Please link this guide if you use it as a reference for your own content

Yae Miko Quick Guide

Updated for Version 3.2

Yae Miko is a 5-star Electro Catalyst character that specializes in long-term, consistent off-field damage while having access to a high-damaging Burst.

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 (currently in the process of being updated) is available here.

Infographic

Yae Miko Infographic


Design: euphorysm
Content: baloopy

Playstyles

Off-Field DPS

Due to the Sesshou Sakura turrets from her Skill being able to fire for long periods of time, Yae is best used as an off-field DPS. She will typically set up with her Elemental Skill first, allow her team to rotate in and out, then come back on-field to cast her Burst and reset her Skill before going back off-field.

On-Field DPS

Yae can also be played as an on-field DPS. Although similar to the off-field playstyle, Yae instead remains on-field after resetting her Skill, weaving in Normal and Charged Attacks. Combos for this playstyle are covered in the Combos section. Do note that Yae has no invulnerability frames on her Elemental Skill cast and does not have any bonus interruption resistance so she is prone to being interrupted.

Character Overview

Talent Priority

Skill > Burst > Normal Attack

Yae should focus on leveling her Elemental Skill first, then her Burst. Normals can be left unleveled if playing her off-field. In an Aggravate, Hyperbloom, or Quickbloom team, prioritize Level 90 along with leveling her Elemental Skill.

Talents

Normal Attack

Normal Attack | Spiritfox Sin-Eater

Normal Attack
Summons forth kitsune spirits, initiating a maximum of 3 attacks that deal Electro DMG.

Charged Attack
Consumes a certain amount of Stamina to deal Electro DMG after a short casting time.

Plunging Attack
Plunges towards the ground from mid-air, damaging all opponents in her path with thunderous might. Deals AoE Electro DMG upon impact with the ground.

Although Yae’s Normal Attack string and Charged Attack animation are unique, they are not a considerable source of her damage. There are a few things to consider when using these.

Her otherwise lengthy CA animation can be canceled early. The timing is around when the Kitsune Spirit “charges up.” It can be canceled with a jump or dash. The CA ending animation is also deceptively long, since you can actually start acting as soon as she moves her arm to the side.

Elemental Skill

Elemental Skill | Yakan Evocation: Sesshou Sakura

Moves swiftly, leaving a Sesshou Sakura behind.

Sesshou Sakura
Has the following properties:
Periodically strikes one nearby opponent with lightning, dealing Electro DMG
When there are other Sesshou Sakura nearby, their level will increase, boosting the DMG dealt by these lightning strikes.

This skill has three charges.
A maximum of 3 Sesshou Sakura can exist simultaneously. The initial level of each Sesshou Sakura is 1, and the initial highest level each sakura can reach is 3. If a new Sesshou Sakura is created too close to an existing one, the existing one will be destroyed.

This is Yae’s primary source of damage and defining talent. Each turret will fire up to 5 shots, for a maximum of 15 total shots, for its duration and does not snapshot. It is important to refresh them before they expire (if the rotation so permits) to maintain consistent DPS and allow Yae to make full use of her Elemental Burst.

In addition, you should lay her totems out in a pattern where all three are connected to one another. Each line of connection “levels up” the turrets, which allows them to deal more damage.

Elemental Burst

Elemental Burst | Great Secret Art: Tenko Kenshin

Summons a lightning strike, dealing AoE Electro DMG.

When she uses this skill, Yae Miko will unseal nearby Sesshou Sakura, destroying their outer forms and transforming them into Tenko Thunderbolts that descend from the skies, dealing AoE Electro DMG. Each Sesshou Sakura destroyed in this way will create one Tenko Thunderbolt.

Yae’s Elemental Burst is a high-damaging, four-hit nuke that relies on the number of turrets spawned at the time of casting. To maximize the damage of this Talent, make sure to cast her Burst within the duration of the turrets. This is one of the strongest nukes in the game.

1st Ascension Passive

Ascension 1 Passive | The Shrine’s Sacred Shade

When casting Great Secret Art: Tenko Kenshin, each Sesshou Sakura destroyed resets the cooldown for 1 charge of Yakan Evocation: Sesshou Sakura.

