Yae Miko is a Limited 5 Star Electro Catalyst character in Genshin Impact. She provides solid damage to a variety of teams both from on-field and off-field. Thanks to new additions to the game since her initial banner she has become a lot stronger and is easy to recommend for meta reasons too. That said, the variety of uses for her and her ability to exploit different stats to different degrees can make using her confusing. This guide aims to cut through the confusion, detailing her different playstyles and how to build her for each of them.
First we will explain her kit: her talents, her ascension passives and her constellations. We will then give you an overview of her roles, strengths, and weaknesses, so that you can read the rest of the guide with some perspective on her place in the game.
As Yae's build and usage is so team-dependent, thanks to the Dendro-related additions to the game, we will continue with a short guide on the dendro additions for players not yet familiar with them. Players who already feel confident in their understanding of dendro reactions can skip ahead to the next sections, which give an overview of Yae's interaction with the different Dendro reactions. These sections should be read, as they detail how best to use Yae with the reactions.
Following these sections, we will detail how to construct teams for each Yae team archetype, including teams centered on the Dendro reactions just discussed. Finally, you will find our recommendations for her artifacts and weapons. We believe these are best placed here, for her preferred artifact sets and weapons are team archetype and sometimes even support dependent.
We believe the best way to read this guide is to first find your intended team archetype to use Yae in, at least for now. Then check what teammates you want to use for this use case. Based on this you can then decide on how to equip your Yae with artifacts and weapons. This will ensure that your build is optimal for the use you intend for her.
We hope you find the guide useful and that you end up loving our pretty kitsune shrine maiden as much as we do!
Yae performs up to 3 Normal Attacks, consumes 50 stamina to perform a Charged Attack.
Normal Attacks have standard ICD, Charged Attack has no ICD and can hit big enemies like the Primo Geovishap multiple times with a single cast.
Moves in a direction and summons a turret which randomly targets enemies in its range, prioritizing enemies over other entities. Turrets start at level 1 and increase in level by connecting to other nearby turrets, up to level 3 without the help of constellations. Her Skill has 3 charges, with each charge having a 4 seconds cooldown. A maximum of 3 turrets can exist simultaneously, each turret will last 14 seconds and strike 5 times before disappearing.
Yae calls a thunder strike from the sky which deals a very powerful AoE damage, if your turrets are deployed on field, it will destroy your turrets for an additional strike per turret, has a high 22 seconds cooldown and a 90 energy cost. Has no ICD and doesn't snapshot.
After your Elemental Burst destroys your turrets for extra Thunderbolt strikes, this passive will reset the cooldown for your Elemental Skill.
This passive will convert 0.15% of Yae’s Elemental Mastery into Damage Bonus for her Elemental Skill, good in reaction based teams, less useful in non-reaction based teams.
Notes: Keep in mind this doesn’t mean that you should build massive amounts of EM, EM vs ATK% Sands will depend on multiple factors like team archetype, teammates, artifacts, weapon, and even enemy line-up.
When selecting Yae while crafting Talent Materials, has a 25% chance to get other regional Talent Material of the same quality used in the crafting.
Generally worse than other Talent Material crafting passives, but can be useful if you’re leveling multiple characters from a single region.
After using your Burst, Yae will restore 8 energy for each extra Thunderbolt fired when destroying your turrets, up to 24 energy if you destroy all 3 turrets.
Can give you a 5-15% damage increase if you’re able to trade ER% substats on your artifacts for substats like Crit Rate, Crit Damage, ATK%, and EM if needed.
※ Yae’s C1 reduces her ER requirements by 40-50%.
Unlocks the 4th level of your Elemental Skill, now your turrets start at level 2, and once all 3 are connected they become level 4, additionally, your turrets attack range will be increase by 60%.
A 15-25% Skill damage increase.
This is a good stopping point if you're considering investing in constellations.
Increases the talent level of your Elemental Skill by 3 levels.
Further Increases your Skill damage by around 15%.
After your Elemental Skill hits an enemy, increases the Electro damage of your team by 20%, has 100% uptime, powerful when you have multiple Electro characters on your team.
An additional 8-10% in your Skill damage, and a 10-15% increase in your Burst damage.
Increases the talent level of your Elemental Burst by 3 levels.
An additional increase of 10-20% in your Burst damage.
Makes your Elemental Skill ignore 60% of enemies' defense.
A massive 44% increase on your Skill damage.
N# = Consecutive Normal Attacks.
C = Charged Attack.
D = Dash.
J = Jump.
E = Elemental Skill.
Q = Elemental Burst.
Standard ICD = Application every 3 hits or 2.5 seconds.
N2CJ or N1CJ for high Electro application. Since Yae's Normal Attacks have Standard ICD while her Charged Attacks has no ICD, using N2C twice will make you apply Electro 4 times, while N1CJ will provide 2 applications in a short window the first time it is used. The Charged Attack animation can be cancelled with a Jump or a Dash when her left hand reaches her right shoulder.
N2D or N3D will provide less Electro application but will make Yae a better Xingqiu/Yelan/Beidou driver since those character's coordinated attacks can't be triggered by Charged Attacks. Coordinated attacks will proc on the first and third hits so N3D is recommended if you don't need to dodge.
Yae can also use Normal Attacks in between Skill casts and before Burst to get additional hits from Xingqiu/Yelan/Beidou and apply a little more Electro:
N1 Q N1E N1E N1E - the N1 can be cancelled early with E or Q, not the other way around
N1CJ Q EEE N1C - this combo is intended to maximize the amount of reactions, not coordinated attacks, by spacing the N1C with Q and E it allows the stamina to regenerate and also the N1 ICD to recover without having to do 3 consecutive hits.
You shouldn't use all 3 Skill charges while only moving in a single direction. If you do so, only the turret in the middle will achieve level 3, while the turrets on both extremities will remain level 2 turrets. You can either use your Skill moving forward twice and then backwards once, or try to form a triangle like shape. Do note that if you deploy turrets on top of each other, the older of the two will simply be destroyed, so try to avoid that.
While the turrets deal mostly single target damage, they have a very small AoE and sometimes can hit multiple enemies by themselves, or with the help of grouper characters like Venti.
Since Yae doesn't snapshot in any part of her kit, you don't have to be wary of whether you use her Skill after or before you trigger buffs, so you should always use Yae's Skill at the start of the rotation. Rotations with Yae should look like this: Yae EEE > use your other character's abilities > Yae Q EEE. Avoid doing EEE Q EEE in sequence because by doing that you'll be either losing a considerable amount of energy particles, damage, and buffs depending on your teammates.
Yae Miko's generalist role in a team is to deal constant off-field damage, while being able to provide a Burst damage nuke. She does this well in all team archetypes. Aggravate and Hyperbloom teams opened a new play style for Yae, where, instead of only dealing constant damage off-field, she can act as an on-field driver. This playstyle allows her to take advantage of teammates' coordinated attacks (like Fischl’s A4 Passive) and on-field EM buffs (like Nahida’s and Dendro MC A1 Passives).
Very strong meta-wise, can clear all content in the game, especially strong in multi-wave content.
Performs well in both single and multi-target content so she's not constrained if Abyss has mixed AoE and Boss chambers on the same side.
Her kit is suited to dealing with annoying enemies that fly or move a lot such as the Wolflord, Rifthounds, Ruin Serpent, and Specters.
Good sustained damage as well as decent nuke capability.
Flexible with weapon choices.
Can use Shimenawa, Emblem and Gilded Dreams pieces which come from some of the most resin efficient artifact domains to farm.
Straightforward playstyle (she's like an Electro Albedo).
Hot fox lady with playful personality (Yes I count this as a pro, fight me).
