Updated for Version 4.0
Sayu is a 4-star Anemo Claymore character who provides utility through healing and Swirl reactions. Learn about Sayu’s best builds, Talent priority, best weapons, best artifacts, and best teams in this quick guide.
Note that the information given may change if new discoveries are made. More extensive testing is in progress.
The full-length guide is currently being written. Join our Discord to participate in the theorycrafting process.
Table of Contents
|Dendro units who provide defensive utility. Sayu faces some competition against them as a fellow defensive option for Aggravate teams.|
|Lyney’s kit involves HP drains, so a healer is recommended. Sayu is a viable choice who can also hold 4pc Viridescent Venerer to shred Pyro RES.|
Off-Field Burst Support
A playstyle centered around casting Sayu’s Burst off-cooldown, supplying heals and Swirls for the team.
Dubbed the “Roly-Poly” playstyle, Sayu as an on-field driver uses her Skill’s Elemental Absorption and fast Elemental application to trigger reactions.
Since Sayu’s damage mainly consists of Swirls, it is strongly recommended to level her 90. This is especially true for on-field driver builds.
Sayu’s Normal Attacks should generally be left unleveled.
Off-Field Burst Support:
Burst > Skill
Skill > Burst
Normal Attack | Shuumatsuban Ninja Blade
Sayu’s Normal Attacks are lackluster and have little to no utility apart from filling time during imperfect rotations.
Elemental Skill | Yoohoo Art: Fuuin Dash
Perhaps the most famous part of Sayu’s kit, Sayu’s Skill has a Press version, a Hold version, and an unofficial “Quick Hold” version.
The Press version of Sayu’s Skill should rarely be used, as it is almost always inferior to the Quick Hold version (see below).
The Quick Hold technique is achieved by holding Sayu’s Skill before quickly pressing the Skill button again to end the Windwheel roll. This allows Sayu to trigger two Swirls, generate three Energy Particles, and deal a more impactful Whirlwind Kick compared to a simple Press Skill.
The Quick Hold technique is an efficient way to Swirl and generate Energy in instances where Sayu is not meant to stay on-field for long.
The Hold version of Sayu’s Skill is what allows her to act as an on-field driver. It can absorb Elements with the priority Pyro > Hydro > Electro > Cryo. The fast rate in which Sayu’s Skill hits (every 0.5s) is what allows her to deal respectable damage and apply the absorbed Element/trigger reactions very frequently, despite having relatively low multipliers and standard ICD.
Elemental Burst | Yoohoo Art: Mujina Flurry
Fairly straightforward, Sayu’s Burst snapshots any buffs and deals an initial instance of teamwide healing and AoE Anemo damage. Afterwards, Sayu’s Daruma will periodically heal or attack (or both, with C1) based on the on-field character’s HP. The healing scales off of Sayu’s ATK, and the attacks target only one enemy at a time but have a small AoE.
Ascension 1 Passive | Someone More Capable
When Sayu is built for EM, such as for on-field driver builds, her A1 Passive can help make up for the loss of ATK and, therefore, her Burst’s healing. It is generally negligible otherwise.
Ascension 4 Passive | No Work Today!
This does not increase Sayu’s Burst range (the green circle) but does increase the AoE of the Daruma’s attacks by ~50%. It also enables Sayu to heal in co-op.
Constellation 1 | Multi-Task no Jutsu
Allows Sayu’s Burst to simultaneously heal and attack. Arguably Sayu’s best Constellation.
Constellation 2 | Egress Prep
This Constellation is only a marginal increase to overall DPS, even if Sayu rolls for her full 10s duration.
Constellation 3 | Eh, the Bunshin Can Handle It
+3 Talent Levels to Sayu’s Burst. More significant for off-field Burst support builds, but a nice healing and DPS increase nevertheless.
Constellation 4 | Skiving: New and Improved
Sayu’s C4 is not as relevant to Burst support builds since it only applies if Sayu is on-field. However, it does significantly reduce her ER requirements as an on-field driver.
Constellation 5 | Speed Comes First
+3 Talent Levels to Sayu’s Skill. A substantial increase to team damage if Sayu is used as an on-field driver.
Constellation 6 | Sleep O’Clock
Sayu’s second-best Constellation, which makes it so that building EM on Sayu does not sacrifice as much ATK. Note that this Constellation does not affect Sayu’s initial teamwide healing from her Burst.
