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Yae Miko Guide: The Secret Spells of Lady Kitsune

An update of this guide is being worked on and expected to be released for her upcoming rerun in Version 4.4!

You can check out the official Yae Miko Quick Guide or visit the KQM Discord for any Yae-related questions!

A Yae Miko Guide by xf3#3123
Assisted by Prévisible#7440, Vladone ツ#9281, Nayde#0658
Updated for Version 2.6

Art By: SWKL:D


Art By: HTKJheadache

“Hmm… I have high hopes for you, child. Don’t disappoint me.”

This guide is dedicated to Genshin Impact’s first 5-Star Electro Catalyst Unit, Yae Miko, covering how to play her, recommended builds, and team compositions. Additionally, this guide will provide basic team and rotation building and how to work around her strengths and drawbacks.

Here is a TL;DR on her main playstyle, brought to you by KQM

Yae Miko Infographic

Talents and Constellations

Art By: Yue

“When training to become a shrine maiden, the title of ‘Chokkai’ is granted once one has completed their requisite studies and can correctly chant for ceremonies.”

For more specifics on each Talent, check out the KQM Theorycrafting Library


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

Gathering the might of Electro, Yae Miko plunges towards the ground from mid-air, damaging all opponents in her path. Deals AoE Electro DMG upon impact with the ground.

Although her 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. 

The third hit (N3) in her Normal Attack string cannot be chained into her Charged Attack (CA/C) smoothly, unlike her first (N1) and second hit (N2). There is a large gap in between when the N3 animation ends and when the CA starts. It is recommended to either perform N1 or N2 before a CA. N1 and N2 can be walk canceled.

All parts of her Normal string can be canceled with either Jump (J), Dash (D), or Elemental Skill (E).

Her CA animation—although it looks long—can be canceled early. The timing is around when the Kitsune Spirit “charges up.” You can cancel this with a Jump or Dash. In addition, the ending animation is also deceiving as you can start acting as soon as she moves her arm to the side.

If you decide to use her Normal Attacks, it is recommended to perform N2CJ, N2J, or N2D for combos. N2CJ will provide the most Stamina efficiency and is easy to perform over long periods of time. For damage, alternating between N2CJ and N1CJ is slightly higher, but burns through Stamina faster. The other combos are used when enabling off-field DPS characters such as Xingqiu and Beidou as they trigger the most amount of Burst Procs from them.

Her Normal Attacks have Standard Internal Cooldown for Elemental Application (ICD). Every three hits or the next hit after 2.5 seconds will apply Electro. Her Charged Attack has no ICD, meaning every hit will apply Electro. 

Elemental Skill

Elemental Skill | Yakan Evocation: Sesshou Sakura

To Yae, such dull tasks as can be accomplished by driving spirits out need not be done personally. 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.

The bread and butter of her kit. This is Yae’s primary source of damage and what defines her. Although it is just a simple dash that spawns a totem, there are a few details that are important to understand.

Firstly, the dash itself does no damage and has no invulnerability frames (i-frames). The dashes can also be performed in all 8 cardinal directions, allowing you to move freely while dashing. Positioning is key as being staggered mid-dash is detrimental to DPS. 

Secondly, the Sakura must be linked to each other in order to maximize the damage dealt. This link cannot be in a straight line, all Sakura must be linked to the two other Sakura directly. There is a visual change for each of the levels on the Sakura. One thing to keep in mind is that two Sakura cannot exist on the same spot, as placing a new one will destroy the existing totem. This prevents you entirely from getting level 3 or higher. It is recommended to link them up in a triangle format due to its consistency and ease, however, any formation is fine as long as all three of the Sakura are level 3 or higher. 

Level 1

Level 2

Level 3

Level 4

Finally, while the dashes can be performed quickly and without interruption, the Sakura will fire 15 of the maximum level shots if out for the entire duration. The first round of shots fires faster than the subsequent rounds of shots. Note that you may need to end the duration early in order to make use of her Tenko Thunderbolts.

