Dazzling Light of Summer: Yoimiya

A Yoimiya Guide

Credit to: @Den_den489 (Twitter)

By: Ayzel and EdisonsMathClub

Every moment of the summer festival is a moving tale. Those who meet under the light of fireworks grow up, mature, and grow old. When they set off the same fireworks as they did in the beginning, the skies reflect that same image from years ago… Fireworks are not eternal, but I believe that the wonderful emotions behind them should walk alongside Inazuma into eternity


Table of Contents


Yoimiya is Genshin Impact’s newest addition to the long list of pyro DPS characters. While she may not stand up to DPS characters like Ganyu and Hu Tao, her damage certainly isn’t bad, and she works well with many popular supports and sub-DPS units. She can be played in a variety of strong teams, and players who are set on playing the (arguably) cutest character in the game with one of the best JP voice actors in the game (Rin best girl, fite me) can certainly make Yoimiya and her teams very strong.

Before I dive into this guide, I’ll talk about Yoimiya’s pull value and the discussion surrounding her power level. Yoimiya is, unfortunately, not an extremely powerful unit. While it’s true that the teams in which she is played can be pretty strong, she ultimately doesn’t bring anything new to the table, and her flaw of being locked to single-target doesn’t help. If players are interested in rolling for power level, they can watch this video to make an informed decision: Yoimiya BYW

Yoimiya is a character that many people will pull for out of love, not meta – that’s certainly why I pulled for her! – and that’s fine. Players should respect the pulling choices of other players, and both pulling for meta and pulling for waifu are fine choices.

Why Play Yoimiya?



  • Lower DPS potential than other top-tier DPS units at ceiling
  • Struggles in multi-target situations
  • ICD on burst holds back DPS a bit
  • Best combo to trigger as many overloads as possible in an overload team requires very high skill (or a macro)
  • Teams are somewhat carried by supports, meaning that players have to invest into multiple units
  • Skill cooldown (18s) is misaligned with the cooldowns of supports (typically either 20s or 15s), leading rotations to be artificially extended for either Yoimiya or her supports

Credit to: @freenote_mr (Twitter)

Part 1: Overview

Welcome to Naganohara! My name is Yoimiya — just let me know if you need anything! We have Kushikatsu, Egg Roll… Wait, no, we’re not a restaurant. We make fireworks! Like these, see? Sparkling, crackling, little fireworks~

Normal Attack: Firework Flare-Up

Yoimiya’s normal attacks are her bread and butter. Yoimiya’s normal attacks make up a whole 80% of her damage, with this number rising even higher if players are using the Shimenawa’s Reminiscence set and choose to forego burst uptime. 

Yoimiya’s normal attack string has 5 attacks, with the first and fourth attack being multi-hits for a total of 7 hits over her entire normal attack string. Her highest damaging combo in most teams will be 3N5 (her entire normal attack string, repeated 3 times) plus a few extra hits after the last N5; if players dash cancel or aim cancel (for PC players, done by pressing R twice, which leads to this cancel sometimes being called the “RR” cancel), they can get three extra attacks in after the last N5, but this isn’t necessary. 

Yoimiya’s N5 makes up a full 25% of the damage of her normal string (closer to 30% in vaporize teams where N1-1, N3, and N5 vaporize), meaning that hitting it is extremely important. This is why Yoimiya prefers to be used with teammates who can provide interruption resistance and shielding, as getting interrupted before she performs her N5 is a tremendous damage loss. 

Yoimiya’s charged attack is not worth focusing on, as her level two charge attack massively pales in comparison to Ganyu’s level 2 charged attack. During her skill uptime, Yoimiya should be using her normal attacks, and in her downtime, she should be allowing supports to cast their skills. There generally isn’t a point in team rotations where Yoimiya should be performing charged shots. 

The Pew-Pew Combo

Yoimiya’s best combo can change in overload teams. In overload teams, Yoimiya’s best combo is 19N1RRW (henceforth called the pew-pew combo), which is achievable only with macros.

For those who are confused what this notation means, I’ll quickly break it down by explaining each part.

19 – refers to the fact that the following combo is repeated nineteen times

N1 – refers to the number of attacks performed (not hits); this combo would perform the first attack for a total of two hits. 

RR – aim cancel, performed by pressing R twice on PC

W – walk, referring to the fact that players should be holding down the W key to move as they aim cancel. 

Why is this combo better? First off, I want to dispel any notion that this is higher pyro damage for Yoimiya – it’s not, although the damage that it deals is close to the damage of 3N5 + N2 (about 4% worse). The reason this combo can be better in overload teams than simply spamming the attack button to perform 3N5 is because it will cause more hits. Most characters in Genshin Impact have an Internal Cooldown on how often they can apply an element, which is typically referred to as “ICD.” After a character applies an element, they enter a cooldown, which prevents them from applying an element again, even if they perform another elemental attack. This cooldown ends after either 2.5 seconds or after 3 elemental attacks have happened.

For example, if Yoimiya was performing an N5 string, she would apply pyro on the first hit of N1, allowing that hit to cause an elemental reaction if another elemental aura was already on the target. She would then enter a cooldown, and her next elemental application would occur on N3. This is because three hits have occurred: the first hit of N1, the second hit of N1, and N2, which has one hit. After three hits, N3 can once again apply an elemental aura, which allows N3 to trigger an elemental reaction. Next, she would hit twice on N4, and can once again apply an elemental aura on N5. After applying an element on N5, 2.5 seconds will have passed, allowing her to once again apply an element on N1 to repeat the cycle. For more explanation on how ICD works, check out this page on the KeqingMains theorycrafting library: https://library.keqingmains.com/mechanics/combat/elemental-reactions/internal-cooldown-of-elemental-application

3N5 plus N2 only has 24 hits, while the pew-pew combo has 38. As such, the aim-cancel combo will trigger more hit-related ICD resets, and thus more overloads. 

However, this combo is essentially impossible to perform in practice. Most players won’t even be able to perform upwards of 13 N1RR combos, making it unfeasible to actually attempt this string in real combat. Even the best players might only be able to hit 15 or 16 N1RRWs, with 17.5 being the “human limit,” which is likely only achievable on controller.

If players aren’t willing to use macros or aren’t able to set up their macros properly to perform the pew-pew combo, it is not advised to try and perform the combo. Performing even 10 N1RRWs in actual combat is extremely difficult, as players have to deal with the possibility of messing up the combo (which can happen if their timing is even slightly off) leading to a significant DPS loss. 

Generally, it is not recommended to try and perform this combo. Without a shield, Yoimiya can very easily get interrupted out of the combo, and manual input on the combo is very risky, since the combo can easily be messed up. However, for players who want to play Yoimiya to her MAXIMUM POTENTIAL in overload teams, this combo is theoretically her highest damaging combo. (It’s also funny to see number soup on your screen.)

Attack Speed

One other thing to mention about Yoimiya’s normal attacks is that, as a ranged character, she gains much more from attack speed bonuses than melee characters because of her lack of hitlag. Attack speed does not decrease the amount of hitlag that happens when melee characters hit enemies, making the true DPS increase from a certain amount of attack speed much lower than the percentage increase in attack speed for melee characters. However, Yoimiya does not have hitlag, which means that attack speed is much more effective on her. This makes Jean at constellation 2 a decent support pick for Yoimiya. 

ICD Problems Explained

“ICD” is likely a word that many people have heard thrown around regarding Yoimiya’s kit. However, most people do not truly understand what it means to have “issues” with ICD – simply viewing as ICD as a problem that, if removed, would make Yoimiya significantly better, is not the correct view to take.

As previously explained, ICD refers to Internal Cooldown on Elemental Application. Characters typically cannot apply an element to cause a reaction right after applying an element, and must wait for their ICD to “reset” before applying an element again.

There are two ways for ICD to reset – after 3 hits have occurred, or after 2.5 seconds. This lines up with Yoimiya’s normal string perfectly – her first N5 has 7 hits, which means that hits 1, 4, and 7 will apply pyro and react. These represent normal attacks 1 (hit 1), 3, and 5. The third and fifth hit in Yoimiya’s normal attack string deal a significant chunk of damage, so being able to vaporize these hits by applying pyro on them is very good for Yoimiya. After the fifth normal attack applies pyro, the 2.5s time-based ICD counter occurs, causing the next N1-1 to apply pyro again, repeating the cycle again.

However, the issue with this is that it relies on Yoimiya continuously performing N5s without interruption. If Yoimiya gets interrupted, her ICD will become “offset,” meaning that N3 and N5 may no longer apply pyro and vaporize. For example, if Yoimiya’s ICD counter is shifted by one such that N1-2 applies pyro rather than N1-1, then N1-2, N4-1, and the next N1-1 will vaporize. None of these hits are anywhere as damaging as Yoimiya’s N3 or N5, meaning that getting interrupted out of an N5 represents a significant damage loss for vaporize-focused Yoimiya. 

This is what most knowledgeable theorycrafters mean when they refer to Yoimiya’s ICD issues – it’s not that Yoimiya’s ICD itself is the issue, but rather, the fact that Yoimiya can get interrupted easily and get forced out of her normal chain, which is fine-tuned to allow her to vaporize her biggest hits, and be forced to vaporize comparatively smaller hits can result in a large damage decrease beyond the damage loss from being interrupted.

3N4 + N5

Players may have heard of the 3N4 + N5 combo, where an RR cancel is performed after the N4 instead of continuing to fire the N5 arrow. This is a bad idea, and here’s why:

  1. 3N5 + N2, which is achievable by doing the exact same thing (RR cancelling after Yoimiya’s N5), is higher damage (by 2.2%).
  2. This will massively screw up Yoimiya’s ICD, likely not allowing her to vaporize her largest hits like she does in an N5 combo
  3. 3N5 + N2 is 24 arrows, while 3N4 + N5 is 25 arrows, meaning that there’s nearly no difference in hit count. As such, there isn’t a benefit to performing this combo even to gain more hits to trigger more overloads.
  4.  If players mess up, they will have to deal with a large damage loss, as RR cancelling, if messed up, will significantly interrupt Yoimiya’s normal combo.

Elemental Skill: Niwabi Fire-Dance

Yoimiya’s elemental skill is fairly straight-forward. Upon casting her elemental skill, Yoimiya’s normal attacks will be infused with pyro for 10 seconds. Yoimiya’s elemental skill also multiplies Yoimiya’s normal attack damage by a set percentage, which scales with skill talent level. The damage increase provided by Yoimiya’s skill functions as a separate multiplier with other DMG% bonuses.

Yoimiya’s damage while in her elemental skill is considered normal attack damage, and can be boosted by Normal DMG% bonuses like those offered by Thundering Pulse and Rust. She produces elemental particles with her hits in her elemental skill, with a set cooldown of 2s between each particle produced, leading to her generating around 4 to 5 particles over ten seconds. Her energy generation is fairly subpar; even if players can consistently generate 5 particles with her normal attack string, this would still lead to a particle production rate of only 16.67 particles per minute, which is below average. 

Elemental Burst: Ryuukin Saxifrage

Yoimiya’s Elemental Burst, Ryuukin Saxifrage, is a 60-cost burst that applies a marker to an enemy. Any damage dealt by Yoimiya’s team members (but not Yoimiya herself) can trigger the marker, causing it to explode and deal AOE pyro damage. If the enemy with the marker is defeated, the marker will jump to another enemy. Explosions can occur once every two seconds.

There are a few interesting things concerning Yoimiya’s burst. First and foremost, it has standard ICD, which means that, unless players intentionally delay the explosions by half a second, Yoimiya will only cause a reaction on every other hit of her burst. 

Another issue with Yoimiya’s burst is that it does not snapshot, meaning that she cannot take advantage of buffs like characters like Xiangling or Beidou can on her burst.

Lastly, Yoimiya’s burst works by firing an arrow downwards, and marking an enemy hit by the arrow. However, if the arrow misses, the burst itself will miss. 

Overall, Yoimiya’s burst isn’t stellar, and only represents around 20% of her total damage. However, 20% is still a decent portion of damage, and entirely foregoing her burst is a significant DPS loss.

Q After or Before Skill?

One important discussion surrounding Yoimiya’s elemental burst is whether to cast it before or after casting her skill. Casting it before Yoimiya casts her skill will allow the burst to be buffed by the buffs that Yoimiya’s skill receives, and will also allow it to be buffed by Yoimiya’s Ascension 1 Passive. Casting her burst first also means that Yoimiya can begin recharging it earlier, which can result in more burst casts in a fight. Lastly, casting her burst first drains energy, which allows Yoimiya to easily maintain 3 stacks on Thundering Pulse if players have the bow.

Generally, players should cast her burst before her skill at all times. Casting her burst before using her skill will result in supports like Beidou and Fischl being able to snapshot the 10% ATK buff onto their bursts in the first rotation, then the 20% ATK buff in subsequent rotations. For an example of how this works, see the rotation below:

  1. Cast Yoimiya Q (10% ATK buff to teammates for 15s)
  2. Bennett E > Bennett Q
  3. Beidou E > Beidou Q (Snapshot 10% ATK buff + Bennett buffs)
  4. Fischl E (Snapshot 10% ATK buff + Bennett buffs)
  5. Yoimiya E > Autos
  6. Yoimiya Q (20% ATK buff to teammates for 15s)

Since Yoimiya’s burst is dynamic and does not snapshot, casting buffs (like Bennett’s buff) after Yoimiya casts her burst will still allow her burst to gain the buffs from buffers like Bennett. 

There’s also a rotational issue with casting Yoimiya’s burst after her skill. Yoimiya wants to avoid casting her burst during her skill, as the burst animation will eat into the skill duration. Casting Yoimiya’s burst before her elemental skill will allow her to have more bursts over the duration of a fight, assuming that Yoimiya can cast her burst off cooldown either way. For an explanation, see the image below, which is a simple mapping of Yoimiya’s rotations with her casting her burst off cooldown. Yellow cells represent forced downtime due to the skill not being off cooldown, while white cells represent downtime due to Yoimiya’s skill still being active.

However, casting Yoimiya’s burst before her skill, then casting her burst right after her skill ends on the next rotation, is likely to be difficult due to energy problems. One possible rotation that batteries Yoimiya quite a bit is:

  1. Bennett E
  2. Yoimiya Q
  3. Bennett Q > Bennett E
  4. Swap to Yoimiya to catch particles
  5. Beidou E > Beidou Q
  6. Fischl E
  7. Bennett E
  8. Yoimiya E > Autos
  9. Yoimiya Q

The biggest issue with a rotation that follows this format is that failing to battery Yoimiya enough will result in many problems, as it means that her burst will be cast without stacks, resulting in a DPS loss. As such, players should always aim to start skill rotations with Yoimiya’s burst nearly full so that she can charge her burst to full over the duration of her skill. 

Ascension 1 Talent: Tricks of the Trouble-Maker

Yoimiya’s ascension 1 talent, Tricks of the Trouble-Maker, gives her a 2% Pyro DMG% when her normal attack hits an opponent. Multi-hit attacks give multiple stacks, meaning that her N1 will give her a 4% Pyro DMG% bonus. Each stack has a duration of 3 seconds, which is refreshed when a new stack is gained. Yoimiya can gain a total of 10 stacks, providing her with 20% Pyro DMG at max stacks. This 20% bonus can be applied to the initial hit of Yoimiya’s burst if it is cast after Yoimiya’s skill ends, but, as Yoimiya’s burst does not snapshot, the 20% bonus will not apply to subsequent burst explosions. 

Ascension 4 Talent: Summer Night’s Dawn

Yoimiya’s ascension 4 talent, Summer Night’s Dawn, provides her teammates with a 10% ATK buff after using her burst, with an additional 1% ATK provided to teammates for every stack of Tricks of the Trouble-Maker that Yoimiya possesses, for a maximum total of 20% ATK. Since Yoimiya is typically used with sub-DPS units like Xingqiu and Beidou, this ascension talent can offer quite a lot.

Credit to: SYSEN (https://www.pixiv.net/en/users/4687714)

Part 2: Artifacts

You wanna hear a story? Alright, alright. Sit here, and I shall tell you the story I’m most proud of — the story of the Naganohara family! You’ll rarely ever hear me talk about something this serious, you know?


SR: Shimenawa’s Reminiscence
CW: Crimson Witch of Flames
LW: Lavawalker
RB: Retracing Bolide
Glad: Gladiator’s Finale
TF: Thundering Fury

4-Piece SR – Description

4SR Explained

While the 4-piece Shimenawa’s Reminiscence set is decent for Yoimiya, it can generally fall behind other sets. This is because Yoimiya needs to either use a lot of ER to make up for the energy drain mechanic of Shimenawa’s Reminiscence, or needs to forego burst uptime. The first results in a significant damage decrease, as Yoimiya needs to use around 30% more ER than normal in order to cast her burst off CD (preventing her from using artifacts with more Crit and ATK% subs), while the second is a smaller personal damage loss but a more significant team damage loss, as lower burst uptime also results in lower A4 buff uptime for Yoimiya’s teammates. While a 10-20% ATK bonus may not seem like a significant amount, when Yoimiya is being used with sub-DPS units who deal a significant amount of damage, the loss of the buff can represent the loss of a decent chunk of team damage.

The 4-piece Shimenawa’s Reminiscence can be used as a generalist set, but there will typically be a better set that can be used instead of Shimenawa’s.

4SR does have a BiS use case for players who are chasing “Damage per Screenshot” or can either one-rotation enemies or can produce so many HP threshold/kill particles that they can cast Yoimiya’s burst once per rotation without increasing ER. She will still need to cast her burst after her skill, which still presents uptime issues, can be anti-synergistic with some team members, and prevents her burst from receiving many buffs, but this is still possibly her best artifact set for some use cases. However, in most cases, other sets will pull ahead. 

4SR can also work in mob floors, where there are many enemies being defeated, allowing Yoimiya to fund her burst using HP threshold particles. However, as there are usually only a few mob floors each abyss, it’s likely not worth building an artifact set solely for these situations.

4SR Myths

“I can just ignore my burst! Why should I care about the energy drain mechanic?”

There are two issues with foregoing your burst. First, Yoimiya’s burst still represents around 20% of her overall damage. Simply “foregoing” 20% of your damage is not a good idea for any character. Secondly, the A4 ATK% buff can be a decent boost to team damage, especially in teams like overload teams where sub-DPS units deal a decent chunk of damage.

“Yoimiya’s burst is a DPS Loss!”

This is false. Using Yoimiya’s burst during her skill is not a good idea, as it eats into skill uptime, but players don’t have to use Yoimiya’s burst during her skill. There are periods of downtime in all rotations during which Yoimiya can cast her burst; it’s not a DPS loss to cast it at these times, because the other units and Yoimiya wouldn’t be doing damage anyways. Looking purely at MV/s (or “guessing” that Yoimiya’s burst is a DPS loss) also ignores the A4 buff that her burst grants, which will increase Yoimiya’s team DPS.

“I can just run enough pyro batteries to not care!”

It is unlikely that players can generate enough energy to simply not care about the energy drain – even with Bennett using his skill 3 times per rotation and feeding all the particles that he generates to Yoimiya, she will still need around 140 to 150% ER to reliably burst off cooldown in a typical scenario with 4SR. (Of course, this number will be lower for players who have very high investment into their Yoimiya and are able to generate a significant number of HP threshold particles or in situations with many mobs; however, they will still always need to use 30% more ER than a player who is using a different set on their Yoimiya.)

More ER or Lower Burst Uptime?

If Yoimiya cannot use her burst on every rotation with 4SR, she has two options – switch to using her burst every other rotation, or run much more ER in order to make her able to use her burst every rotation. Doing the first will typically result in a lower damage loss than the second. However, doing the second will result in higher A4 buff uptime, but this is a worse choice than simply running a non-4SR set and not having to deal with needing more ER to maintain burst uptime; in a pure pyro team, a Yoimiya using 4LW and maintaining 100% burst uptime (with an ER requirement of 120%) is going to outdamage a Yoimiya using 4SR and maintaining 100% burst uptime (with an ER requirement of 150%). This is compounded by the issue that players typically cannot hit ER requirements exactly, and will almost always need to overshoot the ER requirement, since they do not have fluid artifact substats, which makes using ER to overcome the energy drain issue even worse for Yoimiya. 

Overall, 4SR is not a bad set. It is perfectly fine, and if players have already farmed a set for Yoimiya, it’s not a bad idea to use it. However, players should know that it’s not her undisputed best in slot artifact set, and if they already have another option, there is no reason to farm for a 4SR set.

