Best Build for Kokomi in Genshin Impact


Pros & Cons
- Consistent AoE Hydro application
- Good support potential + healing = strong niche (hard to fully replace)
- Doesn't need much investment
- Her best weapons are F2P-friendly
- Optimized playstyle isn't in line with her intended design
- Doesn't have Artifact flexibility (wants 4pc sets)
- Has some ER dependency
- Overall low damage
- Needing story-locked materials for growth hurts newer accounts
Skills

Normal Attack
Performs up to 3 consecutive attacks that take the form of swimming fish, dealing Hydro DMG.
Charged Attack
Consumes a certain amount of Stamina to deal AoE Hydro DMG after a short casting time.
Plunging Attack
Gathering the might of Hydro, Kokomi plunges towards the ground from mid-air, damaging all opponents in her path. Deals AoE Hydro DMG upon impact with the ground.

Summons a "Bake-Kurage" created from water that can heal her allies.
Using this skill will apply the Wet status to Sangonomiya Kokomi.
Bake-Kurage
Deals Hydro DMG to surrounding opponents and heal nearby active characters at fixed intervals. This healing is based on Kokomi's Max HP.

Summons the might of Watatsumi, dealing Hydro DMG to surrounding opponents, before robing Kokomi in a Ceremonial Garment made from the flowing waters of Sangonomiya.
Ceremonial Garment
- Sangonomiya Kokomi's Normal Attack, Charged Attack and Bake-Kurage DMG are increased based on her Max HP.
- When her Normal and Charged Attacks hit opponents, Kokomi will restore HP for all nearby party members, and the amount restored is based on her Max HP.
- Increases Sangonomiya Kokomi's resistance to interruption and allows her to walk on the water's surface.
These effects will be cleared once Sangonomiya Kokomi leaves the field.
Passives

Sangonomiya Kokomi has a 25% Healing Bonus, but a 100% decrease in CRIT Rate.

Decreases swimming Stamina consumption for your own party members by 20%.
Not stackable with Passive Talents that provide the exact same effects.

If Sangonomiya Kokomi's own Bake-Kurage are on the field when she uses Nereid's Ascension, the Bake-Kurage's duration will be refreshed.

While donning the Ceremonial Garment created by Nereid's Ascension, the Normal and Charged Attack DMG Bonus Sangonomiya Kokomi gains based on her Max HP will receive a further increase based on 15% of her Healing Bonus.
Constellations

While donning the Ceremonial Garment created by Nereid's Ascension, the final Normal Attack in Sangonomiya Kokomi's combo will unleash a swimming fish to deal 30% of her Max HP as Hydro DMG.
This DMG is not considered Normal Attack DMG.

Sangonomiya Kokomi gains the following Healing Bonuses with regard to characters with 50% or less HP via the following methods:
- Kurage's Oath Bake-Kurage: 4.5% of Kokomi's Max HP.
- Nereid's Ascension Normal and Charged Attacks: 0.6% of Kokomi's Max HP.

Increases the Level of Nereid's Ascension by 3.
Maximum upgrade level is 15.

While donning the Ceremonial Garment created by Nereid's Ascension, Sangonomiya Kokomi's Normal Attack SPD is increased by 10%, and Normal Attacks that hit opponents will restore 0.8 Energy for her.
This effect can occur once every 0.2s.

Increases the Level of Kurage's Oath by 3.
Maximum upgrade level is 15.

While donning the Ceremonial Garment created by Nereid's Ascension, Sangonomiya Kokomi gains a 40% Hydro DMG Bonus for 4s when her Normal and Charged Attacks heal, or would heal, any party member with 80% or more HP.
Ascension
Rank | Level | Cost ![]() |
Materials | |||
---|---|---|---|---|---|---|
1 | 20 | 20,000 | ||||
2 | 40 | 40,000 |
|
|||
3 | 50 | 60,000 |
|
|||
4 | 60 | 80,000 |
|
|||
5 | 70 | 100,000 |
|
|||
6 | 80 | 120,000 |
|
Teams
For a detailed breakdown of the best Kokomi teams go to the Kokomi team guide page.
Builds
Support Build
In this playstyle you'll only use her Burst to refresh the duration of her Skill. This means you'll want as much ER as possible over HP substats; optimistic estimates are around 180 to 200 ER but safer estimates fall within the 220 to 270 range. With 100% skill uptime and the skill damage being her function in the party, this makes Kokomi the best user of Tenacity of the Millelith.
Skill
Leveling up her talents aren't important since we do not use Kokomi's Burst outside of refreshing the Jellyfish while Kokomi's relative damage to the party's damage output is negligible. The Jellyfish's healing does scale so some investment is fine.
Main stats: ER/HP/Healing Bonus
Substats: ER/HP
While you can run HP Sands, Support Kokomi doesn't really get enough field time to collect particles for energy.