Her Sakura do not snapshot, meaning they won’t be able to make use of many buffs unless Yae is on-field within abilities such as Bennett’s Inspiration Field. They also produce 1 Electro Particle every three shots, which is not enough to self-fund her Burst over one rotation without large amounts of Energy Recharge. In addition, the Sakura have Standard ICD. Every three hits or the next hit after 2.5 seconds will apply Electro.

There is a small trick you can perform by recasting her Elemental Skill right as a shot fires, “replacing” that Sakura. This will cause the Sakura to be “new,” meaning they will shoot their first round shots, coming up faster than if just simply left alone. Not a significant change in overall DPS, but you can queue up damage “faster.”

Although the totems mostly deal single-target DMG, they can hit multiple enemies if they are extremely close to each other, which Yae can occasionally make use of in Venti’s Elemental Burst.

As of 2022/04/06, the Sesshou Sakura will target a random enemy within its range. This largely does not impact her power in most “endgame” content due to there being a smaller amount of enemies present in the first place. Otherwise, she can sometimes kill targets you wouldn’t be targeting in situations where enemies are far apart from each other.

Video Demonstration of Skill:

Video Demonstration of Skill Trick by Genshin Academy:

Elemental Burst

Elemental Burst | Great Secret Art: Tenko Kenshin

Legends of “kitsunetsuki,” or the manifestations of a kitsune’s might, are common in Inazuma’s folktales. One that particularly captures the imagination is that of the Sky Kitsune, said to cause lightning to fall down upon the foes of the Grand Narukami Shrine. 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 secondary form of damage. Similarly to her Elemental Skill, there are a few things to note regarding this Talent.

Firstly, the majority of the damage from this Talent comes from the Tenko Thunderbolts. As a result, it is extremely important that all three Sakura are present before casting Burst. 
Secondly, the Tenko Thunderbolts and the initial Lightning Strike track enemies at the end of her Burst animation. Keep this in mind when fighting against enemies who move frequently to make sure all three Tenko Thunderbolts land on the enemy.
Finally, you can move almost immediately after the initial Lightning Strike hits, use this time to quickly respawn the Sesshou Sakura with her 1st Ascension Passive.
The Tenko Thunderbolts and the Lightning Strike have no ICD, meaning every strike will apply Electro.

Ascension 1 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.

If you play her rotation right, you should always have the reset on all three charges. Remember to recast her Elemental Skill after the Burst to keep up with Sakura uptime.

Ascension 4 Passive

Ascension 4 Passive | Enlightened Blessing

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

This Ascension Passive is a bit of a bait. It is nice that she can make use of EM and EM buffs from units like Sucrose; however, this does not push her to build towards an EM build at all. Even when using her to cause reactions—specifically Overload—there is an issue with the amount of reactions she’s triggering because of her Normal Attack string and Sesshou Sakura having Standard Internal Cooldown (ICD), meaning that only every 3 hits from each of them she will trigger a reaction. Although her Burst does not have an ICD, she overtakes auras quickly, meaning she also won’t be triggering any reactions after the Burst as Electro is now the aura Element without large amounts of Pyro application.

If that still isn’t enough to convince you, EM is an additive damage increase to her Elemental Skill damage, but nothing else (outside of reactions). ATK increases damage on all parts of her kit, not just her Elemental Skill. If you really want to get  into it, EM main stat pieces are statistically harder to drop than ATK%, Electro%, and CRIT% pieces and that EM pieces still require ATK%, ER%, and CRIT% rolls, just as a standard build would. 

TL;DR don’t build EM, it’s a nice bonus if you get unlucky/random rolls on your artifacts, but not worth spending your resin on chasing.

Utility Passive

Utility Passive | Meditations of a Yako

Has a 25% chance to get 1 regional Character Talent Material (base material excluded) when crafting. The rarity is that of the base material.

Generally worse compared to the other Talent Material crafting Passives, but can be nice when you are building multiple characters with different Talent Books.

Talent and Level Priority

Ascension 6 = Elemental Skill > Elemental Burst > Normal Attack

No matter what playstyle you choose, you should be at least Ascending her to Ascension 6 and leveling her Skill, then Burst, then Normals if you choose to use them. Leveling her to 90 is not too valuable compared to other characters, but should be done after around Talent Level 8 for Skill and Burst.