She makes purple numbers and we all know purple is the best color.
Due to her high energy requirements, players may find her over-reliant on batteries to keep her Burst up.
Extremely squishy.
Requires more field time than the average off-field type of character to do her set-up.
Prone to stagger/interrupt if not paying attention to enemy attack patterns.
Yae makes good use of the new elemental reactions that came with the addition of the Dendro element in 3.0. We will discuss her use in teams with these reactions throughout the document. You will find a brief guide on them in this section, in case you do not yet know how they work or wish to revise their characteristics. If you already are up to speed on the reactions, you can skip to the next section.
The introduction of Dendro as a playable element brought 3 new main-reactions: Quicken, Bloom, and Burning. Alongside the 3 main-reactions, it also brought 4 new sub-reactions: Aggravate, Spread, Hyperbloom, and Burgeon. These additions gave Yae a good boost, as she can take advantage of all of these reactions except for the sub-reactions Burgeon and Spread. Quicken/Aggravate and Bloom/Hyperbloom opened new team possibilities and a new playstyle, while Burning improved her Overload teams. We will only explain/discuss the reactions she can utilize.
Quicken is a reaction that happens when Dendro and Electro are applied to an enemy, consuming both elements to create the Quicken Status/Aura.
The triggering of the reaction follows the character ICD.
Both Electro and Dendro are consumed in equal amounts to create or refresh the Quicken Aura.
It behaves like a Dendro Aura when reacting with Pyro and Hydro, which can deplete it.
Quicken can coexist with Electro or Dendro. This means that usually there will be Quicken and an underlying Electro or Dendro Aura.
Quicken lasts for around 10 seconds in most cases. Keeping up Quicken is very easy, as long as Electro and Dendro are reapplied every 10 seconds and not reacting with Pyro or Hydro. It is not required to have characters with fast elemental application to achieve 100% uptime. The duration can be calculated as GU x 5 + 6 and it’s based on the smaller of the Dendro/Electro gauge.
When Electro is applied to the Quicken Aura it reacts, resulting in Aggravate, and if there is an underlying Aura it will react with that as well.
The triggering of the reaction follows the character ICD.
Aggravate or Spread do not consume the Quicken Aura. Because of this, Aggravate/Spread teams can have multiple characters that trigger the reaction without any drawbacks.
It increases the damage of the attack based on the EM of the character, scales with damage modifiers, crit and is affected by the enemy Electro resistance and defense. It works in a similar way to Shenhe and Yunjin buffs but limited by ICD.
Electro Swirls can Aggravate. In this case the Aggravate will not benefit from damage% and crit but instead it ignores defense. It's worth mentioning that Swirls in single target do not trigger Aggravate, they need at least 2 targets to spread the element.
Applying Hydro and Dendro to an enemy results in the Bloom reaction, which creates a Dendro Core on the field in close proximity to the enemy.
Applying Hydro to a Quickened enemy can also trigger Bloom.
The reaction has a strong and weak side which affects the amount of Aura that is consumed. Dendro on Hydro consumes double the amount of Hydro (1U Dendro consumes 2U hydro). Hydro on Dendro consumes only half the amount (1U Hydro consumes 0.5U Dendro)
The triggering of the reaction follows the character ICD.
Dendro Cores have a duration of 6 seconds, after which they will explode, dealing AoE Dendro damage. There can be a maximum of 5 Dendro Cores at the same time. Creating more than 5 cores will cause the oldest one(s) to explode.
The explosion can hit multiple enemies and the player.
Damage dealt to the player is reduced by 95%.
It does not apply any element.
The damage scales based on EM and level of the character that triggered the reaction. It's affected by the enemy Dendro resistance but not by defense. It's similar to Overloaded damage without the knockback.
There is a limit on how often Dendro Cores can deal damage. Each enemy can only be damaged by 2 cores every 0.5 seconds.
Dendro Cores can react with Electro or Pyro to trigger Hyperbloom and Burgeon respectively.
Dendro Cores can be pulled by Anemo abilities.
Applying Electro to a Dendro Core will trigger Hyperbloom. The reaction transforms the core into a projectile that seeks the closest enemy and deals Dendro damage.
It has a small AoE but in most cases it will only hit a single enemy. The enemies would have to be grouped very close by something like Venti's Burst to be hit by the Hyperbloom AoE.
It does not apply any element to the target.
The ICD of the character does not matter because each core is a new entity on the field and ICD is separate for each one. That means the first application will always trigger Hyperbloom.
Hyperbloom deals 50% more damage than a Dendro Core explosion and scales based on EM and level of the Electro character that triggered the reaction. It's affected by the enemy Dendro resistance but not by defense.
It can be triggered by hitting the core directly with Electro or by hitting an enemy that is close enough with an AoE attack. Electro swirls can also do it.
Applying Dendro and Pyro triggers the Burning reaction.
It creates a separate Burning Aura that behaves like a 2U Pyro Aura when reacting with other elements. It can coexist with a Dendro, Quicken and Pyro Aura.
Applies 1U Pyro to the target and those around it every 2 seconds.
It deals Pyro damage every 0.25 seconds and rapidly consumes Dendro. 1U Dendro is consumed every 1.74 seconds.
Burning can be extinguished by reacting with it or when the Dendro runs out.
Burning damage is based on EM and level of the character that last applied Dendro or Pyro.
Quicken behaves like a Dendro Aura for fueling Burning and will be consumed in a short time.
At this point it is clear that at least part of Yae's kit has been designed with Dendro in mind. Her Ascension 4 Passive allows her to double dip into EM by increasing both reaction and Elemental Skill damage. This has shifted her stat priorities a bit, increasing the value of EM. Since Yae is the one triggering the reactions, leveling her to 90 is important, as it will increase both the base damage from reactions and her own personal damage. Below we will detail how Yae interacts with/benefits from each of the Dendro reactions.
Her Elemental Skill has standard ICD (3 hits/2.5s). However, since enemies don’t share ICD, the random targeting allows her to bypass ICD restrictions in multi target scenarios. This effectively increases the amount of Aggravates she triggers on average.
Compared to single target, her Elemental Skill gains on average about 60% more Aggravates against 2 targets and 100% more Aggravates against 3 targets. Her Burst does not have ICD so it will guarantee 4 Aggravates on each enemy with a Quicken Aura on them. Her Normal Attacks have standard ICD while her Charged Attacks do not have ICD.
Being a catalyst user allows her to act as an on-field driver, whose role is to proc reactions and to activate other characters' coordinated attacks. More on that in the teams section.
In addition, she gains buffs that only work on the active character (Nahida’s and Dendro MC’s A1) and can lower her energy requirements since she catches energy particles while on-field. This is not to say that she has to spend a lot of time on field, typically one or two N2C every time she swaps in, because buffs and support skills need to be refreshed soon after that.
Yae has several ways to trigger Hyperbloom, making her an excellent addition to these teams. Her Elemental Skill will always prioritize enemies over the Dendro Cores, which is a good thing, since targeting Dendro Cores would mean that your Skill could miss the enemy, making you lose her personal damage.
The turret attacks have a small AoE that is able to trigger Hyperbloom when the targeted enemy is not too far from the Dendro Core. Even though Yae’s turrets can do the job of triggering Hyperbloom, a completely off-field playstyle isn’t recommended for a few reasons:
Enemies with large hit boxes like the Primo Geovishap will cause some cores to be spawned too far from their "center’’ for the AoE of the turrets to reach them. (This does not apply to enemies that have normal hit boxes)
In situations with a lot of enemies, since her turrets have random targeting, they may end up targeting the ones that are too far from any cores. Anemo units can help by grouping them.
