Yukong
"The sea of stars is vast and our journeys are difficult and long. Please look after yourself, no matter where you are."Yukong, the rebellious Starskiff racer turned Helm Master, is solely responsible for navigating the planet-sized ship, the Luofu of the Xianzhou Alliance, toward their enemies like an arrow itself.
Yukong is primarily an offensive support, granting powerful, damaging buffs to her team. And secondarily a single-target sub-dps and Imaginary breaker.
Yukong currently has the highest stat-increasing buffs. But is held back by high skill point demands, inefficiency during auto-play, and precise speed tuning and turn order. Her difficulty to use and low buff uptime hinder her from truly reaching the stars.
Yukong |
Rarity | |
Path | Harmony |
Element | Imaginary |
Faction | Xianzhou |
Base Stats (Lv.80) | |
Hp | 917 |
Atk | 599 |
Def | 374 |
Spd | 107 |
Aggro | 100 |
Share |
Table of Content |
- Materials
- Common Drop
- Calyx Material
- Stagnant Shadow
- Echo of War
- Skills & Traces
- Basic Attack
- Skill
- Ultimate
- Talent
- Talent Priority
- Technique
- Traces
- Eidolon
- Eidolon 1
- Eidolon 2
- Eidolon 3
- Eidolon 4
- Eidolon 5
- Eidolon 6
- Eidolon Priority
- Lightcones
- 5* Lightcones
- 4* Lightcones
- Relics & Ornament
- Desired Stats
- Relic Sets
- Ornament Sets
- Teammates
Materials
Common Drop
Calyx Material
Stagnant Shadow
Echo of War
Skills & Traces
Basic Attack: Arrowslinger
"Deals 100% of Yukong's ATK as Imaginary DMG to a target enemy." (Lv.6)
Energy Gain: 20
Toughness Break: 30
By itself, Yukong’s Basic Attack isn’t anything out of the ordinary. But later Talents and Traces give it additional functions.
Yukong’s Basic Attack is interesting in how it’s the primary source of her sub-dps damage. But simultaneously, she almost always wants to use her Skill during her turn.
If you find yourself using her Basic Attack more often than not, and you’ve built her with damage, upgrading this isn’t a waste of resources. But it should be a low priority and only after knowing it’ll get useful mileage.
Skill: Emboldening Salvo
Energy Gain: 30
Toughness Break: 0
Yukong’s skill is the strongest part of her kit but the most difficult to manage. It gives a massive attack buff to the next two ally turns. Meaning it doesn’t last for two turns for every ally, but two total team turns.
This requires Yukong’s team to be built with precise speed turning. After the Skill cast, it’s imperative two allies who can capitalize on the attack buff move next.
This creates a massive limitation to her effectiveness to buff the team, but a technique called “Ultimate Bombing” can bypass it.
Ultimate Bombing is when you save the entire team’s Ultimates and use them one after another. Because no ally is “ending their turn”, every Ultimate will gain the benefit from her Skill (and Yukong’s Ultimate).
The downsides to Ultimate Bombing are it can’t be used during auto-play, it potentially lowers the total number of Ultimates used during a fight, and requires a strict order of Ultimate casts.
Yukong’s skill is a top priority to level-up as it increases her role as a Harmony teammate.
Ultimate: Diving Kestrel
Energy Gain: 5
Toughness Break: 90
It’s extremely important Diving Kestrel is used only after Yukong casts her Skill. Other than that, the rest is straightforward.
Unfortunately, it has a high energy cost, but fortunately, she has a few Traces and Eidolon to help compensate.
Level the Ultimate in tandem with her Skill. But focus on this first if you’re strapped for resources since it also deals a good chunk of damage.
Talent: Seven Layers, One Arrow
Seven Layers, One Arrow is intrinsically linked to her Basic Attack. It increases the damage and doubles the amount of Toughness reduced.
Similarly, with her Basic Attack, test how you use her first before investing in the Talent. If her Basic Attack is never used, don’t bother. If it is, level it up alongside her Basic.
Overall Talent Priority
Technique: Chasing the Wind
Chasing the Wind isn’t worth a technique point. The overworld speed boost is fine but grants no combat advantage. If you’ve built Yukong and the team correctly, she will always move before the DPS. Starting a battle with 2 Roaring Bowstrings just saves one Skill Point. Plus, it’s an initiating technique and there are much better options available.
Traces
Branch 1: Archerion
Hp: +4%
There isn’t much to say about this one. Resisting a random freeze is nice, but it doesn’t improve her kit.
Branch 2: Bowmaster
Imaginary Dmg: +4.8%
Branch 2 is a constant, no-condition buff that Yukong herself benefits from. It gives some viability to running a full Imaginary team. Unfortunately, there are only three Imaginary characters at the time of writing.
Branch 3: Majestas
Atk: +6%
At first, Majestas might seem weak, but the key phrase is “every time an ally takes action”. Not when an ally takes a turn. It gives more viability to “Ultimate Bombing”. If a full team unleashes their Ultimates together, Yukong could recharge up to 10 energy via Majestas before her next turn. It will also trigger if any ally counters, follow-up attacks, or takes additional action, like Luocha’s auto Skill, before Roaring Bowstrings expires.
Stat Only Branchs
Imaginary Dmg: +3.2%
Eidolon
Eidolon 1: Aerial Marshal
Aerial Marshal is a nice buff for the team but makes speed tuning more difficult. Since it’s a % speed increase, every team member will gain a different amount. These variations will need to be considered when planning speed tuning, or it will throw everything out of order.