As her Ascension is CRIT Rate%, the bonus you get from Ascending her is nice when trying to round out Crit Ratios. Her Elemental Skill makes up at minimum more than half of her damage and should be leveled first. Her Elemental Burst should be leveled second with her Normals coming last. 


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.

This Constellation is a Quality of Life boost by significantly lowering her ER% requirements. However,  Yae’s ER% requirement can change depending on what teams and rotations you decide to use. Generally, if she is Bursting every rotation, this is a significant ER% cut, allowing her to run close to 0 ER% when paired with the Raiden Shogun. Otherwise, it makes ER% thresholds easier to reach.

One thing to note, the Energy restoration is only based on whether or not the Tenko Thunderbolts are created, they do not need to hit an enemy to restore Energy.

Estimated DMG increase from C0: 0% or 15%

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%.

This is a visualization of the range increase by Nanobreak#3045

This Constellation unlocks Level 4 Sesshou Sakura, increasing damage by a significant amount. Also, there is some Quality of Life brought from the increased firing range from the Sakura.

Estimated DMG increase from C0: 30%
Estimated DMG increase from C1: 15%

Constellation 3

Constellation 3 | The Seven Glamours

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

Talent Level increase for her Elemental Skill, her primary form of damage. Nothing much to say.

Estimated DMG increase from C0: 45%
Estimated DMG increase from C2: 10%

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.

Not only does it benefit her allies, but also herself. In addition, she practically maintains 100% uptime on this buff, meaning this Constellation is effectively a +20% Electro DMG% for your entire team.

Estimated DMG increase from C0: 60%
Estimated DMG increase from C3: 10%

Constellation 5

Constellation 5 | Mischievous Teasing

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

Another Talent Level increase, nothing else needs to be said.

Estimated DMG increase from C0: 70%
Estimated DMG increase from C4: 5%

Constellation 6

Constellation 6 | Forbidden Art: Daisesshou

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

Similar to the Raiden Shogun’s C2, this Constellation is also a hefty damage increase. Though, please keep in mind this is restricted to her Elemental Skill.

Estimated DMG increase from C0: 120%
Estimated DMG increase from C5: 30%

Constellation Summary

If you want to grab any of her Constellations, all of her early Constellations are good stopping points. Constellations 1 through 3 are great damage increases. However, the road to C6 is quite nice for Yae, as each step of the way she gets a decent chunk of damage increased.

Playstyle and How It Affects Gear

Art By: ZeroTabi

“The training required to become a Guuji’s Assistant, or ‘Seikai,’ is arduous indeed.
You must observe a myriad of harsh restrictions…”

Yae Miko has many playstyles available. First, you will have the choice between on-field and off-field roles. In addition, there is also the option to opt into Bursting every rotation or every other rotation. While the first choice does not dramatically affect gear choices, the second one does. Bursting every other rotation significantly decreases her ER% requirements and allows you to purely build for damage. The overall DPS difference between the two is minimal and you should choose the type of style you prefer/aligns best with your gear. There is also the final option of just not Bursting at all. This playstyle simply uses Yae for her Sakura turrets alone, which ignores around 25%-40% of her overall personal damage. This playstyle is not recommended unless you really want to use Yae in a specific team with no downtime for her to cast Burst.

On-Field Pros and Cons

+ Dynamic gameplay style involving dashes, Charged Attack, and Normal Attack weaving.
+ Lowers potential ER% requirements due to collecting more Elemental Particles on-field.
+ Can make use of more weapon choices.

– Lack of stagger resistance and Stamina cost reduction makes positioning more important.
– Generally less DPS compared to common/meta options for on-field DPS.

Off-Field Pros and Cons

+ Consistent off-field damage with practically 100% uptime.
+ Easier to play and control.
+ Synergizes well with characters with rather long individual field time.

– Will naturally extend rotations compared to other off-field DPS due to the Burst cooldown and needing field time.
– Potentially high ER% requirements due to poor Particle generation and high Burst cost.