Additionally, enemies that move a lot can get away from the cores before Yae can proc them. To solve these issues, Yae can use her Normal Attacks to hit Dendro Cores that her turrets missed. This means that she should generally be played on-field and she will prefer Hydro and Dendro teammates with good off-field application.
Applying Hydro on a Quicken Aura will trigger Bloom and this can usually happen 2 times before the Quicken is consumed. Applying Dendro on an enemy that is Electro-Charged will trigger both Quicken and Bloom. These interactions will aid in refreshing the Quicken Aura more often and generating more blooms.
Raiden and Kuki can more reliably hit blooms from off-field. This provides the option to play them with a Dendro on-field driver (Nahida, Althaitham) coupled with 2 off-field Hydro units which can end up generating more blooms.
Yae as an on-field driver can capitalize on both Hyperbloom and Aggravate, because she applies more Electro, which increases the uptime on Quicken. Furthermore, due to the interaction beween Dendro and Electro-Charged her team can still generate a good amount of blooms. Her personal damage is relevant and she gets a nice damage boost from Nahida's A1 Passive. More on this in the Quickbloom section.
Burning improved Overloaded teams, as the 2U from the Burning helps maintain the Pyro Aura on the enemy, narrowing down who’s the one triggering the Overloaded reaction. Instead of oscillating between both the Electro and Pyro characters, you can make sure the Electro character is the one who’ll trigger the reaction. Alternatively, it can make using a second Electro teammate a viable option.
Burning and Quicken also have an interesting interaction: When you apply Pyro to a Quicken Aura, the enemy will enter the state of Burning, but since you’re Burning Quicken Aura and not just Dendro Aura, your Electro attacks will trigger Aggravate on top of Overloaded, and your Dendro attacks will trigger Spread. That said, this mechanic is very inconsistent, either Burning will deplete the Quicken Aura before you can get multiple Aggravates and Spreads and then be replaced by common Dendro Aura, or your Electro attacks will cease the Burning.
As you can see above, Bennett triggered Burning on a Dendro Aura, and because of that Yae was able to proc both Aggravate and Overloaded with the same attack.
Video Footage © Atilla the Pun
In this section we will compare Yae to some of her 5 star and 4 star Electro alternatives, for players on a budget to be able to decide her worth for themselves. It is not our intent to call units bad or inferior based on the analysis here. All units in this section are strong when properly invested / used. We feel this is necessary because there is a lot of misinformation and bad comparisons in the general community.
We are assuming C0 5 star characters, C6 4 star characters and 4 star weapons. If you are going to invest in her signature weapon or constellations she will outscale the competition (except Cyno at equal investment) to a larger degree and will be less reliant on a battery.
Yae and Fischl have some similarities, mainly their off-field DPS capabilities. However, they do different in some aspects as well, which makes them complement each other in a team. Fischl generates more energy, while Yae requires a battery to get her Elemental Burst back up. Yae can be played on-field in Quicken and Bloom teams to trigger more reactions, which makes her a good driver of Fischl's A4 passive.
Both of them have good single target damage, but Fischl can do a bit more in teams with a consistent on-field driver. Meanwhile, Yae has more AoE potential due to her Burst and her random targeting. Fischl requires less field time and she can snapshot buffs with her Elemental Skill. She will generally perform better when played as a solo Electro character in reaction teams, because of her fast Electro application and her self-sufficiency at recharging her Burst. However, Yae can deal a bit more damage in some double Dendro Quicken teams, where Fischl is not getting that many procs of her A4 (Spread is not an Electro reaction). Yae also has the option of front-loading her damage, which can be useful, especially in teams that focus on buffing her Burst.
While Fischl is more versatile as an off-field unit, Yae does offer some things to make her stand out. Aggravate, Electro-Charged and Quickbloom teams are at their best with 2 Electro characters. Yae helps to round out these teams with some AoE, while also maintaining high single target damage. Besides that, Yae has several teams that don't include Fischl. You should not expect her to replace Fischl in all teams because she was not designed to do that. She should be compared with characters that fill the same role in a specific team.
A more appropriate comparison, since both will need a battery, otherwise they'll lose some personal damage from having to build more ER%. It is worth noting that Yae is less reliant on her Burst, while Beidou also offers defensive utility through hers. They have similar performance in AoE scenarios, but Beidou can snapshot buffs into her Burst and has an advantage in 2 target scenarios. Yae is better at handling single target scenarios and at the same time offers good AoE damage, so she's not hindered when Abyss has mixed AoE and boss chambers on the same side. Yae works with Raiden. :)
Something that can be worth considering is that Beidou requires constant input from the player to maximize the amount of her burst discharges, while Yae's turrets are automatic. This means that Yae is a better fit for characters with long animations like Kazuha. On the other hand, Beidou is easier to use to her full potential in teams that rely on multiple characters who require constant normal attacks (i.e. Xingqiu/Sucrose Taser).
With Fischl being so strong in Quicken teams, you need to choose a second character to take advantage of her A4 Passive. This can be an Anemo character, but it will usually be another Electro character. The Electro characters that can fill the on-field role are Yae, Cyno and Keqing.
Yae's main selling point is her flexibility, being able to take the on-field or the off-field role depending on your teammates. Her field time can be adjusted to make room for other characters that need some time on field without extending the rotation (i.e. Tighnari, Sucrose driver). Yae's damage is comparable to the others or a bit higher in some situations. Her niche is single target, so she will generally be the best option for that, or when dealing with multiple enemies that won't group (i.e. Rifthounds). In AoE scenarios Keqing can deal a bit more damage if she can hit multiple enemies with her Charge attacks.
Cyno is a hyper carry with long field time so it's hard to compare them. In Bloom teams Yae and Cyno can both function as on-field drivers. In general Cyno prefers teammates with off-field abilities that work over a long period of time. Yae is more flexible since she can be swapped out at any time to reapply buffs and to accommodate teammates that have to recast their abilities more often, like Kokomi or Fischl.
Good in both multi and single target, you can say Yae was made for Aggravate because of her Ascension 4 Passive, so here is where she shines. This is her best team with a very high ceiling when played optimally.
Fischl has one the most synergistic kits with Quicken due to her fast elemental application. Her A4 passive will fire off an attack every time the active character triggers an Electro related reaction. There is at least 0.5 sec between each proc, but this instance of damage lacks ICD, meaning that every time her A4 activates she will trigger Aggravate on enemies with a quicken Aura. Yae is able to proc Fischl's A4 at a good rate, not only with her Normal/Charge attacks but Skill and Burst as well. Fischl should carry a set that helps her personal damage, preferably 4 Golden Troupe, by far the best set for her.
Raiden offers superior AoE damage over the other options and is an excellent battery for the entire team. She takes the on-field role from Yae. It’s recommended that Yae Bursts every rotation to build Raiden’s resolve. She shouldn't be played alongside Tighnari as both require a decent amount of on-field time. Raiden should be built as usual with Emblem, Attack or ER sands, Electro goblet and Crit circlet.
Shinobu consolidates healing and damage and can handle multi target scenarios well. She shouldn’t be played alongside Jean/Sayu, as running 2 healers will drastically reduce your damage. She should carry a support set (Noblesse/ToM) or DPS set (Gilded Dreams/Thundersoother), both are competitive.
Beidou should be avoided in single target scenarios, as her Elemental Burst is reliant on there being at least two targets to take full effect. She offers resistance to damage/interruption with her burst. It is recommended to use her with 4 piece Emblem of Severed Fate. Note that neither Yae or Beidou are good batteries, so their energy gain will suffer when played together.
