Sayu Quick Guide

Updated for Version 3.3

Sayu is a 4-star Anemo Claymore character who provides utility through healing and Swirl reactions.

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 in the process of being written. Join our Discord to check on and participate in the theorycrafting process.

New Content

DendroDendro does not react with Anemo. However, non-Dendro characters in a Dendro-reaction team can still benefit from Sayu’s Swirls (for reactions, 4VV Shred, etc.) and healing.
DoriBecause Dori’s Burst applies an Electro aura onto the on-field character, she is a reliable source of Electro Absorption for Sayu’s Skill. Otherwise, Dori’s healing can be superfluous with Sayu.
NahidaNahida’s Skill does not confine Dendro reactions within a circle (compared to Dendro Traveler or Collei), which allows one to benefit from the high mobility of Sayu’s Skill.
FaruzanSince Faruzan is mainly used to buff an on-field Anemo DPS, using Faruzan with a Burst support Sayu would set your team to three Anemo units. This may lower all three Anemo units’ ER requirements (including Sayu and Faruzan), but the performance of Triple-Anemo teams are still in need of testing.
WandererSayu works as a Burst support for the Wanderer, with no out-of-this-world synergy otherwise. At his normal flying height, Sayu’s Burst will heal the Wanderer, but there is a height limit (meaning the Wanderer will not receive Sayu’s heals if he flies too high).
Makhaira AquamarineA good weapon choice if Energy is not an issue; does not sacrifice too much ATK (healing) for EM (Swirls).
Forest RegaliaThe EM passive is limited to Dendro-reaction teams. Otherwise, it’s just an ER stat stick.

Playstyles

Off-Field Burst Support

A playstyle centered around casting Sayu’s Burst off-cooldown, supplying heals and Swirls for the team.

On-Field Driver

Dubbed the “Roly-Poly” playstyle, Sayu as an on-field driver uses her Skill’s Elemental Absorption and fast Elemental application to trigger reactions.

Character Overview

Talent Priority

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

On-Field Driver:
Skill > Burst

Talents

Normal Attack

Normal Attack | Shuumatsuban Ninja Blade

Normal Attack
Performs up to 4 consecutive strikes.

Charged Attack
Drains Stamina over time to perform continuous spinning attacks against all nearby opponents.
At the end of the sequence, perform a more powerful slash.

Plunging Attack
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.

Sayu’s Normal Attacks are lackluster and have little to no utility apart from filling time during imperfect rotations.

Elemental Skill

Elemental Skill | Yoohoo Art: Fuuin Dash

The special technique of the Yoohoo Ninja Arts!
Sayu curls up into a rolling Fuufuu Windwheel and smashes into opponents at high speed, dealing Anemo DMG. When the duration ends, she unleashes a Fuufuu Whirlwind Kick, dealing AoE Anemo DMG.

Press
Enters the Fuufuu Windwheel state, rolling forward a short distance before using the Fuufuu Whirlwind Kick.

Hold
Rolls about continuously in the Fuufuu Windwheel state, increasing Sayu’s resistance to interruption while within that state.
During this time, Sayu can control the direction of her roll, and can use the skill again to end her Windwheel state early and unleash a stronger version of the Fuufuu Whirlwind Kick.
The Hold version of this skill can trigger Elemental Absorption.

This skill has a maximum duration of 10s and enters CD once its effects end.
The longer Sayu remains in her Windwheel state, the longer the CD.

Elemental Absorption
If Sayu comes into contact with Hydro/Pyro/Cryo/Electro while in her Windwheel state, she will deal additional elemental DMG of that type.
Elemental Absorption may only occur once per use of this skill.

Perhaps the most famous part of Sayu’s kit, Sayu’s Skill has a Press version, a Hold version, and an un-official “Quick Hold” version.

Press:

The Press version of Sayu’s Skill should rarely be used, as it is almost always inferior to the Quick Hold version (see below).

Quick Hold:

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.

