Best Kinich build, teams, weapons, artifacts, combos, rotations, and gameplay notes for Genshin Impact.
5-starLast updated: September 19, 2026

Kinich is a 5-star character from the Dendro element who wields the Claymore weapon. Kinich was added to the game with the 5.0 patch.
A Huitztlan Saurian Hunter skilled at counting costs.
Talent text and per-level multipliers, straight from the character data.



Passive talents are shown in full as kit cards.




All constellation names and descriptions in full for quick reference.







Decently powerful Dendro DPS with strong damage ceiling
Good vertical investment options
Fantastic mobility
Ajaw
Reliant on Burning
Damage ceiling is difficult to reach and involves RNG
Poor AoE
Ajaw
Kinich is a 5-star Dendro Claymore character who is most commonly played as an on-field DPS. His gameplay consists of charging up points in his Skill state to fire a special Skill, with good maneuvering and Burning enemies aiding in this process. As a Nightsoul character, he has access to and utilizes Nightsoul mechanics.
Kinich’s Nightsoul mechanics are tied to his Skill state, which upon use grants him his Nightsoul’s Blessing for 10 seconds and allows him to “hook” onto a nearby opponent - creating a tether between himself and the enemy. His goal during this time is to repeatedly generate 20 Nightsoul points, which can be consumed to fire a “Scalespiker Cannon” to deal significant damage to the enemy. A good portion of this occurs passively: he generates 2 points per second by default, while his Ascension 1 Passive then automatically gives Kinich 7 Nightsoul points when the Burning or Burgeon reactions deal damage to an enemy once every 0.8 seconds; while in practice this is closer to once every second even against Burning enemies, this makes maintaining uptime on the reaction very important for him.
The rest of Kinich’s point generation then comes from his on-field gameplay. When tethered to an enemy, Kinich’s Normal Attacks are replaced by “Loop Shots”; when used, it deals Dendro damage, generates 3 Nightsoul points, and causes Kinich to move rapidly in a circular motion around the enemy. This maneuvering is important, as whenever his Skill is used (including Scalespiker Cannons) Kinich also spawns in large green zones called “Blind Spots” to the side of the enemy, at a 90o angle to his tether - if the enemy is on the left side of the screen, it spawns on their right side, and vice versa. Since these generate 4 points upon entering them, it is well worth using the movement on his Loop Shots to do so; the direction they take can be controlled, though by default Kinich always moves in the direction that would be the closest distance to the Blind Spots he spawns. Altogether, this allows Kinich to consistently fire 4-5 Scalespiker Cannons per Skill, with potential to even get a 6th!
Kinich’s second Ascension Passive powers up his next Scalespiker Cannon after a Nightsoul Burst is triggered. While nice, this is not a strong enough bonus to make running Natlan teammates at the expense of other synergies worthwhile.
Relative to his Skill, Kinich’s Burst is a simple ability that deals consistent Dendro damage to the target every 2 seconds after the ability’s initial hit for 15 seconds, for a total of 6 dragon breaths. While relatively unremarkable, this can allow Kinich to provide Dendro application if necessary for reaction setups. Using the ability during Kinich’s Nightsoul Blessing does extend it by 1.7 seconds, though the ability itself takes 2.2 seconds to cast - while this can seem like a waste, it can occasionally be worthwhile to do so due as Kinich can still passively generate points during its cast time.
Lastly, his standard Normal Attacks are lackluster and hardly ever used.