Considering that Quicken does not require much elemental application to keep up, all Dendro characters handle this role very well. Nahida offers high personal damage in this slot and she can apply Dendro to a wide area with very little effort. She does not require energy to achieve that, which helps in dealing with frequent spawns and spread-out enemies. Tighnari is very good at dealing single target damage and isn't Burst reliant. Alhaitham requires more field time and can provide AoE damage with his burst, but without a second Dendro character in the team, it will be very hard to burst every rotation, which is highly recommended for him.
Baizhu is the premier defensive option for the dendro element. He comes with strong healing that requires little field time, and his small refreshing shields offer a bit of damage reduction and some interruption resistance too. He also provides a small buff to the on-fielder's Aggravate damage, albeit it is not significant. He will be the most comfortable Dendro slot in these teams and he applies sufficient Dendro for Quicken, assuming he is built with enough ER% to use his burst on cooldown. It is therefore recommended to use an ER related weapon on him, such as Prototype Amber or Favonius Codex.
Yaoyao is a budget option for the the healer slot and the random targeting on her Elemental Skill makes it so that she can apply Dendro to all enemies. Note that most of her healing is locked behind her burst, but this will not be used in full in these teams. This is because she would have to stay on field for 5 seconds during her Elemental Burst for its full healing, which is not recommended due to her low damage.
Kirara is another viable way to add defensive utility to your team by filling the shielder slot. Although she lacks reliable off field Dendro application prior to C4, her dendro application suffices in most Quicken teams. Using the hold version of her Elemental Skill allows you to easily apply dendro to all enemies by walking into them with Kirara's cat form. Her shield is decently strong and can make for more comfortable rotations if you struggle with being staggered by enemies. Her Elemental Burst is an additional form of Dendro application with lingering dendro bombs. However, the bombs are not reliable for off field Dendro application. Use a support sword such as Favonius on her or Sacrificial Sword for additional dendro applications and shielding
If using Nahida, Tighnari or Alhaitham, they should carry the Deepwood or Gilded Dreams set to enhance their personal damage. Dendro MC's, Collei's, Baizhu's, Yao Yao's, and Kirara's damage are quite low, so they should hold a support set like Noblesse, Instructor, or Tenacity instead.
Anemo/Flex Slot:
Sucrose, Venti and Kazuha are the best options when grouping is needed. Sucrose offers the strongest buffs, while Kazuha offers buffs, strong grouping, and higher personal damage. Venti offers similar damage to Kazuha and the strongest grouping against certain enemies, but lacks the buffs of Kazuha or Sucrose. However, when his strong grouping works, he can enable Yae’s turrets and Fischl’s A4 to hit multiple targets at the same time.
Jean, Xianyun and Sayu are all competent healers, but they lack the ability to group enemies. Jean’s animations are quicker and take less field time. Sayu enables an alternative play style by using her on-field. In her rolling mode she can get a good amount of Swirls, Aggravates and Fischl A4 procs. It can perform well in situations where grouping is not needed, but care must be taken since she’s prone to interruption while rolling. Xianyun is a catalyst character, so she can provide additional buffs through Hakushin Ring or Thrilling Tales of the Dragon Slayers if her high energy requirements can be met. Xianyun can also enable an on field plunge playstyle, though it is a DPS loss to plunge compared to her more standard Aggravate playstyles in most of her teams. However people are free to use the plunge mechanic if they consider it fun, as the DPS loss is not substantial enough to neutralize the playstyle. Note that most of Xianyun's healing output requires you to use her plunges, so she may provide insufficient defensive utility if you decide not to use plunges with her.
Aggravate damage depends on the enemy’s Electro resistance, hence it is recommended to equip your Anemo unit with 4-piece Viridescent Venerer. Note, however, that the enemy needs to have an Electro Aura on them in order to be able to swirl Electro and provide the corresponding decrease in resistance.
This may be an issue with Nahida. Since her Dendro application is so strong, it can make it hard to have an underlying Electro Aura on the enemy. It is therefore advised to start the rotation by swirling Electro before using Nahida’s elemental skill.
In situations where VV needs to be reapplied you have to override her Dendro aura with Electro and swirl right after that. There are several methods to achieve it, here are a few examples:
Fischl’s Oz cast followed by a Normal Attack to apply Electro and proc her A4 Passive.
Raiden’s elemental Skill cast followed by Yae’s Normal Attack
Shinobu’s Burst will guarantee an Electro Aura.
Zhongli can be a good option with his resistance reduction that works on all damage including Aggravate/Spread and he is a bit easier to use with Nahida. He should carry a support set like Tenacity, Noblesse or Archaic Petra.
A team that focuses more on the Spread reaction. It's recommended to have at least one character that deals significant Dendro damage (Nahida, Tighnari, Alhaitham etc).
This team performs well in both single and multi-target scenarios due to the random targeting on Yae and Tighnari’s Skills or Alhaitham's and Nahida’s consistent AoE damage.
The double Dendro line-up makes it so that both Dendro characters can battery each other and provides the Dendro Resonance for an overall team damage boost. Alhaitham and Tighnari work very well alongside Nahida, as them being able to deal most of their damage while on-field allows them to take full advantage of her A1 Passive while her Burst is up. Yaoyao as the healer makes it easier to include an offensive option in the last slot.
The team is not as reliant on Anemo because a large portion of the damage is Dendro damage, so Viridescent Venerer would only help Yae. Sucrose, Kazuha or Venti can be useful if grouping is needed, but otherwise there are better options.
For the flex slot the best options are a second Electro or a defensive/buffing character that doesn't remove the Quicken Aura. Shinobu consolidates damage and healing and does well in multi target scenarios. Fischl is a good single target option if healing is not needed, though her overall performance is a bit lower compared to Aggravate teams because Spread does not activate her A4 Passive.
Lisa and Beidou provide damage and utility. Beidou will require a teammate that use normal attacks consistently such as Alhaitham. It will take more ER to make them work but it's manageable, use a Favonius weapon if necessary. Zhongli offers shielding and his enemy resistance reduction boosts all of your damage, including Spread and Aggravate.
The majority of the damage is Dendro damage, so one of the Dendro units should carry the Deepwood set to reduce enemy Dendro resistance.
If you're interested, you can check these for a DPS calc + rotation:
This team is built around the Bloom reactions, usually with Yae as on-field trigger. Can handle both single and multi-target scenarios although it’s more suited to single target. It consists of at least one Electro, one Hydro and one Dendro. The last slot can be Anemo, a second Electro that won’t hit too many Dendro Cores, a second Hydro, or Zhongli.
Hydro Options:
Kokomi has slow AoE Hydro application when used off-field, so she doesn’t generate as many blooms in single target, but she does generate a good amount in AoE.
Xingqiu and Yelan offer fast single target Hydro application. Additionally, Xingqiu applies Hydro around him with his orbital swords every 2.25s, so it’s preferable to stay near the enemy to proc a few more blooms when using him. He also offers interruption and damage resistance, which helps a lot with Yae being so squishy.
Dendro Options:
Since Yae is played on-field, Nahida is by far the best option due to her strong elemental application. If she is not available, then Dendro MC can take her place. Collei and Yao Yao aren't great when it comes to consistent application, so they're not recommended. Baizhu similarly struggles to consistently apply a lot of Dendro, so he will not create a large amount of blooms. However, from the available defensive Dendro options he is the best, also because he has lower field time requirements than Yaoyao for his healing output.
Flex Options:
If using a second Electro it is recommended to use Beidou or Fischl, since they won’t trigger that many blooms. Multiple triggers are less effective because all would have to be built with EM. This is why Raiden/Shinobu and Yae should not be played together in this team. Beidou offers interruption and damage resistance through her Burst. Fischl is a good option for single target damage.