This Talent resets the cooldown of her Elemental Skill charges after the turrets are destroyed by her Elemental Burst. This Passive defines her rotation building in teams, allowing her to have almost 100% uptime on turrets while also letting her Burst when needed.

4th Ascension Passive

Ascension 4 Passive | Enlightened Blessing

Every point of Elemental Mastery Yae Miko possesses will increase Sesshou Sakura DMG by 0.15%.

With the addition of Dendro, Yae can make better use of this Ascension Passive. In Aggravate teams, Yae can double dip in her EM on her Aggravated Elemental Skill hits. In many scenarios, this allows EM to be competitive with ATK% for stats; however, Yae still does not want to purely stack EM. In addition, due to ICD on her Elemental Skill, she does not proc Aggravate frequently enough for EM to be strictly better than ATK%. More details on EM breakpoints and differences between ATK% and EM in the Artifact Stat section.

Outside of Dendro, this Ascension Passive is not worth investing in and does not make a significant contribution, though it does allow Yae to benefit slightly from incidental EM buffs and EM substats.

Constellations

Constellation 1

Constellation 1 | Yakan Offering

Each time Great Secret Art: Tenko Kenshin activates a Tenko Thunderbolt, Yae Miko will restore 8 Elemental Energy for herself.

Tremendous Energy refund, allowing her to effectively become a 66-cost Burst unit. Generally allows her to Burst every rotation with minimal Energy Recharge in most of her teams.

Constellation 2

Constellation 2 | Fox’s Mooncall

Sesshou Sakura start at Level 2 when created, their max level is increased to 4, and their attack range is increased by 60%.

Most significant DMG increase before C6. This Constellation unlocks the 4th level of the turrets along with extending their range to cover almost the entire Abyss chamber.

Constellation 3

Constellation 3 | The Seven Glamours

Increases the Level of Yakan Evocation: Sesshou Sakura by 3.
Maximum upgrade level is 15.

Strong damage increase to Elemental Skill DMG.

Constellation 4

Constellation 4 | Sakura Channeling

When Sesshou Sakura lightning hits opponents, the Electro DMG Bonus of all nearby party members is increased by 20% for 5s.

Strong buff when paired with multiple Electro units. With good rotation planning, Yae can maintain 100% uptime on this buff, benefitting her team and herself.

Constellation 5

Constellation 5 | Mischievous Teasing

Increases the Level of Great Secret Art: Tenko Kenshin by 3.
Maximum upgrade level is 15.

Her weakest Constellation, though it still provides a decent increase to her Elemental Burst DMG. It can be more influential for speed runs which rely on her Burst.

Constellation 6

Constellation 6 | Forbidden Art: Daisesshou

The Sesshou Sakura’s attacks will ignore 60% of the opponent’s DEF.

Her highest damaging Constellation. Defense Ignore on her main source of damage; nothing more to be said.

Combos

N# = Corresponding number of consecutive Normal Attacks
CA = Charged Attack
E = Elemental Skill
Q = Elemental Burst
J = Jump
D = Dash

ComboUsage
EEE > Swap > Q EEEStandard setup and Burst cast combo. Make sure to rotate through other units as much as possible before going back onto Yae to make as much use of the starting turrets.
N2CJ / N2CDHer primary on-field attack combo for damage. Provides a good balance of Stamina management and ease of use.
N1CJ / N1CDAlternative to the combo above, higher DPS when repeated but at the cost of more rapid Stamina usage. For best results, alternate between the two combos.
N1EUsed mainly to squeeze out an extra Aggravate or to proc certain passives. The N1 animation can be canceled extremely early and takes almost no time.
N1EEN1EExtended version of the above combo to squeeze the most damage in the least amount of time. Best used for on-field Yae.

