Best Build for Yoimiya in Genshin Impact
Pros & Cons
- Straightforward playstyle
- Good matchup against flying units
- Noteworthy that she performs well against bosses (single-target oriented)
- Flexible party compositions
- Mono-pyro comps are viable while Yoimiya has Vaporize and Overload comps possible as well.
- Yun Jin is an optimal support for Yoimiya
- Yun Jin buffs Yoimiya's Normal Attacks and the overall value she brings is comparable to Bennett
- Limited in optimized party options
- Most optimized comps want another co-star with Yoimiya, but Yoimiya doesn't offer unique advantages over other replacements
- Generally wants a shielder
- While its not a strict requirement, the risk of getting interrupted matters a lot to her damage as well as her own safety.
- Bad Skill/Burst multipliers (not worth levelling them up past 6)
- Needing story-locked materials for growth hurts newer accounts
- Limited by matchups (single target)
Performs up to 5 consecutive shots with a bow.
Perform a more precise Aimed Shot with increased DMG.
While aiming, flames will accumulate on the arrowhead before being fired off as an attack. Has different effects based on how long the energy has been charged:
- Charge Level 1: Fires off a flaming arrow that deals Pyro DMG.
- Charge Level 2: Generates a maximum of 3 Kindling Arrows based on time spent charging, releasing them as part of this Aimed Shot. Kindling Arrows will home in on nearby opponents, dealing Pyro DMG on hit.
Fires off a shower of arrows in mid-air before falling and striking the ground, dealing AoE DMG upon impact.
Yoimiya waves a sparkler and causes a ring of saltpeter to surround her.
During this time, arrows fired by Yoimiya's Normal Attack will be Blazing Arrows, and their DMG will be increased and converted to Pyro DMG.
During this time, Normal Attack: Firework Flare-Up will not generate Kindling Arrows at Charge Level 2.
This effect will deactivate when Yoimiya leaves the field.
Yoimiya leaps into the air along with her original creation, the "Ryuukin Saxifrage," and fires forth blazing rockets bursting with surprises that deal AoE Pyro DMG and mark one of the hit opponents with Aurous Blaze.
All Normal/Charged/Plunging Attacks, Elemental Skills, and Elemental Bursts by any party member other than Yoimiya that hit an opponent marked by Aurous Blaze will trigger an explosion, dealing AoE Pyro DMG.
When an opponent affected by Aurous Blaze is defeated before its duration expires, the effect will pass on to another nearby opponent, who will inherit the remaining duration.
One Aurous Blaze explosion can be triggered every 2s. When Yoimiya is down, Aurous Blaze effects created through her skills will be deactivated.
When Yoimiya crafts Decoration, Ornament, and Landscape-type Furnishings, she has a 100% chance to refund a portion of the materials used.
During Niwabi Fire-Dance, shots from Yoimiya's Normal Attack will increase her Pyro DMG Bonus by 2% on hit. This effect lasts for 3s and can have a maximum of 10 stacks.
Using Ryuukin Saxifrage causes nearby party members (not including Yoimiya) to gain a 10% ATK increase for 15s. Additionally, a further ATK Bonus will be added on based on the number of "Tricks of the Trouble-Maker" stacks Yoimiya possesses when using Ryuukin Saxifrage. Each stack increases this ATK Bonus by 1%.
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.
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.
Increase the Level of Niwabi Fire-Dance by 3.
Maximum upgrade level is 15.
When Yoimiya's own Aurous Blaze triggers an explosion, Niwabi Fire-Dance's CD is decreased by 1.2.
Increases the Level of Ryuukin Saxifrage by 3.
Maximum upgrade level is 15.
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.
For a detailed breakdown of the best Yoimiya teams go to the Yoimiya team guide page.
Pyro DPS Build
Yoimiya is a ranged, single target focused On-Field DPS character. She is very easy to learn and has access to many supports, such as Bennett and Yun in, who consistently help her out. She may not be the best Pyro DPS out there, but she indeed has some perks: range attacks hit flying enemies and there's no need to aim at all. On the other side, she struggles in multi-target situations and is very fragile, hence needs shielding.
Normal Attack >> Skill = Burst
Yoimiya's damage comes from her Normal attack talent. Think of her Skill as a buff that infuses her attacks with Pyro. Her Burst while not great, still deals damage. Don't neglect the value of talent levels.
Main stats: ATK/Pyro/Crit
Yoimiya does benefit from EM but unless you are running Overload, your EM amplifies your damage which is also dependent on your Crit stats and attack.
Yoimiya's personal weapon, and her best performing weapon.
Very competitive 5★ options if you can keep the passive up.
A very good weapon on Yoimiya, lots of stats and a good passive.
Yoimmiya's premier 4★ weapon. At R5 it can compete with 5★ bows.
Good weapon as its passive offers some grouping potential to Yoimiya.
Yoimiya's F2P option. While the low base stats hurt, the passive and innate crit solidify itself as her best F2P option.
Good stats but there are more competitive options limiting the value of Crescent's refines.
Yoimiya has some synergy with this set as her Burst isn't a main part of her kit. It's viable on her and resin-efficient due to Emblem of Severed Fate.
The flexibility of Yoimiya's parties emphasizes the value of the 2pc combination. This combination is the jack of all trades only losing out in specific scenarios to other 4pc sets.
Used in Mono Pyro, not resin efficient.
Good option if you run a shield, but not resin efficient. Bonus points for matching aesthetic though.
Can reach higher numbers but it isn't resin eficient and its effect is somehow related to your internet connection. High ping makes the 4pc effect almost useless as it triggers after the attack is already dealt.
This effect will be dispelled 0.05s after a Normal Attack deals DMG. If a Normal Attack fails to trigger Valley Rite, the odds of it triggering the next time will increase by 20%.This trigger can occur once every 0.2s.