90 is particularly valuable because her healing, personal damage, and reaction damage all scale particularly well with levels. Both her healing and her personal damage scale off of HP, and reaction damage directly scales off of character level. This is particularly relevant in Nilou Bloom teams, where Kokomi can trigger a significant amount of Blooms.
Elemental Skill = Elemental Burst > Normal Attack
Kokomi’s Elemental Skill provides the bulk of her healing, while her Burst contributes the bulk of her personal damage. The former takes priority in off-field builds, while the latter takes priority in on-field builds. Her Normal Attacks contribute the least to her damage, and they can be leveled last.
Note that if Kokomi is used as an off-field support, it is better to first invest in the team’s damage dealers. Kokomi’s damage is negligible in this role and her healing is often sufficient at low investment levels.
Normal Attack | 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.
Kokomi’s Normal Attack Talent offers insignificant damage for even on-field playstyles. The bulk of Kokomi’s Normal and Charged Attack damage stems from her Elemental Burst, which scales independently from this Talent.
Elemental Skill | Kurage’s Oath
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 characters at fixed intervals. This healing is based on Kokomi’s Max HP.
Kokomi’s Elemental Skill is the backbone of her kit. It provides healing, AoE Hydro application, Energy, and potential buffs through Tenacity of the Millelith. Each hit has a 67% chance of generating 1 Hydro Particle and possesses no Internal Cooldown (“ICD”), which means that every tick applies Hydro.
Elemental Burst | Nereid’s Ascension
Summons the might of Watatsumi, 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 walk on the water’s surface.
These effects will be cleared once Sangonomiya Kokomi leaves the field.
This Talent represents Kokomi’s largest source of personal damage when played on-field. However, its only additional utility comes from activating her Ascension 1 Passive.
Ascension 1 Passive | Tamakushi Casket
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 useful Passive allows Kokomi to circumvent her Skill’s 8-second downtime. Note that this Passive only refreshes the ability; it does not reposition it.
Ascension 4 Passive | 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 converts Healing Bonus into extra damage for Kokomi’s Burst-enhanced Normal and Charged Attacks. It greatly informs her stat priorities, given that it effectively lets Kokomi double-dip on the otherwise niche Healing Bonus stat. This talent generally represents over half the total damage increase granted by her Burst state.
Passive | Flawless Strategy
Sangonomiya Kokomi has a 25% Healing Bonus, but a 100% decrease in CRIT Rate.
A unique (and notorious) passive. The massive, permanent CRIT Rate debuff not only invalidates traditional CRIT builds, but also prevents her from triggering Favonius Codex’s passive. In return, it gives her even more Healing Bonus, which synergizes with her A4 Passive.
This Passive, in conjunction with Kokomi’s other Talents, makes Healing Bonus equally valuable for offense and defense. It also allows her to forego CRIT, unlike practically every other DPS unit in the game.
Constellation 1 | 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.
This 30% HP multiplier is fixed and unaffected by Talent Levels or Normal Attack DMG% bonuses. The fish does not share an ICD with her Normal Attacks, which allows her to apply more Hydro with her attack strings and deal more damage. This Constellation encourages you to use her N3 combos.
Constellation 2 | 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.
Kokomi already heals far past the <50% HP threshold required to activate the Constellation, making it largely unnecessary.
Constellation 3 | The Moon, A Ship O’er the Seas
Increases the Level of Nereid’s Ascension by 3.
Maximum upgrade level is 15.
Although her Burst’s HP scaling makes up the majority of her damage, it does not affect her Ascension 4 Passive, lowering the value of this Constellation.
Constellation 4 | 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.
Because Kokomi is a Catalyst user and doesn’t possess hitlag on her Normal Attacks, she can take full advantage of the ATK SPD. The Energy restoration it brings is a cherry on top.
Constellation 5 | All Streams Flow to the Sea
Increases the Level of Kurage’s Oath by 3.
Maximum upgrade level is 15.
Fairly underwhelming. Offers a slight increase to her Skill’s ATK scaling for a negligible damage gain. The healing is also redundant.
Constellation 6 | Sango Isshin
While donning the Ceremonial Garment created by Nereid’s Ascension, Sangonomiya Kokomi gains a 40% Hydro DMG Bonus for 4s when her Normal and Charged Attacks heal, or would heal, any party member with 80% or more HP.
This Constellation offers a sizable Hydro DMG% buff which is fairly easy to trigger, given Kokomi’s immense healing while in her Burst.