4-Piece CW – Description

This is Yoimiya’s best set for vaporize and overload team compositions. In overload teams, Yoimiya is almost always used with Beidou and Fischl, both of whom deal a significant amount of off-field damage. Sacrificing burst uptime means losing out on burst uptime for strong teammates like Fischl and Beidou, which hurts team DPS. Sacrificing burst uptime also means losing out on overloads triggered by Yoimiya’s burst, which significantly harms her damage. While it’s possible to just use 30% more ER on Yoimiya to have her burst off cooldown with the Shimenawa’s Reminiscence set, this will yield less damage than simply using the Crimson Witch set. 

In vaporize teams, the Crimson Witch of Flames set will outdamage 4SR if 4CW can maintain higher burst uptime. Burst uptime is also important for buffing Xingqiu, who deals a large portion of off-field damage on his own.

4CW does have the issue that, if Yoimiya’s normal string gets interrupted (which it very easily can without a shield), the hits that vaporize will be offset, meaning that Yoimiya’s N5 and N3 may no longer be vaporized. This will make 4CW comparatively worse, since it boosts vaporize damage, and without the ability to vaporize Yoimiya’s large hits, the set bonus will offer a comparatively smaller effect. The damage from 4CW will still be higher than the damage from 4SR (plus the team buff, which benefits Xingqiu), and even if the gap between 4CW and 4SR shrinks, it is still much better to use 4CW because of its ability to have higher burst uptime, which benefits Yoimiya’s teammates.

(Calculations with 80/90 Yoimiya, Rust R1, and only 25% ATK bonus from pyro resonance)

4-Piece LW – Description

4-piece Lavawalker is Yoimiya’s best in slot artifact set in Pure Pyro teams. Yoimiya will maintain a permanent 35% DMG% bonus because enemies will almost always be affected by pyro (with the exception of enemies with innate aura, like slimes). While the damage differential between 4LW and 4SR isn’t large with lower burst uptime on 4SR (the question of which one is more damage will depend on what buffs Yoimiya has), it is, again, easier to maintain high burst uptime on 4LW, which will allow Yoimiya to buff her teammates more easily, making it ultimately pull ahead.

4-Piece Bolide – Description

Generally worse than other sets, since it only boosts normal and charged damage (not burst damage) and requires Zhongli in order to maintain 100% uptime on its buff. It can be a good option. It can be used if players already have a good Bolide set, but if players don’t already have a good Bolide set, it’s not recommended to farm for this set. 

2-Piece Glad/SR, 2-CW – Description

Another good generalist alternative to the 4-piece Shimenawa’s Reminiscence set. Assuming that Yoimiya gets her burst up on every rotation with this set and only on half of rotations with the 4SR set, this set is only around 3% worse in terms of DPS. However, this set will generally be outperformed by Yoimiya’s BiS sets for certain teams (i.e. CW and Lavawalker). Since both 2-piece sets are used in 4-piece sets that Yoimiya can use (4CW and 4SR), this combination can function as a transitional set while players farm for artifacts to complete the set.

2-Piece Glad, 2-Piece SR

A third possible generalist set. Without buffs, it’s very slightly worse or about equal to 2CW 2SR/Glad without buffs, and can outperform 2CW 2SR/Glad with a highly refined Rust or Thundering Pulse. However, with ATK buffs, 2CW 2SR/Glad will pull ahead.


There are three possibilities for mainstat combinations: ATK/Pyro/Crit, EM/Pyro/Crit, and EM/EM/EM.

ATK/Pyro/Crit Scenarios:

  • Pure Pyro team
  • Vaporize team, no Bennett
  • Vaporize team with both Bennett and Sucrose
  • Overload teams with Bennett
  • Overvape teams without Bennett

EM/Pyro/Crit Scenarios:

  • Vaporize teams with Bennett and without Sucrose
  • Overvape teams with Bennett
  • Overload teams without Bennett, especially if in multi-target (very close to Overload with ATK% in single-target)

EM/EM/EM Scenarios:

  • Overload teams with the pew-pew combo

Credit to @azk_genshin (Twitter)

Part 3: Weapons

Let me let you in on a little secret. When I first received my Vision, I used it as a flint to light fireworks and boil water, before returning home, chucking it into a storeroom, and forgetting all about it. In the end, it was my father who found it and told me that it was a precious item that I should keep safe. Haha, at least it didn’t get taken back by our dear Archon.”

Yoimiya’s weapon ranking is dependent on a number of things, including the buffs that she has, what reactions she’s triggering, and what combo is being performed. For example, while Rust is a powerful bow, it has an ATK% substat, which diminishes its value if Yoimiya is being buffed by Bennett, as Bennett provides a large ATK buff. As such, this guide will list out Yoimiya’s weapon rankings for a variety of scenarios.


SR: Shimenawa’s Reminiscence

CW: Crimson Witch of Flames

EM: Elemental Mastery

Weapon Ranking

Overall TL;DR

With Bennett:

Tier 1: Thundering Pulse

Tier 2: Skyward R5, Rust R5

Tier 3: Harp R1, Amos R5

Tier 4: Amos R1, Rust R1, Slingshot R5, VHunt R5

Tier 5: Hamayumi R5, Prototype Crescent R5 (medium buff uptime)

Tier 6: Blackcliff R5, Viridescent Hunt R1

Tier 7: Blackcliff R1, Hamayumi R1, Windblume R5

Without Bennett:

Tier 1: Thundering Pulse

Tier 2: Amos R5, Skyward R5, Rust R5

Tier 3: Amos R1, Harp R1

Tier 4: Rust R1, Prototype Crescent R5 (medium buff uptime)

Tier 5: Hamayumi R5, Viridescent Hunt R5, Blackcliff R5, Slingshot R5

Tier 6: Hamayumi R1, Viridescent Hunt R1

Tier 7: Blackcliff R1, Crescent R1 (medium buff uptime), Windblume R5

Pure Pyro TL;DR

With Bennett:

Pulse R5 > Pulse R1 > Harp R5 > Rust R5 > Harp R1 ≈ Amos R5 > VHunt R5 > Slingshot R5 > Crescent R5 Passive Up ≈ Amos R1 > Rust R1 > VHunt R1 ≈ Blackcliff R5 1 Stack > Hamayumi R5 > Crescent R1 Passive Up ≈ Blackcliff R1 1 Stack > Hamayumi R1 ≈ Blackcliff 0 Stack > Crescent No Passive

Without Bennett

Pulse R5 > Pulse R1 > Harp R5 > Rust R5 ≈ Amos Bow R5 > Prototype Crescent R5 (with passive) ≈ Skyward Harp R1 > Amos R1 > Rust R1 >= Viridescent Hunt R5 ≈ Blackcliff R5 1 Stack ≈ Crescent R1, Passive Up ≈ VHunt R5 ≈ Hamayumi R5 > Blackcliff R5 1 Stack > Slingshot R5 ≈ Hamayumi R1 ≈ Blackcliff R1 1 Stack ≈ VHunt R1 > Crescent No Passive > Blackcliff 0 Stack

Overload TL;DR

With Bennett

Pulse R5 > Pulse R1 > Harp R5 > Rust R5 > Amos R5 ≈ Harp R1 > Slingshot R5 > VHunt R5 > Amos R1 ≈ Crescent R5 Passive Up ≈ Rust R1 > Blackcliff R5 1 Stack ≈ Hamayumi R5 ≈ Vhunt R1 > Crescent R1 Passive Up ≈ Blackcliff R1 1 Stack > Hamayumi R1 ≈ Blackcliff 0 Stack > Windblume R5 > Crescent Passive Up

Without Bennett:

Pulse R5 > Pulse R1 > Harp R5 ≈ Rust R5 ≈ Amos R5 ≈ Crescent R5 Passive Up > Amos R1 ≈ Harp R1 > Rust R1 > Crescent R1 Passive Up > Windblume R5 ≈ Hamayumi R5 > VHunt R5 ≈ Blackcliff R5 1 Stack > Slingshot R5 ≈ Hamayumi R1 > Blackcliff R1 1 Stack > Vhunt R1 > Crescent No Passive > Blackcliff 0 Stacks

Vaporize TL;DR

With Bennett:

Pulse R5 > Pulse R1 > Harp R5 ≈ Rust R5 > Amos R5 > Harp R1 ≈ Prototype Crescent R5 Passive Up > Amos Bow R1 > Rust R1 ≈ Slingshot R5 ≈ VHunt R5 > Hamayumi R5 > Blackcliff R5 1 Stack > Prototype Crescent R1 Passive Up > VHunt R1 > Blackcliff R1 1 Stack ≈ Hamayumi R1 > Windblume R5 > Blackcliff No Stacks > Prototype Crescent No Passive

Without Bennett

Pulse R5 > Pulse R1 > Rust R5 ≈ Amos R5 ≈ Harp R5 ≈ Crescent R5 With Buff > Amos R1 ≈ Harp R1 > Rust R1 > Crescent R1 With Passive > Hamayumi R5 > Blackcliff R5 1 Stack > VHunt R5 > Slingshot R5 > Hamayumi R1 > Blackcliff R1 1 Stack ≈ Windblume R5 > Vhunt R1 > Prototype Crescent No Passive > Blackcliff 0 Stack

Overvape TL;DR

With Bennett:

Pulse R5 > Pulse R1 > Rust R5 > Harp R5 > Amos R5 > Slingshot R5 > Harp R1 > Crescent R5 Buff Up > Amos R1 ≈ Rust R1 > Hamayumi R5 > Viridescent Hunt R5 > Blackcliff R5 1 Stack > Crescent R1 Passive Up > VHunt R1 ≈ Hamayumi R1 > Blackcliff R1 1 Stack > Windblume R5 ≈ Blackcliff 0 Stack ≈ Prototype Crescent No Passive

Without Bennett

Pulse R5 > Pulse R1 > Rust R5 > Amos R5 ≈ Harp R5 ≈ Crescent R5 with Passive > Amos R1 > Harp R1 > Rust R1 > Hamayumi R5 ≈ Crescent R1 with Passive ≈ Slingshot R5 > Blackcliff R5 1 Stack > VHunt R5 > Hamayumi R1 > Windblume R5 > Blackcliff R1 1 Stack ≈ VHunt R1 > Prototype Crescent No Passive > Blackcliff No Stacks

Weapon Descriptions

Thundering Pulse

Increases ATK by 20% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 12/24/40%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack’s duration is calculated independently.

Thundering Pulse is easy to stack so long as players cast their burst before using their elemental skill. Players can either cast Yoimiya’s burst right before their elemental skill, which is easier but prevents Yoimiya from casting her burst with stacks of Tricks of the Trouble-Maker, which decreases Yoimiya’s support capability. Alternatively, players can cast Yoimiya’s burst a decent amount of time before casting her skill and battery her to mostly full in the time between her burst and skill cast, but this requires a good battery unit and is easy to mess up, as players need to battery just enough such that Yoimiya can cast her burst after her skill, but not battery her so much that she gets her burst up in the middle of her skill uptime, causing her to lose stacks on Thundering Pulse.

If players have Thundering Pulse, they should use it, as it is Yoimiya’s best bow by a large margin (with two possible exceptions laid out below).

Skyward Harp

Increases CRIT DMG by 20%. Hits have a 60% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 4s.

While Skyward Harp does seem largely inferior to Thundering Pulse for Yoimiya at first glance, the gap is smaller than players might believe. This is because Skyward Harp’s passive hits in an AOE, which multiplies its damage. In multi-target situations, an R1 Skyward Harp can go from being around 15% worse than Thundering Pulse R1 (with Bennett buff) to only around 5% worse assuming that its passive can consistently hit multiple targets. No other weapon besides Viridescent Hunt has this effect, which also makes Viridescent Hunt deceptively decent.

Amos Bow

Increases Normal Attack and Charged Attack DMG by 12%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 8% every 0.1 seconds the arrow is in the air for up to 5 times.

Amos’ Bow will generally get around 1 or 2 stacks depending on range, which can shift its ranking compared to Rust R5 and Skyward Harp R1. Generally, it is unlikely that players will be able to get 3 or more stacks on Amos’ Bow, as the range at which this occurs is also the range at which Yoimiya loses access to her auto-targeting. Amos Bow also has an ATK% substat, which diminishes its value if Yoimiya is using the bow with Bennett (who Yoimiya is almost always used with).


Increases Normal Attack DMG by 40% but decreases Charged Attack DMG by 10%.

Yoimiya’s premiere 4 star bow. With high refinements, Rust can beat out Skyward Harp and Amos’ Bow, while it is about equal to Skyward Harp R1 at R5 if Yoimiya is being used with Bennett. If a player has high refinements on this bow, it is recommended to use it, because Rust has no conditions on its passive and synergizes extremely well with Yoimiya. However, on the other end of the spectrum, Slingshot, a 3 star bow, can outperform Rust with low refinements if Yoimiya is being used with Bennett and both weapons are being used with an ATK% sands (Rust can once again pull ahead if both are using an EM sands, which can be used in a Vaporize/Overvape team), so players should take Slingshot R5 into consideration before leveling Rust.


If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%. Otherwise, decreases DMG by 10%.

About the range at which Slingshot loses its passive

Slingshot’s range is decently large, which allows players to easily use its passive. Yoimiya does move back as she performs her combo, but as long as players aren’t standing too far away from the enemy, this should generally not cause Slingshot to lose its passive. 

It is notable that Slingshot R5 outperforms Rust R1 if Bennett’s ATK buff has 100% uptime on both bows and an ATK% sands is used, because Rust has an ATK% substat while Slingshot has a Crit substat. Investing all resources into one stat will yield less returns than investing into many stats equally. Rust requires around R3+ to outperform Slingshot R5 if Bennett’s buff is assumed and both weapons are using an ATK% sands, and this requirement goes down if lower Bennett buff uptime is assumed.

Additionally, Slingshot is extremely beneficial for balancing crit ratios, since it has a very high crit rate substat; the sacrifice of lower base ATK is compensated for by ATK% and Flat ATK buffs like Bennett’s buff and ATK% from 4NO and Pyro Resonance.


Increases Normal Attack DMG by 16% and Charged Attack DMG by 12%. When the equipping character’s Energy reaches 100%, this effect is increased by 100%.

Hamayumi, or the Demon-Slayer’s Bow, possesses anti-synergy with Yoimiya’s kit. Yoimiya wants to use her burst before casting her elemental skill without 4SR and wants to use her skill to trigger 4SR’s energy drain and DMG% bonus effect if used with 4SR; doing either will disable Hamayumi’s passive. Without its passive, Hamayumi is strictly worse than most alternatives, and even with its passive it is outperformed by Rust and Prototype Crescent at equal refinements.

Prototype Crescent

Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 36% for 10s.

A decent F2P option if players don’t have Rust. However, since it provides an ATK% buff, its value diminishes if players are using Yoimiya with Bennett, which will happen very often. Crescent also requires its passive in order to be comparable to other bows, and without its passive, it is very unimpressive. Generally, it’s not recommended to craft this bow, as Slingshot exists and is a better free to play option.

Windblume Ode

After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 16% for 6s.

Windblume Ode is very unimpressive compared to other bows, even in teams where EM is appreciated. For example, with zero buffs, a R5 Windblume Ode is outperformed by Rust R1 by 11% in an overload/vaporize team. It is not recommended to use this bow on Yoimiya.

Blackcliff Warbow

After defeating an opponent, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others.

Not recommended, as it generally is outperformed by Rust and Slingshot even with a stack. It is also difficult to build stacks, as Yoimiya is generally used with many sub-DPS units who can “killsteal” from her, preventing her from getting stacks. Crafting this bow is not recommended.

Viridescent Hunt

Upon hit, Normal and Aimed Shot Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 40% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 14s.

While this bow is generally unimpressive in single target and without buffs, it does not suffer from having an ATK substat or DMG% passive (which Rust has), allowing it to close the gap between it and Rust when Yoimiya is being buffed. In multi-target, it gets even better, as it can hit multiple targets. Viridescent Hunt can also work well in overload teams, as it can gather enemies to allow more targets to be hit by overload, increasing the damage dealt by overload massively. It is a decent choice for Yoimiya if she’s being played in a pure pyro team with Kazuha and Bennett if players already have a VHunt leveled, but Slingshot will generally outperform it if Yoimiya is being buffed.

Elegy for the End

A part of the “Millennial Movement” that wanders amidst the winds. Increases Elemental Mastery by 60~120. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the “Millennial Movement: Farewell Song” effect for 12s. “Millennial Movement: Farewell Song” increases Elemental Mastery by 100~200 and increases ATK by 20~40%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the “Millennial Movement,” buffs of the same type will not stack.

While it may seem like this bow is a bad choice for Yoimiya given its supportive nature, it is actually a decent choice for Yoimiya in overload and overvape teams. With its passive up, it is slightly behind Rust (assuming Bennett Buff); however, without its passive up, it falls behind most other options.

To activate its passive, Yoimiya’s burst must tick 3 times (initial hit gives one stack, and Elegy needs 4 stacks to activate). Once the passive is activated, Yoimiya’s damage will rise, and she will provide a buff to her team. While the EM buff is generally only useful for herself in overload/overvape teams (since other team members are unlikely to be the trigger), the ATK bonus can increase the damage dealt by teammates by a respectable amount, which can balance out the damage loss from using Elegy instead of a more damaging weapon. More calculations need to be done in order to determine Elegy’s power level with respect to other weapons, but if players have it, they should consider trying it out.

Credit to: Snozaki篠崎 (https://www.pixiv.net/en/users/19476792)

Part 4: Constellations

It actually doesn’t matter what I do. What matters are the people I work with. When I’m with you, even simple things like watching the scenery or kicking a small jar about make me happy. Talking to you never gets old, after all.

All constellation DPS increase calculations performed with Rust R1, 4SR, and Pyro Resonance.

Constellation 1: Agate Ryuukin

The Aurous Blaze created by Ryuukin Saxifrage lasts for an extra 4s. Additionally, when an opponent affected by Aurous Blaze is defeated within its duration, Yoimiya’s ATK is increased by 20% for 20s.

Constellation 1 is a decent boost to Yoimiya’s damage, and can offer up to a 13% DPS increase if the 20% ATK buff can be maintained and if Yoimiya uses her burst every rotation. However, in practice, the DPS gain from the C1 buff is likely to be smaller than 10% for three reasons. First, since the buff offered is an ATK% buff, its value is diminished when Yoimiya is used with Bennett. Second, Yoimiya is unlikely to burst every rotation with the 4SR set, meaning that the additional hits on her burst have less value. Lastly, the buff requires an enemy to be killed during Yoimiya’s burst duration, meaning that it has a period of “ramp-up” time where the buff will not be active. With Bennett’s buff, 75% uptime on the buff, and Yoimiya only using her burst every other rotation, the DPS increase is only about 7%.

Constellation 2: A Procession of Bonfires

When Yoimiya’s Pyro DMG scores a CRIT Hit, Yoimiya will gain a 25% Pyro DMG Bonus for 6s. This effect can be triggered even when Yoimiya is not the active character.

Constellation 2 is around an 11% DPS gain for Yoimiya over C1. However, as mentioned, the size of the buff is likely comparable to or larger than the buff offered by C1, because it is vastly easier to simply score a critical hit than to kill an enemy to activate a buff. While C2 and C1 don’t fundamentally change Yoimiya’s kit, they both offer free damage bonuses.

Constellation 3: Trickster’s Flare

Increases the Level of Niwabi Fire-Dance by 3. Maximum upgrade level is 15.

The standard talent level +3 constellation. This constellation doesn’t offer much, as the damage increase over a full rotation, assuming that Yoimiya bursts every other rotation, is only around 5% (vs. C2), with this number going even lower with higher burst uptime. The scaling increase offered per talent level is simply not significant enough for this constellation to create a big impact, although it will still increase Yoimiya’s damage.

Constellation 4: Pyrotechnic Professional

When Yoimiya’s own Aurous Blaze triggers an explosion, Niwabi Fire-Dance’s CD is decreased by 1.2s.

This constellation’s impact can differ wildly, so I won’t quantify it with a number. This is because many of Yoimiya’s team rotations are locked to 20s rotations because of Yoimiya’s supports; for example, Beidou’s burst cooldown is 20s, meaning that an Overload Yoimiya team with Beidou must have a rotation that is at least 20s long, in which case Yoimiya’s constellation 4 will not have an impact.

However, there are also teams, such as a pure pyro team with Yoimiya, Bennett, Venti, and Kazuha, where Yoimiya’s skill CD can be the limiting factor, as Bennett, Venti, and Kazuha have 15s cooldowns on their burst, while Yoimiya’s skill cooldown is 18s. In these cases, constellation 4 can have quite a large impact, as it can fix rotation desync to allow for faster and smoother rotations. 