Sayu’s ER requirements can be highly variable depending on her playstyle and team. Use the Energy Recharge Calculator to determine exact requirements for your team and rotation.
|Off-Field Burst Support||On-Field Driver*|
|Burst Every Rotation||>200%||~160–180%|
|Burst Every Other Rotation||~150–170%||~120–140%|
*As an on-field driver, Sayu’s C4 will generally lower her Energy requirements by ~10–15%, and a second Anemo character can lower it by another ~15–25%.
Off-Field Burst Support
|Energy Recharge, ATK%, or Elemental Mastery||ATK% or Elemental Mastery||Healing Bonus, ATK%, or Elemental Mastery|
CRIT Rate (Favonius)
ER (until requirements met) > ATK% ≥ EM
MeetingSayu’s hefty ER requirements should be of utmost priority, and thus she heavily favors an ER% Sands. Once ER requirements are met, it is up to the player’s discretion on how to balance Sayu’s healing (which scales with ATK) and her Swirl damage (which scales with EM). At C6, Sayu’s healing will also scale with EM, which makes the trade-off for healing over damage less noticeable.
|ATK% or Elemental Mastery||Anemo DMG Bonus or Elemental Mastery||CRIT Rate, CRIT DMG, or Elemental Mastery|
CRIT > EM = ATK%
Sayu as an on-field driver has two main artifact builds—the standard ADC (ATK% Sands, Anemo DMG% Goblet, CRIT Circlet) for personal damage or triple EM for Swirl and other reactions.
4pc Viridescent Venerer (4VV)
|For both on-field and off-field builds, 4VV is indisputably Sayu’s best set, and by quite a large margin. Not only does this set increase team damage through Elemental RES Shred, but it also increases Sayu’s own Swirl damage.|
4pc Deepwood Memories (4DM)
|Viable if Sayu is used in a Bloom team (including Hyperbloom and Burgeon) or for an on-field Dendro DPS. Note that the 4DM set bonus can be activated while Sayu is off-field.|
4pc Noblesse Oblige (4NO)
|Not a bad set for the teamwide ATK% buff, although Sayu may be an inconsistent holder due to her expensive Burst. Additionally, Sayu’s Burst will inconsistently snapshot her own 4NO ATK% buff (see the KQM Library for more).|
4pc Ocean-Hued Clam (4OHC)
|An odd choice, but can allow off-field Burst support Sayu to deal a surprisingly large amount of damage.|
|2pc mixed sets of ER% / EM / ATK% / Anemo DMG%||Temporary choices if you don’t have good pieces for the other options above.|
As a general rule of thumb, Sayu as an off-field Burst support will prioritize ER weapons to meet her high ER needs.
|While the vacuum blades from the passive are irrelevant, its high Base ATK and the little bit of ER% it gives make it a good weapon for Sayu.|
|Although Favonius requires Sayu to build some CRIT Rate, it makes Bursting every rotation significantly more achievable and is one of her best choices for off-field Burst support. Note that the passive will not trigger off-field.|
|An overall solid choice due to its F2P accessibility as a craftable, its ER% secondary stat, and its passive that refunds Flat Energy and gives Skill DMG Bonus. On-field Sayu is able to trigger the passive twice if she rolls for her entire 10s duration (since the passive has a 10s cooldown).|
|For players looking to maximize on-field Sayu’s personal damage, the infamous Serpent Spine provides a strong CRIT Rate and DMG% boost.|
|Luxurious Sea-Lord / Akuoumaru||While lacking ER, these weapons give a healthy amount of ATK and Burst DMG Bonus. Akuoumaru’s DMG Bonus is based on the team’s total Energy Cost, which complements Sayu’s already high Energy Cost. Sea-Lord is an event-limited but F2P option. If ER requirements are met, both are viable for off-field Burst support and on-field driver Sayu.|
|Being able to use Sayu’s Skill a second time will help with Sayu’s ER needs, but this comes at the cost of more field time. Additionally, the passive of this weapon only triggers on Sayu’s Kick, not the rolling.|
|If Energy is not an issue, Aquamarine allows Sayu to focus on building EM while providing both herself and the team with a valuable ATK buff.|
|F2P but event-limited, Mailed Flower provides both EM and ATK for Sayu. A solid option provided that ER is not an issue.|
|Rainslasher / Bloodtainted Greatsword||Simple, straightforward, and usable EM stat sticks.|
This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level.
- As an off-field Burst support, Sayu is incredibly flexible as she is both a healer and a 4VV holder — roles that are desirable in many teams.