Eidolon 2: Skyward Command
The second Eidolon helps Yukong’s high energy cost. Every time an ally reaches their energy max she’ll recharge 5 energy, up to 15 energy per Ultimate use. Skyward Command makes “Ultimate Bombing” easier to execute if Yukong is typically the last one to reach energy maximum. If not, it won’t have an impact.
Eidolon 3: Torrential Fusillade
Torrential Fusillade increases Skill and Basic Attack by 2.
Eidolon 4: Zephyrean Echoes
Eidolon 4 might say it increases damage by 30%, but really it will only increase Ultimate damage by 30%. Yukong will never get the chance to use her Basic Attack while Roaring Bowstrings are active.
Eidolon 5: August Deadshot
This is the normal Ultimate and Talent upgrade.
Eidolon 6: Bowstring Thunderclap
Bowstring Thunderclap is Yukong’s best Eidolon and gives much-needed flexibility. When using Diving Kestrel, she will now always activate the Crit Rate & Crit Dmg buff condition and trigger Eidolon 4.
This also makes “Ultimate Bombing” more reactive. It allows immediate execution when the entire team has reached full energy, rather than waiting until Yukong’s next turn to activate her Skill.
Eidolon Final Thoughts
Lightcones
5* Lightcones
But the Battle Isn't Over
ATK: 529
DEF: 463
Heir: (Si1) "Increases the wearer's Energy Regeneration Rate by 10% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered once after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30% more DMG for 1 turn(s)."
But the Battle Isn’t Over is currently the only 5* Harmony lightcone. It’s a decent option for Yukong, but “the next ally taking action” restricts her already restrictive playstyle more. The biggest benefit to this over the 4* options is the base stats it provides.
4* Lightcones
Carve the Moon, Weave the Clouds
ATK: 476
DEF: 330
Secret: (Si5) "At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 20%, all allies' CRIT DMG increases by 24%, or all allies' Energy Regeneration Rate increases by 12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked."
This is an excellent Lightcone for Yukong and her team, giving them a permanent, premium buff. Unfortunately, it’s only available in the Battlepass.
Dance! Dance! Dance!
ATK: 423
DEF: 396
Cannot Stop It!: (Si5) "When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 24%."
Dance x3 is a superb choice if you want to maximize the effectiveness of “Ultimate Bombing”. It gives the team a massive push forward after executing, which could result in cutting before the enemy turn. This allows the team to clean up any survivors of the onslaught of buff-powered Ultimates.
Planetary Rendezvous
ATK: 423
DEF: 330
Departure: (Si5) "After entering battle, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 24%."
When combined with Yukong’s Trace, Bowmaster, Planetary Rendezvous gives every Imaginary teammate a never-expiring, massive 36% damage increase. But it should only be used with Mono-Imaginary teams.
Memories of the Past
ATK: 423
DEF: 396
Old Photo: (Si5) "Increases the wearer's Break Effect by 56%. When the wearer attacks, additionally regenerates 8 Energy. This effect can only be triggered 1 time per turn."
Memories of the Past greatly depend on how Yukong is used. This is a great choice for those who want to take advantage of the Archerion Trace, which doubles the Toughness dealt. But if the Basic Attack is never used, this shouldn’t be considered.
Relics & Ornament
Desired Stats
Body
Luckily, Yukong doesn’t gain any additional bonuses to her buffs via stats. So she has lower gear demands than other supports. Maximizing damage is the best use for Relics and Ornaments. Go for either a Crit Rate% or Crit Dmg% body piece. Whichever has the better subs, set, and brings her closer to the 1:2 ratio. If neither is available, sub for an ATK%.
Feet
Speed is the only viable Feet option. Yukong wants to be faster than the DPS.
Planar Sphere
Same as the Body, maximizing damage is ideal. An Imaginary Dmg% piece will give more, but an ATK% can be used if it has superior subs.
Link Rope
Yukong is Ultimate dependent, and it has a massive energy cost. Energy Regen% Link Rope is the only way to go.
Sub Stats
Speed is the first substat to focus on. The minimum speed target is 147, but it is extremely important to prioritize speed tuning more than hitting this specific target. Yukong needs to go immediately before the DPS, especially if there are two on a team. Take all speed % buffs (like Yukong’s E1) into consideration. These won’t show up on the character’s profile page. Speed subs are where precise tuning will take place. It’s a good idea to have many pieces with a variety of speed ranges.
After speed, shoot for Crit Rate% and Crit Dmg% to maximize her damage. Some ATK% in there would be good too.
Break Effect% isn’t a horrible stat as it compliments her doubled Toughness breaking Basic Attack. Unfortunately, Imaginary Break doesn’t deal damage. More Break Effect only pushes the enemy Action Bar back further.
Musketeer of Wild Wheat
4pc Set Effect: "The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%."
Musketeer of Wild Wheat is Yukong’s best set, with the 6% speed boosting being the reason. Just remember, the 6% won’t show up in her character profile. It’ll need to be taken into consideration during speed-tuning calculations.
The 10% Basic Attack increase is a give-or-take. It really depends if you use her Basic Attack or not.
Thief of Shooting Meteor
4pc Set Effect: "Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy."
If you like Yukong for her increased Imaginary break playstyle, and don’t need the extra speed for turn order, Thief of Shooting Meteor is a great option.
Sprightly Vonwacq
Sprightly Vonwacq is desired for its 5% Energy Regen increase and potentially for the 40% Action Forward increase at the start of a battle. Just know that it’ll take more time to calculate the correct turn order.
Talia: Kingdom of Banditry
Like with Thief of Shooting Meteor, Talia: Kingdom of Banditry is the best option for an Imaginary break playstyle.
Fleet of the Ageless
Fleet of the Ageless is a good middle ground between the above two. It’s easy to use and generic, but not as powerful for a specific playstyle.