In addition, Constellation 4 improves Yoimiya’s viability inside COOP domains. Whilst COOP is a relatively niche area of Genshin, it is still important to mention its impact. Constellation 4, assuming your party members are attacking the enemy affected by Yoimiya’s Ryuukin Saxifrage, will proc around 4 to 5 times, resulting in only a 1-2 second downtime between Yoimiya’s Niwabi Fire Dance ending and Yoimiya’s Ryuukin Saxifrage’s cooldown coming off. With effectively no downtime on her Pyro Application, ranged safety and constant ulting, Yoimiya becomes a very good COOP Pyro DPS.

https://www.youtube.com/watch?v=9hCFWV7ecMs. Note how Yoimiya’s Q proc’d 3 times, reducing the cooldown of Niwabi Fire Dance to match up exactly with Yoimiya’s Q cooldown. As such, this results in little downtime, and constant damage.

Constellation 5: A Summer Festival’s Eve

Increases the Level of Ryuukin Saxifrage by 3. Maximum upgrade level is 15.

This constellation’s value will depend on Yoimiya’s burst uptime, but no matter how frequently Yoimiya casts her burst, the constellation will not offer much. With one burst per rotation, this constellation will offer a measly 3.7% DPS increase over C4, while, with a burst only every other rotation, the value of the constellation is nearly halved, being a tiny 2% DPS increase over constellation 4. The only reason players should consider rolling for this constellation is if they want C6. 

Constellation 6: Naganohara Meteor Swarm

During Niwabi Fire-Dance, Yoimiya’s Normal Attacks have a 50% chance of firing an extra Kindling Arrow that deals 60% of its original DMG. This DMG is considered Normal Attack DMG.

This constellation is a mixed bag. While it is theoretically a straight-up 30% DPS increase, the true value may differ. Each of the additional pyro arrows fired by Yoimiya also applies an instance of pyro, and initial testing seems to show that these pyro arrows share ICD with Yoimiya’s normal attacks. 

This means that the hits which Yoimiya will normally vaporize in a vaporize team (N1 hit 1, N3, and N5) will be different. For example, if the first normal attack causes a Kindling Arrow to fire, then the sequence will be: N1-1, N1-2, Kindling Arrow, N2, N3. This means that the 3-hit ICD rule will be reached on N2, not N3, causing N2 (which is less damage than N3) to vape. If the sequence is continued with N3 firing a Kindling Arrow and N4 not firing one, the sequence will be N2 (Vape), N3, Kindling Arrow, N4-1 (Vape), N4-2, N5. This means that the arrow with the largest amount of damage – N5 – will not vape. This is a problem specifically for vaporize teams and overvape teams, which rely on amplifying the damage dealt by N5 and N3, which deal the highest and second highest damage out of any arrow in Yoimiya’s N5 string, respectively. This leads to the true damage increase in teams like vape and overvape being closer to 20%, while the damage increase is still around 30% in pure pyro teams.

One thing to note about this constellation is how it works with reactions. With a C6 Xingqiu, Yoimiya can consistently vaporize even with C6, and she should be able to consistently be the trigger, not aura, for overloads if players are using C6 Fischl and Beidou. However, with lower electro application, it may be more difficult for Yoimiya to consistently be the trigger for overload reactions.

Credit to: 蓮掌柜 (https://www.pixiv.net/en/users/11544645)

Part 5: Team Compositions

Our family has a long tradition in which we will give every client who orders customized fireworks a note. Its contents can only be understood by our family, and it records the specific formula of the fireworks that were ordered. Whether ten years or a hundred years pass, our family can make exactly the same fireworks as they did in the past so long as the client brings us that note.



Yoimiya’s overload team is focused on playing Yoimiya as a driver for Beidou; she will be used to quickly proc Beidou’s Elemental Burst, Stormbreaker, because of how fast she attacks. In addition, assuming there is an existing Electro Aura on the enemy, Yoimiya will always be the trigger in the Overloaded reaction, meaning her EM and Levels will be used to calculate the damage dealt by the reaction.

The main draw of Overload teams is that they have significantly better AOE damage via overload both Beidou and overload, and they have significantly better CC than vaporize teams because of their access to overload. While the knockback caused by overload is typically undesirable, this knockback does have a benefit for Yoimiya – if enemies are far away, they cannot stagger her, allowing her to finish her N5 combo without being interrupted. However, the knockback still does have issues. Knocking enemies away from both Yoimiya and each other makes her liable to miss arrows – she can have trouble reliably hitting enemies at longer ranges – causing her to miss out on Beidou’s stormbreaker procs. Knocking enemies sufficiently far away from each other will also cause Beidou’s burst discharges to stop bouncing between them, which is a large DPS loss.

Yoimiya, Beidou, and Fischl functions as the core of the team. The fourth member is flexible; Bennett is a good choice for the fourth slot, while Kazuha, Venti, and Zhongli work as well.


Bennett Variant

Since Beidou and Fischl are both able to snapshot Bennett’s burst, it is always best to cast their bursts after Bennett’s burst has been cast. One example rotation is as follows:

Bennett E > Bennett Q > Fischl E > Beidou E > Beidou Q > Yoimiya E > Autos > Yoimiya Q > Beidou E

This rotation only has one Bennett E in it, which will make it necessary to run a very large amount of ER on Bennett to compensate. However, Yoimiya’s pyro particle production (although she doesn’t produce much energy, she still produces some!) and electro resonance can help alleviate this issue a bit.

Venti Variant

Using venti in teams can allow Beidou to run less ER, as infusing Venti’s burst with electro will refund 15 energy to Beidou and Fischl. This rotation also ensures that overload won’t knock enemies too far away from each other, which can allow overload to hit more enemies.

One example rotation that ensures that Venti will infuse with electro is as follows:

Fischl E/Q > Venti E > Venti Q > Beidou E > Beidou Q > Yoimiya E > Autos > Yoimiya Q > Venti E > Beidou E

Fischl works weirdly in rotation due to her 25s CD on her E and 15s CD on her Q. Generally, however, simply casting Fischl’s skill whenever possible is best, even if doing this won’t strictly fit into a rotation. Beidou can also work weirdly in rotations if players are aiming to perfect parry with her, which makes this rotation, and other overload rotations, not super strict.



Yoimiya’s vaporize team is focused on allowing Yoimiya to vaporize a portion of her normal attacks. While she cannot vaporize all of her damage, she will typically vaporize N1-1, N3, and N5. Since these three hits collectively represent 54% of Yoimiya’s damage, while she can’t amplify as large a portion of her damage as Ganyu and Hu Tao can, she can still amplify a decent portion of her damage.

The main weakness of vaporize teams is that they are locked to single-target. Yoimiya and Xingqiu will take up two slots on the team, with Bennett and a flex support typically making up the last two slots. With only Yoimiya and Xingqiu dealing any real damage, the majority of team damage is confined to single-target, which makes this team much less effective in scenarios with multiple enemies. For situations where Yoimiya has to fight more than one enemy, some of the other teams on this list will likely perform better.

Another flaw with the vaporize team is that it essentially requires Xingqiu, which pulls him away from other DPS units who may also want Xingqiu to enable them to do more damage, such as Hu Tao and Diluc. 

However, even with its flaws, vape Yoimiya deals a decent amount of single-target damage, which does allow this team to function as an effective boss-killing team. However, it will still generally underperform in terms of single-target damage compared to other top-tier teams such as Hu Tao Vape and even the National Team, which deals much more AOE damage than a Yoimiya vape team deals. 


Zhongli Variant

The vaporize team rotation isn’t overly complex. Players will typically begin by setting up support buffs, then cast Yoimiya’s burst and begin using normal attacks. For example, a possible rotation with Yoimiya, Xingqiu, Bennett, and Zhongli looks like this:

Zhongli Hold E > Xingqiu E > Xingqiu Q > Bennett E > Bennett Q > Yoimiya Q > Yoimiya E > Autos > Bennett E > Repeat

  • Shield allows Yoimiya to avoid being staggered, which is very important for vape teams as it avoids Yoimiya’s ICD
  • Zhongli Res Shred buffs Xingqiu’s damage as well as Yoimiya’s
  • The viability of Burst Zhongli increases as there is sufficient downtime to use Zhongli’s Burst without delaying important skills and rotations. If using Burst Zhongli:
  • Slightly lower on-paper damage potential than other teams
    • While the damage potential is lower on paper, avoiding being staggered is a DPS increase, which makes Zhongli likely the strongest flex character to slot in for a vaporize team.

Kazuha Variant

Another possible rotation with Kazuha in place of Zhongli looks like this:

Xingqiu E > Xingqiu Q > Kazuha Hold E > Bennett E > Bennett Q > Kazuha Q > Yoimiya Q > Yoimiya E > Autos > Kazuha Tap E > Bennett E > Repeat

This rotation will cause Kazuha’s burst to infuse with pyro as long as Xingqiu’s orbitals do not apply an additional instance of hydro to enemies. However, without a constellation 6 Xingqiu, it may be difficult to maintain hydro aura on enemies, especially in multi-target scenarios, as both Yoimiya and Kazuha’s burst will be constantly removing it. Another possible rotation where Kazuha’s burst infuses hydro is as such:

Xingqiu E > Xingqiu Q > Kazuha Q > Bennett E > Bennett Q > Dash Back (prevents Xingqiu’s orbitals from reapplying hydro) > Kazuha Hold E > Yoimiya Q > Yoimiya E > Autos > Kazuha Tap E > Bennett E > Repeat

Since hydro swirls do not deal AOE damage, this rotation will ultimately result in less damage from Kazuha, but it will be much easier to maintain hydro aura on enemies, allowing Yoimiya to vaporize.

Sucrose Variant

Sucrose can also work as a flex unit in this team. As a support, she should be holding Thrilling Tales of Dragon Slayers to buff Yoimiya, which forces players to use her skill/burst directly before swapping to Yoimiya. Players should always try to get Sucrose’s TTDS buff onto Yoimiya. A possible rotation looks like this:

Xingqiu E > Xingqiu Q > Bennett E > Bennett Q > Sucrose E (Swirl and shred Pyro Resistance) > Sucrose Q > Yoimiya Q > Yoimiya E > Autos > Bennett E > Repeat

This will cause Sucrose to shred pyro resistance only. There is also a possible rotation where Sucrose shreds both pyro and hydro resistance, but this requires two enemies.

Xingqiu E (Enemy 1) > Xingqiu Q (Enemy 1) > Bennett E (enemy 2) > Bennett Q (enemy 2) > Sucrose E > Yoimiya Q > Yoimiya E > Autos > Bennett E > Repeat

https://www.youtube.com/watch?v=KJV_m0Ti41Y. A visual rotation guide with Yoimiya Xingqiu Bennett Venti. Note that Venti and Sucrose’s positions are exactly the same here.

https://www.youtube.com/watch?v=yrgPFFtL1gM. A visual guide to show how Sucrose’s Elemental Burst can cause fall damage onto enemies lifted by her burst + further lifted by Yoimiya’s AA.

Pros and Cons of Vape


  • Decent single-target damage
  • Maximizes Yoimiya’s personal damage, making investment in other characters slightly less necessary


  • Basically no AOE damage
  • Needs multiple top-tier supports, pulling them from your other team



Overvape teams are a mix of overload and vaporize teams. In these teams, multiple off-field DPS units apply both hydro and electro to enemies, allowing Yoimiya to both vaporize and overload the damage that she deals. However, this does force her to run both an electro and hydro off-field DPS, which leaves her with little team flexibility. The only real viable off-field Hydro applier is Xingqiu, while Fischl and Beidou both work as off-field Electro DPS units. The last slot can either be another electro unit or Bennett. 

There are three possible overvape teams. Yoimiya and Xingqiu are basically required, and the remaining 3 characters – Bennett, Fischl, and Beidou – can fill in the other two slots in any combination.

The best overvape variant – Xingqiu and Beidou provide a significant amount of Damage Reduction and Beidou provides some shielding for a significant amount of survivability on top of Bennett’s monstrous healing. As the only electro character, Beidou can have trouble maintaining burst uptime, but if players can run a decent amount of ER on her, they can maintain decent burst uptime, with Bennett used to replace the missing ATK from losing an ATK sands in favor of an ER sands on Beidou. 

https://www.youtube.com/watch?v=WbE1QmGt5Xk . A visual rotation guide with Yoimiya Xingqiu Bennett Beidou – all overvape variants follow mostly the same rotation.


  • Good AOE damage from Beidou and overload
  • Extremely high survivability with Xingqiu, Beidou, and Bennett all providing DR/healing/shielding
  • Access to high sub-DPS damage with Xingqiu and Beidou
  • High energy gen provided by Bennett


  • Needs investment into Xingqiu, Beidou, and Yoimiya
  • Beidou needs a large amount of ER to have high burst uptime as a solo electro unit

Replacing Beidou with Fischl will make the team more single-target focused, as both Fischl and Xingqiu deal single-target off-field damage. Without access to Beidou, the team will struggle in AOE, and also lacks the shield/damage reduction that Beidou provides. 


  • High single-target damage
  • Fischl does not need a significant amount of ER, and it’s very easy to use her
  • High energy gen provided by Bennett


  • Does not have a significant amount of AOE damage
  • Requires investment into multiple units

Without Bennett, Yoimiya will have a significant amount of trouble getting her burst up, and will have trouble surviving without a dedicated healer. Additionally, while there are more sub-DPS units in this team, losing access to Bennett’s buff will make each deal comparatively less damage, which makes damage increase provided by this team over a different variant smaller.


  • Electro resonance + Fischl make it very easy to generate energy for Beidou
  • Large amount of sub-DPS damage from three sub-DPS units


  • No healer
  • No energy from Bennett, requiring Yoimiya to run more ER

Pros and Cons of Overvape


  • High AOE damage with access to Beidou
  • Can make use of extremely strong sub-DPS units like Beidou, Xingqiu, and Fischl
  • Access to amplifying reactions and transformative reactions, which makes an EM build viable, allowing EM buffs to have more effect
  • High survivability with damage reduction


  • Inflexible team compositions – there are only three real overvape team comps that are possible
  • Generally no strong shielding; the shield that Beidou provides is not very strong
  • Using both Xingqiu and Bennett on one team prevents using either on the other side of the abyss, which restricts teambuilding options

Pure Pyro

In a pure pyro team, Yoimiya will be used with other strong units who can either deal off-field damage, buff Yoimiya’s damage, or both. One example pure pyro team is composed of Yoimiya, Bennett, Kazuha, and Venti. In this team, Kazuha and Venti will deal off-field damage, with Kazuha buffing Yoimiya with his Ascension 4 Skill. Bennett provides healing and buffs for the whole party. This team is very effective at dealing with a large number of targets because both Kazuha and Venti hit in an AOE, which helps alleviate Yoimiya’s lack of AOE. 

Pure Pyro and Overload teams can be quite expensive because they require players to invest in multiple units, but the benefits that they offer (mostly their ability to deal AOE damage) will generally push them ahead of vaporize teams.

All Pure Pyro teams should include Bennett; the other units are flexible. Some notable teams will be listed here:


Extremely high AOE damage; the issue is that this team prefers to be played in a quickswap manner, since Bennett, Kazuha, and Venti all have low cooldowns on their skills. However, Yoimiya needs to be on-field for 10 seconds for her skill, which prevents her teammates from casting her skills. 

The rotation for this team (and other pure pyro teams) is pretty simple; players should just cycle through skills. An example rotation is:

Bennett E > Yoimiya Q > Bennett Q > Bennett E > Kazuha E > Kazuha Q > Venti E > Venti Q > Yoimiya E > Autos > Repeat


  • High AOE damage and multiple sources of buffs from both Bennett and Kazuha
  • Very good CC from Venti
  • High survivability; enemies sucked in by Venti’s burst cannot hit you, and Bennett’s heals provide a lot of survivability
  • Anemo Resonance reduces rotation length


  • Yoimiya’s selfishness on her skill prevents her teammates from casting her skill
  • Yoimiya does not excel in the area where this team (AOE damage) works well
  • Does not work very well against large targets that cannot be sucked by Venti


This team relies on both Yoimiya and Xiangling to deal damage; Bennett and Kazuha will buff both easily. Additionally, because three pyro units are being used, the energy requirements for the three pyro units are reduced since element-aligned particles will provide more energy to the element they are aligned with, and Bennett, Xiangling, and Yoimiya all produce pyro particles. However, this team is likely made more effective by replacing Yoimiya with a unit like Childe or Xingqiu, as doing so will allow Xiangling to boost her damage with vaporize at the cost of higher energy requirements.


  • High AOE damage
  • Triple pyro units = more energy generation


  • High energy cost on Xiangling forces Bennett to battery both her and Yoimiya to some degree
  • Cannot counter enemies that are resistant to pyro easily
  • Does not take advantage of amplifying reactions
  • Replacing Yoimiya with Childe or Xingqiu would likely lead to better DPS


A variant on the previous team, using Venti instead of Kazuha for more CC at the cost of a significant buff and possibly some damage. Additionally, Xiangling’s pyronado may have some trouble hitting enemies in Venti’s burst 100% consistently. This team also possesses the same issues that the other pure pyro teams have – Yoimiya’s selfishness not synergizing well with the low CD skills of other team members.


  • High AOE damage
  • Strong CC from Venti
  • Pyro resonance and higher energy gen due to 3 pyro units in team


  • Xiangling might not be able to consistently hit enemies in Venti’s burst
  • Lack of significant buffing (only Bennett + 4VV from Venti, plus possible buffs from Xiangling constellations)
  • Cannot deal with pyro-resistant enemies well
  • Forces rotation to be extended to 20s to accommodate Xiangling burst CD


All three units in this team provide powerful buffs to Yoimiya; Kazuha and Bennett provide a DMG% and ATK buff, while Zhongli shreds resistance and provides a very valuable shield that increases Yoimiya’s interruption resistance. However, the only damaging units on this team are Yoimiya and Kazuha (and Zhongli if build as a nuker). However, Kazuha can still deal a significant amount of damage as a sub-DPS.


  • Lots of buffs for Yoimiya
  • Access to both healing, CC, and shielding, making the team very comfortable to play
  • Access to AOE damage through Kazuha and Zhongli (if built as nuker)


  • Only a single sub-DPS (Kazuha) and does not amplify Yoimiya’s damage through reactions
  • Requires higher ER for Kazuha and Zhongli without another Anemo/Geo unit to generate energy


The “Geo Bros” team consisting of Yoimiya, Bennett, Zhongli, and Albedo is a Geo/Pyro hybrid team that gains access to both Pyro and Geo resonance, which are both very strong. However, without access to VV shred and significant AOE damage, this team will struggle in some situations that other pure pyro teams do not, such as in AOE situations – a problem that Yoimiya cannot alleviate. However, with Zhongli’s shield, crystallize, and Bennett’s healing, this team is very comfortable to use.


  • High comfort
  • Access to both Geo resonance and Pyro resonance, which are both very strong 


  • Mostly locked to single-target damage
  • Does not amplify damage, and Albedo does not offer as much to a team as a sub-DPS unit like Kazuha or Venti, who will also offer VV shred and buffs (in Kazuha’s case).

Pros and Cons of Pure Pyro


  • High AOE damage and significant buffing for Yoimiya
  • Does not require Xingqiu, freeing him up for the other team
  • Access to strong support/sub-DPS units like Zhongli and Kazuha
  • Very easy to use


  • Other pyro units will generally outperform Yoimiya due to her selfish nature preventing other team units from using their skills
  • Can struggle in single-target
  • Will have issue dealing with pyro-resistant and heavy enemies if being used with Venti
  • Cannot take advantage of EM stats

Sub-DPS Yoimiya

Yoimiya is not a good sub-DPS. Her elemental burst does not deal very much damage compared to other sub-DPS units like Xiangling and Beidou, and her A4 buff is quite weak, especially given that players cannot stack her A1 talent to increase her A4 buff without using her skill. Additionally, while some players may think of using her as a pyro applier for Ganyu, since her burst can only apply pyro once every four seconds, she cannot function well as a pyro applier compared to units like Xiangling and Kazuha. It is generally recommended to use a unit who can fulfill the sub-DPS role more effectively than using Yoimiya as a sub-DPS in a team.

Credit to: Recrystallize (https://www.pixiv.net/en/users/21307962)

Part 6: Teammate Catalog

Now’s the best time to test our fireworks out, though I’m sure they’ll look good whether they explode in the sky or on the ground… Hehe, just kidding. I’ll pay attention to safety.