Bursting Every Rotation

+ Higher Burst damage potential.
+ Synergizes well with on-field locked buffs such as Bennett or Sara.
+ Can make use of ER% weapons and artifacts.

– Drives up ER% requirements depending on party members.
– Will naturally extend rotations due to long Burst cooldown.

Bursting Every Other Rotation

+ Little to no ER% requirement.
+ Lowers overall rotation time due to not Bursting every rotation.

– Sometimes requires learning more complex rotations

Overall, Yae’s rotations will always start off with her at the beginning, spawning all three Sesshou Sakura. Then, you proceed to swap off, utilizing other units and/or applying buffs/debuffs. After that, swap back to her, casting her Burst and respawning the Sakura. From that point onwards, you have the choice of swapping off to an on-field DPS—such as the Raiden Shogun—or staying on-field and dealing damage through Normal and Charged Attacks. 

After this, if opting into Bursting every rotation, simply restart the rotation and loop until the content is cleared. Otherwise, restart by spawning the Sakura again, but then do not perform the second swap in and play the rotation out with your other three party members. The general procedure of your rotation may change due to things such as buff uptimes, so keep that in mind.



“Attaining the rank of ‘Meikai’ requires one to decipher the workings of the world, transcend its limitations, and fathom all phenomena within.”

As previously mentioned, Yae Miko’s gear choices will depend on how you want to play her. Specifically, ER% thresholds change significantly depending on what party you place Yae in and if you are Bursting every rotation or every other rotation. As a result, these recommendations are nothing but starting points. I highly advise you to run an Energy Recharge calculator to find comfortable ER% breakpoints.

Zahkarov’s ER Calculator
Video by EdisonsMathClub#6469

Otherwise, a full list of calcs done by me can be found here with other calcs done by Prévisible#7440 and Vladoneツ#9281 in the credits section.

All calcs done in that sheet have their assumptions stated and are done using the KQM Calculation Standard with various buff conditions and different rotations.

The following sections will include general descriptions of recommended gear. If you want to see a specific calc, please look at the sheet above or at the sheets in the credits section.

Stat Priority

Sands: ATK% or ER%
Goblet: Electro DMG%
Circlet: CRIT Rate% or CRIT DMG%

ER% Requirements Bursting Every Rotation Bursting Every Other Rotation
With Electro Batteries Min 140% up to 160% Max 140%
Without Electro Batteries Not Recommended (Over 200%) Min 140% up to 170%

Substat Priority: ER%* > CRIT Rate% = CRIT DMG% > ATK% > Flat ATK = EM

EM is not a recommended stat to build for as stated in the Ascension 4 section. But if you somehow get EM subs, at least they won’t go to complete waste on her.

* As stated earlier, ER% will heavily depend on how you want to play her. Please utilize Zahkarov’s ER Calculator above to pinpoint where Yae’s ER% requirements fall for your intended playstyle. And of course, simply skipping Yae’s Burst entirely requires no ER% stats needed.

Weapons will be listed in the order that they appear in the sheet above in an unbuffed scenario, however, this is not their definitive ranking. Please look at the above sheet for specific rankings in different buff scenarios and rotations. 


Kagura’s Verity

Yae’s signature and strongest weapon option. The weapon’s passive is made with her Elemental Skill in mind. The passive will last the entire duration of the Tenko Thunderbolts.

Recommended rotation type: Any
Skyward Atlas

Since Yae cannot make use of many ATK% buffs for long due to her not being able to snapshot, the large amount of ATK that Skyward Atlas brings is very appreciated. With or without the extra damage passive, Skyward Atlas is generally her second best weapon.

Recommended rotation type: Any
Memory of Dust

Similar to Skyward Atlas in function due to also being a heavy ATK weapon. However, due to its passive not being able to stack off-field, it usually ends up being slightly worse than Atlas for most scenarios.

Recommended rotation type: On-Field (can be Any)
Lost Prayer to the Sacred Winds

Even when playing her on-field, Yae can never make use of the full passive as she is not on-field for that much time. However, as a general stat stick, Lost Prayer is a good option regardless.