48 ATK% is a big buff to give and the HP substat is used by Kokomi it should be her best weapon. In optimized compositions however, it may not be practical to use Thrilling Tales.
Kokomi offers a lot of healing already so the main value of this weapon is the energy refund from its passive easing ER requirements.
Mainly useful in Taser comps. The ease of use helps its consistency over Thrilling Tales of Dragon Slayers

Kokomi's best artifact set as her utility comes from her skill's uptime. This synergizes with its passive providing good consistent utility}
Not as useful on Support Kokomi since you don't really normal attack during your Burst.
At the end of the duration, the Sea-Dyed Foam will explode, dealing DMG to nearby opponents based on 90% of the accumulated healing. (This DMG is calculated similarly to Reactions such as Electro-Charged, and Superconduct, but it is not affected by Elemental Mastery, Character Levels, or Reaction DMG Bonuses). Only one Sea-Dyed Foam can be produced every 3.5 seconds. Each Sea-Dyed Foam can accumulate up to 30,000 HP (including overflow healing). There can be no more than one Sea-Dyed Foam active at any given time.
This effect can still be triggered even when the character who is using this artifact set is not on the field.DPS Build
Kokomi's DPS relies on using her Burst's enhanced attacks to fuel the Ocean-hued Clam's 4pc set. Her DPS build can be interpreted in 2 ways, personal damage and enabling damage. If your objective is to maximize Kokomi's own damage you'll prefer Prototype Amber or Thrilling Tales of Dragon Slayers but as an enabler/co-star The Hakushin Ring is generally more valuable and easier to play with.
Normal=Burst=Skill
Kokomi appreciates more or less even investment into her skills for maximizing her damage. In terms of order Normal Attack then Burst then Skill.
Main stats: HP/HP or Hydro/Healing Bonus or HP
Substats: ER/HP/ATK
Ideally you would run a Healing Bonus Circlet on Kokomi due to the bountiful sources of HP to better round out your stats; however, having an HP Circlet is more than enough especially if it has better substats.

Kokomi's best DPS weapon. You use everything this weapon has to offer for Kokomi and if her personal damage is your optimization target, Prototype Amber is the way to go
Kokomi's personal weapon. Its useful if you already have it but its not recommended to pull for it.
Kokomi's best option in Taser comps.
Providing buffs to Kokomi's co-stars will always be a great avenue for increasing Party DPS. HP Substat is also desirable on Kokomi.

You can maximize the damage potential of Ocean-Hued Clam through Normal Attacking during your Burst duration. Very good on Kokomi.
At the end of the duration, the Sea-Dyed Foam will explode, dealing DMG to nearby opponents based on 90% of the accumulated healing. (This DMG is calculated similarly to Reactions such as Electro-Charged, and Superconduct, but it is not affected by Elemental Mastery, Character Levels, or Reaction DMG Bonuses). Only one Sea-Dyed Foam can be produced every 3.5 seconds. Each Sea-Dyed Foam can accumulate up to 30,000 HP (including overflow healing). There can be no more than one Sea-Dyed Foam active at any given time.
This effect can still be triggered even when the character who is using this artifact set is not on the field.Providing buffs to your party will generally yield better damage as Kokomi. Her synergy with this set is excellent and sacrifices some personal DPS for higher party DPS.
Kokomi's main artifact set before Ocean-Hued Clam. Not that impressive overall but if you have good pieces on Kokomi they will work.
Interesting budget combination pieces as you work towards 4pc Ocean-Hued Clam.