N# = Corresponding number of consecutive Normal Attacks
CA = Charged Attack
E = Elemental Skill
Q = Elemental Burst
J = Jump
D = Dash
W = Walk
It is not recommended to use Kokomi’s Charged Attacks frequently because they quickly consume her Stamina; however, they can be situationally useful for extra Hydro application, shield-breaking, or AoE damage. Players should adapt to the situation at hand.
|Usually Kokomi’s best combo, due to its ease of use and on-field driving capabilities. While it does output marginally lower damage compared to N2, its ability to benefit from Kokomi’s Constellation 1 makes it outpace other combos once C1 is acquired. Performing the dash cancel is not mandatory but can be done to increase DPS.
|Can provide slightly higher damage output and Hydro application at C0, and is often better at driving off-field units like Beidou. It is also much easier to perform than walk cancels.
|Has the potential to enable the highest number of Beidou Burst/Fischl C6 procs if performed to perfection. However, it is not recommended because of its difficulty in executing consistently and its lack of repositioning.
|N2C / N3C
|As mentioned above, this combo is used for extra Hydro application primarily in enabling Vaporize teams or creating Dendro Cores when played on-field.
|Solo Hydro, 2 Favonius procs, off-field
|Solo Hydro, 2 Favonius procs, on-field
Kokomi’s specific ER requirements will vary depending on your team composition and rotation.
A more accurate estimate of Kokomi’s ER requirements for specific teams can be calculated using Zakharov’s Energy Recharge Calculator.
|HP%/Hydro DMG Bonus/EM*
Substats: ER until requirement > HP% > Flat HP
Kokomi’s build should be tailored to her playstyle. HP%/DMG%/HB is usually her best on-field option for personal damage and healing.
*Building EM/EM/EM is recommended if you are using Kokomi in a Nilou Bloom team, as she can trigger a significant number of Blooms. However, you can still use her normal artifacts (or even hybrid EM builds) if you need more single-target damage or healing to counteract Bloom self-damage.
|4p Ocean-Hued Clam (OHC)
|Recommended for on-field builds. The 4p passive is easy to fully charge when Kokomi is in her Burst state, and the 2p effect grants Healing Bonus. While other sets have the potential to outshine OHC in separate playstyles, its universal viability still makes it a good all-around choice.
|4p Tenacity of the Millelith (ToTM)
|A good option when Kokomi is used as an off-field support. Her Bake-Kurage can maintain high uptime on the teamwide ATK buff, especially in Freeze teams, where enemies cannot move away from it. The HP% 2p effect is a nice bonus to her healing as well.
|4p Deepwood Memories (DW)
|A must-have for teams reliant on Dendro DMG due to its Dendro RES Shred effect. Kokomi can equip this set with minimal opportunity cost to allow other units to run more useful sets, such as Gilded Dreams on Hyperbloom or Burgeon units.
|4p Gilded Dreams (GD)
|The preferred artifact set when focusing purely on Kokomi’s Bloom DMG in Nilou Bloom teams with Double Dendro. In Triple Hydro Nilou teams, 2p EM set combinations will actually provide slightly more EM. May fall short in healing compared to 4OHC in Nilou Bloom teams.
|4p Flowers of Paradise Lost
|This set provides the maximum increase to Kokomi’s Bloom DMG. However, the damage difference between it and GD is often negligible, while lacking the Resin efficiency of GD.
|Kokomi’s signature weapon boosts her healing and personal damage while also reducing ER requirements as an on-field enabler. Her best weapon for personal damage, but her free-to-play weapon options are not far behind.
|A free-to-play weapon that closely competes with Everlasting Moonglow. It even has similar benefits, like providing similar bonuses to her healing and damage, and an Energy refund passive. Scales well with refinements.
|Thrilling Tales of Dragon Slayers (TTDS)
|Kokomi’s best weapon when using her to support an ATK-scaling DPS, such as Ayaka or Beidou. Unlike many other Catalyst users, Kokomi actually benefits from its HP% substat.
|A potent option when paired with Electro units that grants a decent Hydro or Electro DMG% buff for the team. Kokomi must be on-field to trigger the passive, though the buff can also be snapshotted. The ER stat is also great for Kokomi.
|A good choice in Nilou Bloom teams, as its high EM stat greatly increases Kokomi’s Bloom DMG. It also allows her to reposition her Bake-Kurage via extra Skill casts to maintain Hydro application, which is especially useful for dealing with mobile or dispersed opponents.
|A Thousand Floating Dreams
|It provides a high amount of EM for Kokomi and her team, resulting in the largest increase in total Bloom DMG. Its Elemental DMG% passive can still be useful in on-field builds to increase her Talent damage.