Artifacts

ER Requirements

ER RequirementSituation
100%Elemental Skill only
100-140%Bursting every other rotation with a second Electro
140-160%Bursting every rotation with a second Electro
140-180%Bursting every other rotation, solo Electro
180-220%Bursting every rotation, solo Electro (not recommended)

Yae prefers to be paired with other Electro units with good Energy generation such as the Raiden Shogun or Fischl.

Artifact Stats


Sands

Goblet

Circlet
ATK% or ER% or EM*Electro DMG%CRIT Rate or CRIT DMG

Substats
ER% until requirement > CRIT Rate or CRIT DMG > ATK% ≥ EM

EM Breakpoint for Aggravate: 100-300 EM 

*In Aggravate and other Dendro teams, Yae can benefit from EM greatly to the point where it can substitute an ATK% Sands. For these teams, aim for around 100-300 EM before focusing back on ATK% stats. EM Sands can be strictly better than ATK% Sands in team comps where Yae has a lot of Hyperbloom ownership and trigger rate.

Yae should not build full EM in Hyperbloom teams as she does not consistently hit Dendro Cores when off-field, and because of lower Dendro Core production when she is on-field. Hyperbloom should be treated as a bonus reaction in Dendro teams.

Artifact Sets

Artifact SetDescription
Mixed 2pc combinations: 
2 Thundering Fury (2TF) / 2 ATK% set (2pc ATK%) / 2 Emblem of Severed Fate (2ESF) / 2pc EM set (2pc EM)
Choose two sets from the list with sets listed by strength in order. 2TF + 2pc ATK% is most general for Yae no matter the situation. Two 2pc ATK% sets are best only when Yae is wielding Kagura’s Verity. 2ESF and 2pc EM can be used to either meet ER% or EM breakpoints. Genshin Optimizer is your friend here.
4 Emblem of Severed FatePrimarily used in teams where Yae Bursts every rotation and is buffed as well. 
4 Tenacity of the Millelith (4ToM)Although at a personal damage loss compared to other sets, this set can yield higher team DPS over other options in teams where ATK% is appreciated. Yae’s advantage as a 4ToM holder over units who snapshot is that she will always benefit from the ATK% buff herself due to her turrets being dynamic.
4 Gilded DreamsDendro teams only. Will meet her EM breakpoints for Aggravate teams from just the set bonus alone. Note that this set has uptime issues and can desync on Yae’s turret shots and ICD. In addition, the 4pc buff activation is delayed by ping, meaning higher ping can lose you an occasional buffed hit. Having less than 100% uptime on 4GD’s effect may be enough to erase its marginal theoretical performance advantage over mixed 2-piece sets in Dendro teams or even make it perform worse than the unconditional 2pc sets depending on your buff uptime.
4 ThundersootherTheoretical highest damage set; however, needs constant Electro aura on enemies.

Weapons

WeaponDescription
Kagura’s VerityBest in slot; provides a large amount of DMG% that causes ATK% stats to be more valuable.
A Thousand Floating DreamsStrong option in Dendro teams but generally weak outside of that. Can be a good option if the entire team uses EM well.
Skyward AtlasStrong stat stick and generally 2nd best weapon outside of Dendro teams. Passive can be occasionally triggered even in an off-field playstyle by weaving a Normal Attack before Skill and Burst casts. Great option in low ATK buff scenarios.
Lost Prayer to the Sacred WindsAnother strong stat stick. Yae generally cannot make use of the passive but the CRIT Rate carries itself enough.
Memory of DustSimilar to Skyward Atlas when played on-field, but otherwise generally weaker. Shines in low ATK buff scenarios when shielded.
The WidsithGenerally her best 4* weapon choice, although the passive can get desynced over rotations. All of Widsith’s buffs can be used but EM is still the weakest option. At Refinement 5 in burst damage scenarios, it can be her strongest weapon with the DMG% buff. Can be better for speedruns when optimizing around Yae’s Burst.
Solar PearlStrong option and can be competitive with The Widsith when on-field. Passive can be easily triggered by weaving Normal Attacks before casting Skill and Burst.
Oathsworn Eye R5Strong option when Bursting every rotation. The passive practically has 100% uptime along with completely solving her ER% needs.
Wandering EvenstarWhen paired with an EM Sands, it can be stronger than the below options. Generally, the ATK buff is not worth considering even in team scenarios as Yae contributes a large enough portion of the team’s damage herself.
Blackcliff AgateBest “free” to play option, can be treated as a Widsith without the passive.
Mappa MareDecent option in Dendro teams and most general free to play option. Do note that she needs to be on-field to trigger the passive.
Hakushin RingCan be strong when Bursting every rotation and paired with another Electro or units that can make use of DMG% well. Do note that she needs to be on-field to trigger the passive.
Favonius CodexAlthough it results in lower personal damage, Favonius can provide a large amount of Energy for Yae’s teams especially if she’s on-field.