Recommended rotation type: On-Field (can be Any)
Oathsworn’s Eye R5

Yae’s best free-to-play weapon option. This weapon practically solves Yae’s ER% requirements and has almost no conditionals compared to the other 4-Star weapon options. If you picked this up during the Three Realms Gateway Offering, it is recommended to use this weapon.

Note that not Bursting every rotation heavily reduces the strength of this weapon.

Recommended rotation type: Burst every rotation
The Widsith

Almost like a Kagura lite, The Widsith can be a powerful weapon option for Yae. At refinement 5, it can be her best 4-Star weapon option over multiple rotations and her best weapon in general (outside of 5-Star weapons with refinements) in a single rotation under the DMG% song. 

However, depending on your rotation, Yae may desynchronize when she gets the buff, especially in rotations where Yae Bursts every rotation. Consequently, this will heavily reduce the amount of damage she deals. The best case scenario is that she gains the buff as she swaps in to Burst. 

In extended rotations or where Yae Bursts every other rotation, she may be able to sync up the passive when swapping into Burst. 

As for the passive itself, generally the passives in terms of strength go in the order: DMG% > ATK% >>> EM. The EM passive is significantly less valuable compared to the other two as explained in the Ascension 4 section.

Recommended rotation type: Burst every other rotation (can be Any)
Solar Pearl

Another strong 4-star weapon option for Yae. Considering she is able to cancel her Normal Attack with her Elemental Skill, she can make use of the passive decently from an Off-Field DPS role. For an On-Field DPS scenario, this weapon gains much more value as both passives practically are always active, boosting all of her damage. 

Recommended rotation type: On-Field (can be Any)
Hakushin Ring

Another free-to-play option for Yae. Due to how Hakushin Ring works, it can be hard for Yae to maintain good uptime on the passive, as the wielder not only must be on-field, but also trigger the reaction. In addition, as Yae cannot snapshot, she cannot maintain the buff for long on herself if she swaps off-field.

However, it can be a good option for supporting units that do snapshot and if a lot of ER% is needed.

Recommended rotation type: On-Field, Burst every rotation
Mappa Mare

Yet another free-to-play weapon option, like Hakushin Ring, Mappa Mare has conditions that can be hard for Yae to maintain. Yae must be on-field to trigger the passive but the passive also requires two instances of reactions to get the full effect. 

Recommended rotation type: On-Field
Blackcliff Agate

Another “free-to-play” option to consider. Its ranking will depend on how many passive stacks you can maintain, however most of the time Yae will not have many stacks, causing this weapon to only be a decent stat stick. 

Recommended rotation type: Any
Favonius Codex

Although not high in personal damage, in teams that require high amounts of Energy, this can be a great option for Yae, especially when played on-field. For units like Beidou, this weapon allows other units to keep their ER% requirements lower which can provide an overall increase in team DPS. 

Recommended rotation type: Burst every rotation
Thrilling Tales of Dragon Slayers R5

Due to Yae providing a considerable amount of damage in her teams, this weapon is not recommended. Unless she is either underinvested or used specifically to buff another unit, she is better off using other weapons for team DPS.

Recommended rotation type: Any


Currently, Yae has no signature set tailor made for her. As a result, many of her best artifact options are 2pc combinations of other sets. The ones listed will generally all be within the same range in terms of damage and come down to which set has better substats. Similar to weapons, for a full list of calcs, please check the sheet at the beginning of the gear section.

The 4-Piece Emblem of Severed Fate set is a great option when Bursting every rotation. When not Bursting every rotation, or when you have C1, the value of the 4pc set bonus heavily decreases and it becomes a better option to run 2pc combinations.
Any 2-Piece combinations of these sets can be strong options. Note that any of the 18% ATK 2-Pieces can be substituted with each other. 2pc Noblesse Oblige and 2pc Wanderer’s Troupe can be substituted as well if they have better substats.
The 4-Piece Tenacity of the Millelith, while lowering her personal damage, is a great option for Yae team damage wise. As she can maintain practically 100% uptime on the 4pc bonus, her entire team gains 20% ATK.
The 4-Piece Thundersoother is another strong option for Yae. However, the 4pc condition must be met for the entire time, otherwise its strength becomes lower than the other options.