This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not reflect its power level.
General Flex Healer
Kokomi’s easily accessible healing from her Skill and array of potential buffs from weapons and artifacts make her a decent flex healer, even when the team does not particularly need her Hydro application. This is especially true in content where shielders are less effective, such as when dealing with Corrosion or Black Serpent enemies.
Kokomi’s Skill provides sufficient AoE Hydro application to maintain Frozen, especially when its duration is extended with her A1 Passive. She can also equip TTDS and ToTM to provide buffs for the team’s Cryo DPS units. Her healing allows the team to comfortably run more damage-oriented Cryo and Anemo units over defensive units such as Diona, Layla, or Jean.
Kokomi’s main competition is Mona, another Hydro Catalyst unit who provides the unique Omen debuff. Her main advantages over Mona are her lower field time and Energy requirements, longer Freeze uptime, and ability to heal while holding TTDS.
|Kokomi provides Ayaka with ATK buffs from TTDS and ToTM, both of which Ayaka’s Burst can snapshot. The Bake-Kurage’s consistent AoE Hydro application easily maintains Freeze for the duration of Ayaka’s Burst, preventing Freezeable enemies from escaping its AoE.
|Performs similarly to Ayaka as a Cryo Burst DPS whose Burst can snapshot buffs, but is more oriented towards mobbing content. Kokomi’s longer cooldowns and short field time often encourage longer rotations that make greater use of Ganyu’s Charged Attacks.
Ganyu’s A4 Passive can also buff Ayaka’s Cryo DMG, forming a potent dual-carry combination if Energy needs are met.
|Gives substantial buffs to other Cryo units via her Icy Quills, Elemental Burst, and Ascension Passives.
|Rosaria / Kaeya
|These units occupy a similar role, providing off-field damage with their Bursts and generating Cryo Particles with low-cooldown Skills to battery characters like Ayaka or Ganyu. Rosaria provides a CRIT Rate buff while Kaeya’s Skill generates more Cryo Particles.
Both units excel in the role such that the choice between them will often be a matter of personal preference and investment level. However, Kaeya often feels anti-synergistic with Ganyu because of his range requirements.
It is also possible to run the two together to provide off-field Cryo DMG while Kokomi takes the field with her Burst. Although such teams often have lower damage ceilings, they are undeniably comfortable to run, due to Kokomi’s high healing on her Burst paired with near-constant Freeze uptime.
|Kazuha brings grouping, Resistance Shred via Viridescent Venerer (VV), and large amounts of Elemental DMG Bonus. He can also use his Skill’s special Plunging Attack more easily on Frozen enemies, as Kokomi’s Skill will reapply the Frozen status on enemies after being Shattered.
Double Swirl setups can allow Kazuha to buff both Cryo and Hydro DMG with VV Shred and his A4 Passive, which is useful in variants where Kokomi is used in an on-field role.
|Venti exchanges Kazuha’s DMG% buffs for unparalleled grouping against liftable enemies and an Energy refund. His ability to group heavy enemies while they are Frozen is especially useful, as many Cryo units’ Bursts are reliant on keeping enemies tightly packed together.
It is generally recommended to have Venti’s Burst absorb Cryo, because the VV Shred and Energy refund are much more crucial to the team’s Cryo units, and Kokomi’s Skill is often sufficient to maintain Freeze.
In Taser teams, Kokomi acts as a ranged on-field driver for abilities such as Beidou’s Burst and Fischl’s C6, while providing Hydro for an Anemo unit to trigger Electro-Charged with their Swirls. Kokomi frees up units such as Xingqiu, and her healing allows more offensive Electro and Anemo units to be used in the team without sacrificing comfort. The last slot will typically be taken by an Anemo unit for VV Shred, buffs, and grouping.