Optimizer Config

Due to Yae having multiple choices in 2pc combinations, Sands pieces, Weapons, and ER% requirements, it is recommended to optimize Yae in the Genshin Optimizer to find the best build for your account. Below is an example config for her. 

For Bursting Every Other Rotation, add 12-15 extra Elemental Skill hits, choose multiples of 3. For Aggravate, set the number of Elemental Skill Aggravates in a 1:2 ratio. For example if Yae has 36 turret shots in a rotation, set 12 of them to be Aggravated and 24 of them to be regular. For Hyperblooms, choose between 5-15 depending on if Yae is on or off field and your Dendro/Hydro enablers.

{"name":"Yae","targets":[{"weight":21,"path":["skill","dmg3"],"hitMode":"avgHit","bonusStats":{}},{"weight":1,"path":["burst","dmg"],"hitMode":"avgHit","bonusStats":{}},{"weight":3,"path":["burst","tenkoDmg"],"hitMode":"avgHit","bonusStats":{}}]}

Teams

Team-Building

General Teambuilding

Due to the nature of Yae’s Elemental Skill, she can be slotted into many teams freely without much thought. However, to best make use of Yae and her potential, she prefers to be paired with another Electro with good Energy generation and with units that can make good use of field time and whose cooldowns and ability uptimes synergize with the duration of her turrets. Units with ATK, EM, or DMG% buffs that work off-field and/or have high duration are also greatly appreciated as Yae does not snapshot any of her Talents.

Solo Electro Flex

Yae can also be used as a solo Electro flex unit in any team that can benefit from her off-field Electro application and damage. She is typically used for her Skill only, foregoing her Burst or just using it whenever it’s up (typically every 3 rotations or more).

As a solo Electro flex unit, Yae is most comparable to Fischl. Relative to Fischl, Yae has slower single-target Electro application and lower particle generation. C0 Yae’s contribution to team DPS when she is used as a solo Electro unit without Burst is typically on par or slightly better than non-C6 Fischl (even taking Yae’s longer field time into account), but lower than C6 Fischl. The gap between C0 Yae’s and C6 Fischl’s performance as a solo Electro flex widens significantly in teams with more reactions. However, Yae with Constellations steeply outscales Fischl in raw damage by virtue of being a 5-star.

Electro-Charged / Taser

In these teams, Yae can dish out a great deal of damage and is able to swap in and cast her Burst easily. In addition, many core members of Electro-Charged / Taser teams synergize extremely well with Yae. This results in teams with high amounts of consistent damage and ease of use.

Notable Teammates

CharacterDescription
FischlActs as another source of consistent, off-field damage. Provides a large amount of Energy and pairs well due to her Elemental Skill lasting long similar to Yae.
Raiden ShogunActs as an on-field DPS and restores Energy for the entire team. Can make great use of Yae’s turret duration and high Burst cost, translating it to more Resolve.
Sangonomiya KokomiActs as an on-field DPS / enabler capable of buffing the team with TTDS or Hakushin Ring well and providing healing. Can make great use of Yae’s turret duration.
Sucrose / Shikanoin HeizouBoth act as great drivers and have flexible field time requirements, allowing Yae to come in and out to Burst. In addition, they provide EM and Resistance Shred through 4pc VV for the team.
Kaedehara KazuhaActs as a strong support for the team, being able to group and shred enemies’ RES. In addition, Yae can make great use of his DMG% buff as she does not snapshot upon casting either her Skill or Burst.
VentiActs as a strong support for the team, being able to group and shred enemies’ RES. In addition, he can provide a large Energy refund which can be strong when paired with other high Burst cost Electro or Hydro units.
Xingqiu / YelanAct as strong off-field damage units that also have long-duration Elemental Bursts. Pair well with another off-field DPS and Sucrose / Heizou.