4-Piece Thundering Fury currently has no use for Yae as her Elemental Skill cooldown is lower than the duration and that the Elemental Skill cast does no damage by itself.

Team Building and Example Teams


“Throughout history, only the Guuji of the Grand Narukami Shrine has ever held the rank of ‘Joukai.’ It is an honorary title, not related to the capabilities of the holder. 
But of course, if I were to declare myself the most powerful Joukai in history, 
I don’t see why there’d be anything wrong with that.”

In many of Yae’s teams, she will be paired with another Electro unit, especially ones that have good Energy restoration or Particle generation. She can be played without them, but Energy requirements will increase drastically, lowering the amount of damage she can provide to the team. The following sections will provide some ideas, synergistic teammates, and example teams to get you started on playing Yae.

Yae Team Building Theory

Although Yae is versatile, she is a bit of a selfish unit and will want specific requirements in her teams, namely Energy and damage buffs. As a result, many of her teams follow the trend of having a battery, team buffer, and another strong DPS unit. Units who can consolidate many roles together are especially great, such as the Raiden Shogun.

Due to the nature of Yae’s kit however, it is possible to play her in any team with just the Sesshou Sakura. Although some teams may lose damage in comparison to running another unit, if all you want to do is run Yae with X, Y, and Z characters, then do as you please. Just keep in mind that it may not be “optimal.” 

This can be extended to the Raiden and Yae duo. The two can be paired up and run practically anywhere. The two complement each other extremely well and in many of their teams, they contribute similar amounts of damage as well.

Without Raiden, Yae can act as an interesting pivot for Fischl and Beidou. Yae, in fact acts very similarly to Beidou as a selfish, high damaging Electro DPS. As a result, many of their teams are shared. In scenarios where Beidou cannot perform well, Yae may be able to take her spot instead. It is possible to run the two together, but Energy requirements for both of them rise, which may need the use of a third Electro unit or other Energy equipment and characters, such as Favonius weapons or Energy refunds.

Below will list characters who work well with Yae. Please make sure that you understand the core fundamentals of her teams in order to construct the best team available to you.


Raiden Shogun

Best friends in the story, best friends in combat. The two units complement each other extremely well. Yae provides a large amount of Resolve stacks and long-term off-field damage. Raiden provides Yae with a large amount of Energy while also being able to dish out large amounts of damage while Yae is off-field.

Similar to Raiden in some areas due to being able to produce a lot of Electro Particles. In addition, the two can be run together both as off-field DPS, providing a lot of consistent and low-effort damage.
Kaedehara Kazuha

Kazuha provides a hefty damage boost and resistance shred. He also offers decent grouping, allowing Yae to land her Burst in AoE scenarios. In addition, he provides one of the few buffs that Yae can make use of off-field. Many of Yae’s strongest teams use Kazuha’s supportive capabilities.

Provides extremely powerful crowd control which allows Yae to set up her Burst very easily. In addition, his Elemental Burst brings light-weight enemies so close that her Elemental Skill can actually hit multiple enemies at once. Venti also provides a large Energy refund through his A4.

Acts as a healer and can provide resistance shred, which can be extremely valuable in team building. Her Elemental Skill and Charged Attacks can also knock shield carrying enemies off their feet or push them enough that Yae’s Sesshou Sakura can damage them.
Sangonomiya Kokomi

Acts as both a great on-field option and complement off-field option with Yae. As an on-field enabler, Kokomi provides a decent amount of damage and can use Hakushin Ring or Thrilling Tales to buff Yae. As an off-field unit, both Kokomi and Yae can provide consistent and long Electro and Hydro aura to enemies.