Yoimiya has rather flexible teams and is not confined unlike other DPS who have pre-determined teams. However, she has innate synergy with some characters that make them more desirable than others. As such, this list is not meant to be the “end all be all”, but rather serves to provide additional insight and info into what units can indeed work.

Keep in mind that a unit’s constellation can dramatically increase how well they work with Yoimiya, such as offering enhanced buffs, utility or even dramatically changing the viability of using Yoimiya with them.

Note that there are 2 tables. Table 1 is for a general list of characters who work well with Yoimiya, and are recommended. Table 2 is a secondary list for characters who, in very niche circumstances, can be used. However, it is almost never recommended to actually run these characters in most circumstances.

Rating System: 

Bennett: almost always want to use him with Yoimiya

S: extremely good with Yoimiya; lots of good synergy and unique utility

A: very good with Yoimiya and can offer utility that many other units cannot

B: alright with Yoimiya; generally other characters will be a better choice, but still not a terrible option

C: pretty bad with Yoimiya; only use them if there are little other choices

D: pretty much never a good choice with Yoimiya

F: do not use with Yoimiya

Recommended Characters

CharacterElementRoleSynergy w/ Yoimiya Notable Constellations
BennettPyroSupport, BatteryS++C1, C5, C6
XianglingPyroOff field DPSA-C1, C3, C4, C6
XingqiuHydroOff field DPS, EnablerS – S+Basically all but C1
BeidouElectroOff field DPS, EnablerS+C2
FischlElectroOff field DPS, EnablerA+ – S+C6
DionaCryoSupport, BatteryB+ – A+C6
RosariaCryoOff field DPS, Enabler*B-C2
GanyuCryoOff field DPS, Enabler*B-C4, C6
SayuAnemoSupportBC1, C4, C6
SucroseAnemoSupport, CCSC1, C2
Anemo TravellerAnemoSupport, CCB-C6
JeanAnemoSupportA- – SC2
KazuhaAnemoSupport, CCS+C2
VentiAnemoSupport, CCS+C6
AlbedoGeoOff field DPSB-C6

Non-Recommended Characters

CharacterElementRoleSynergy w/ Yoimiya Notable Constellations
AmberPyroSupportCElegy for the End, C2, C4, C6
Hu TaoPyroN/AD-C4
KleePyroSupportC- – BC2, C4
MonaHydroSupportC+C1, C4
LisaElectroSupport, EnablerCA4, it’s literally just A4C1, C4
Electro TravelerElectroOff field DPS, Battery, EnablerC+C1, C2, C4, C6
KaeyaCryoSupport, Off field DPSC-C2, C6
ChongyunCryoSupport, EnablerDC2
AyakaCryoOff-field DPSC+C2, C4
NoelleGeoSupportCC1, C4
Geo TravellerGeoSupport/Off-field DPSCC1, C6
NingguangGeoOff-field DPSC+C2, C6

Pyro Characters

Bennett: S++

The hidden pyro Archon, Bennett, is arguably Yoimiya’s best support. Bennett provides Yoimiya with energy, a gigantic attack buff, and healing. The value that he brings to Yoimiya teams cannot be understated, and, if players don’t have Bennett tied up on their other team for abyss, they should bring Bennett with Yoimiya.

ProsConsolidates many roles into one, and is an amazing support for Yoimiya and her teammates

Bennett’s Elemental Skill generates high amounts of particles, allowing Yoimiya to burst off CD for constant A4 buffs

Bennett’s Elemental Burst offers an absolutely massive ATK boost, and Yoimiya can abuse due to her ranged playstyle allowing her to stay in the circle

Provides amazing healing and allowing for face tanking provided stagger resistances such as Xingqiu’s Elemental Burst or Beidou’s Elemental Burst are present

A 4 star unit that everyone can obtain with starglitter, and has appeared frequently on banners

Does not require a high amount of investment to work as a support (4NO set with as much ER as possible is all that’s needed)

Provides pyro resonance to further increase Yoimiya and her team’s damage

Works well with most of the off field DPS units that Yoimiya will be used with as most of them can snapshot his buff (with the exception of Xingqiu)

Makes Slingshot R5 extremely good on Yoimiya (better than Rust R1), making her more F2P-friendly
ConsBennett’s Elemental Burst infuses Yoimiya herself with Pyro, resulting in some unwanted reactions onto Yoimiya. If a powerful Hydro or Cryo Attack (such as the Maguu Kenki explosion) hits Yoimiya, she is most likely dead. If Yoimiya is hit with Electro Attacks to cause Overload, she will most likely be flown around unless stagger resistance or Zhongli

Using him with Yoimiya prevents you from using him on your other team, and Bennett may be more necessary there (eg. Childe Xiangling)

You are also not using Bennett as an on field DPS, a role which he performs very well in

ATK buff cannot be snapshotted onto Yoimiya’s Elemental Burst
ConstellationsC1 is even more important to have because Yoimiya’s Burst cannot snapshot, meaning Yoimiya ideally always want the ATK buff no matter her HP%

C6 does indeed give Yoimiya a 15% Pyro DMG% despite what the description may imply. It does not infuse her arrows outside of her Elemental Skill however
BuildA high base ATK sword such as Rancour if F2P, or Mistsplitter Reforged/Aquila Favonia for 5*, is ideal

4NO to further increase the ATK% buff given to the team. With 20% ATK from 4NO, 25% from Pyro Resonance, and a max of 20% ATK from Yoimiya’s A4 Talent, upwards of 65% ATK can be given team wide

As much ER as humanly possible to ensure consistent burst uptime

Visit the Bennett Guide for more information

Xiangling: A-

Accompanied with Guoba, Xiangling in a Pure Pyro team can offer major off field DPS and various buffs to enhance both Yoimiya and her team’s damage. Do note that putting Xiangling with Yoimiya in a non-Pure Pyro team can lead to missed vapes and overloads on both Xiangling and Yoimiya, and is not recommended.

ProsProvides a very good source of off field DPS and can buff the overall team damage

Guoba offers some off field particle generation provided he hits, and leaves a Chili that is able to be picked up mid fight and still buff Yoimiya and her burst

Pyronado deals absurd AOE damage and helps to solve Yoimiya’s lack of AOE. It can also proc Yoimiya’s Elemental Burst

Pyronado can snapshot Yoimiya’s A4 Talent for 20% ATK, as well as Bennett’s ATK buff

Xiangling is free by completing 3-3, and her frequency on banners makes it easy to achieve her strong constellations

Works extremely well with Bennett if Bennett is being used
ConsIdeally can only be ran in a Pure Pyro setup. Guoba and Pyronado will add too much pyro application, resulting in lost vapes and overloads for both Yoimiya and Xiangling

Needs a fair bit of investment and energy management, such as having sufficient ER to ult off cooldown or having precise rotations to snapshot the various buffs

EM Ascension, weapons and stats are completely wasted in a Pure Pyro team
ConstellationsC1 is a great boost to both Yoimiya and Xiangling’s damage

C4 allows for even more Pyronado damage

C6 boosts Yoimiya’s own damage and Yoimiya’s Burst provided it is still on the field
BuildEM weapons are wasted (since Xiangling will typically be used in a Pure Pyro team with Yoimiya), so ideally weapons such as the Staff of Homa, Deathmatch and The Catch should be used

Higher ER than usual because Yoimiya’s energy generation is not great, it will depend on the enemies you face and your rotations

4ESF is usually preferred, higher ER and more comfiness on Xiangling’s energy

Visit the Xiangling Guide for more information

Amber: C

The original Pyro Bow character, Amber unfortunately doesn’t offer much to her fellow Pyro Bow user, Yoimiya, compared to others. However, she can still be used in niche circumstances.

ProsCan hold Elegy of the End and easily proc it resulting in massive team wide buffs.

Amber’s Bunny can distract enemies, making it easier for Yoimiya to fire without being interrupted or focused
Amber’s Elemental Burst can quickly proc Elegy of the End or Favonius Warbow, giving buffs or energy

A free character

Does not need much investment at all to perform in her role as a support
Has the caveat that, in the Bunny Bomber playstyle, she does want to be invested in
ConsPlaying around Baron Bunny is awkward, and Amber cannot consistently proc Yoimiya’s Elemental Burst off field

Fairly poor energy generation

Generally can be replaced for another character for more utility
ConstellationsC2 allows for higher particle generation, and on demand damage

C4 allows for more Baron Bunnies, and more chances of the enemy to be distracted

C6 universally buffs 15% ATK and movement SPD to the team, which, combined with Yoimiya’s A4 and pyro resonance, will give a total of 55% ATK boost to everyone
BuildElegy of the End or Favonius Warbow

4NO or 4Instructor, with lots of ER. Ideally Amber wants to ult off cooldown with no worries of ER
Visit the Amber Guide for more information

Xinyan: C-

Local rockstar from Liyue, Xinyan, unfortunately cannot provide much to Yoimiya. Xinyan is moreso a specialist in physical teams or niche team setups to use Xinyan’s overload potential, both which Yoimiya doesn’t care about. It is not recommended to pair Xinyan and Yoimiya together.

ProsHas a shield that, if invested into with full DEF, can be somewhat decent
ConsPoor energy generation, and poor damage output

Pyro procs from Xinyan’s shield may steal vaporises or overloads from Yoimiya

Shield has poor uptime of 12s duration, 18s cooldown, and is not that impressive

Generally can be replaced for another character for more utility
ConstellationsC2 can improve the viability of Xinyan’s nuking potential to swap in an deal damage, but without superconduct, the damage is rather mediocre and it sacrifices her shield potential
BuildWolf’s Gravestone can activate and buff Yoimiya and the team

4TOM can buff Yoimiya and the team if the shield activates

Yanfei: C-

Pyro lawyer hailing from Liyue, Yanfei unfortunately doesn’t have much to offer to Yoimiya. It is not recommended to pair Yoimiya and Yanfei together. If you wish to play Yanfei and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight.

ProsHas a shield at C4 that is fairly strong

Can hold TTDS
ConsDoes not deal a lot of damage with her elemental skill or her elemental burst

Poor energy generation, and can have low uptime on shield

The only thing she’s really useful for is her shield

Generally can be replaced for another character for more utility
ConstellationsC4 is the only constellation that improves her support capability
BuildTTDS or Fav Codex (Shield requires her to cast her burst, meaning high burst uptime is necessary)

Diluc: F

Dark Knight of Mondstadt, Diluc has almost no synergy with Yoimiya and is not recommended. If you wish to play Diluc and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsPyro Resonance, and is claymore
ConsDemands field time, and does not offer any significant utility to Yoimiya or the team

Has no off field elemental application

Generally can be replaced for another character for more utility
BuildCan hold WGS and SOBP to buff Yoimiya. In particular, SOBP gives ATK SPD which, due to Yoimiya having no hitlag, can be a significant DPS increase. However, the field time used to proc SOBP is debatable if it is worth it

Hu Tao: F – D-

77th Director of the Wangsheng Funeral Parlor, Hu Tao has almost no synergy with Yoimiya and is not recommended. If you wish to play Hu Tao and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsPyro Resonance, and can offer a niche cRATE buff
ConsDemands field time, and does not offer any significant utility to Yoimiya or the team

Generally can be replaced for another character for more utility
ConstellationsC4 increases the party cRATE if an enemy with Blood Blossom is defeated. This can stack to give 24% cRATE to Yoimiya, which may be useful

Klee: C- to B

The other explosion expert, Klee is more of an on-field DPS unit than a support unit, but with constellations she can offer many useful support tools. The issue is that her support capability is constellation-locked, and a C0 Klee does not offer much to a team with Yoimiya. If you wish to play Klee and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsWith C2, can offer a powerful 23% DEF Shred buff, and can offer a large amount of quickswap damage with C4 and additional support capability with C6

Can hold Thrilling Tales of Dragon Slayers to buff Yoimiya

Mines can be gathered by many anemo units (who may be used in a pure pyro playstyle) to deal significant damage

Does not need investment for some support roles (TTDS holder, C2 DEF shredder)
ConsHer support capability is constellation-locked

Poor energy generation

Generally will function better as a main DPS than as a support for Yoimiya
ConstellationsC2 shreds DEF, which is extremely powerful

C4 allows Klee to swap in, cast her burst, and swap out to nuke enemies, taking less field time from Yoimiya

C6 provides a 10% Pyro DMG bonus, which isn’t extremely large but still appreciated
BuildSacrificial Fragments and TTDS are both options for a lower-investment Klee; Sac Frags will allow her to cast her skill more times, generating more energy for Yoimiya and dealing more damage

Skyward Atlas and The Widsith are good for Quickswap Klee

Visit the Klee Guide for more information

Hydro Characters

Xingqiu: S – S+

The premiere Hydro Applicator, Xingqiu adds another to his collection of DPS that want him. Yoimiya can very easily use Xingqiu, as he offers incredible synergy and buffs that no one else can

ProsOffers consistent vaporise reactions for Yoimiya to increase her damage

Offers incredible off field DPS, and support value

Xingqiu’s Elemental Skill offers amazing Damage Reduction and Stagger Resistance, allowing Yoimiya to be more tanky and be able to fire her full Auto Attack chain without being interrupted

Xingqiu’s Elemental Burst applies Hydro every second, allowing for Yoimiya to vaporise her N1-1, N3 and N5 (which are her hardest hitting auto attacks

Xingqiu is a 4*, has appeared in numerous banners and 5 of his 6 constellations are very potent

Scales incredibly well with investment, adding even more damage

When combined with Beidou, the damage reduction from both Elemental Burst stacks additively. This can lead to:
16.32% (81.6% Hydro% on Xingqiu) + 27% (T8 Xingqiu’s Elemental Skill) + 30% (Beidou’s Elemental Burst) = 73.32% DMG Reduction
This essentially makes Yoimiya take only 26.68% incoming damage, meaning she has 3.7x effective health. In addition, the stagger resistance stacks meaning Yoimiya is rarely going to be knocked around by any attack.

When combined with Zhongli, the damage reduction applies to the shield’s health, increasing the effective HP of the shield in the same way.
A 40K HP Zhongli Talent 8 shield will be boosted from 20K to 46K HP with Xingqiu, and 75K HP with both Xingqiu and Beidou
ConsXingqiu’s Elemental Burst is single target damage, which does not solve Yoimiya’s issue of having poor AOE

Vaporise, in particular vaporising Yoimiya’s N3 and N5, is not reliable and is prone to being messed up

Yoimiya does not generate much energy meaning Xingqiu will need to self sustain himself via
Sacrificial Sword, a high refine Favonius Sword or needing ER substats

Xingqiu is wanted in most teams especially those with on field Pyro DPS
ConstellationsC2 allows for more flexible rotations, and allows for Yoimiya to fully use the entire duration of Xingqiu’s ultimate

C4 can allow for potential nukes using Yoimiya’s Elemental Burst as pyro application (but is unreliable)

C6 increases personal damage, lessens Xingqiu’s ER requirements as it generates ~10 to 15 energy. It also completely forces a Hydro Aura on the 3rd wave (as it applies 2 instances of 1U Hydro)
BuildER weapons are desired to ensure constant Xingqiu ultimates. A high refine Sac Sword, Favonius Sword or even Skyward can be used

4ESF should be taken to accompany the higher amounts of ER Xingqiu will need

Visit the Xingqiu Guide for more information

Barbara: C+

Mondstadt’s local idol, Barbara is a free to play option as a buffer and healer and thus, can be used with Yoimiya if other options are not available. However, Barbara’s utility will most likely be inferior to other characters and thus, Barbara is not recommended if other options are available.

ProsA free and accessible support

Barbara’s Elemental Skill offers periodic healing, allowing Yoimiya to be sustained whilst she is on field

Barbara’s Elemental Burst can be used as a quick source of healing after Yoimiya’s Elemental Skill, whilst not disrupting team flow

Barbara can hold Thrilling Tales of Dragon Slayers, and can thus, provide Yoimiya with a 48% ATK buff

Barbara is free to obtain at AR18
ConsOffers no energy generation or off field damage

Barbara’s Elemental Skill hydro application is incredibly poor and most likely will never work due to Yoimiya constantly stepping back during her Normal Chain

Generally can be replaced for another character for more utility
BuildTTDS should be the only weapon used, and you should always swap Barbara → Yoimiya for the 48% ATK buff4 Maidens, 4NO, 4 Instructor can all be used. Ideally Triple HP for maximum heals

Mona: C

An astrologist of great skill and equally-great pride, Mona has some niche synergy with Yoimiya. She can offer various buffs for little investment and her Omen provides insane DMG% buffs to Yoimiya allows for Yoimiya to get a strong “damage per showcase” clip. However, Mona is inferior to Xingqiu if attempting to vaporise Yoimiya’s damage for long sustained fights. 

ProsOffer various supporting capabilities to provide slight boosts of damage to both Yoimiya and the team

Mona’s Elemental Skill can offer some vaporises, but it is not reliable as Xingqiu

A standard 5* unit meaning it may be possible to naturally get her, or never get her

Does not need much investment if planning to constantly use her Elemental Burst purely for buffs
ConsDoes not apply Hydro as fast or reliable as Xingqiu, meaning Yoimiya may not vaporise much, if at all

Her Omen only lasts for 5 seconds, and Yoimiya’s Normal String takes ~3.5 seconds meaning only 1 Normal String will be buffed

Yoimiya Elemental Burst will always proc after the Bubble, meaning Mona’s Elemental Burst will never vaporise. However, you can still do the setup for Mona’s nuking if an alternate pyro source is added (such as Yoimiya’s CA)

Can be used on other more popular and stronger teams such as Ganyu Freeze

Hydro Resonance is not significant
ConstellationsC1 boosts Yoimiya’s vaporise damage, but only for her first Normal chain

C4 is somewhat nice to boost Yoimiya’s first Normal Chain and ensure it has a higher chance of critting
BuildER weapon or TTDS is preferred, to ensure constant Elemental Bursts or a stronger buff onto Yoimiya

4NO, 4 Instructors or 4 Tenacity can be used as a cheap method to boost damage

If attempting to vaporise Mona’s Elemental Burst, 2NO 2Hydro can  be used. Do note that Yoimiya as the sole Pyro applicator is unreliable when trying to vaporise Mona’s Elemental Burst, and is not recommended

Visit the Mona Guide for more information

Childe: D

The Fatui Harbinger hailing from Snezhnaya, Tartaglia is not a very suitable pairing with Yoimiya. Despite Yoimiya having downtime and Tartaglia potentially covering for Yoimiya’s downtime, Tartaglia is not recommended at all to be paired with Yoimiya as the two will perform better in their own respective teams.

If you wish to play Tartaglia and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

If you are willing to run Tartaglia with Yoimiya and have Yoimiya on field, the best method is to run a Burst Support Tartaglia and vaporise enemies with his Elemental Burst.

If you are willing to run Yoimiya with Tartaglia and have Tartaglia on field, the best method is to run a Burst Support Yoimiya and vaporise enemies with her Elemental Burst (however due to ICD issues, Yoimiya will only vape on every 2nd Elemental Burst proc). Do note that in this instance, Yoimiya is strictly inferior to Xiangling in terms of damage output.

ProsCan offer somewhat niche buffs to Yoimiya

Tartaglia’s Elemental Burst can be vaped on Yoimiya’s Elemental Burst for huge damage

Tartaglia’s Passive Talent gives Yoimiya +1 to her AA Talent, allowing her to deal slightly more damage on her Normals
ConsTartaglia offers little to Yoimiya if used as off field support

Yoimiya offers little to Tartaglia if he is used as on field

Yoimiya’s Elemental Burst has ICD, meaning it cannot vaporise on Tartaglia’s fast Hydro application (if proc’d once every less than 2.5s)

If Tartaglia is used as off field support for Yoimiya, Tartaglia can be replaced with most for better value

If Yoimiya is used as off field support for Tartaglia, she can be replaced with Xiangling for better value for Tartaglia

A limited 5* character, and only Childe’s C4 and C5 are useful for Yoimiya

Generally can be replaced for another character for more utility
ConstellationsC4 can offer hydro application off field, for Yoimiya to potentially vaporise. However, this is very questionable and still does not apply enough Hydro to allow consistent vaporise unlike Xingqiu

C5 improves Childe’s nuking abilities
BuildIf used as off field support, a nuking build with Stringless, 2 NO 2 Hydro is preferred

Visit the Childe Guide for more information

Electro Characters

Beidou: S+

Liyue’s finest captain of The Crux, Beidou deals incredible damage with Yoimiya and is one of Yoimiya’s best off field DPS to pair with her. Beidou offers incredible utility to Yoimiya, and due to Yoimiya’s fast Auto Attacks and her ranged capabilities, Yoimiya is able to “drive” or quickly proc Beidou’s Stormbreaker, incredibly well.