Zhongli reduces enemy resistance to all elements and solves any survivability issues. A second hydro can be a good choice for additional damage and to generate a few more blooms. Anemo is a less synergistic alternative in these teams, but is good at consolidating your AoE (by providing crowd control) to help with generating and triggering blooms, which can be preferable in chambers that have ungrouped enemies.
Yae should generally be played on-field so she can trigger Hyperbloom more reliably. However, in situations where the turrets can do the job by themselves, Nahida or someone like Kokomi or Ayato can be used instead.
Since Hyperbloom damage depends on the enemy’s Dendro resistance, it is recommended that one of the units on your team use 4-piece Deepwood Memories. Generally, you want your Dendro unit to hold this artifact set, unless you’re using Kokomi as your hydro option, in which case she can use it instead.
Quickbloom teams rely on both Aggravate/Spread and Hyperbloom. The key to making a team like this work is to maintain a Quicken Aura as much as possible even though it won’t be 100% of the time.
The amount of Quicken uptime will depend on the Hydro, Dendro and Electro application. Faster Hydro will reduce uptime while faster Dendro and Electro will increase it. For the flex slot it is best to use someone that doesn’t interfere too much with Bloom generation, doesn’t trigger Blooms and doesn’t remove Quicken.
Kokomi has slow Hydro application when used off-field so she doesn’t interfere much or at all with the Quicken Aura. Her Bloom generation is a bit lacking in single target but she gets a good amount in AoE. Xingqiu and Yelan offer strong single target damage and Hydro application which can remove the Quicken Aura, not as much of an issue in AoE.
Furina has slow Hydro application while also providing a large DMG% buff to the whole team based on HP lost and gained. This DMG% is great for the teammates that do significant talent dmg as well as trigger Aggravate or Spread. This will force one of the team slots to be a healer, which will usually be in the flex slot.
Nahida is again the best option because strong off-field Dendro application is so important. Dendro MC can also work if Nahida is not available. Similarly to standard Hyperbloom, Collei and Yao Yao aren't great, but if you need a healer go with Yao Yao or (preferably) Baizhu.
Fischl and Beidou are good choices because they can proc Aggravate and also help maintain Quicken uptime when using a Hydro unit with fast elemental application. Fischl applies more Electro and does more damage in single target scenarios, but she steals a few blooms. Beidou doesn’t hit blooms with her Burst and offers strong defensive utility. Her damage and Electro application are lacking in single target but are very good in AoE.
If you are using Kokomi, then Kazuha becomes a very good option. Since her Jellyfish is stationary for 20 sec, grouping is very important. On top of that, Kazuha’s offers strong buffs and he gets a good amount of Aggravates from off-field through his Burst absorption and Electro swirls. If using Nahida, it’s better to start the rotation by swirling Electro since her Dendro application can remove the underlying Electro Aura and make it hard to swirl.
If using Furina, the flex slot should be a healer to counteract Furina's HP drain as well as generate more Fanfare. Given that Furina's HP drain is team-wide, it is preferable to use a team-wide healer. Therefore, Baizhu or Yaoyao are the generally recommended options, though Baizhu needing less field time makes him the clear best option. Kuki is less advisable due to her lower output, single-target healing, but using Prototoype Amber on another unit (usually Nahida) in addition to Kuki can be enough overall healing to enable Furina's mechanics.
The team damage is split between Hyperbloom, Aggravate and Spread. Yae should have a good balance of EM, Crit, and Damage%. Someone should carry the Deepwood set, usually the Dendro unit.
As mentioned in the Burning section earlier, this is Yae’s new way of utilizing the Overloaded reaction, on top of getting some Aggravates from time to time, but you can still play standard Overloaded without a Dendro character. This team works great against multiple heavy enemies.
The team consists of an Electro character, a Dendro character, and a character that will apply Pyro, which can be a Pyro character or an Anemo character. Your flex slot can be another Electro or Dendro character, or Bennett if you need to battery your Pyro applier or you need infusion for your Anemo character.
Yae can take the on-field driver role to get additional Overloaded and Aggravate procs with her Normal/Charged Attacks. In this role Bennett is a good choice, as she receives Bennett’s buff to her turrets. Bennett pairs well with Kazuha, since Kazuha can easily infuse his Burst with Pyro inside Bennett's burst to apply Pyro to enemies. Additionally, on-field Yae catches more particles, lowering her energy requirements, and makes use of Nahida’s A1 Passive.
For the Dendro slot we recommend using Nahida. Since Nahida applies more Dendro (1.5U) and that quite reliably, you will more consistently trigger "Aggroload" reactions with Yae, since it takes longer for Burning to consume the underlying Quicken Aura. Other Dendro units will struggle to reapply Dendro and thus allow for consistent Aggravate procs. If you do not have Nahida, it may be necessary to use two Dendro units, which comes at a significant cost to the team's performance.
Instead of Bennett + another character to keep consistent Pyro application, you can choose Thoma. Thoma has slow Pyro application, which allows you to remove the Burning Aura, then refresh Quicken, and finally put the enemy in the Burning state again. This would be the ideal scenario, but it’s still inconsistent and usually not worth it, as an Overloaded proc in a multi-target scenario will give you more damage than an Aggravate would.
A very good team, the Hyper Carry Raiden team often encounters the problem of not being able to deal the final blow to enemies without having to Burst a 2nd time with Raiden, which will lead to starting the next chamber without energy, or by sacrificing a lot of time instead, using Yae will get rid of this problem and make it very good in clearing multi wave content.
For your flex spot, consider what you personally need whether it is a buffer, shielder, healer, etc.
PS: you can be a 🗿 GIGACHAD 🗿 and use Sara/Fischl and Shinobu for a real Mono-Electro team.
A solid team for single and multiple enemies scenarios. The Electro-Charged reaction contributes a good amount of damage in AoE but not much in single target. However, this team will usually consist of characters that can deal good single target damage.
It’s generally recommended to include one character that can be played on-field, since Yae’s on-field presence does not contribute much to this team most of the time.
For the Electro spot, Fischl is usually the best pick due to her battery capabilities and high off-field single target damage. Raiden is also a great battery for Yae and can fill the on-field role.
It’s hard to fit in a healer without losing something else like damage or grouping so Kokomi solves that issue. She can be played on-field and she is usually best paired with Kazuha. Xingqiu and Yelan can be better picks when the on-field role is already covered by someone else and healing is not needed. Ayato is a good option due to his AoE damage and on/off-field Hydro application.
Furina can be used as a Hydro option providing high damage and strong buffs, however, she requires the use of a healer. Doing so will usually mean trading one of the other slots to gain Furina's DMG% buff to the team. That could mean trading the more offensive Anemo options for Jean or Sayu, bringing an Electro healer like Kuki, or a Hydro healer like Kokomi. Alternatively you can bring Xianyun, in which case on-fielding Yae and plunging with her is a viable option.
Sucrose works better than Kazuha when paired with off-field Hydro characters, as she can spend time Normal Attacking to trigger more Swirls. Kazuha is good all-around and better when using a strong on-fielder like Raiden, Kokomi or Ayato. Heizou is a side-grade to Sucrose when grouping is not needed. Jean is a decent pick if you are still missing a healer.
Chevreuse's unique kit enables a very potent team archetype that centers around Overloaded, but focuses on characters dealing talent damage.
Playing characters that allow for consistent Pyro and Electro damage/application is crucial for taking advantage of Chevreuse's kit, since she provides her potent Pyro and Electro resistance shred when you trigger Overload on an opponent.
As a flexible Electro character that can be played off field but can also take on field time, Yae slots into these teams perfectly. To allow for consistent Overload reactions, Chevreuse teams with Yae would then want a good source of Pyro application, either off-field or on-field. Chevreuse takes a supportive role in these teams, with a focus on energy recharge and HP. Getting as close to 40k HP as possible to maximize her A4 passive is very beneficial for team damage, while also increasing her healing potential.