Example 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 list is not ranked.

Yae Miko — Fischl — Sangonomiya Kokomi — Kaedehara Kazuha

This team makes use of Kokomi on-field and cycling through all 3 turrets for consistent long-term damage. For a detailed explanation of this team, check out the team on the KQM Compendium.

Yae Miko — Raiden Shogun — Yelan — Jean

This team makes use of Raiden On-Field with Yae and Yelan providing Off-Field DMG. Fairly easy to execute, but survivability can be an issue towards the end of Raiden’s Burst.

Yae Miko — Kuki Shinobu — Kamisato Ayato — Venti

Makes use of Ayato and Yae on-field. This team excels in high enemy count content where Ayato and Venti can shine.

Yae Miko — Fischl — Xingqiu — Jean

A variation of the stock standard EC / Taser team that makes use of Yae instead of Beidou. This team excels in single-target scenarios where the off-field DPS can shine.

Yae Miko — Tartaglia — Fischl — Bennett

A variation of Tartaglia teams that allows Tartaglia to be more flexible with his field time. Yae and Tartaglia can make use of Bennett’s buff well and can share field time, with Yae coming in after Childe’s Melee duration to cast her Burst on Bennett’s buff. This team deals good damage against various types of content.

Overload / Overvape

In these teams, Yae acts as an off-field DPS and helps enable Overload and/or Electro-Charged to be Vaporized on, causing a lot of chain reactions.

Notable Teammates

CharacterDescription
Raiden ShogunActs as an on-field DPS and restores Energy for the entire team. Can make great use of Yae’s turret duration. Additionally, she can also make use of the numerous buffs present in these teams. She also can help provide Electro aura to help enable Anemos or other units to Overload/Overvape.
BennettOne of the strong buffers in this team archetype. Provides heals, ATK buff, and strong Energy generation when played on-field.
Kaedehara KazuhaOne of the strong buffers and damage dealers in this archetype. Due to his high EM build, he can deal great AoE DMG with Overloads and/or Vaporize while buffing the team at the same time.
FischlStrong off-field unit that has strong particle generation and can make use of the various buffs present in these teams well. She can also help greatly with providing Electro aura in the teams to help enable Anemos or other units to Overload / Overvape.
Xingqiu / YelanAct as strong off-field damage units that also have long durations while enabling Vaporize and Electro-Charged for the team. Pair well with on-field DPS who have long DPS windows.

Example 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 list is not ranked.

Yae Miko — Raiden Shogun — Bennett — Kaedehara Kazuha

With careful rotation planning, both Yae and Raiden can get their Bursts buffed by both Bennett and Kazuha, which is especially strong in multiwave content. It is preferable in this team to Burst every rotation. For more information on this team, check out the KQM Compendium.

Yae Miko — Raiden Shogun — Xiangling — Bennett

Extremely easy to play team that makes use of Bennett’s powerful buff on Yae, Raiden, and Xiangling to great effect. Strong in boss or heavy enemy content.

Yae Miko — Xingqiu — Bennett — Xiangling

A variation of the Xingqiu – Bennett – Xiangling core with Yae as the flex option, giving the team long-term Electro damage and a high damaging Burst. Yae can either be off-field or on-field in this team.

Yae Miko — Hu Tao — Xingqiu — Zhongli

A variation of Hu Tao teams with Yae instead. It is possible to have Yae cast her fully powered Burst at the end of Hu Tao’s field time, but this will delay the next rotation. Excels in single-target scenarios.