ProsOffers incredible off field AOE damage, utility, tankiness and Electro Application

Stormbreaker is incredible AOE damage and helps to solve Yoimiya’s main issue of having poor AOE damage. If there are 2 tanky targets (which is Yoimiya’s worst scenario), Beidou thrives and deals immense damage

Stormbreaker applies Electro very well if it can bounce, allowing for consistent overloads from Yoimiya

Yoimiya shoots incredibly fast resulting in frequent Stormbreaker procs. In addition, Yoimiya shoots in an almost perfect way where her Autos will fire slightly longer than 1s intervals, resulting in more Stormbreaker procs

It is expected to get 8 to 9 Stormbreaker procs during Yoimiya’s 10s of Elemental Skill. Overall, 10 to 11 procs can be expected, which is very powerful

Stormbreaker provides 30% DMG Reduction at Talent 8 and Stagger Resistance. As such, this allows Yoimiya to get her full combo off, and facetank more attacks

Beidou was free during the 2.0 Thunder Sojourn Event, where Yoimiya’s first banner arrived. In addition, she was also in Paimon’s Bargains in 2021 August, the same mouth of Yoimiya’s banner

Most of Beidou’s constellations are powerful and useful to Yoimiya

Has good synergy with Fischl to have less energy strain and more consistent Electro application

Can snapshot Yoimiya’s A4 20% ATK buff to buff her Stormbreaker
ConsBeidou’s Tidecaller ideally wants to always be perfect parried for max damage and energy, but is reliant on enemy behavior which may not be possible

Beidou’s Stormbreaker has a huge energy cost and needs to be solved for sustained rotations. Fischl can lessen the load, well execution of Bediou’s parries with 4EOSF, or various Favonius weapons can help as well

Beidou’s Stormbreaker is much weaker in single target (but this is not an issue considering Yoimiya’s strength is single target)

Energy cost of Stormbreaker is variable, and depending on the enemies or scenarios, can either be non existent or a real issue

Overload can be a somewhat annoying mechanic and at long range, Yoimiya’s arrows will miss targets that are knocked back by Overload
ConstellationsC1 is rather nice, it helps to protect Yoimiya and allow her to complete her entire Normal Chain. When combined with Xingqiu for ~73% DMG Reduction, this can bring a high invested Beidou with 19k HP from 3K HP to 11.2K HP. 

C2 is an absurd damage increase, making it hit a total of 5 targets (from previously only 3). If there are 2 enemies, it will bounce from Target A → Target B → Target A → Target B → Target A. This effectively makes her Stormbreaker deal 66% more damage, assuming all 5 bounces hit

C6 is also amazing, it increases her own personal damage and as well as Fischl if running with Fischl
BuildAssuming Fischl, the usual Serpent Spine and 2TF 2NO or 4EOSF is recommended

If sole Electro, Sacrificial Greatsword can be a viable option with 4EOSF for higher ER

Visit the Beidou Guide for more information

Fischl: A+ – S+

The “Prinzessin der Verurteilung” accompanied by her raven, Oz, Fischl is a fantastic character to pair with Yoimiya to offer consistent off field damage, applying Electro for Overload and being a potential battery for Beidou.

ProsOffers off field damage, Electro application and is easy to use

Oz constantly fires at whomever Yoimiya shoots, dealing plenty damage and allowing Yoimiya to Overload, increasing AOE damage

Oz can proc Yoimiya’s Elemental Burst very consistently

Fischl’s Elemental Burst will redeploy Oz, self sustaining her

Fischl’s A4 Talent will strike the enemy whenever Overload occurs, which is even more damage

Fischl was free to obtain in the 1.1 Unreconciled Stars event

Fischl’s C6 has absurd synergy with Yoimiya, dramatically increasing Oz’s damage

Fischl can allow Yoimiya to both Vaporise and Overload off an enemy with Electro-Charged

Fischl can be used to battery Beidou and is a good pairing with her
ConsOz is purely single target damage, and whilst extra AOE damage via Overload is added, it does not completely solve Yoimiya’s AOE issues

Oz alone cannot sustain an electro aura for Yoimiya to consistently Overload, and it may lead to a

Pyro aura (meaning Fischl will now overload, which is bad)Overload can be a somewhat annoying mechanic and at long range, Yoimiya’s arrows will miss targets that are knocked back by Overload
ConstellationsC6 Oz is absurdly powerful with Yoimiya, as Yoimiya’s fast attacks will proc an Oz shot whenever she fires

C6 also applies more Electro. As such, Yoimiya and especially C6
Yoimiya with extra Pyro application, will Overload more
BuildStringless, or any stat stick such as Skyward Harp. Visit the Fischl Guide for more information

2 Thundering Fury 2 Gladiator or Shimenawa is preferred. Do not go 4 Tenacity of the Millelith as the teamwide 20% ATK damage boost is not worth sacrificing Fischl’s personal damage since Fischl will be a bigger source of damage due to her A4 and C6 shots

Visit the Fischl Guide for more information

Lisa: C

Mondstadt’s famous librarian, Lisa has very little use case with Yoimiya and is not recommended. Whilst she can provide buffs such as -DEF shred with A4 or hold Thrilling Tales of Dragon Slayers for Yoimiya, it is not worth it to run Lisa, if other more powerful characters exist.

ProsCan increase Yoimiya’s personal damage with various buffs

Lisa’s Elemental Burst can apply Electro rather fast, allowing for Yoimiya to overload consistently

Lisa’s A4 Talent removes -15% DEF shred for 10s, which might boost overall team damage (it does not boost Yoimiya’s Overload damage however)

Lisa is free for every player
ConsLisa has poor energy regeneration without C1, and her Hold Elemental Skill takes far too much field time to be worth using

Lisa’s Elemental Burst can knock enemies away, and the Overload from Yoimiya may knock smaller enemies extremely far

Generally can be replaced for another character for more utility

Constellations are rather hard to obtain, as Lisa is only available on the Standard Banner
ConstellationsC1 can help Lisa’s own energy generation as well any other Electro characters in the party

C4 increases Electro application and is a great source of AOE Electro application for Yoimiya to overload

C6 increases the viability of Lisa swapping in for quick bursts of damage with her Elemental Skill
BuildTTDS or Fav Codex can work, ideally TTDS to buff Yoimiya4NO or 4 Instructors can work to continue adding more buffs

Visit the Lisa Guide for more information

Razor: F

Raised in the areas of Wolvendom, Razor has almost no synergy with Yoimiya and is not recommended. If you wish to play Razor and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsCan offer a niche source of DEF shred
ConsDemands field time, and does not offer any significant utility to Yoimiya or the teamHas no off field elemental application

Generally can be replaced for another character for more utility
ConstellationsC4 removing DEF may improve Yoimiya and the team’s damage output
BuildWolf’s Gravestone can activate and buff Yoimiya and the team2TF 2GL can work to increase Razor’s Elemental Skill damage

Visit the Razor Guide for more information

Keqing: D-

Yuheng of the Liyue Qixing, Keqing has almost no synergy with Yoimiya and is not recommended. If you wish to play Keqing and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsKeqing’s Elemental Skill can potentially battery Beidou, and has better potential at C2

Keqing can quickly use her Elemental Burst and Skill, and then leave
ConsDemands field time, and does not offer any significant utility to Yoimiya or the team

Has no off field elemental application

Generally can be replaced for another character for more utility
ConstellationsC2 has a chance to produce Electro particles which if funneled into Beidou, can somewhat work
BuildFreedom Sworn can activate and buff Yoimiya and the team

Electro Traveler: C+

Traveler from another world, the electro traveler does offer some utility to Yoimiya teams as both an elemental applier and an energy generation support, but other electro units will perform their role better. They offer little damage if built as an ER support, and with an 80 cost burst, need a large amount of energy from another electro unit in order to cast their burst consistently.

ProsCan apply electro to enemies with elemental burst and elemental skill, allowing Yoimiya to utilize overload

Provides energy to Yoimiya, allowing her to use less energy recharge and opt to use more damaging skills

Can help battery Yoimiya’s sub-DPS units, such as Beidou

Free and every player can get C6
ConsDoes very little damage if built for ER

Fischl is generally a better replacement, as she will deal more damage than EMC and the energy generation loss is not very significant for any unit except BeidouThis comes with its own caveat that using EMC with Beidou is only really “optimal” if in an overload team, which makes him/her a bit inflexible

Very clunky and difficult to buff multiple characters

High energy cost making it difficult to play them well as a sub-DPS
ConstellationsC1 – more amulets allows for more buffing ability

C2 – can offer a good buff for any electro team members

C4 – offers a larger ER buff, works well with burst-heavy teammates since teammates like Beidou can perform a rotation like Beidou E > Beidou Q > pick up amuletC6 – higher ER for the on-field character and more sub-DPS damage
BuildEMC can function as more of a sub-DPS unit, but requires a bit of batterying since EMC does not generate a lot of energy particles, which trades off with damage. 

Currently, testing with EMC C6 cannot be done (as it’s not out yet), and overall EMC builds are still up in the air.

Cryo Characters

Ayaka: C+

Eldest daughter of the Kamisato Clan, Ayaka can offer a decent amount of quickswap damage from her elemental burst but does not synergize well with Yoimiya teams. However, she requires batterying, which necessitates bringing another cryo unit like Diona, preventing players from using other supports like Kazuha, Zhongli, and Bennett, decreasing Yoimiya’s damage. It is generally better to allow Ayaka to shine on her own team than forcing her to be used as a support for Yoimiya.

ProsSome cryo application from elemental burst and a large amount of damage from said burst

Decent energy gen (but still requires a battery)Can freeze enemies, offering CC
ConsUsing Ayaka in a team with Yoimiya draws her away from teams where she will provide more value

Needs a large amount of energy to fund her 80 cost burst, requiring another cryo unit to be used on the team

Will have trouble hitting her burst if Yoimiya consistently melts enemies, stopping them from being frozen (and diminishing the value of the 4BS artifact set)
ConstellationsC2 – Allows Ayaka to deal much more damage to large targets

C4 – provides team utility by shredding enemy defenseC6 – can be used to nuke opponents every once in a while

C6 – can be used to nuke opponents every once in a while
BuildAyaka’s ability to freeze targets while they are being melted by Yoimiya isn’t currently known, which makes it more difficult to recommend the 4BS set. While it may still be a good choice, another viable option is 2BS 2NO.

Kaeya: C-

Cavalry captain of the Knights of Favonius, Kaeya possesses little synergy with Yoimiya. As a ranged unit, Yoimiya typically stands some distance away from targets, which does not allow Kaeya to hit those targets, creating a lot of anti-synergy between Yoimiya and Kaeya. Additionally, reverse melt and melt teams are not particularly good for Yoimiya, as detailed below in Rosaria’s description.

ProsKaeya can offer a decent amount of cryo application and a large amount of damage as a sub-DPS.

Freeze also has a lot of utility for Yoimiya, as frozen enemies cannot hit her. However, she cannot perma-freeze enemies, which decreases this utility.
ConsYoimiya wants to be played at a range to avoid interruption. Kaeya’s burst does not cohere with this playstyle, as it functions as an orbital around him. The only circumstance under which Kaeya would be comparable to Rosaria or Ganyu in terms of cryo application for Yoimiya is with a very strong shield, as this avoids the issue of interruption. 

Cryo/Freeze Yoimiya is generally not a very strong playstyle compared to playstyles like overload, and Yoimiya is replaceable with other units who can apply more pyro (Klee due to her AOE Pyro application, Xiangling for the same reason)

Using Kaeya in a team with Yoimiya draws him away from teams where he will provide more value
ConstellationsC2 – the extension effect applies whenever any character in the party defeats an enemy, which enhances Kaeya’s enabling ability

C6 – allows Kaeya to apply much more cryo and allows him to use less ER, which improves his damage and support capability considerably
BuildGenerally, Kaeya should use the Lavawalker’s artifact set if used in reverse melt, and can use the combination of 2-piece Blizzard Strayer and 2-piece Noblesse Oblige or 4-piece Blizzard Strayer in a freeze team.

Rosaria: B-

Sister of the Church of Favonius, Rosaria can offer some utility from her ascension four passive and her cryo application, and deals some off-field damage, but there are generally better choices for both utility and sub-DPS picks. However, using her for melt/reverse melt is not a particularly good idea. Melt teams need Xingqiu and a cryo unit so that Yoimiya can melt, taking up two support slots that could have been used for units like Kazuha and Bennett. Reverse melt relies on high pyro application from units like Xiangling who can apply pyro to many enemies at once, has no ICD on her burst, and cannot be staggered out of her pyro application. Yoimiya’s pyro application is dependent on her continuously normal attacking, which can be difficult to maintain without any interruption resistance in a reverse melt team. It is generally not recommended to play a reverse melt team with Yoimiya.

ProsSimilar to Kaeya, functions as a good off-field cryo applier and off-field DPS unit

Can be used at range, allowing Yoimiya to distance herself from Rosaria’s burst to avoid interruption

Can enable Yoimiya to occasionally melt and provides utility through enabling the frozen reaction (with the help of a hydro unit)

Decent AOE on burst

Provides crit rate to her team members with her Ascension Four passive, which provides a decent buff to Yoimiya
ConsForward melt is pretty inconsistent for Yoimiya, and using cryo units to enable it comes with a trade-off of using other units who could potentially offer more to the team, such as Xingqiu, Beidou, and Bennett

May have slight burst uptime issues if used as the only cryo unit on the team

Will also generally offer more utility to other teams than she will offer to a Yoimiya team
ConstellationsC2 – extends Rosaria’s burst duration, which allows her to function much more efficiently as an off-field DPS

C4 – allows Rosaria to use more offensive stats instead of ER to deal more damage
BuildCan use 4NO or 2NO2BS; 4BS does not affect Rosaria’s crit rate sharing, so relying on it to provide crit rate will diminish her support capability

Diona: B to A-

Bartender of Cat’s Tail, Diona is a solid choice to support Yoimiya and the team. Diona offers many useful utility to the team, such as energy, shielding, EM at Constellation 6 and generally rounds off a team. However, she is inferior to many other characters such as Bennett, Zhongli or even Jean.

ProsGives the team shielding, healing, and 200EM at C6, which benefits vaporize and overload Yoimiya quite a lot

Decently strong shielding, can also battery Yoimiya and her teammates to some degree with Favonius Warbow

Was a free character, given in an event, so many players will have her

Can synergize with other cryo units if they are being used with Yoimiya

Good user of 4NO if players don’t have another character using the set

Can use Elegy for the End, which can buff Yoimiya to extremely high levels when combined with Diona’s C6
ConsDoes not generate pyro energy for Yoimiya, and one aspect of her utility (200EM) is constellation-locked, with another (Elegy Holder) being 5 star weapon-locked

High-cost burst which can be hard to fund without another cryo character on the team

Worse shielding than Zhongli, making her a strictly inferior option to Zhongli in most teams

Generally inferior to Bennett as a support
ConstellationsC1 – decreases burst cost, allowing Diona to run more HP and less ER for a stronger shield

C2 – increases shield health, which allows it to last longer, indirectly increasing team DPS by allowing Yoimiya to take more hits without dodging

C6 – 200EM is very valuable for Vaporize and Overload teams with Yoimiya in them
BuildCan be used in flex slots as a healer; works very well in Vape and Overload teams with C6 and/or Elegy for the End

Example comp: Yoimiya, Bennett, Xingqiu, Diona

Ganyu: B-

Emissary of the Liyue Qixing, Ganyu can offer some utility to Yoimiya, but other units are generally better choices for supports, and Ganyu is generally better used in her own dedicated team. She can deal decent off-field cryo damage in a large AOE and apply cryo very quickly to many enemies, and her taunt can be valuable for Yoimiya; however, neither melt nor reverse melt make use of either Ganyu or Yoimiya very well; the elaboration of why neither melt nor reverse melt are very good for Yoimiya is in Rosaria’s description. 

ProsCan act as an off-field cryo applier for Yoimiya, can hit many enemies in an AOE to alleviate Yoimiya’s AOE issues

Can enable Yoimiya to melt some of her attacks, although this is not consistent and players should not rely on melts

Can be used with another cryo unit to provide cryo resonance, which will slightly increase Yoimiya’s crit rate

Taunt can be used to prevent enemies from targeting Yoimiya
ConsHas the opportunity cost of not being able to used on the other abyss team; Ganyu will typically offer more as a dedicated DPS rather than a sub-DPS/support for Yoimiya

A limited 5-star unit whose utility other 4 star units like Rosaria and Kaeya can fulfill Melt is not consistent with Yoimiya

Reverse melt is generally better played with different pyro units who can apply pyro in a larger range
ConstellationsC1 – very good, helps with energy economy
BuildCan use 2NO2BS, 4NO, and 4BS depending on needs and situation

Example melt Yoimiya comp: Ganyu, Yoimiya, Diona, Xingqiu

Can use 4LW if used in reverse melt (although this is not recommended)

Qiqi: D

Undead employee of the Bubu pharmacy, Qiqi has little synergy with Yoimiya. Her cryo application is not needed, and Yoimiya is generally used with Bennett, making Qiqi’s healing mostly worthless. 

ProsExtremely good healing, some slight cryo application (although relying on Qiqi’s cryo application is not a good idea at all)
ConsThe only thing Qiqi offers is healing. As stated in the Kaeya portion above, Yoimiya wants to be played at range, making orbital cryo application pretty useless. 

Her 80 cost burst is nearly impossible to fund, meaning that Qiqi needs to rely on her A4 to apply her burst marker, which means auto-ing with Qiqi (and not another character) if players want to take advantage of the high healing that it offers
ConstellationsDoes not offer much to Yoimiya besides more healing and damage mitigation in her constellations
BuildCan be used if more healing is the only thing a team needs, but there are no teams where “more healing” is the best option for a support

Chongyun: C-

Liyue’s resident exorcist, Chongyun has little synergy with Yoimiya and it is generally recommended to use a different unit. His strengths are weapon/constellation-locked (WGS and C2 respectively) and his personal damage is not very high. He can, however, hold the 4NO set, as his burst is only 40 energy and relatively easy to cast, and his support utility is not completely worthless.

ProsC2 reduces the cooldown of Yoimiya’s skill and burst if they are cast in it

Can hold Wolf’s Gravestone for a strong teamwide buff if timed correctly

A 4 star unit that many players likely have
ConsChongyun offers very little to the team besides his C2, a small bit of sub-DPS damage, and a possible buff from WGS (although this is not consistent at all and must be timed correctly).

Reducing the CD of skills and bursts cast in the field may seem appealing, but without offering any other benefit, Chongyun generally falls short compared to other supports. 

Constellation- and weapon-locked
ConstellationsC2 – Chongyun’s main support constellation and the main draw of using him as a support. 

C6 – allows Chongyun to deal slightly more damage with his burst.
BuildChongyun should use the sacrificial greatsword to have higher skill uptime, and can use the 4-piece Noblesse Oblige artifact set.

Eula: F

Unless you’re a mega-whale speedrunner and know what you’re doing, don’t.

Anemo Characters

Sayu: B-

Ninja of the Shuumatsuban, Sayu functions as an alright support for Yoimiya. She can be both a healer and buffer with the 4VV set. However, she does have flaws – she will generally be outperformed by other anemo units, and has an 80 cost burst which is hard to fund without another anemo unit on the team. 

ProsRole consolidator; VV holder and healer, allowing more flexibility in other team members

4 star unit that could be obtained with Yoimiya

Can be used with full EM mainstat artifacts, allowing players to transfer their artifacts from Venti/Kazuha/Sucrose over to Sayu
ConsOffers less utility than other anemo units like Sucrose, Kazuha, and Venti

Will generally underperform other supports like Zhongli

Only really works with Vape Yoimiya, other teams have less need for Sayu

High energy cost burst, making it difficult to run her without another anemo unit or a significant amount of ER
ConstellationsC1 – allows her to always both heal and ATK, providing more utility and damage

C4 – improves her energy economy

C6 – makes her a more viable healer and sub-DPS unit
BuildSayu should always be using 4VV plus EM mainstat artifacts; one EM mainstat piece can be changed to ATK if slightly more healing is needed, but the increase isn’t large.