Xiangling is the best off-field Pyro option as of 4.4. Being able to snapshot many buffs into her Elemental Burst allows her to provide consistent off-field damage throughout the rotation. Since she has low field time requirements, she provides flexibility in the choice for the final slot of the team. Chevreuse can generate a decent amount of Pyro particles as well, which is essential to making Xiangling's high energy requirement manageable. Unlike in Vaporize teams, Xiangling will want a build that focuses on Attack, Crit, and Energy Recharge, not Elemental Mastery. This is because Chevreuse's buffs are more so focused on talent damage, which is not affected by the Overload reaction (unlike with Vaporize). Further, reaction ownership can be an issue in Overload teams. Therefore, building Elemental Mastery instead of other offensive stats will utilize Chevreuse's buffs less efficiently, though it's not an entirely wasted stat.
On-field Pyro characters also fit very well into Chevreuse teams with Yae. Lyney and Yoimiya can be used on-field with Yae's in an off-field Electro role, to take full advantage of Chevreuse's kit. Lyney's kit incentivizes doing damage to enemies affected by Pyro, so the ideal fourth slot for him is Xiangling for continuous Pyro application. Yoimiya can be a bit more flexible, since she does not need a Pyro Aura on the enemy, so she is able to make good use of Fischl, Bennett or Xiangling. Hu Tao can fit into an on field role here as well, though her potential in Vaporize teams is far higher than in Chevreuse teams.
Fischl is a great fourth slot, offering additional off-field Electro damage. Her energy generation can also lower Yae's Energy Recharge requirement enough to burst every rotation. Bennett's attack buff on top of Chevreuse's buffs is also a big source of buffs. If Bennett and Chevreuse are the only Pyros, a quickswap style will be preferred to maintain buff uptime. Swapping into Bennett every 2-4 seconds to trigger another Overload will maintain Chevreuse's resistance shred.
These breakpoint estimates are for single target scenarios with no extra energy sources. When not in single target scenarios and/or using other sources of energy like Favonius, Xiphos, Venti's A4, or specific character's constellations, these breakpoints will be reduced. That said, going for 140%+ ER breakpoints with only the ER provided from artifacts sub-stats isn't recommended, for those cases you should check the second playstyle mentioned in this section.
For your specific team and set-up, you should use an Energy Recharge Calculator. The ER Calculator is fairly easy to understand after you use it for a while, here's a small guide for beginners on how you should approach it: ER Calculator tutorial for Yae.
Off-field Yae with Raiden and Sara: 140-150%
Off-field Yae with Raiden: 150-160%
On-field Yae with Fischl: 130-140%
On-field Yae with Shinobu: 160-170%
On-field Yae with Beidou (not single target): 160-200%, will heavily depend on enemy type and amount, and if you can hit perfect parries.
※ Yae’s C1 reduces her ER requirements by 40-50%.
This will end up having similar performance to Bursting off cooldown. The damage loss on Burst will be compensated by the gain on her Elemental Skill and Normal/Charged Attacks. There is no fixed amount of ER to aim for, so her Burst should be used whenever it’s available. ER substats are still useful and a battery is still recommended. The main advantage to this type of playstyle is that you have much more flexibility when choosing artifacts.
Also, if Yae is the only Electro character in the team, this is the recommended playstyle because reaching the amount of ER% necessary to Burst off cooldown on substats isn’t worth it, even with C1, and an ER Sands/weapon is not recommended, as it will drastically reduce your damage.
Delaying her burst can make certain weapons or artifact sets more/less desirable. For example, the Emblem set would be less effective because the Burst is doing a smaller portion of the damage. On the other hand, it may be easier to sync up the Burst with the Widsith’s buff on subsequent rotations due to its long cooldown. If you want more details, check the sheet below.
Energy Recharge is not that important for Bloom teams, as Yae will be on-field for a long time catching particles, reducing the ''on-field'' breakpoints mentioned before by 10-20%, and because a high EM build doesn’t benefit your Burst as much as it benefits your Skill. Further, it might not be worth to use her Burst at all in specific scenarios, like when using an EM stat stick weapon (Magic Guide, Mappa Mare, Sacrificial Fragments) or in single target scenarios while driving Xingqiu/Yelan. Check the sheets below for more details.
Bursting every rotation and Bursting every other rotation - Yae can do both and one isn't necessariy better than the other. However, there are factors that can shift the scale and make one playstyle prevail over the other. These factors include Artifacts, teammates, Weapons, and even Artifact Substats. Some of the more important factors to consider are listed below:
In an Aggravate team with Yae acting as the driver for Fischl, her ER requirements are reduced by a lot, such that you may want to Burst every rotation. However, a C0 Yae will still need around 130% ER for that playstyle. If you can't achieve that with your Artifact Substats and/or with your Set Effect (Emblem of Severed Fate), then you will often not be able to Burst every rotation and you'll have to pick the other playstyle.
When Yae is not the main driver, her ER requirements are pretty high and hard to achieve. For instance, in Alhaitham teams it tends to be better to let him shine on field, while Bursting every other rotation with Yae (or only Bursting when necessary).
In a team with heavy buffs for Yae's Burst, such as a team with Raiden, Kazuha, Bennett or Sara, it will be beneficial for Yae to Burst every rotation, even if her ER requirements are high.
If your Yae is using The Widsith as her weapon, it's better to Burst in sync with the Weapon's passive, that is, every 30 seconds rather than the standard 22 seconds cooldown her Burst has.
The new Artifact Set added in 4.0, Golden Troupe, performs best (relative to other Artifact alternatives) in a Burst every other rotation playstyle, as it doesn't give any buffs whatsoever to her Burst but hugely benefits her Elemental Skill. However, that doesn't mean that you should choose this playstyle just because of the Artifact Set. For instance, if Yae's ER requirements are low (e.g. in a Fischl driver scenario) and you meet them with your Set, then there is no reason to not Burst every rotation.
In conclusion, there isn't a ''one size fits all'' for Yae's gameplay. See which teams you play the most, which artifacts are available to you, and make your own decision on whether you should Burst every rotation or not.
Yae has multiple artifacts she can take advantage of and which set she prefers depends on the team/role she is used in. You will therefore find her preferred artifacts organized by her different team archetypes in the following section and these will be listed as collapsible groups. Keep in mind that your weapon and external buffs will affect which sets or artifact main stats are better, try to keep your stats balanced. We explain this qualification in more depth in the section immediately after that, for those interested. Finally, if you want more details on the specific artifact sets, you will find a short deep-dive on each set with its pros and cons in the final section on artifacts.
Main-stats: ATK-EM/Electro/Crit
Sub-stats: ER% (until the amount needed) > Crit > EM = ATK% > Flat ATK
4-piece sets: Gilded Dreams, Golden Troupe, Emblem.
2-piece sets: Thundering Fury, 80 EM sets, 18% ATK sets, Emblem, Noblesse.
Aim for 150 to 300 total EM including buffs, sub-stats, main-stats and set effects.
If Yae is using Gilded Dreams or is receiving Sucrose's EM buff, that is already enough. At that point ATK% tends to be slightly better. However, EM is still valuable and quantity beats quality. Even outside of the optimal range, 2 EM rolls will be more valuable than a single ATK% roll, your Yae isn't bad just because you're past 300 EM.
Main-stats: ATK/Electro/Crit.
Sub-stats: ER% (until the amount needed) > Crit > ATK% > Flat ATK = EM
4-piece sets: Golden Troupe, Emblem.
2-piece sets: 18% ATK sets, Thundering Fury, Emblem, Noblesse.