Hold:

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 that Sayu’s Skill hits (every 0.5 seconds) 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

Elemental Burst | Yoohoo Art: Mujina Flurry

The other super special technique of the Yoohoo Ninja Arts! It summons a pair of helping hands for Sayu.
Deals Anemo DMG to nearby opponents and heals all nearby party members. The amount of HP restored is based on Sayu’s ATK. This skill then summons a Muji-Muji Daruma.

Muji-Muji Daruma
At specific intervals, the Daruma will take one of several actions based on the situation around it:

  • If the HP of nearby characters is above 70%, it will attack a nearby opponent, dealing Anemo DMG.
  • If there are active characters with 70% or less HP nearby, it will heal the active character with the lowest percentage HP left. If there are no opponents nearby, it will heal active characters nearby even if they have 70% HP or more.

Fairly straightforward, Sayu’s Burst snapshots any buffs and deals an initial instance of full-party healing and AoE Anemo DMG%. 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

Ascension 1 Passive | Someone More Capable

When Sayu triggers a Swirl reaction while active, she heals all your characters and nearby allies for 300 HP. She will also heal an additional 1.2 HP for every point of Elemental Mastery she has.
This effect can be triggered once every 2s.

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

Ascension 4 Passive | No Work Today!

The Muji-Muji Daruma created by Yoohoo Art: Mujina Flurry gains the following effects:

  • When healing a character, it will also heal characters near that healed character for 20% the amount of HP.
  • Increases the AoE of its attack against opponents.

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.

Constellations

Constellation 1

Constellation 1 | Multi-Task no Jutsu

The Muji-Muji Daruma created by Yoohoo Art: Mujina Flurry will ignore HP limits and can simultaneously attack nearby opponents and heal characters.

Allows Sayu’s Burst to simultaneously heal and attack. Arguably Sayu’s best Constellation.

Constellation 2

Constellation 2 | Egress Prep

Yoohoo Art: Fuuin Dash gains the following effects:

  • DMG of Fuufuu Whirlwind Kick in Tap/Press Mode increased by 3.3%.
  • Every 0.5s in the Fuufuu Windwheel state will increase the DMG of this Fuufuu Whirlwind Kick by 3.3%. The maximum DMG increase possible through this method is 66%.

This Constellation is only a marginal increase to overall DPS, even if Sayu rolls for her full 10-second duration.

Constellation 3

Constellation 3 | Eh, the Bunshin Can Handle It

Increases the Level of Yoohoo Art: Mujina Flurry by 3.
Maximum upgrade level is 15.

+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

Constellation 4 | Skiving: New and Improved

Sayu recovers 1.2 Energy when she triggers a Swirl reaction.
This effect occurs once every 2s.

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

Constellation 5 | Speed Comes First

Increases the Level of Yoohoo Art: Fuuin Dash by 3.
Maximum upgrade level is 15.

+3 Talent Levels to Sayu’s Skill. A substantial increase to team damage if Sayu is used as an on-field driver.

Constellation 6

Constellation 6 | Sleep O’Clock

The Muji-Muji Daruma created by Sayu’s Yoohoo Art: Mujina Flurry will now also benefit from her Elemental Mastery. Each point of Sayu’s Elemental Mastery will produce the following effects:

  • Increases the damage dealt by the Muji-Muji Daruma’s attacks by 0.2% ATK. A maximum DMG increase of 400% ATK can be gained via this method.
  • Increases the HP restored by the Muji-Muji Daruma by 3. A maximum of 6,000 additional HP can be restored in this manner.

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 team-wide healing from her Burst.

Artifacts

ER Requirements

Sayu’s ER requirements can be highly variable depending on her playstyle and team. It is recommended to use Zakharov’s Energy Recharge Calculator for a more accurate estimate of Sayu’s ER requirements.

Off-Field Burst SupportOn-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%.

Artifact Stats

Off-Field Burst Support


Sands

Goblet

Circlet
ER/ATK%/EMATK%/EMHealing Bonus/ATK%/EM
CRIT Rate (Favonius)

Substats:
ER (until requirements met) > ATK% ≥ EM

Sayu’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 off of ATK) with her Swirl damage (which scales off of EM). At C6, Sayu’s healing will also scale off of EM, which makes the trade-off for healing over damage less noticeable.