Sucrose: S

Alchemist of the Knights of Favonius, Sucrose is an amazing support for Yoimiya and offers large buffs and grouping. Able to share EM for Yoimiya to have stronger Vaporises or Overloads, can hold TTDS for a massive 48% ATK buff, Sucrose is flexible and a generally good option. 

ProsOffers lots of utility to Yoimiya and her teammates

Sucrose’s Elemental Skill can quickly stagger enemies and apply 4VV resistance shred, allowing for higher damage

Sucrose’s Elemental Burst groups enemies together, allowing for Yoimiya to deal AOE damage via Overload or have Beidou’s Elemental Burst bounce between enemies, solving Yoimiya’s lack of AOE

Sucrose’s Elemental Burst has 2 unique interactions with Yoimiya. The first interaction is that it can lift enemies off the ground, making them prone to Overload and being knocked around. The second interaction is that it pulls enemies down to the ground, meaning if enemies are knocked upwards via Yoimiya’s arrows and Overload, the enemies can take dramatic fall damage

https://www.youtube.com/watch?v=yrgPFFtL1gM. A visual guide to show how Sucrose’s Elemental Burst can cause fall damage onto enemies lifted by her burst + further lifted by Yoimiya’s AA. 

Sucrose’s EM sharing can boost Yoimiya’s Vaporise and Overload damage, however it is slightly less effective on Yoimiya compared to other reaction characters due to the innate nature that Yoimiya’s Vaporise potential is unreliable

Sucrose has been on many banners, and most of her constellations are potent

Sucrose works especially well with Hydro and Electro off field DPS to swirl Electro Charged, and Sucrose will deal more damage as a result
ConsSucrose’s Elemental Burst has a high cost at 80, and ideally, Sucrose wants to be using her Burst constantly to be able to provide more AOE and potentially more damage via fall damage

Fall Damage using Sucrose’s Elemental Burst is unreliable, and should not be used as a main damage source, but it can be a nice bonus

Sucrose takes up a valuable team slot, and doesn’t offer any safety for Yoimiya or any powerful reactions or off field DPS
ConstellationsC1 allows for Sucrose to have more energy for herself, resulting in more frequent uses of her Elemental Burst

C2 makes Sucrose’s Elemental Burst last longer, increasing the duration enemies are pulled together and increasing the chances of enemies being slammed down and taking fall damage
BuildTTDS or Sacrificial Fragments are preferred, ideally TTDS as Vaporise with Yoimiya (especially with no shield since Sucrose is taken) is unreliable

4VV should be taken, no exceptions, with EM on Cup and Circlet. ER hourglass can be taken for more ultimates, but it is more ideal to find an EM hourglass and find ER substats

Visit the Sucrose guide for more information

Anemo MC – B-

Traveler from another world, the Anemo Traveler offers some utility to the team but generally is outperformed by other support units. Their C6 plus the ability to hold the 4-piece Viridescent Venerer artifact set allows them to buff Yoimiya to a large degree, but other anemo units like Sucrose and Kazuha will typically perform this role better.

ProsCan hold the 4VV set and Freedom Sworn

Groups enemies with both skill and burst to improve AOE damage dealt by Yoimiya’s teammates

Can shred elemental resistance with C6

Easily obtainable
ConsDoes not offer much damage compared to other sub-DPS/support units, and units like Kazuha can perform his role much more effectively

Knocks enemies far away from the player with burst, forcing players to chase enemies

Requires field time on hold E
ConstellationsC1 – better CC on elemental skill

C2 – more ER, allowing AMC to run more damaging substats

C6 – allows AMC to shred resistance with their elemental burst, enabling Yoimiya to deal more damage
BuildCan be used in flex slots, such as the fourth slot in a Yoimiya/Xingqiu/Bennett team, to further buff Yoimiya and other characters.

Jean: A- – S

Dandelion Knight and Acting Grand Master of the Knights of Favonius, Jean is a safe and solid pick to help consolidate many roles for Yoimiya’s team into one character. Jean can wear the 4VV artifact set to shred resistances, has a massive team wide instant heal with her Elemental Burst, and most importantly, frees up Bennett to be able to be used on the other team.

ProsFulfills many roles in one unit, allowing for flexible team compositions

Jean’s Elemental Skill is fast, allowing for quick resistance shred. Due to the nature of Yoimiya’s Elemental Burst being cast before important supports, it is possible to get a Pyro resistance shred allowing for more Yoimiya (though only for the first attack string of Yoimiya)

Jean’s Elemental Burst is perfect for gap filling during Yoimiya’s downtime, heals everyone and the heal over time is sufficient for Yoimiya to survive in

A standard 5* unit meaning it may be possible to naturally get her, or never get her

Using Jean frees up Bennett on the other side
ConsJean’s Elemental Burst, whilst can sustain Yoimiya, doesn’t prevent her from being interrupted and staggered

Jean’s Constellations dramatically improve her viability with Yoimiya

Unfortunately, generally a worse option than Bennett
ConstellationsC2 gives 15% movement and ATK SPD to Yoimiya. Due to how ATK SPD and hitlag works, Yoimiya being an archer means she has no hitlag, meaning she has full effectiveness from the 15% ATK SPD. This dramatically increases how fast Yoimiya shoots, allowing for more shots and Pyro Application, resulting in more Overloads for example.
BuildAn ER or ATK weapon should be taken to allow for consistent Elemental Bursts on Jean

4VV or 4NO. 4VV is preferred especially if paired with Electro Charged characters to help shred resistance of both Electro and Hydro

Visit the Jean guide for more information

Kazuha: S+

Wandering Samurai from Inazuma, Kazuha is an extremely potent character for Yoimiya and her team. Full of utilities such as incredible buffing potential of multiple elements, able to group enemies very quickly and with no cost and respectable personal damage, Kazuha is a strong asset to any Yoimiya team and should be taken in most circumstances.

ProsHas amazing utility and buffing potential, dramatically increase both Yoimiya and the team’s damage

Kazuha’s Elemental Skill can quickly gather enemies for Yoimiya to have an easier time dealing AOE damage with her Elemental Burst, Overload or to have Beidou’s ultimate bounce

Kazuha’s Elemental Burst hits many enemies at once, allowing for multiple resistance shred of VV and buffing of DMG% to fellow teammates with the corresponding element

Kazuha also deals respectable AOE damage via Swirls, helping solve one of Yoimiya’s biggest issues
ConsKazuha’s long field time for his Elemental Skill’s plunge and Elemental Burst may delay rotations, and loses out on procs relying on Normals, such as Xingqiu’s Elemental Burst or Beidou’s Stormbreaker

Rotations need to be planned out particularly with units that snapshot such as Beidou or Fischl

Yoimiya’s Elemental Burst cannot snapshot Kazuha’s Pyro% buff

If used with Bennett, Kazuha will almost always infuse Pyro. This may lead to lost vapes for Yoimiya

Only available on limited Character Banner
ConstellationsC2 is incredibly powerful, boosting his own personal EM for more damage, boosting the buffs he gives to teammates, and boosting Yoimiya’s reaction damage
BuildIf going Triple EM, have an ER sword such as Fav or Sacrificial. If going ER hourglass, have an EM sword such as Freedom Sworn or Iron Sting

4VV should only be taken, no other choice

Visit the Kazuha Guide for more information

Venti: S+

Archon of Anemo, Venti is an exceptional pick with Yoimiya due to his incredible grouping potential, allowing consistent AOE damage, solving one of Yoimiya’s biggest issues. Venti has incredible AOE damage with his Swirls, groups enemies together for Yoimiya’s Elemental Burst and Overload to deal AOE damage, offers energy to either Xingqiu or Beidou or Yoimiya depending on the infusion, and because Yoimiya is ranged, Yoimiya is able to fire into lifted enemies inside Venti’s Vortex.

ProsAllows for massive AOE damage and offers utility for Yoimiya and her team

Venti’s Elemental Skill can lift small enemies upwards, and combined with Yoimiya’s Normals and Overload, can send enemies flying extremely high for fall damage

Venti’s Vortex is absurdly powerful in grouping, lasting 8 seconds, having the largest suction range of any skill and lifting most enemies

Venti’s absurd AOE damage is powerful and contributes a lot of AOE damage

Enemies who are lifted are still able to be shot by Yoimiya, and Xingqiu’s Elemental Burst, Beidou’s Stormbreaker and Fischl’s Oz can still hit enemies lifted

Only available on limited Character Banner, has had reruns in the past

Any liftable enemies are able to be shot by Yoimiya, essentially rendering them as harmless and easy to kill
ConsVenti cannot lift or stun particularly difficult enemies, such as the Nobushis or Kairagi. Thus, his effectiveness is dropped severely against those enemies

Venti does nothing to protect Yoimiya from being knocked, and relies on enemies being lifted to be stunned and thus, Yoimiya being kept safe

Certain teams can use Venti to a similarly high degree, such as the popular Ganyu Mona Venti team, Morgana
ConstellationsC6 further increases the resistance shred of both Anemo and the absorbed element, resulting in even more personal and team damage
BuildAn EM weapon should be taken, such as Stringless or the free bow Windblume given in 1.4

4VV is the only option, as it buffs Venti’s own Swirl damage, and shreds resistance leading for more personal Venti damage and higher team damage. Triple EM is usually desired, especially if running with Electro Charged

Visit the Venti guide for more information

Xiao: F

Conqueror of Demons, Xiao has almost no synergy with Yoimiya and is not recommended. 

If you are willing to run Xiao with Yoimiya and have Yoimiya on field, the best method is to run 4VV on Xiao for very quick resistance. In this case however, Xiao is literally the worst option out of all Anemo characters.

If you are willing to run Xiao with Yoimiya and have Xiao on field, the best method is to run a Burst Support Yoimiya and use her Elemental Burst to apply Pyro off field on enemies, for Xiao to use Lavawalker. However, Xiangling may be a better use case as Xiangling’s Pyronado will hit multiple enemies more reliably, and generally does more damage than Yoimiya’s Elemental Burst. Do note that this team has not been thoroughly tested, but most likely does not work in practice due to the natures of dual on field character teams.

If you wish to play Xiao and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsXiao can run 4VV to quickly apply res shred

Yoimiya can apply Pyro off field for Xiao to use Lavawalker, and her A4 Talent giving 20% ATK can slightly boost Xiao’s damage
ConsDemands field time, and does not offer any significant utility to Yoimiya or the team

Has no off field elemental application

Generally can be replaced for another character for more utility
ConstellationsC2 allows Xiao to get more energy during the rotations of Yoimiya
Build4VV if running Xiao as support for Yoimiya

Otherwise, the usual Xiao builds apply if he is going to be on field

Visit the Xiao Guide for more information

Geo Characters

Zhongli: S+

Archon of Geo, Zhongli is an amazing pick for the sheer quality of life and comfort when playing Yoimiya. Zhongli offers the most robust shield in the entire game with unlimited uptime, allowing Yoimiya to freely shoot without worry of being interrupted. In addition, when combined with Xingqiu or Beidou for added DMG Reduction, Zhongli’s shield is virtually indestructible. 

The viability of running Burst Zhongli increases with Yoimiya, as there is sufficient downtime for Zhongli to cast Planet Befall between the end of Yoimiya’s Elemental Skill and recasting Xingqiu’s Elemental Burst. Do note that this sacrifices shield strength, and if there are circumstances where Yoimiya is interrupted due to the loss of shield strength, then it is not worth running Burst Zhongli.

If you can already clear the desired content that you wish with Yoimiya and meet the DPS checks reliably, Zhongli is a perfect addition to make the clear smooth and chill.

ProsAdds huge quality of life to make playing Yoimiya more smoother

Zhongli’s Shield is incredibly strong, an invested Zhongli with 40K HP and Talent 8 can expect a 20K shield

Zhongli’s shield has a 20s duration, with 12s cooldown. This is plenty to last Yoimiya’s entire Elemental Skill which is at 10s duration

When combined with sources of DMG Reduction such as Xingqiu or Beidou, Zhongli’s shield will get boosted and the effective HP can go from 20K to absurd amounts such as 46K HP with Xingqiu, and 75K HP with both Xingqiu and Beidou

Zhongli’s Pillar can activate Yoimiya’s Elemental Burst off field, assuming the enemies are being hit by the Pillar

If built as Burst Zhongli, Planet Befall offers a fair amount of AOE damage and can cover during Yoimiya’s downtime between her Elemental Skills
ConsZhongli’s personal DPS when built as a Shield Bot is rather low, essentially putting the burden of the DPS onto Yoimiya and Xingqiu. However, the -20% res shred on both Yoimiya and Xingqiu’s damage, the extra shots and full Normal chains that Yoimiya can output with Zhongli, may offset the loss of running a 4th DPS character

If built as Burst Zhongli, the shield is less powerful and it can break against strong attacks, leading to Yoimiya being defenseless and prone to being knocked around or dying

Zhongli’s Pillar may lead to consumption of Xingqiu’s Hydro aura, resulting in lost vapes for Yoimiya

Zhongli’s Pillar may be annoying and can occasionally block some arrows from Yoimiya

Zhongli may be desired in other teams where his shield is just as useful or important, such as Ganyu Melt

Only available on limited Character Banner, has had reruns in the past
ConstellationsC2 increases the viability of Burst Zhongli as it doesn’t run into the issue of needing to cast Zhongli’s shield which can delay your rotation, and can allow for extra skills such as Bennett Elemental Skill. Do note that proper play at C0 Zhongli does not run into any delaying of rotations.

C3 increases Zhongli’s shield strength and makes it more sturdy
BuildIf shield bot Zhongli, stacking HP is the most important stat. Black Tassel should be the weapon of choice, with triple HP/HP/HP and 4TOM. 4 Instructors can also work

If Burst Zhongli, HP sands is ideally the choice as the loss of damage is not that far from ATK%, but considerably increases shield strength. 2NO 2Petra is ideal

Visit the Zhongli Guide for more information

Albedo: B-

Chief Alchemist of Knights of Favonius, Albedo is a reliable and consistent character to help add damage to Yoimiya’s team. Albedo requires little management both in battle and gear wise to deal respectable off field damage. However, Albedo is strictly inferior to many other off field DPS characters and more value can be gained by running other characters.

ProsDeals off-field damage, does not majorly alter Yoimiya’s gameplay

Easy to build, can use DEF pieces and HoD (3 star weapon) as BiS options (for Turretbedo specifically)

Does not need a significant amount of field time, as players can simply swap on, drop his E, and then swap off every 30 seconds
ConsAlbedo’s main problem is that he doesn’t really offer much to the team apart from free damage. While this may seem good, teams typically benefit more from having another synergistic sub-DPS or support rather than just “I offer free damage.” This means that the only teams which truly “want” Albedo are the ones which are already self-sustaining with 3 units, and wouldn’t benefit much from the addition of a fourth unit. This is certainly not the case with OL Yoimiya, and pure pyro/vape Yoimiya would generally benefit more with a different sub-DPS/support. 

For example, in a Yoimiya/Beidou/Fischl team, Bennett will offer more to team damage by boosting the team damage of the other three units than Albedo will offer; a similar situation occurs with Yoimiya/Venti/Bennett where Xiangling and Kazuha can both offer more.
ConstellationsC1 – useless for turretbedo as he doesn’t use his burst. Good for energy management for splitbedo.

C2 – fixes Albedo’s issues with split scaling to some degree, which is very useful for him. His Q will still scale better with ATK than DEF, but his overall damage will generally still be better if players build DEF.
BuildYoimiya can use the “Geo Bros” team in both Vape (Yoimiya/Xingqiu/Zhongli/Albedo) and in Geo/Pyro (Zhongli/Albedo/Bennett/Yoimiya). Both comps are functional, but Yoimiya will likely have energy issues in the first and may lose vaporize procs since both Zhongli and Albedo are eating away at the hydro aura that Yoimiya needs to vaporize. Albedo can also be run as a standalone support in flex slots, but generally will not be the best option to be used in these slots.

Noelle: D

Dutiful maid of the Knights of Favonius, Noelle has very little use case with Yoimiya and is not recommended.  Whilst she can provide a strong shield for Yoimiya to not be interrupted, this is almost her only useful utility to Yoimiya and is outclassed by other characters who provide more. 

If you wish to play Noelle and Yoimiya, it is best to run them on separate teams in the Abyss, and let both of them be the spotlight of their own teams.

ProsCan give Yoimiya a strong shield, which she benefits from – as previously stated, interruption can be very detrimental for Yoimiya
ConsLittle synergy with Yoimiya. Players can use her as a shielder, but the cooldown on her elemental skill is very long, which makes it difficult to maintain shield uptime. Using her as a healer is terrible, as she needs field time to heal, which takes away field time from the DPS unit in the team. Using her as a main DPS forces players to use Yoimiya as more of a sub-DPS, which is very suboptimal.

Diona, who is also a 4 star unit, offers much more to a Yoimiya team. Zhongli, if players have him, offers even more.
ConstellationsC1 – increases healing capability; only good for support Noelle (not recommended)

C4 – offers a chunk of extra damage every time Noelle’s shield is destroyed

C6 – makes Noelle’s DPS build much better, as it allows players to focus on DEF and scale better off of it
BuildNoelle must be either built as shielder/healer support or DPS. For shielder/healer support, players should not use the Retracing Bolide 2-pc set, as it only boosts the shield strength of the character which is using it. As a shielder, Noelle should just focus on DEF.

As a main DPS, Noelle can use either the Retracing Bolide or Gladiator’s Finale 4 piece artifact sets, along with the Serpent Spine or Skyward Pride and a DEF/Geo/Crit build if C6 and an ATK/Geo/Crit build if not. More details can be found on the NoelleMains discord.

Geo Traveler: C

Traveler from another world, the Geo Traveler can offer some utility and damage to a Yoimiya team, but does generally pale in comparison to other sub-DPS and utility units like Kazuha, Bennett, and Venti. The crit rate bonus from their first constellation is a nice bonus; however, the rocks that Geo traveler places can block Yoimiya’s arrows, which can be very annoying to deal with. It’s generally not recommended to use Geo Traveler with Yoimiya.

ProsGeo traveler can do some damage as a sub-DPS, along with boosting Yoimiya’s crit rate and interruption resistance with his first constellation.

Geo traveler is also free, and all players can obtain a C6 Geo Traveler. Additionally, it is efficient to level him as leveling him will also level the traveler for every other element.

Geo Traveler can also work decently with Zhongli in the microwave team, which can be played with Yoimiya instead of Xiangling.
ConsThe rocks that Geo Traveler places down can block Yoimiya’s arrows, which forces Yoimiya to play around them. 

Geo Traveler’s CD on his skill is 6s, meaning that it cannot be cast off CD in a Yoimiya team, as Yoimiya’s skill duration is 10s, meaning that players either need to sacrifice Yoimiya’s damage or Geo Traveler’s damage.
ConstellationsC1 – boosts the crit rate of team members, giving Geo MC some support capability. Also important is the interruption resistance effect, which Yoimiya does benefit from.

C2 – the meteorite explosions can theoretically double the skill damage that Geo MC deals, but it is difficult to ensure that the boulder explosions will always hit the target.
BuildAs previously mentioned, Geo MC can work in the Microwave team consisting of Zhongli, Geo MC, Bennett, and Xiangling, with Xiangling replaced by Yoimiya. However, it will be more difficult to use the two characters together than simply using Xiangling in the slot.

Ningguang: C+

Tianquan of the Liyue Qixing, Ningguang has some use case with Yoimiya, able to offer lots of quick burst damage during Yoimiya’s downtime. However, she offers nothing to Yoimiya during Yoimiya’s on field time, and using Ningguang to gapfill during downtime is not recommended as Yoimiya’s downtime doesn’t warrant using a character just to gapfill.

ProsHigh single-target burst damage, allowing her to function well as a quickswap unit

Can quickly cast her E, burst, perform a charged attack if C6, then leave to deal high damage without taking up a significant amount of field time

Relatively easy to obtain as a 4 star unit
ConsAs with Yoimiya, she’s locked to single-target – while it’s true that her burst can hit multiple enemies, it will split up when doing so, meaning that she doesn’t actually have AOE scaling.

If played as an on-field DPS, does not synergize well with Yoimiya, as Yoimiya and her will both demand field time. Using her during Yoimiya’s downtime is not recommended; it is better for team DPS to simply use the downtime to cycle through supports and sub-DPS units rather than have a dedicated DPS to gapfill

Does not offer any utility for Yoimiya. (C4 doesn’t count.)
ConstellationsC2 – massively helps with Ningguang’s energy economy and provides extra damageC6 – offers a large increase in burst damage, making Ningguang more effective as a quickswap DPS
BuildNingguang will mostly be played as a quickswap unit in Yoimiya teams, where players swap to her, cast her combo (based on which constellation she is), and swap off. Similar to Albedo, she can be used in flex slots in some teams.