Alternatives: 4 Thundersoother, 4 Tenacity.
Main-stats: EM/EM-Electro/EM-Crit, all perform well and you should prioritize substats.
Sub-stats: EM >= Crit > ATK% = ER% > Flat ATK
EM rolls are the best, but Crit rolls will catch up, especially if you're using an EM weapon. Yae's personal damage is still important in this team.
4-piece sets: Gilded Dreams.
2-piece sets: 80 EM sets, Thundering Fury.
Alternatives: 4 Flower of Paradise Lost, 18% ATK sets.
Main-stats: ATK/Electro/Crit.
Sub-stats: ER% (until the amount needed) > Crit > ATK% > EM > Flat ATK
4-piece sets: Golden Troupe, Emblem.
2-piece sets: 18% ATK sets, Thundering Fury, Emblem, Noblesse.
Alternatives: 80 EM sets, 4 Thundersoother, 4 Tenacity.
Even though this is a reaction-based team, EM stats won't perform as good here because the reaction ownership is shared between all characters, and you can't make sure Yae will benefit a lot from it.
Main-stats: ATK-EM/Electro/Crit.
Sub-stats: ER% (until the amount needed) > Crit > EM = ATK% > Flat ATK
4-piece sets: Gilded Dreams, Golden Troupe. Emblem only with Bennett.
2-piece sets: 80 EM sets, ATK% sets, Thundering Fury, Emblem, Noblesse.
As long as Yae has a good amount of the reaction ownership, she can make good use of EM stats.
There are factors beyond the team archetype that can influence which main stat you want to use. We explain some of these below, for those interested. Regardless, we recommend that you use a tool to reliably check which artifact setup is best for your use case. You can use an Artifact Optimizer or our Damage Calculator to compare possible builds, given your inventory of artifacts, and choose the best for your use case. Here's a Tutorial on how you should approach our Calculator.
The type of content you are facing also influences the relative value of EM and ATK%. For instance, multiple enemies will increase the value of EM in Quicken teams, since Yae triggers more instances of Aggravate against more enemies (see the Yae and Dendro section). The same applies to Overload teams. Furthermore, in scenarios against multiple enemies, Overloaded can damage multiple enemies at the same time, since the reaction does AoE damage. This, too, increases the damage done by Overloaded and thus the value of EM.
Yae's A4 Passive converts EM into Damage Bonus for her Elemental Skill. However, if you already have high Damage Bonus, then adding more Damage Bonus adds less final damage (the stat gets saturated). This means that the value of EM due to her A4 is variable. If you already have high Damage Bonus for her Elemental Skill, then the EM value due to her A4 is decreased. For example, Kagura gives her a large amount of Damage Bonus on her Elemental Skill, which lowers the value of EM stats. Similarly, using a weapon that builds heavily on ATK%, such as Memory of Dust, will increase the value of EM (decrease the value of ATK%). The same logic applies to external buffs from teammates or weapons/artifacts (e.g. Sucrose or Noblesse Oblige). Hence you should account for all relevant buffs when comparing your artifact setups.
In most cases you should aim for an Electro Damage Goblet. There are specific circumstances where an ATK% Goblet can be viable, for example if you have a high saturation of Damage Bonus buffs, such as Kagura, Kazuha, and 4-piece Thundersoother set. When not pairing them with ATK buffs like Bennett, Sara, or Tenacity/Noblesse set, an ATK% Goblet can come close, or even surpass an Electro Goblet depending on your substats. That said, in Quicken and Quickbloom teams an Electro Goblet is better because it will increase both your base and your Aggravate damage, while an ATK% Goblet will only increase your base damage.
In Bloom teams an EM Goblet can be used, and will be better than an Electro Goblet under specific circumstances, but you should prioritize substats. You can check the Bloom sheets at the end of this guide for a general approach. Alternatively, you can use the aforementioned Optimizer or the Calculator for a precise answer given your inventory of artifacts.
In most cases you should aim for a Crit Rate or a Crit Damage Circlet. Similarly with the Goblet situation, when using a Crit weapon, without ATK buffs and many ATK% rolls on artifacts, an ATK% Circlet can be used. But, differently from the Goblet situation, you should keep in mind that it's much harder to saturate on Crit stats. In Quicken and Bloom teams, Crit Circlet is better because it will increase both your base and your Aggravate damage, while an ATK% Circlet will only increase your base damage.
In Bloom teams an EM Circlet can be used, and will be better than a Crit Circlet under specific circumstances, but you should prioritize substats. You can check the Bloom sheets at the end of this guide for a general approach. Alternatively, you can use the Optimizer or the Calculator that were mentioned for a precise answer given your inventory of artifacts.
Your general go to 2-piece combination. Farming Thundering Fury isn't recommended because its domain is not resin efficient. Luckily, Thundering Fury was added into the Strongbox in 3.0, so you can farm a more resin efficient domain and use your bad pieces in it. That said, 2-piece Thundering Fury will only be better than 18% ATK sets when paired with ATK buffs, and even when it is better, it won't be a big upgrade, so you should prioritize substats and use the Strongbox for other priorities first, like Viridescent, Noblesse, or even Gladiator.
The best set for Aggravate and Bloom teams. Can be good in Overloaded teams if Yae has a good amount of the Overloaded ownership. In Electro-Charged teams it will not perform as well, because the Electro-Charged ownership is shared between all characters. It will be worse than 2-piece combinations in teams that don't focus on reactions.
Not that big of an increase over 2-piece combinations, you should prioritize substats.
The best set when bursting every other rotation with Yae, due to the very high buff to her Elemental Skill damage. However, it falls behind Gilded Dreams in Quicken teams when playing Yae on field and/or bursting every other rotation.
For most playstyles this set is not a buff or only a minor buff to her damage, hence it is not recommended to farm this set only for Yae.
Slightly worse than 4-piece Gilded Dreams but still a solid option.
Only recommended in Quicken, Bloom, and Overloaded teams (if Yae has a good portion of the Overloaded ownership). Will be worse than 18% ATK sets in other teams, but can still be used if you have better substats.
Can perform better than 4-piece Gilded Dreams in Bloom teams under specific scenarios.
Not a recommended option because the domain is not resin efficient to farm, and even when it does perform better than 4-piece Gilded Dreams, the difference won't be big.
A solid overall option, great for teams where you have heavy buffs for your Burst, like teams that use Bennett and/or Sara. Bursting on cooldown is recommended with this set.
Not recommended on Bloom teams since your Burst loses value when using an EM focused build.
If you're having trouble meeting the energy requirements for Yae, consider opting for a 2-piece Emblem.
Not recommended on Bloom teams since your Burst loses value when using an EM focused build.
Using 2-piece Noblesse can give you more front loaded damage and help you clear certain abyss floors/waves faster. It can be a solid option if you have good substats, don’t be afraid to use it just because your Skill isn’t boosted by it. That said, it’s not that great of a 2-piece if you’re not Bursting on cooldown.
Not recommended on Bloom teams since your Burst loses value when using an EM focused build.
As long as you’re running a 2nd Electro character and can keep Electro Aura on the enemy, it's a somewhat decent option. Not that good of a 4-piece set for Yae. Can be used but it's not recommended to farm and also not recommended to Strongbox.
The attack buff has full uptime and benefits your other attack scaling characters too. Even though it is strictly inferior for Yae's personal damage, the team wide buff can make up for it if Yae is paired with at least one other Attack scaling character that contributes a substantial amount of damage (i.e. Fischl, Raiden, Xingqiu) and if it has comparable substats to your other sets.
It's not worth farming a full set just for Yae unless you also need the Pale Flame set.
Not recommended for Bloom and Overloaded teams.