Kokomi can also deal respectable damage through her Burst and OHC procs, or provide buffs for her teammates through weapons and artifacts like ToTM, TTDS, and Hakushin Ring. This is especially true in variants where Kokomi is used in an off-field role.
|Fischl contributes high off-field Electro application and single-target damage while requiring low field time. Her rapid Energy generation is also useful for batterying other units such as Beidou or Yae Miko.
|Beidou can deal high off-field Electro DMG in multi-target situations, but often requires high ER investment or an Electro battery to Burst consistently.
|Yae deals sustained off-field Electro DMG, much like Fischl. Her Burst can deal good front-loaded damage but suffers from a high Energy Cost and cooldown. These issues can be alleviated by running her with an Electro battery or letting her Burst every other rotation.
|Kazuha offers good grouping, off-field damage from Swirl and Electro-Charged, and DMG% buffs for Kokomi and Electro units with his A4 Passive.
He can alternatively use the Thundering Fury artifact set to cast his Skill repeatedly for high on-field damage and grouping, though a second Anemo unit will be needed to hold VV.
|Sucrose brings EM buffs, moderate grouping, Swirl DMG, and other buffs such as her C6 and TTDS. She can also be used as an on-field unit to trigger Swirl and Electro-Charged with her Normal Attacks.
|Venti packs an Energy refund for either Electro or Hydro units, unmatched grouping in mobbing content, and respectable personal damage (especially with an EM build). All of Kokomi’s Skills are able to hit enemies lifted by Venti’s Burst.
|Xingqiu / Yelan
|Two Hydro units provide additional single-target off-field damage and particles for Kokomi, but their Hydro application is often redundant in this archetype, and may be better used in the other Abyss team.
Xingqiu reduces damage taken and increases Interruption Resistance, while Yelan provides a ramping DMG% buff for the on-field unit.
Kokomi can apply Hydro on enemies with a Dendro aura to trigger Bloom and generate Dendro Cores; Electro and Pyro units can then apply Elements on these Cores to trigger Hyperbloom and Burgeon respectively. Kokomi’s healing and her easy access to on-field and off-field Hydro application make her an excellent pick in these teams. Kokomi can also opt to run the Deepwood Memories set if no teammate is already using it, as her personal damage contribution is of much lower priority.
In certain Hyperbloom teams, Kokomi’s comparatively slow Hydro application can generate Dendro Cores while maintaining a Quicken aura. This is the basis of ‘Quickbloom’ teams, which combine Aggravate or Spread DMG with simultaneous Hyperblooms.
|The premier Dendro enabler, both on-field and off-field. Her A1 Passive provides a hefty EM buff for other on-field characters.
|Provides high on-field Dendro application. His personal damage is greatly improved in Quickbloom teams, as he can frequently trigger Spread.
|Dendro Traveler / Collei
|F2P units that provide decent off-field Dendro application but are limited by their Burst AoEs and Energy requirements. Can also provide EM buffs through Constellations, the Instructor set, or (in Collei’s case) Elegy for the End.
|The most potent off-field Electro unit in Hyperbloom due to her Skill’s quick proc rate, high uptime, and decent AoE. Her Skill can proc at range, which synergizes with Kokomi’s ranged Normal Attacks, and she provides a Burst DMG% buff to the team.
When paired with Nahida, the team can practically trigger Hyperbloom on demand.
|A 4-star alternative to Raiden as the off-field Electro unit in Hyperbloom. Generally not the best pairing with Kokomi, as her Skill has worse AoE and lower uptime than Raiden, and her healing is redundant.
|Currently the most effective off-field Burgeon unit. Kokomi’s healing compensates for his weakened shield on EM builds.
|Xingqiu / Yelan
|Two Hydro units who provide single-target off-field damage and Hydro application, along with other utilities.
Xingqiu reduces damage taken and increases Interruption Resistance, while Yelan provides a ramping DMG% buff for the on-field unit.
Double Hydro setups are best used in teams with high application Dendro units such as Nahida.
Nilou upgrades the base Bloom reaction into a competitive AoE DPS option with her A1 and A4 Passive Talents. However, she imposes several strict conditions on her team: her Passives only work in teams composed of only Hydro and Dendro units, and the high self-damage of her Bountiful Cores will often require dedicated healers.