Credit to: Doco (Pixiv: https://www.pixiv.net/en/users/71723824)

Part 7: Final Notes

I shan’t tell the final tale, I think. Instead, let’s watch the fireworks together in silence. You can record the beautiful scenery and all the things you wanna say down. Not that this is the end, of course. On the contrary, I believe that our story is only just beginning.

Yoimiya’s Place

Yoimiya is not what many people would consider to be a “top-tier meta unit.” She’s not particularly good for speedrunning, and can only deal single-target damage in an environment where both single-target and multi-target damage are highly valued. However, not being “the best” does not make her worthless. She is extremely easy to use, and while her damage isn’t as good as other units, the gap between her and other teams is likely far less than what people believe it to be. 

She is also likely the single most flexible DPS in Genshin in terms of what situations her teams can deal with. Her vaporize teams deal a large amount of single-target damage (higher than teams like Diluc Vape), her overvape teams with Beidou can handle situations with multiple large targets, and her pure pyro teams, which use units with large amounts of AOE like Venti, Kazuha, and Xiangling, can handle “mob” situations easily.

Of course, each player will have their own subjective opinions about whether a unit is worth pulling, and that is fine. In terms of pulling for “value,” Yoimiya probably isn’t a “must pull.” However, theorycrafting isn’t only about comparing units. Theorycrafting encompasses both evaluation of unit power level, and also discussions of how to optimize a unit, whoever they are. The answer to the question “How do I build Yoimiya” should not be “just play Hu Tao/Xiangling,” but should rather be a comprehensive guide on how to play Yoimiya. 

I hope that I’ve done my part to make the answer to the question of “how do I build Yoimiya” more clear with this guide. Thanks, and signing off on the longest guide on the KQM website.


Artifact Math

Vaporize Team Artifact Comparison – Math

All below comparisons are made with 3N5 plus an additional N1, plus one burst (for non-4SR sets; 4SR will have burst every other rotation), Talent Level 8, 80/90 Yoimiya, 25 optimized subs, and artifact mainstats of ATK/Pyro/Crit or EM/Pyro/Crit, depending on which one offers higher damage. Bennett Buff assumed to provide 814 ATK.

Note: 4-piece Retracing Bolide only calculated with Zhongli buff because Bolide uptime is either unlikely or impossible without him. 

Math done by Ayzel. Contact Ayzel#7399 for details.

Rust R1

No Buffs

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad206419.5205100.00%

With Pyro Resonance + 4NO + Bennett Buff

Rust R1, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad351415.5374100.00%

With Pyro Resonance + 4NO + Bennett Buff + Zhongli Res Shred

Rust R1, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad409984.7936100.00%

With Pyro Resonance + 4NO + Bennett Buff + Kazuha DMG% Buff (35%) + 4VV

Rust R1, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad526046.2951100.00%

With Pyro Resonance + 4NO + Bennett Buff + Sucrose EM Buff (200EM) + TTDS + 4VV

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad578897.6331100.00%

Rust R5

No Buffs

Rust R5, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad232765.983100.00%

With Pyro Resonance + 4NO + Bennett Buff

Rust R5, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad404070.28100.00%

With Pyro Resonance + 4NO + Bennett Buff + Zhongli Res Shred

Rust R5, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad471415.3274100.00%

With Pyro Resonance + 4NO + Bennett Buff + Kazuha DMG% Buff (35%) + 4VV

Rust R5, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad674567.9657100.00%

With Pyro Resonance + 4NO + Bennett Buff + Sucrose EM Buff (200 EM) + TTDS + 4VV

Rust R5, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad593327.3559100.00%

Slingshot R5

No Buffs

Slingshot R5, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad193879.5158100.00%

With Pyro Resonance + 4NO + Bennett Buff

Slingshot R5, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad370041.6494100.00%

With Pyro Resonance + 4NO + Bennett Buff + Zhongli Res Shred

Slingshot R5, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad431715.2577100.00%

With Pyro Resonance + 4NO + Bennett Buff + Kazuha DMG% Buff (35%) + 4VV

Slingshot R5, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad548276.1718100.00%

With Pyro Resonance + 4NO + Bennett Buff + Sucrose EM Buff (200 EM) + TTDS + 4VV

Slingshot R5, X/Pyro/CritDamagePercent vs. 2CW2SR/Glad
4CW (ATK)655240.3965105.74%
4SR (EM)628644.7519101.45%
2CW, 2SR/Glad (EM)619679.2197100.00%

Thundering Pulse R1

No Buffs

Pulse R1, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad261595.6225100.00%

With Pyro Resonance + 4NO + Bennett Buff

Pulse R1, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad443289.198100.00%

With Pyro Resonance + 4NO + Bennett Buff + Zhongli Res Shred

Pulse R1, EM/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad517170.7309100.00%

With Pyro Resonance + 4NO + Bennett Buff + Kazuha DMG% Buff (35%) + 4VV

Pulse R1, ATK/Pyro/CritDamagePercent vs. 2CW2SR/Glad
2CW, 2SR/Glad663575.2135100.00%

With Pyro Resonance + 4NO + Bennett Buff + Sucrose EM Buff (200 EM) + TTDS + 4VV

Pulse R1, X/Pyro/CritDamagePercent vs. 2CW2SR/Glad
4CW (ATK)800369.6312106.58%
4SR (EM)772080.1149102.81%
2CW, 2SR/Glad (EM)750964.0323100.00%

Overvape Artifact Comparison Math

All below comparisons are made with 3N5 plus an additional N1, plus one burst (for non-4SR sets; 4SR will have burst every other rotation), Talent Level 8, 80/90 Yoimiya, 25 optimized subs, and artifact mainstats of ATK/Pyro/Crit or EM/Pyro/Crit, depending on which one offers higher damage. Bennett Buff assumed to provide 814 ATK. N3 and N5 will generally vape in an overvape team, and Yoimiya will generally trigger around 6 overloads.

Rust R1

No Buffs

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Pyro Resonance + 4NO + Bennett Buff

Rust R1, EM/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Rust R5

No Buffs

Rust R5, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Pyro Resonance + 4NO + Bennett Buff

Rust R5, EM/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Thundering Pulse R1

No Buffs

Pulse R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Pyro Resonance + 4NO + Bennett Buff

Pulse R1, EM/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Slingshot R5

No Buffs

Slingshot R5, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Pyro Resonance + 4NO + Bennett Buff

Slingshot R5, EM/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Overload Artifact Comparison Math

All below comparisons are made with 3N5 plus an additional N1, plus one burst (for non-4SR sets; 4SR will have burst every other rotation), Talent Level 8, 90/90 Yoimiya, 25 optimized subs, and artifact mainstats of ATK/Pyro/Crit or EM/Pyro/Crit, depending on which one offers higher damage. Bennett Buff assumed to provide 814 ATK. Up to 10 overloads triggered, average of one less overload triggered with 4SR due to lower burst uptime.

Rust R1

Without Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Rust R5

Without Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Thundering Pulse R1

Without Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Slingshot R5

Without Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

With Bennett

Rust R1, ATK/Pyro/CritDamagePercent vs. 2CW 2SR/Glad

Pure Pyro Artifact Comparison Math

All below comparisons are made with 3N5 plus an additional N1, plus one burst (for non-4SR sets; 4SR will have burst every other rotation), Talent Level 8, 90/90 Yoimiya, 25 optimized subs, and artifact mainstats of ATK/Pyro/Crit. Bennett Buff assumed to provide 814 ATK. 

Rust R1

No Buffs

Rust R1 No BuffDamage% vs. 2SR/Glad 2CW

Bennett Buff + 4NO + Pyro Resonance

Rust R1 BennettDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV

Rust R1 KazuhaDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV + Bennett Buff + 4NO + Pyro Resonance

Rust R1 Kazuha + BennettDamage% vs. 2SR/Glad 2CW

Rust R5

No Buffs

Rust R5 No BuffDamage% vs. 2SR/Glad 2CW

Bennett Buff + 4NO + Pyro Resonance

Rust R5 BennettDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV

Rust R5 KazuhaDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV + Bennett Buff + 4NO + Pyro Resonance

Rust R5 Kazuha + BennettDamage% vs. 2SR/Glad 2CW

Thundering Pulse R1

No Buffs

Pulse R1 No BuffDamage% vs. 2SR/Glad 2CW

Bennett Buff + 4NO + Pyro Resonance

Pulse R1 BennettDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV

Pulse R1 KazuhaDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV + Bennett Buff + 4NO + Pyro Resonance

Pulse R1 Kazuha + BennettDamage% vs. 2SR/Glad 2CW

Slingshot R5

No Buffs

Slingshot R5 No BuffDamage% vs. 2SR/Glad 2CW

Bennett Buff + 4NO + Pyro Resonance

Slingshot R5 BennettDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV

Slingshot R5 KazuhaDamage% vs. 2SR/Glad 2CW

Kazuha Buff (35%) + 4VV + Bennett Buff + 4NO + Pyro Resonance

Slingshot R5 Kazuha + BennettDamage% vs. 2SR/Glad 2CW

Weapon Math

Pure Pyro Calcs

Single-target, Yoimiya 80/90, Weapon 90/90, Talent Level 8, 21 substats distributed, Enemy Level 90 with 10% Resistance, 3N5 + N2 + Burst (rotation), ½ burst uptime with 4SR

Pure Pyro, No Buffs, 4SR

4SR Rankings – No BuffsDamagePercentage vs. Rust R1
Thundering Pulse R5264606.8164.33%
Thundering Pulse R1211544.1131.38%
Skyward Harp R5196908.2122.29%
Rust R5184545.4114.61%
Amos Bow R5 1 Stack183572.9114.01%
Skyward Harp R1178498.2110.85%
Prototype Crescent R5 Passive Up178019.5110.56%
Hamayumi R5 Passive Up174139.6108.15%
Amos Bow R1 1 Stack170163.1105.68%
Viridescent Hunt R5161723.3100.44%
Rust R1161020.6100.00%
Blackcliff Warbow R5 1 Stack159595.799.12%
Prototype Crescent R1 Passive Up157757.797.97%
Slingshot R515654497.22%
Hamayumi R5 No Passive155426.896.53%
Hamayumi R1 Passive Up155426.896.53%
Blackcliff Warbow R1 1 Stack15106793.82%
Viridescent Hunt R1149889.493.09%
Hamayumi R1 No Passive146070.590.72%
Blackcliff Warbow No Stacks142538.388.52%
Prototype Crescent No Passive137495.985.39%

Pure Pyro, 4-Piece Noblesse Oblige + Bennett Buff + Pyro Resonance, 4SR

4SR Rankings – Bennett/4NO/Pyro ResDamagePercentage vs. Rust R1
Thundering Pulse R5413773.6161.05%
Thundering Pulse R1341696133.00%
Skyward Harp R5325728.4126.78%
Skyward Harp R1295274.4114.93%
Rust R5294454.3114.61%
Amos Bow R5 1 Stack283059.9110.17%
Slingshot R5281588.8109.60%
Viridescent Hunt R5277636.3108.06%
Hamayumi R5 Passive Up276214107.51%
Amos Bow R1 1 Stack262382.7102.13%
Prototype Crescent R5 Passive Up259907.4101.16%
Blackcliff Warbow R5 1 Stack258460.2100.60%
Viridescent Hunt R1257320.5100.16%
Rust R1256919.1100.00%
Blackcliff Warbow R1 1 Stack249931.597.28%
Hamayumi R5 No Passive246532.595.96%
Hamayumi R1 Passive Up246532.595.96%
Blackcliff Warbow No Stacks241402.893.96%
Prototype Crescent R1 Passive Up239645.693.28%
Hamayumi R1 No Passive231691.790.18%
Prototype Crescent No Passive219383.885.39%

Pure Pyro, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance + Kazuha Buff (35%) + 4VV, 4SR

4SR Rankings – Bennett + Kazuha BuffsDamagePercentage vs. Rust R1
Thundering Pulse R5596397.7158.43%
Thundering Pulse R1500674133.00%
Skyward Harp R5477950.7126.96%
Skyward Harp R1437557.4116.23%
Rust R5424415.4112.74%
Amos Bow R5 1 Stack414756.8110.17%
Slingshot R5409007.3108.65%
Viridescent Hunt R5400559.8106.40%
Hamayumi R5 Passive Up400552.1106.40%
Prototype Crescent R5 Passive Up389169.4103.38%
Amos Bow R1 1 Stack388335.9103.16%
Blackcliff Warbow R5 1 Stack387002.5102.80%
Viridescent Hunt R1380244101.01%
Rust R1376453.6100.00%
Blackcliff Warbow R1 1 Stack374232.299.41%
Hamayumi R5 No Passive362625.796.33%
Hamayumi R1 Passive Up362625.796.33%
Blackcliff Warbow No Stacks361461.896.02%
Prototype Crescent R1 Passive Up358830.695.32%
Hamayumi R1 No Passive343662.591.29%
Prototype Crescent No Passive328491.987.26%

Pure Pyro, Kazuha Buff (35%) + 4VV, 4SR

4SR Rankings – Kazuha + 4VVDamagePercentage vs. Rust R1
Thundering Pulse R5381394.2161.65%
Thundering Pulse R1309967.4131.38%
Skyward Harp R5288929.1122.46%
Amos Bow R5 1 Stack268982.4114.01%
Prototype Crescent R5 Passive Up266555.5112.98%
Rust R5265996.8112.74%
Skyward Harp R1264510.7112.11%
Hamayumi R5 Passive Up252528.8107.03%
Amos Bow R1 1 Stack251847.6106.74%
Blackcliff Warbow R5 1 Stack238968.8101.28%
Prototype Crescent R1 Passive Up236216.7100.12%
Rust R1235937.4100.00%
Viridescent Hunt R5233326.498.89%
Hamayumi R5 No Passive228618.196.90%
Hamayumi R1 Passive Up228618.196.90%
Slingshot R5227379.996.37%
Blackcliff Warbow R1 1 Stack226198.495.87%
Viridescent Hunt R1221492.493.88%
Hamayumi R1 No Passive216662.791.83%
Blackcliff Warbow No Stacks213428.190.46%
Prototype Crescent No Passive20587887.26%

Pure Pyro, No Buffs, 2SR 2CW

2CW2SR Rankings – No BuffDamagePercentage vs. Rust R1
Thundering Pulse R5257099.4158.94%
Thundering Pulse R1204665.3126.52%
Skyward Harp R5188573.6116.57%
Rust R5186189.9115.10%
Amos Bow 1 Stack R5184418.7114.01%
Prototype Crescent Passive Up R5177811.2109.92%
Hamayumi R5 With Passive175415.8108.44%
Skyward Harp R1171579.8106.07%
Amos Bow 1 Stack R1170494.3105.40%
Rust R1161762.5100.00%
Prototype Crescent Passive Up R1157573.197.41%
Hamayumi R5 No Passive15598596.43%
Hamayumi R1 With Passive15598596.43%
Blackcliff Warbow 1 Stack R5153408.694.84%
Viridescent Hunt R5152765.594.44%
Slingshot R5151826.893.86%
Hamayumi R1 No Passive146269.590.42%
Blackcliff Warbow 1 Stack R1145388.289.88%
Viridescent Hunt R1143480.888.70%
Prototype Crescent No Passive137335.184.90%
Windblume Ode R5125387.677.51%

Pure Pyro, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance, 2SR 2CW

2CW2SR Rankings – Bennett BuffDamagePercentage vs. Rust R1
Thundering Pulse R5402034155.77%
Thundering Pulse R1330585128.08%
Skyward Harp R5309800.2120.03%
Rust R5297078.3115.10%
Amos Bow 1 Stack R5284364110.17%
Skyward Harp R1282383.1109.41%
Slingshot R5280262.9108.59%
Hamayumi R5 With Passive278238.2107.80%
Amos Bow 1 Stack R1262893.4101.86%
Viridescent Hunt R5261599.4101.35%
Prototype Crescent Passive Up R5259603.3100.58%
Rust R1258102.7100.00%
Blackcliff Warbow 1 Stack R5248617.996.33%
Hamayumi R5 No Passive247417.795.86%
Hamayumi R1 With Passive247417.795.86%
Viridescent Hunt R1245700.195.19%
Blackcliff Warbow 1 Stack R124041493.15%
Prototype Crescent Passive Up R1239365.292.74%
Hamayumi R1 No Passive232007.589.89%
Prototype Crescent No Passive219127.284.90%
Windblume Ode R5207179.780.27%

Pure Pyro, 4-piece Noblesse Oblige + Bennett Buff + Kazuha Buff (35%) + 4VV, 2SR 2CW

2CW2SR Rankings – Kazuha BuffDamagePercentage vs. Rust R1
Thundering Pulse R5590111.7152.78%
Thundering Pulse R1494724.7128.08%
Skyward Harp R5471934.8122.18%
Rust R5436056.1112.89%
Skyward Harp R1431509.6111.72%
Amos Bow 1 Stack R5425554.3110.17%
Hamayumi R5 With Passive411330.8106.49%
Slingshot R5404438.2104.71%
Prototype Crescent Passive Up R5398599.7103.20%
Amos Bow 1 Stack R1398119.6103.07%
Viridescent Hunt R5395520.1102.40%
Rust R1386254100.00%
Blackcliff Warbow 1 Stack R5381732.498.83%
Viridescent Hunt R1375204.397.14%
Hamayumi R5 No Passive371949.196.30%
Hamayumi R1 With Passive371949.196.30%
Blackcliff Warbow 1 Stack R136913695.57%
Prototype Crescent Passive Up R1367525.895.15%
Hamayumi R1 No Passive352258.391.20%
Prototype Crescent No Passive336451.987.11%
Windblume Ode R5318067.582.35%

Pure Pyro, Kazuha Buff (35%) + 4VV + Pyro Resonance, 2SR 2CW

2CW2SR Rankings – Kazuha BuffDamagePercentage vs. Rust R1
Thundering Pulse R5377374.4160.10%
Thundering Pulse R1306284.1129.94%
Skyward Harp R5287190.5121.84%
Amos Bow 1 Stack R5275984.9117.08%
Rust R5273292.4115.94%
Prototype Crescent Passive Up R5273014.6115.82%
Skyward Harp R1262279.9111.27%
Hamayumi R5 With Passive259324.3110.02%
Amos Bow 1 Stack R1258192.6109.54%
Rust R1242079.6102.70%
Prototype Crescent Passive Up R1241940.7102.64%
Blackcliff Warbow 1 Stack R5235714.6100.00%
Hamayumi R5 No Passive23449699.48%
Hamayumi R1 With Passive23449699.48%
Viridescent Hunt R5230970.897.99%
Slingshot R5224879.295.40%
Blackcliff Warbow 1 Stack R1223118.294.66%
Hamayumi R1 No Passive222081.994.22%
Viridescent Hunt R121910792.95%
Prototype Crescent No Passive210866.889.46%
Windblume Ode R5192407.681.63%

Pure Pyro, No Buffs

4LW Rankings – No BuffsDamagePercentage vs. Rust R1
Thundering Pulse R5258169.9272156.94%
Thundering Pulse R1206399.5636125.47%
Skyward Harp R5198754.1728120.82%
Amos Bow R5 1 Stack187790.4999114.16%
Rust R5187128.7872113.76%
Prototype Crescent R5 Buff Up187013.3591113.69%
Skyward Harp R1178392.8777108.44%
Hamayumi R5 Passive Up177963.8918108.18%
Amos Bow R1 1 Stack174874.9548106.31%
Rust R1164501.2026100.00%
Prototype Crescent R1 Buff Up164443.488699.96%
Viridescent Hunt R5162590.160998.84%
Hamayumi R5 No Passive159873.398597.19%
Hamayumi R1 Passive Up159873.398597.19%
Blackcliff R5 1 Stack157482.51895.73%
Slingshot R5 with Passive151555.911692.13%
Hamayumi R1 No Passive150828.151891.69%
Blackcliff R1 1 Stack148333.373290.17%
Viridescent Hunt R1148030.914189.99%
Prototype Crescent No Buff141873.61886.24%