Even though Yae cannot snapshot Bennett’s buff, the ATK buff is still invaluable to Yae, allowing her to buff her Burst while providing heals within his circle. In addition, many of Yae’s strongest team compositions involve the use of Bennett’s supportive capabilities.
Kujou Sara

Similar to Bennett, even though Yae cannot snapshot her buff, it is still valuable, especially at C6 Sara. Sara also has great utility in a triple Electro team comp due to her being able to buff many units at once.

When paired with Yae, the two provide a strong off-field DPS core. In addition, when playing Yae as an on-field DPS, the damage reduction and interruption resistance allows Yae to be played more comfortably.

Similar to Xingqiu, but Electro instead. The two provide high amounts of off-field damage, and Yae herself is a decent driver for Beidou as well. Although, some issues may occur when running the two without a third Electro or the use of other Energy-focused equipment or units.

Yes, Yae can make use of Sucrose’s Elemental Mastery share, which allows Yae to get a small boost in Elemental Skill damage. In addition, when paired with other off-field DPS, Sucrose can act as a strong on-field enabler for the team and provide crowd control as well.

Example Teams

The classic Raiden team, but with Yae instead of Sara. Extremely strong and can be very versatile in many combat scenarios. Due to Yae not being able to snapshot Bennett’s buff, careful rotation planning must be done to buff both Yae’s Burst and Raiden’s Burst, especially if Bursting every other rotation. However, when done properly, the team effectively has two high damaging Bursts with sustained damage as well.

This team makes use of the Sunfire combo of Jean and Bennett and focuses heavily on Overload reactions, dealing high amounts of damage against heavyweight enemies. Both Yae and Raiden together provide Electro aura for Jean to react with. Keep in mind that you must be inside both Jean and Bennett’s fields to have the Pyro Swirls occur, so plan your dashes with Yae to remain within the circles.

Pure Electro, Mono Electro, Electro Moms, whatever you want to call it, this team focuses heavily on Electro damage. Sara is able to buff both Raiden and Yae’s Bursts, which becomes very potent when Sara is at C6. However, the team is prone to interruption and survivability issues. Proper positioning and execution must be kept in mind to play this team. The last slot can be practically anyone, but Anemo units are recommended, especially Jean or Kazuha.

Recommended Flex Options: Jean, Kazuha
Other Flex Options: Sayu, Bennett, Zhongli, Venti

Another Overload related team but with Xiangling instead. Both Yae and Xiangling deal great damage off-field and Raiden being able to restore Energy for these two makes for a powerful team. Just like the Sunfire team, this team is extremely powerful against heavyweight enemies. This team can also be a great option compared to the Kazuha variant when Double Swirling cannot be done easily or done at all.

Taser, Electro-Charged, whatever you want to call it, Yae works effectively. The variations on this style of team are endless and you can practically slot in whoever you want as the other units. Many common pairings involve units that can consolidate many roles at once, such as Kokomi who not only provides healing, but can be either the team’s driver or act as an off-field unit as well.

Electro Flex Options: Fischl, Raiden, Beidou
Hydro Flex Options: Kokomi, Xingqiu, Ayato, Tartaglia, Mona
Anemo Flex Options: Sucrose, Kazuha, Jean, Sayu, Venti 


Art By: Kyochii_

Big thank you to Yae Miko Mains, KQM, and the GCsim community and specifically, Rikku#5204, Artesians#0002, Ayzel#7399, Reens#9389, Prévisible#7440, Vladone ツ#9281, Nayde#0658, Vye#9195, Veggie#0581

Thank you for reading, good luck and have fun with Yae Miko!

“Some wishes have the power to heal wounds, to bring victory, to inspire hope.
But some ambitions outlive their masters, long after their soul ascends.
They remain as they were in the beginning, burning bright and true for all of eternity.”

Team displays made using Muakasan’s Portrait Tool and other visuals made by using assets from the Genshin Impact Fandom Wiki and

Calcs by xf3#3123: yae funny lol

Calcs by Vladone ツ#9281: Yae Miko Sheet

Calcs by Prévisible#7440: Yae thing wokege.xlsx

Bursting and Rotation Analysis By Nayde#0658: 2 Q VS 1 Q in Yae-Raiden-Bennett-Kazuha

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