Nightsoul is a mechanic involving Natlanese characters with two distinct components: “Nightsoul Blessing” and “Nightsoul Burst”. Nightsoul Blessing is a state allowing for the generation and/or consumption of Nightsoul points, with many Natlan character kits revolving around triggering effects based on this in some way.
Nightsoul Bursts, on the other hand, is an effect triggered whenever dealing Elemental damage while a Natlanese character is in the party, with the cooldown on its trigger decreasing from 18 to 12 to the minimum of 9 for each Natlanese character present; note that Pyro Traveler is not considered to be Natlanese despite access to Nightsoul mechanics. While having no effect on its own, many character abilities and some artifact set effects only activate when a Nightsoul Burst is triggered, often granting bonuses which can vary in usefulness but are rarely tied to core functionality.
Kinich’s basic gameplay loop is as follows:
Setup buffs and Burning before swapping to Kinich and using Skill
Use two Loop Shots with no directional input followed by his first Scalespiker Cannon
Subsequent Scalespiker Cannons can be fired after 2 Loop Shots, or 1 Loop Shot and simply waiting for passive generation; usually, 4-5 can be fired per Burst
Kinich’s Burst usage varies, and is discussed in more detail below; however, it is usually safe to cast if there is spare time at the end of his field time
Kinich’s Scalespiker Cannons are best fired by using a short Hold Skill rather than a Tap Skill, akin to performing a quick Physical Charged Attack with Bow characters - releasing the input as soon as the Hold animation starts. This can make it easier to miss, especially against smaller enemies; thus, Tap Skill can be considered if this is the case.
If Kinich is used with buffs that have limited durations such as Thrilling Tales of Dragon Slayers, Bennett’s Inspiration Field, or C4 Mona’s Omen, his Burst is usually saved until the end of his rotation if used at all, such as in cases where it would setup reactions or fill out spare time in rotations. If this is not the case, Kinich typically uses his Burst as available immediately after firing a Scalespiker Cannon - this allows his passive Nightsoul point generation to accumulate during the Burst’s animation.
Generally speaking, it is best to avoid giving Kinich directional inputs as his Loop Shots will automatically take him in the correction direction to his Blind Spots - manual inputs should only be considered for purposes like dodging enemy attacks.
As a final note, Kinich can consistently fire off 4 Scalespiker Cannons in almost all of his teams with 5 being very consistent to manage in teams with high Burning uptime. In theory, at 60 FPS, 6 Scalespike Cannons are possible; however, this is inconsistent due to relying on the point generation from his first Ascension Passive to line up so that it triggers off cooldown alongside usually requiring his Burst to buy time for extra generation. It should generally not be actively attempted, but if interested in doing so aligning the timings usually requires Kinich to gain a tick of his first Ascension Passive’s Nightsoul generation immediately after using his first Skill.
The notation used to refer to combat inputs in this section will be as follows:
This is Kinich’s default combo on most teams with good Burning uptime, using a short Hold on the Skill to speed up firing time.
5[N2shE]
This is Kinich’s default combo on most teams with good Burning uptime, using a short Hold on the Skill to speed up firing time.
N2 E 5[N2shE]
This is Kinich’s default combo on most teams with good Burning uptime, using a short Hold on the Skill to speed up firing time.
Q E 5[N2shE]
Obsidian CodexKinich’s Best-in-Slot in almost all situations and should generally be used over all other options.
Unfinished ReverieA decent runner-up to the above, and can be used if it has significantly better substats or if the player’s only good weapon options would cause Kinich to significantly overcap on CRIT Rate if using Obsidian Codex.
Skill
BurstUsage rates are gathered from player profiles connected to Enka and refreshed periodically. They describe what people are running, not what performs best.
Last statistics update: 04/September/2026
Based on Enka-connected profiles matching this character. Usage rate describes observed profile popularity, not optimality. Characters may have multiple viable builds, and guide recommendations can differ from popularity.
Sample: 156,160
Earth Shaker35.1%
Serpent Spine6.3%
Obsidian Codex85.5%
Obsidian Codex [2PC] + Rainbow5.5%
C112.7%
C27.1%
C31.6%
C40.4%
C50.1%
C61.7%Kinich practically requires a team that can maintain consistent Burning uptime for him during his field time, generally requiring a character that can apply Pyro from off-field. His other team slots are flexible so long as they do not disrupt this, but should ideally buff Kinich’s damage.
Relative team damage chart. Best listed team is treated as 100%.
Durin
Durin
Emilie
Nicole
Kinich
Kinich
Kinich
Durin
Durin
Iansan
Iansan
Nicole
Kinich
Kinich
Kinich
Durin
Durin
Iansan
Iansan
Nicole
Kinich
Kinich
Kinich
Bennett
Bennett
Iansan
Iansan
Mavuika
Mavuika
Kinich
Kinich
Durin
Durin
Bennett
Bennett
Iansan
Iansan
Kinich
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