- Sayu as an on-field driver is similarly flexible, although her rolling limits her synergy with characters whose abilities trigger on Normal Attacks (which unfortunately include some of the “best” off-field DPS units such as Xingqiu, Yelan, and Beidou). On-field driver builds will prefer EM if Sayu is triggering Transformative Reactions (Electro-Charged, etc.).
|Both Kazuha and Sucrose provide grouping and a Burst that can apply Elements off-field. Kazuha provides additional Elemental DMG Bonus, and Sucrose shares EM. Both can also work as a battery for Sayu’s high Burst Cost.|
|Xiangling and Kaeya’s orbiting Bursts provide good off-field damage andElemental application and allow for a unique technique called “backhanding” (moving/rolling counter-clockwise to artificially increase the number of hits from Xiangling/Kaeya’s Bursts).|
|Sayu makes good use of Bennett’s massive ATK buff, and the Pyro self-aura from Bennett’s Burst allows for reliable Pyro Absorption. He also acts as a battery for Xiangling, should you choose to use Xiangling in the team as well.|
Kuki Shinobu, Raiden Shogun
|Kuki and Raiden are both good sources of off-field Electro while Sayu is rolling. Raiden’s faster Electro application may steal some reactions from Sayu, but the consequences of this can be mitigated if Raiden is built with EM. Raiden can also act as an on-field unit to battery Burst support Sayu.|
|Another choice for off-field Electro. In Aggravate teams, on-field driver Sayu can be an excellent driver for Fischl’s A4 Passive. Unfortunately, Sayu’s rolling cannot trigger Fischl’s C6.|
Lisa, Yae Miko
|Lisa and Yae Miko both apply off-field Electro very well for on-field driver Sayu. Lisa’s DEF Shred is notable as well.|
|Compared to Collei and Dendro Traveler, Nahida’s Dendro application allows for more mobility, which complements on-field Sayu’s highly mobile playstyle.|
|Kokomi’s jellyfish can allow Sayu to more consistently absorb Hydro. Although Kokomi may steal some reactions, she can be built for EM since a full healing build may not be necessary with Sayu on the team.|
Off-Field Burst Support
For teams whose core three characters are set but are missing a healer/4VV holder, Sayu can be a comfortable and universal pick. Note that Sayu’s ER needs will differ depending on the team.
While Sayu can technically be used in any Mono Element team, Mono Pyro tends to stand out. It most commonly includes Xiangling and Sayu along with Bennett as a battery for Xiangling, a Pyro Absorption enabler for on-field Sayu, and an ATK buffer. If Sucrose or Kazuha are used for 4VV and off-field Pyro from their Burst, Sayu on 4pc Lavawalker is a niche but viable option. Another common flex unit is Zhongli.
On-field Sayu in Freeze teams requires an off-field Cryo unit such as Rosaria or Kaeya so that Sayu can roll around with her Hydro Absorption. Kokomi is generally the most consistent choice for Hydro Absorption. A grouper such as Kazuha or Sucrose is also recommended.
The most common version of an on-field Sayu Melt includes Xiangling and Kaeya plus a choice of Bennett or Zhongli. Even without a grouper, this team has a high damage ceiling if played with effective backhanding and Xiangling batterying.
Sayu as a driver has fast Elemental application, which allows her to trigger most of the Electro-Charged reactions. Ideally, this means Sayu will roll around with Hydro Absorption as another unit applies Electro off-field. A grouper is beneficial since Taser teams work best against multiple enemies.
In most Hyperbloom teams, Sayu is not the trigger due to inconsistencies with Electro Absorption. Instead, Sayu can absorb Hydro and, with an off-field source of Dendro, trigger Bloom. An off-field Electro unit such as Kuki Shinobu or Raiden can then trigger Hyperbloom as Sayu rolls around.
Sayu can either be a driver or a Burst support for Aggravate teams. As a driver, Sayu’s own damage through Electro Absorption will be boosted, and she pairs well with Fischl’s A4 Passive. As a Burst support, Nahida or an Electro unit will usually be the on-field driver (which allows for Fischl C6 or Beidou Burst procs). The flex slot can be another Dendro unit, another Electro unit, or Kazuha/Sucrose for grouping and off-field Elemental Burst damage.
chasing_haze, agentraf, milktearomance, konodiada, anoddmedium, nociii, cuzimori, irokei, dejaroo, alehannita, polomo
Team images courtesy of the KQM portrait generator.