Kokomi provides high healing and AoE Hydro application to trigger Blooms. She often has high Bloom ownership, which encourages building high amounts of EM to improve her reaction damage at the cost of her healing. Kokomi’s Burst is much less crucial for her DPS but can be useful for providing teamwide healing and refreshing her Skill’s duration. Hydro Resonance will benefit both Kokomi and Nilou as their Talents scale with HP.
|The irreplaceable core of the archetype. You should not play pure Bloom without her.
|Xingqiu / Yelan
|Both units provide Energy generation, off-field Hydro application, and high single-target damage in Triple Hydro teams with Kokomi and Nilou. The last slot will often be Nahida or Alhaitham due to their higher Dendro application.
|The premier Dendro enabler, both on-field and off-field. Her A1 Passive provides a hefty EM buff for the on-field character. When used as an on-field driver, she allows for Triple Hydro compositions due to her high rate of Dendro application.
|Dendro Traveler / Collei
|Free to play units that provide decent off-field Dendro application, but are limited by Burst AoE’s and Energy. Can also provide EM buffs from Constellations, the Instructor set, or (in Collei’s case) Elegy for the End.
|Provides some off-field Dendro application and healing. When on-field and in her Burst state, her healing and application are improved, especially at C6, and her Dendro RES effect reduces the self-damage she takes. Her additional healing also allows Kokomi to lean heavier into EM.
|Provides high on-field Dendro application. Like Nahida, his high rate of application can sustain a Dendro aura for Triple Hydro compositions. However, his personal damage is much lower in this archetype as he cannot trigger Spread. His long field-time requirements also necessitate strong off-field healing.
Kokomi can function as a robust driver for the Double Hydro core of Xingqiu and Yelan. Although she does not trigger reactions, she still benefits from Hydro Resonance and Xingqiu’s C2 Hydro RES Shred and deals personal respectable damage. Her particle generation further reduces ER requirements across the team, which in conjunction with her team-wide healing and range makes this team especially comfortable to pilot.
The last slot will typically be an Anemo unit that provides VV Shred, grouping, and other team buffs.
|The preferred unit for the Anemo slot, due to his grouping and A4 buffs. Kazuha only needs to use his Skill, as his Burst has comparatively low damage and utility in this team relative to its long animation time.
|Provides personal damage, Energy refund, and unmatched grouping in mobbing content. All of the team’s Skills are able to hit enemies lifted by Venti’s Burst. However, the rest of this team is most suited for single-target fights.
|Other Anemo units
|Other Anemo units can be used to provide VV Shred, weaker grouping, and other utilities, but they will not be as effective in this role.
|Provides excessive survivability and additional Hydro RES Shred. He can also trigger Crystallize to provide Hydro DMG Bonus via the Archaic Petra set.
|Deals decent off-field damage for low field time, and can also hold Archaic Petra to provide buffs.
Kokomi can act as an on-field Hydro applicator for Xiangling to Vaporize her Burst. However, she can have difficulty maintaining a Hydro aura if other sources of Pyro application are included, such as an Anemo unit’s Pyro-absorbed Burst.
Note that Xiangling tends to run Bennett in her teams, which makes Kokomi’s healing fairly redundant. Kokomi also gains less value from Bennett’s ATK buff than other Hydro units like Xingqiu, Tartaglia, or Ayato. It is possible to run Xiangling without Bennett, but doing so greatly increases her ER requirements and lowers her damage output.
While Kokomi can provide off-field Hydro application for on-field Pyro units like Diluc or Yoimiya, it is often far easier to just use Xingqiu or Yelan instead.
|Xiangling’s best teammate. Bennett provides ATK buffs that her Burst can snapshot and high Pyro Particle generation to reduce her ER requirements. His healing utility is redundant when paired with Kokomi’s own healing, but he can cleanse debuffs with his Burst.
|Provides grouping, Elemental DMG% buffs, VV Shred, and Swirl DMG. Having his Burst absorb Pyro may cause it to steal reactions, while Hydro Absorption may make Double Swirl setups difficult.
|Provides EM buffs, VV Shred, TTDS, moderate grouping, and potentially her C6 buff. She can use the ‘Guoba Swirl’ technique to perform a Pyro Swirl even when enemies are not affected by Pyro. She can also be used as an on-field driver to trigger reactions.
|Provides high single-target Electro DMG and application, especially at C6. An Electro-Charged aura helps prevent Pyro from overtaking as an aura and allows Xiangling to simultaneously trigger both Overloaded and Vaporize (‘Overvape’). Sucrose can also trigger on-field Overvape with the Guoba Swirl tech, which is the basis of the ‘Sukokomon’ team.
The team infamously known as ‘Sukokomon.’ An in-depth explanation of this team’s nuances and usage can be found in the Xiangling Character Guide.
Nikatosaurus#5639, Leah, Cuzimori#1535, LostGuide#4812, fourmana#0477, Chasing Haze#3014, xf3#3123, idkanonymized#4166
Team images courtesy of the KQM portrait generator.