Dendro (Aggravate / Quickbloom / Hyperbloom)

In Dendro reaction based teams, Yae can double or even triple dip in her EM stats through Aggravate and/or Hyperbloom. In addition, she can be paired with many strong units that synergize well with her both on-field and off-field. Do note that in Hyperbloom teams, she should still not build full EM as she does not consistently hit Dendro Cores when off-field and because of the lower team Dendro Core production when Yae is on-field.

Notable Teammates

CharacterDescription
FischlActs as a strong battery and synergizes extremely well with Yae in Aggravate teams, especially when playing Yae on-field. By far the strongest Electro unit in Aggravate teams, and the two can shine when paired together.
NahidaThe best Dendro enabler in the game along with providing Yae up to 250 EM while playing Yae on-field. Allows for extremely easy gameplay due to Nahida’s high range Elemental Skill and Yae’s turrets.
TighnariCan make use of Yae’s off-field duration well and swap in and out quickly to deal damage on his own. Also allows for a full ranged team composition with easy gameplay.
Sangonomiya KokomiActs as a healer and helps to create Dendro Cores both on-field and off-field. She can make great use of Yae’s turret duration when on-field as well.
SucroseCan trigger Hyperblooms in AoE along with providing the team with Electro Resistance Shred in Aggravate teams. In addition, her EM sharing is greatly appreciated in Dendro teams due to the importance of EM for the reactions.

Example 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 list is not ranked.

Yae Miko — Tighnari — Fischl — Sucrose

A fully ranged Aggravate team that has very flexible field times for all four units. Although lacking in survivability, the sheer speed at which the team can set up and quick swap, as well as the range the team can be played in, can make up for this.

Yae Miko — Nahida — Fischl — Zhongli

Another Aggravate team but with Yae taking the field. In this team, she can trigger many Aggravate reactions by weaving Normal and Charged Attacks with her Elemental Skill and Burst, triggering more Fischl A4 procs. In addition, Nahida’s A1 EM buff boosts Yae’s Aggravates. Extremely easy and flexible to play.

Yae Miko — Dendro MC — Fischl — Sayu

This team makes use of Sayu spinning on-field, creating Electro Aggravated Swirls and healing the team as well, dealing high amounts of AoE damage. This team can be a bit tricky to play due to balancing Sayu’s field time with Fischl, Yae, and DMC’s turrets.

Yae Miko — Sangonomiya Kokomi — Nahida — Kaedehara Kazuha

A strong Quickbloom team that can be played in a multitude of scenarios. The sheer flexibility of this team allows for it to cover a wide variety of content. When Yae is played on-field in this team, try to trigger as many of the Dendro Cores with her Normal Attacks, not her Elemental Skill. When Yae is played off-field, treat Hyperblooms as incidental small bonuses, since triggering Dendro Cores against fast moving targets is inconsistent.

Yae Miko — Sangonomiya Kokomi — Xingqiu — Dendro MC

This team makes use of high single-target damage with Hyperblooms. Either Kokomi or Yae can be the on-field unit, but Yae is preferred to allow DMC to cast multiple Elemental Skills per rotation; however, Kokomi on-field allows for more sustain.

Solo Electro Flex

As mentioned earlier, Yae can be used as a solo Electro flex unit in any team that can benefit from her off-field Electro application and damage. She is typically used for her Elemental Skill’s raw damage only, while reserving her Burst when needed or whenever it is available.

Many of the teams in this section are teams that did not fall into the above categories but still use Yae as a flex option.

Example 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 list is not ranked.

Yae Miko — Eula — Rosaria — Zhongli

Yae can serve as an Electro applicator to trigger Superconduct for a Physical DPS like Eula.

Yae Miko Itto Albedo Gorou

Yae provides off-field damage and Electro application for Crystallized shields.

Credits

Contributors: xf3#3123, Emiliabyss#1641, Rare Possum#0511, Prévisible#7440, Vladone ツ#9281, Nayde#0658, mina#4448

Guides and content - contributors and staff from Keqingmains

Website Feedback on KQM Discord- Click Here || Cookie Policy

© All rights reserved by Hoyoverse. Other properties belong to their respective owners.