On-Field Driver


Sands

Goblet

Circlet
ATK%/EMAnemo DMG%/EMCRIT/EM

Substats:
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.

Artifact Sets

Artifact SetDescription
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 combos of ER/EM/ATK%/Anemo DMG%Temporary choices if you don’t have good pieces for the other options above.

Weapons

As a general rule of thumb, Sayu as an off-field Burst support will prioritize ER weapons to meet her high ER needs.

WeaponDescription
Skyward PrideWhile 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.
Favonius GreatswordAlthough 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.
Katsuragikiri NagamasaAn overall solid choice due to its F2P accessibility as a craftable, its ER stat, and its passive that refunds Flat Energy and boosts Skill DMG. On-field Sayu is able to trigger the passive twice if she rolls for her entire 10-second duration (since the passive has a 10-second cooldown).
Serpent SpineFor players looking to max out on-field Sayu’s personal damage, the infamous Serpent Spine provides a strong CRIT Rate and DMG% boost.
Luxurious Sea-Lord, AkuoumaruWhile lacking ER, these weapons give a healthy amount of ATK and Burst damage. Akuoumaru’s Burst damage increase 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.
Sacrificial GreatswordBeing 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.
Makhaira AquamarineIf Energy is not an issue, this weapon holds value in being able to build both ATK and EM on Sayu, without sacrificing too much of either stat.
Rainslasher, Bloodtainted GreatswordSimple, straightforward, and usable EM stat sticks.

Teams

This is not a comprehensive list of teams, and the inclusion of a certain team or lack thereof does not necessarily indicate the power level of the team in question. This section is not ranked.

  • 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.).

Notable Teammates

CharacterDescription
Kazuha, SucroseBoth Kazuha and Sucrose provide grouping and a Burst that can apply Elements off-field. Kazuha provides additional Elemental DMG buffs, and Sucrose shares EM. Both can also work as a battery for Sayu’s expensive Burst Cost.
Xiangling, KaeyaXiangling and Kaeya’s orbiting Bursts provide good off-field damage/Elemental 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).
BennettSayu 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 ShogunKuki 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 :pepela: Raiden can also act as an on-field unit to battery Burst support Sayu.
FischlAnother 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 MikoLisa and Yae Miko both apply off-field Electro very well for on-field driver Sayu. Lisa’s DEF Shred is notable as well.
NahidaCompared to Collei and Dendro Traveler, Nahida’s Dendro application allows for more mobility, which complements on-field Sayu’s highly mobile playstyle.
KokomiKokomi’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.

Example Teams

Sayu — Keqing — Dendro Traveler — Fischl
Sayu — Xiao — Fischl — Zhongli
In this team, Sayu also acts as a battery for Xiao.

Mono-Pyro

While Sayu can technically be used in any Mono-Element team, Mono-Pyro tends to stand out. It most commonly includes Xiangling and Sayu (“Pyronado”) 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.

Example Teams

Sayu — Xiangling — Bennett — Kazuha

Freeze

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.

Example Teams

Sayu — Kokomi — Rosaria — Kazuha

Melt

The most common version of an on-field Sayu Melt team is the “Death Ball” which 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.

Example Teams

Sayu — Kaeya — Xiangling — Bennett

Electro-Charged “Taser”

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.

Example Teams

Sayu — Kokomi — Fischl — Sucrose

Hyperbloom

In most Hyperbloom teams, Sayu is not the driver 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.

Example Teams

Sayu — Kokomi — Nahida — Kuki Shinobu

Aggravate

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.

Example Teams

Sayu — Nahida — Fischl — Lisa
In this team, Sayu or Nahida can be the on-field Aggravate driver.
Sayu — Nahida — Fischl — Beidou
In this team, Sayu is used as a Burst support.

Credits

Chasing Haze#3014, Agent RAF#3111, milk tea romance#9022, konodiada#4956, Anmaru#6288, Nociii#0111, Cuzimori#1535

Team images courtesy of the KQM portrait generator.

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