Pure Pyro, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance, 4LW

4LW Rankings – No BuffsDamagePercentage vs. Rust R1
Thundering Pulse R5415569.9153.76%
Thundering Pulse R1344766.7127.57%
Skyward Harp R5321387.7118.92%
Rust R5307441.1113.76%
Skyward Harp R1301623.5111.60%
Amos Bow R5 1 Stack297512.4110.08%
Viridescent Hunt R5290463.1107.47%
Hamayumi R5 Passive Up290008.7107.31%
Slingshot R5 with Passive283839.9105.02%
Prototype Crescent R5 Buff Up278229.4102.95%
Amos Bow R1 1 Stack277050.6102.51%
Rust R1270265.4100.00%
Viridescent Hunt R1264453.497.85%
Blackcliff R5 1 Stack263539.497.51%
Hamayumi R5 No Passive260528.696.40%
Hamayumi R1 Passive Up260528.696.40%
Prototype Crescent R1 Buff Up255659.594.60%
Blackcliff R1 1 Stack254390.394.13%
Hamayumi R1 No Passive245788.590.94%
Blackcliff 0 Stack245241.190.74%

Pure Pyro, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance + Kazuha Buff (35%) + 4VV, 4LW

4LW Rankings – Kazuha BuffDamagePercentage vs. Rust R1
Thundering Pulse R5603226.6151.11%
Thundering Pulse R1508749.8127.45%
Skyward Harp R5472683.4118.41%
Skyward Harp R1449129.5112.51%
Rust R5446690.4111.90%
Amos Bow R5 1 Stack439432.6110.08%
Hamayumi R5 Passive Up423944.1106.20%
Prototype Crescent R5 Buff Up419792.6105.16%
Viridescent Hunt R5418400.2104.81%
Slingshot R5 with Passive415598.7104.11%
Amos Bow R1 1 Stack413286.9103.53%
Rust R1399188.1100.00%
Blackcliff R5 1 Stack397628.499.61%
Viridescent Hunt R1392390.598.30%
Hamayumi R5 No Passive386275.196.77%
Hamayumi R1 Passive Up386275.196.77%
Prototype Crescent R1 Buff Up385739.296.63%
Blackcliff R1 1 Stack383824.296.15%
Blackcliff 0 Stack370019.992.69%
Hamayumi R1 No Passive367440.592.05%

Pure Pyro, Kazuha Buff (35%) + 4VV, 4LW

4LW Rankings – Kazuha BuffDamagePercentage vs. Rust R1
Thundering Pulse R5374750.3154.24%
Thundering Pulse R1304570.3125.35%
Skyward Harp R5292319.2120.31%
Prototype Crescent R5 Buff Up282165.8116.13%
Amos Bow R5 1 Stack277370.8114.16%
Rust R5271885111.90%
Skyward Harp R1261095.3107.46%
Amos Bow R1 1 Stack260867.6107.37%
Hamayumi R5 Passive Up260153.4107.07%
Prototype Crescent R1 Buff Up248112.4102.12%
Rust R1242972100.00%
Blackcliff R5 1 Stack237822.897.88%
Hamayumi R5 No Passive237037.797.56%
Hamayumi R1 Passive Up237037.797.56%
Viridescent Hunt R5234204.596.39%
Hamayumi R1 No Passive225479.992.80%
Blackcliff R1 1 Stack224641.292.46%
Slingshot R5 with Passive221908.391.33%
Viridescent Hunt R1219645.290.40%
Prototype Crescent No Buff21405988.10%


Vaporize, No Buffs, 4CW

Vape – No Buffs, ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5342714.6157.79%
Thundering Pulse R1272267.9125.35%
Rust R5248945.2114.61%
Amos Bow R5 1 Stack248254.7114.30%
Skyward Harp R5246997.8113.72%
Prototype Crescent R5 Passive Up246630.6113.55%
Hamayumi R5 Passive Up235915.8108.62%
Amos Bow R1 1 Stack230287.3106.02%
Skyward Harp R1225603.7103.87%
Rust R1217202.6100.00%
Prototype Crescent R1 Passive Up215314.499.13%
Hamayumi R1 Passive Up211036.197.16%
Hamayumi R5 No Passive211036.197.16%
Blackcliff Warbow R5 1 Stack206273.594.97%
Viridescent Hunt R5202790.193.36%
Slingshot R5200783.992.44%
Hamayumi R1 No Passive198452.891.37%
Blackcliff Warbow R1 1 Stack194289.889.45%
Windblume Ode R5193388.189.04%
Viridescent Hunt R1189685.387.33%
Prototype Crescent No Passive185762.585.52%
Blackcliff 0 Stack18230683.93%

Vaporize, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance, 4CW

Vape – No Buffs, EM/Pyro/Crit (ATK for Windblume)Damage% vs. Rust R1
Thundering Pulse R5571737153.52%
Thundering Pulse R1467263125.47%
Skyward Harp R5426957.7114.65%
Rust R5426170.8114.44%
Amos Bow R5 1 Stack408876.4109.79%
Hamayumi R5 Passive Up404623.4108.65%
Skyward Harp R1391524.7105.13%
Prototype Crescent R5 Passive Up389197104.51%
Amos Bow R1 1 Stack379362.8101.87%
Rust R1372408.2100.00%
Slingshot R5369766.699.29%
Viridescent Hunt R5367500.598.68%
Hamayumi R1 Passive Up361617.897.10%
Hamayumi R5 No Passive361617.897.10%
Blackcliff Warbow R5 1 Stack356496.195.73%
Prototype Crescent R1 Passive Up353921.395.04%
Viridescent Hunt R1345862.592.87%
Blackcliff Warbow R1 1 Stack342191.391.89%
Hamayumi R1 No Passive340115.191.33%
Windblume Ode R5332193.689.20%
Blackcliff 0 Stack327769.888.01%
Prototype Crescent No Passive318645.785.56%

Vaporize, Bennett Buff + 4NO + Pyro Resonance + Sucrose EM Buff (200 EM total) + 4VV + TTDS, 4CW

Vape – ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5963664.5155.35%
Thundering Pulse R1800369.6129.02%
Skyward Harp R5745133.4120.12%
Rust R5709875.9114.43%
Skyward Harp R1685774.2110.55%
Amos Bow R5 1 Stack684304110.31%
Hamayumi R5 Passive Up667741.9107.64%
Amos Bow R1 1 Stack634916.1102.35%
Prototype Crescent R5 Passive Up633188.8102.07%
Rust R1620333.7100.00%
Slingshot R5619505.299.87%
Viridescent Hunt R5613877.498.96%
Blackcliff Warbow R5 1 Stack60553597.61%
Hamayumi R1 Passive Up596878.696.22%
Hamayumi R5 No Passive596878.696.22%
Viridescent Hunt R1591812.795.40%
Blackcliff Warbow R1 1 Stack587076.394.64%
Prototype Crescent R1 Passive Up581986.293.82%
Blackcliff 0 Stack568617.591.66%
Hamayumi R1 No Passive56144790.51%
Windblume Ode R5554442.289.38%
Prototype Crescent No Passive530783.785.56%

Vaporize, Bennett Buff + 4NO + Pyro Resonance + Kazuha Buff (35%) + 4VV, 4CW

Vape – No Buffs, EM/Pyro/Crit (ATK for Windblume)Damage% vs. Rust R1
Thundering Pulse R5836188150.77%
Thundering Pulse R1695854125.47%
Skyward Harp R5643101.9115.96%
Rust R5623291.7112.39%
Amos Bow R5 1 Stack608903.9109.79%
Hamayumi R5 Passive Up595750.6107.42%
Prototype Crescent R5 Passive Up593481.1107.01%
Skyward Harp R1593169.1106.96%
Amos Bow R1 1 Stack571192102.99%
Rust R1554595.1100.00%
Slingshot R5545397.798.34%
Blackcliff Warbow R5 1 Stack54361698.02%
Hamayumi R1 Passive Up540799.197.51%
Hamayumi R5 No Passive540799.197.51%
Prototype Crescent R1 Passive Up539689.897.31%
Viridescent Hunt R5539607.497.30%
Viridescent Hunt R1523057.694.31%
Blackcliff Warbow R1 1 Stack521802.894.09%
Hamayumi R1 No Passive513323.392.56%
Windblume Ode R5508816.891.75%
Blackcliff 0 Stack499989.790.15%
Prototype Crescent No Passive485898.587.61%

Vaporize, No Buffs, 4SR

Vaporize – No Buffs, ATK/Pyro/CritDamagePercentage vs. Rust R1
Thundering Pulse R5337356.9045158.53%
Thundering Pulse R1269788.3263126.78%
Skyward Harp R5247280.8517116.21%
Rust R5243823.0775114.58%
Prototype Crescent R5 Passive Up242834.9506114.12%
Amos Bow R5 1 Stack242600.9003114.01%
Hamayumi R5 Passive Up230096.7327108.13%
Skyward Harp R1225784.6691106.10%
Amos Bow R1 1 Stack224915.0865105.69%
Rust R1212796.9213100.00%
Prototype Crescent R1 Passive Up210420.348198.88%
Hamayumi R5 No Passive205416.947196.53%
Hamayumi R1 Passive Up205416.947196.53%
Blackcliff Warbow R5 1 Stack202943.191495.37%
Viridescent Hunt R5200946.162594.43%
Slingshot R5199521.025693.76%
Windblume Ode R5193789.49391.07%
Hamayumi R1 No Passive193077.054290.73%
Blackcliff Warbow R1 1 Stack192098.045390.27%
Viridescent Hunt R1189521.435789.06%
Prototype Crescent No Passive181770.765185.42%
Blackcliff Warbow 0 Stack181252.899385.18%

Vaporize, Bennett Buff + 4NO + Pyro Resonance, 4SR

Vaporize – Bennett Buff, EM or ATK/Pyro/CritDamagePercentage vs. Rust R1
Thundering Pulse R5557220.5945154.07%
Thundering Pulse R1456646.0502126.26%
Skyward Harp R5420513.3513116.27%
Rust R5414318.6924114.56%
Amos Bow R5 1 Stack397517.4466109.91%
Hamayumi R5 Passive Up391791.7532108.33%
Slingshot R5380081.121105.09%
Skyward Harp R1379351.4361104.89%
Prototype Crescent R5 Passive Up373838.4109103.37%
Amos Bow R1 1 Stack368580.1152101.91%
Rust R1361663.9492100.00%
Viridescent Hunt R5356084.593298.46%
Hamayumi R5 No Passive349824.88796.73%
Hamayumi R1 Passive Up349824.88796.73%
Blackcliff Warbow R5 1 Stack346753.98395.88%
Prototype Crescent R1 Passive Up341423.808494.40%
Viridescent Hunt R1335965.460192.89%
Blackcliff Warbow R1 1 Stack333630.042392.25%
Hamayumi R1 No Passive328841.453890.92%
Windblume Ode R5327703.026490.61%
Blackcliff Warbow 0 Stack320506.101788.62%
Prototype Crescent No Passive309009.205985.44%

Vaporize, Bennett Buff + 4NO + Pyro Resonance + Sucrose EM Buff (200 EM total) + 4VV + TTDS, 4SR

Vaporize – Bennett + Sucrose Buff, ATK or EM/Pyro/CritDamagePercentage vs. Rust R1
Thundering Pulse R5935106.3728155.00%
Thundering Pulse R1772806.3168128.09%
Skyward Harp R5712081.9236118.03%
Rust R5691068.2372114.55%
Amos Bow R5 1 Stack664736.118110.18%
Skyward Harp R1652782.2789108.20%
Hamayumi R5 Passive Up648256.1731107.45%
Slingshot R5635891.4615105.40%
Amos Bow R1 1 Stack616389.0729102.17%
Prototype Crescent R5 Passive Up610439.9117101.18%
Rust R1603309.4199100.00%
Viridescent Hunt R5589868.535597.77%
Blackcliff Warbow R5 1 Stack584374.473296.86%
Hamayumi R5 No Passive578874.154195.95%
Hamayumi R1 Passive Up578874.154195.95%
Viridescent Hunt R1566244.156293.86%
Blackcliff Warbow R1 1 Stack565165.203893.68%
Prototype Crescent R1 Passive Up562995.257293.32%
Blackcliff Warbow 0 Stack545955.934590.49%
Windblume Ode R5544694.75190.28%
Hamayumi R1 No Passive544183.144590.20%
Prototype Crescent No Passive515550.602685.45%

Vaporize, Bennett Buff + 4NO + Pyro Resonance + Kazuha Buff (35%) + 4VV, 4SR

Vaporize – No Buffs, EM or ATK/Pyro/CritDamagePercentage vs. Rust R1
Thundering Pulse R5803381.3628151.56%
Thundering Pulse R1669278.8891126.26%
Skyward Harp R5621103.2729117.17%
Rust R5597350.3475112.69%
Amos Bow R5 1 Stack582617.6202109.91%
Hamayumi R5 Passive Up568312.8094107.21%
Skyward Harp R1564398.8659106.48%
Prototype Crescent R5 Passive Up559879.8082105.62%
Slingshot R5552217.1444104.18%
Amos Bow R1 1 Stack545642.1412102.94%
Rust R1530069.2867100.00%
Viridescent Hunt R5520145.615798.13%
Blackcliff Warbow R5 1 Stack519316.763297.97%
Hamayumi R5 No Passive514688.480297.10%
Hamayumi R1 Passive Up514688.480297.10%
Prototype Crescent R1 Passive Up511334.017196.47%
Blackcliff Warbow R1 1 Stack499661.668594.26%
Viridescent Hunt R1498879.131194.12%
Windblume Ode R5488649.583992.19%
Hamayumi R1 No Passive487876.315792.04%
Blackcliff Warbow 0 Stack480006.573790.56%
Prototype Crescent No Passive462788.225987.31%


Overload, 4CW, No Buffs

Overload No Buffs – ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5272730.9149.25%
Thundering Pulse R1222105.1121.55%
Skyward Harp R5206658.5113.10%
Rust R5205384.1112.40%
Amos Bow R5 1 Stack204748.1112.05%
Prototype Crescent R5 Passive Up202350.3110.74%
Hamayumi R5 Passive Up196213.9107.38%
Amos Bow R1 1 Stack191816.8104.97%
Skyward Harp R1189896.5103.92%
Rust R1182729100.00%
Prototype Crescent R1 Passive Up181212.199.17%
Windblume Ode R5178247.297.55%
Hamayumi R1 Passive Up178101.497.47%
Hamayumi R5 No Passive178101.497.47%
Viridescent Hunt R517512795.84%
Blackcliff R5 1 Stack174513.595.50%
Slingshot R5170858.893.50%
Hamayumi R1 No Passive169045.292.51%
Blackcliff R1 1 Stack165955.190.82%
Viridescent Hunt R116433689.93%
Prototype Crescent No Passive160073.987.60%
Blackcliff 0 Stack157396.886.14%

Overload, 4CW, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance

Overload Bennett Buffs – ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5422425.3149.41%
Thundering Pulse R1352766.7124.77%
Skyward Harp R5335900.1118.81%
Rust R5319945.6113.17%
Amos Bow R5 1 Stack308485.6109.11%
Skyward Harp R1307066.5108.61%
Hamayumi R5 Passive Up302624107.04%
Slingshot R5296250104.78%
Viridescent Hunt R5291467.8103.09%
Amos Bow R1 1 Stack287998.9101.87%
Prototype Crescent R5 Passive Up287780.1101.79%
Rust R1282724.7100.00%
Blackcliff R5 1 Stack273722.296.82%
Hamayumi R1 Passive Up27310896.60%
Hamayumi R5 No Passive27310896.60%
Viridescent Hunt R1272189.996.27%
Prototype Crescent R1 Passive Up266641.994.31%
Blackcliff R1 1 Stack265163.893.79%
Hamayumi R1 No Passive25835091.38%
Blackcliff 0 Stack256605.490.76%
Windblume Ode R525406089.86%
Prototype Crescent No Passive245503.786.83%

Overload, 4CW, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance + Sucrose EM Buff (200 EM total) + TTDS + 4VV

Overload Bennett + Sucrose – ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5644062.5146.54%
Thundering Pulse R1546384.6124.31%
Skyward Harp R5521004118.54%
Rust R5493222.6112.22%
Skyward Harp R1481579109.57%
Amos Bow R5 1 Stack477539.1108.65%
Hamayumi R5 Passive Up465464.3105.90%
Slingshot R5460033.2104.67%
Viridescent Hunt R5448385.3102.02%
Amos Bow R1 1 Stack447920.1101.91%
Prototype Crescent R5 Passive Up439841.7100.07%
Rust R1439522.3100.00%
Blackcliff R5 1 Stack429608.497.74%
Viridescent Hunt R1426307.596.99%
Hamayumi R1 Passive Up423176.996.28%
Hamayumi R5 No Passive423176.996.28%
Blackcliff R1 1 Stack418672.795.26%
Prototype Crescent R1 Passive Up412831.893.93%
Blackcliff 0 Stack40773792.77%
Hamayumi R1 No Passive402033.191.47%
Windblume Ode R5391659.589.11%
Prototype Crescent No Passive385821.987.78%

Overload, 4CW, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance+ Kazuha Buff (35%) + 4VV

Overload Bennett + Kazuha Buffs – ATK/Pyro/CritDamage% vs. Rust R1
Thundering Pulse R5612553.6147.54%
Thundering Pulse R1519450.5125.12%
Skyward Harp R5495702.5119.40%
Rust R5462733.9111.46%
Skyward Harp R1456928110.06%
Amos Bow R5 1 Stack453526109.24%
Hamayumi R5 Passive Up440128.6106.01%
Prototype Crescent R5 Passive Up432074.5104.07%
Slingshot R5431456.1103.92%
Amos Bow R1 1 Stack427348.5102.93%
Viridescent Hunt R5422523.2101.77%
Rust R1415173.8100.00%
Blackcliff R5 1 Stack410639.798.91%
Viridescent Hunt R1403245.497.13%
Hamayumi R1 Passive Up402413.796.93%
Hamayumi R5 No Passive402413.796.93%
Prototype Crescent R1 Passive Up399844.196.31%
Blackcliff R1 1 Stack397590.395.76%
Blackcliff 0 Stack38454192.62%
Hamayumi R1 No Passive383556.292.38%
Windblume Ode R5374797.290.27%
Prototype Crescent No Passive367613.788.54%


Overvape, 4CW, No Buffs

Overvape No Buff – ATK or EM/Pyro/CritDamage% of Rust R1
Thundering Pulse R5368598.7151.17%
Thundering Pulse R1283889.2116.43%
Rust R5283436.1116.24%
Amos R5 1 Stack275691.4113.07%
Prototype Crescent R5 Buff Up271258.5111.25%
Skyward Harp R5269143.4110.38%
Hamayumi R5 Passive Up266272.5109.20%
Amos R1 1 Stack252899.4103.72%
Skyward Harp R1247234.4101.40%
Rust R1243831.5100.00%
Hamayumi R5 No Passive235623.996.63%
Hamayumi R1 Passive Up235623.996.63%
Prototype Crescent R1 Buff Up233345.795.70%
Slingshot R5230668.994.60%
Blackcliff Warbow R5 1 Stack22452392.08%
Viridescent Hunt R5219678.690.09%
Hamayumi R1 No Passive219607.590.07%
Windblume Ode R5216857.188.94%
Blackcliff Warbow R1 1 Stack212972.287.34%
Viridescent Hunt R1209498.885.92%
Prototype Crescent No Passive204221.883.76%
Blackcliff Warbow 0 Stack201421.582.61%

Overvape, 4CW, 4-piece Noblesse Oblige + Bennett Buff + Pyro Resonance

Overvape Bennett Buff – ATK or EM/Pyro/CritDamage% of Rust R1
Thundering Pulse R5632644.4154.11%
Thundering Pulse R1508226.9123.80%
Rust R5478417.2116.54%
Hamayumi R5 Passive Up451211.9109.91%
Skyward Harp R5450391.3109.71%
Amos R5 1 Stack448081.7109.15%
Slingshot R5435897.4106.18%
Skyward Harp R1415083.8101.11%
Prototype Crescent R5 Buff Up412517.2100.49%
Amos R1 1 Stack410806100.07%
Rust R1410515.1100.00%
Hamayumi R5 No Passive396895.996.68%
Hamayumi R1 Passive Up396895.996.68%
Viridescent Hunt R5386418.394.13%
Blackcliff Warbow R5 1 Stack379990.592.56%
Prototype Crescent R1 Buff Up377565.191.97%
Viridescent Hunt R1369858.690.10%
Hamayumi R1 No Passive369737.990.07%
Blackcliff Warbow R1 1 Stack36582289.11%
Windblume Ode R5352887.185.96%
Blackcliff Warbow 0 Stack351653.585.66%
Prototype Crescent No Passive34261383.46%





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