※ If you use this you're cringeWhy would you use this? There’s no reason to use this set on Yae right now, at least not right here in this meta, come on out, emerge from this deep copium abyss you’re in and show them that you can do better.
Now, speaking seriously, the Reaction Bonus on the 4-piece effect isn’t good enough and will be generally worse than running any 2-piece combination, this set is only good if the character can take advantage of the cooldown reduction.
Yae has multiple weapon options, unfortunately most of them are gacha weapons. Just like with artifacts, certain weapons will be better/worse in specific team archetypes, your teammates, and your playstyle. Hence we first summarize which weapons are best in each team archetype. The weapon recommendations for different team archetypes will be listed as a collapsible group. For details on the individual weapons' pros and cons check the section after that.
In Quicken teams, weapons with a Crit substats will gain more value because Aggravate can Crit alongside your base damage.
Recommended weapons: Kagura, A Thousand Floating Dreams, Tome of the Eternal Flow, Lost Prayers, Cashflow Supervision, Skyward Atlas, Widsith, Solar Pearl, Oathsworn Eye.
Stay away from weapons with EM substat and you'll be fine.
Recommended weapons: Kagura, Tome of the Eternal Flow, Cahsflow Supervision, Skyward Atlas, Lost Prayers, Memory of Dust, Widsith, Solar Pearl, Oathsworn Eye.
In Bloom teams, weapons with EM substat will gain move value because the Hyperbloom reaction scales solely on character level and EM.
Recommended weapons: A Thousand Floating Dreams, Kagura, Lost Prayers, Wandering Evenstar, Sacrificial Fragments, Mappa Mare, Magic Guide.
Even though this is a reaction-based team, weapons with EM substat won't perform as well here, since the reaction ownership is shared between all characters, so you can't make sure Yae will benefit a lot from it.
Recommended weapons: Kagura, Tome of the Eternal Flow, Cashflow Supervision, Skyward Atlas, Memory of Dust, A Thousand Floating Dreams, Lost Prayers, Widsith, Solar Pearl, Oathsworn Eye.
As long as Yae has all or close to all reaction ownership, she can make very good use of weapons with EM substats. Note that Chevreuse Overload teams do not use EM as much, so refer to the Non-Reaction Team Weapons.
Recommended weapons: Kagura, A Thousand Floating Dreams, Tome of the Eternal Flow, Cahsflow Supervision, Memory of Dust, Skyward Atlas, Widsith, Solar Pearl, Wandering Evenstar, Oathsworn Eye, Mappa Mare.
Her signature weapon. Very strong on her with easy 100% passive uptime. However, Yae still performs very well with the other weapons on this list, and the fact that most of the other Catalyst characters are not able to utilize this weapon's passive to its fullest potential makes it not that great of a weapon to pull for if your goal is to improve your whole account.
A great weapon for all team archetypes except for being bad in Bloom teams. It loses a little bit of value when paired with big ATK buffs such as Bennett, Sara, and TTDS.
Even though Yae won't be taking advantage of these weapon's passives most of time, they're still a great stat stick for all team archetypes. Tome of the Eternal Flow is relatively better in teams that use big ATK buffs, such as Bennett and Sara, and also in Quicken teams, due to its higher crit substat.
Both are pretty good ATK stat sticks. In most teams Yae won't make use of these weapons passive, and even when she does it won't be to its fullest potential, because Yae isn't reliant on shielder characters nor Plunge-centric teams. Can easily be surpassed by Solar Pearl and a refined Widsith in Quicken teams, bad in Bloom teams.
Better than Kagura in Bloom teams. Great in Overloaded teams when Yae has a high ownership of the Overloaded reaction. Good in Aggravate and Electro-Charged teams. Bad in teams that don't focus on reactions. The small EM buff it provides to your teammates isn't that good, but it's better than nothing.
A great overall weapon for every team archetype, especially with refinements. This weapon gives a lot of front-loaded damage. On the other hand, the long passive cooldown is a heavy drawback, and the RNG side of the passive can lead to resets in abyss.
Solar Pearl: Another great weapon for every team archetype. This weapon shines in teams where Yae has more on-field presence. You should always do a NA before Bursting when using this weapon.
———————————————————Sacrificial Jade: Also great in every team archetype, and even though Yae won't be taking advantage of the HP part of the passive, the EM and the Crit Rate stats this weapon provides are still very good, if EM is desired.
———————————————————If you only want to pick one of these from the BP, pick Solar Pearl.
A great stat stick for Bloom teams. Good in Overloaded teams if Yae has high Overloaded ownership. Decent in Aggravate teams and Electro-Charged teams, bad in teams that don't focus on reactions. The ATK buff it provides to the teammates isn't great but it's still helpful.
A great stat stick for Bloom teams, bad in all other team archetypes. Useless passive for Yae.
A good F2P weapon in team archetypes focused on talent damage, assuming you bring along a healer to make use of its passive. At R5 it gives up to 40% Damage Bonus, along with a high base attack and ATK% substat. Generally falls behind Widsith.
A good overall weapon that gives 48% ER from its passive, which massively reduces the need for ER% substats. This weapon’s value increases the more it allows you to trade in ER% substats on your artifacts for other substats like Crit, ATK%, and EM if needed.
A good option for Bloom teams and Overloaded teams if Yae has a good portion of the Overloaded ownership. Needs refinements to be competitive in Quicken and Electro-Charged teams, bad in teams that don't need EM.
You can, but why? Just use it on Sucrose, Xianyun or Nahida.
A 3 star weapon, everyone has it, can work as a stat stick for Bloom teams if you don’t have Mappa Mare or Sacrificial Fragments.
GCSim is a team DPS calculation - combat simulation tool for Genshin Impact. GCSim simulates combat based on user inputs for any given team and calculates the overall damage dealt by that team. These GCSims are created by the TC Team as we wanted to show multiple levels of investment in teams that Yae usually is part of. We also decided against making extremely tight/skilled rotations as we wanted to adapt these to a broader audience, but there are still reasonable expectations made with each account base investment and skills. All of the GCSims made here follow KQM standardization protocols so the numbers seen in each GCSim could go higher depending on how good your artifacts are. The following GCSims are condensed into collapsible groups; Text that is underlined and has this color is a hyperlink that will redirect you towards the specific team and level of investment you clicked.
Rotation:
Yae 3x(N1 E) > Nahida E Q > Fischl Q > Jean E Q > Yae N2 Q 3x(N1 E) > Nahida E > Fischl E > Jean E > Yae N3 > 🔄
❀ Base Team/Low Investment
❀ C2R1 Yae
Rotation:
Raiden E > Yae 3x(E) > Kazuha E(h) P > Bennett E Q > Yae Q 3x(E)> Kazuha Q > Raiden Q(3x(N3C)+N1C) > 🔄
❀ Base Team/Low Investment
❀ C2R1 Yae, Raiden Nice
Rotation:
Yae 3x(N1 E) > Kazuha E(h) P > Fischl E > Bennett E Q > Yae N2 Q 3x(N1 E) > Kazuha Q > Fischl Q > Kazuha E(t) P > Yae N3 > 🔄
❀ Base Team/Low Investment
Here you will find extra team that have been created by the TC team in case you're curious about extra team variations that could be used and how they perform. Given that most of them are just variations of teams already listed, we will instead just link the GCSims and you can check the extra details should you want to.
TC Writers: Ayiqa, Sighsyphus (Mitso), Shjeauxwn (Sean), Sapphicallie (Allie), Snow.bunny
Guide Designers: Oblivionomen (Omen), Anaschariac (Sage), Toutetsu
Special Thanks: Yae Mains Staff and all people that contributed into the creation of this guide.