To learn more about Zhaohui check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Zhaohui check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build and teams
Profile
The stats shown below are the base stats + the stats gained from Neural Helix. Other sources that affect them aren't included.
Piercing Wind
Light Ammo
Range: 6
AoE: Target
Cooldown: 0
Stability damage: 2
Select 1 enemy target within a radius of 6 tiles and deal Physical damage equal to 80% of your attack power.
This skill has no upgrades.
This skill has no special effects or they haven't been added yet.
Shadow Snare
AoE, Control | Light Ammo
Range: 1
AoE: 4
Cooldown: 1
Stability damage: 3
Select 1 direction, and deal AoE Physical damage equal to 110% of your attack power to all enemy targets within 4 tiles in the selected direction. If the target has Hydro debuff, apply Stun for 1 turn. For each target hit, gain 1 Confectance Index. The critical hit rate of your next Active Skill increases by 10%.
Fortification Segment 4 (V4): When applying Stun, there is no need for the target to have a Hydro debuff. For each target hit, restore 1 Stability Index. The increase in critical hit rate is enhanced; the critical hit rate of your next Active Skill is increased by 20%, and for each target hit, the critical hit rate is further increased by 5%.
Stun: Unable to act.
Wanderer's Acumen
AoE, Summon, Debuff | Turbid
Range: 6
AoE: 2
Cooldown: 0
Stability damage: 1
Select 1 empty tile within a radius of 6 tiles and summon 1 Homing Arrow, dealing range Hydro damage equal to 90% of your attack power to all enemy targets within a radius of 2 tiles around the Homing Arrow, and applying Fixed Interest for 2 turns.
Fortification Segment 2 (V2): Range increases by 3 tiles, and the effective range increases by 1 tile. Stability damage increases by 2 points, and the damage dealt is increased to 110% of your attack power.
Fixed Interest: When taking damage, the attacker restores 20% of the damage dealt as HP. A Hydro-type debuff.
Skybound Leap
Targeted, Debuff | Light Ammo, Turbid
Range: 9
AoE: Target
Confectance Cons.: 6
Stability damage: 2
Select any Homing Arrow within a radius of 9 tiles, move to the selected tile within a radius of 2 tiles around it, deal Hydro damage equal to 160% of your attack power to the nearest enemy target within a radius of 6 tiles, and apply Congestion for 2 turns.
Fortification Segment 3 (V3): Stability damage increases by 2 points. Apply Fixed Interest for 2 turns. You can move friendly units within a radius of 2 tiles around you along with your movement.
Fortification Segment 6 (V6): The critical hit damage of this attack is increased by 30%. The damage dealt is increased to 180% of your attack power. After using this skill, your attack power increases by 10%, up to 3 stacks.
Congestion: Cannot be healed. Considered a Hydro debuff.
Fixed Interest: When taking damage, the attacker restores 20% of the damage dealt as HP. A Hydro-type debuff.
Shadow Strike
Support, Debuff
Range: Self
AoE: Target
Cooldown: 0
Stability damage: -
At the end of your turn, select any Homing Arrow within a radius of 9 tiles and move to the selected tile within 2 tiles around it; gain 1 Confectance Index. When enemy units within range receive targeted damage from allies, perform an Action Support to deal Hydro damage equal to 80% of your attack power, 2 points of Stability damage, and apply Damp for 2 turns. This can trigger once per turn.
Fortification Segment 1 (V1): At the start of battle, summon 1 Homing Arrow near yourself. Increase action support by 1. When there is a Homing Arrow on the field, your damage dealt increases by 10%.
Fortification Segment 5 (V5): At the end of your turn, the range of selectable Homing Arrows expands to the entire field. Increase action support by 1. Before attacking, if the target has 2 or more debuffs, increase the damage dealt by 20%.
Action Support: Performs a Support Attack; cannot be triggered by another Support Attack.
Damp: Reduce healing by 40%. Upon reaching 2 stacks, it is converted to Congestion for 2 turns. Maximum of 2 stacks. This is considered a Hydro debuff.
Congestion: Cannot be healed. Considered a Hydro debuff.
Neural Helix
Fixed Keys:
02-01 - Weakness Exposed: Increases damage dealt against targets affected by Hydro debuffs by 10%.
02-03 - Detest Evil: When the active skill Shadow Snare hits only 1 target, it deals extra instance of 10% Attack fixed damage and applies [Damp] for 2 turns.
04-01 - Buffer Time: If an Imperturbable Arrow is present on the field, restores 10% HP at the end of the action.
04-03 - Light of Justice: When using the active skill Wanderer's Acumen, Zhaohui gains 1 [Quick Barrier] and knocks the target back 2 tiles.
06-01 - Solidifying Rhythm: If Zhaohui is within 2 tiles of an Imperturbable Arrow,reduces stability damage taken by 1 and AOE damage taken by 30%.
06-03 - Dry Humor: Before Support Action, cleanses 2 buffs from the target.
Common Key Suona's Realm: At the start of the turn, increases the critical damage of the next active attack by 10%.
Targets in Stability Collapse will take 45% increased Hydro damage. After teleporting toward an enemy, deal 80% of ATK as Hydro damage and 1 Stability Damage to the closest enemy within range. Also, inflict Damp on the target for 2 turns and gain 1 Confectance Index.
Rarity: SSR
Type: SMG
Source: Rate-up Gacha
Trait:
If the character moves 5 tiles or more, they gain Movement Boost II at the start of their next action, lasting for 1 turn.
Effect:
Damage dealt when exploiting weaknesses increases by 10/12/14/16/18/20%. Critical damage against targets with Hydro-related debuffs increases by 10/12/14/16/18/20%.
Trait:
Increases damage to PMC by 2.5%. Increase the damage dealt by an additional 2.5% if the target has Hydro-related debuffs.
Zhaohui images aren't available yet. They will be added soon!
Review
For all tier lists, SSR characters are rated at V0 (no dupes) and SR characters are rated at V6 (max dupes).
Generic (GBL)
Bossing (GBL)
Generic (CN)
Bossing (CN)
Zhaohui is a high-mobility utility damage dealer most notable for her Shadow Spike teleportation mechanic which, though rarely ever relevant, introduces some novelty to the otherwise mundane chore of map traversal.
Zhaohui’s damage is mediocre and her teleportation gimmick doesn’t do enough to make up for the difference. Her mobility comes at the expense of damage, and her absence of a clear niche leaves her in want of purpose.
Fixed Keys core to Zhaohui’s function are:
02-01 - Weakness Exposed: Straightforward +DMG% buffs on a damage dealer are always appreciated.
Fixed Keys of contextual relevance that supplement Zhaohui’s core function are:
04-03 - Light of Justice: Adds a damage mitigation self-buff and knockback to Zhaohui’s Skill 2; Zhaohui’s 2 tile displacement can notably launch enemies off the map. While highly situational, this can be used to push early game content (i.e., Peak Value Assessment) by easing the DPS requirements from the rest of the team.
06-03 - Dry Humor: Cleanse is needed to bypass certain boss mechanics (e.g., Deichgraf DEF buff). Zhaohui’s dispel, applied before her Action Support, importantly takes place after the initial allied attack used to trigger it.
Zhaohui’s Mod Key provides substantial damage buffs to compensate for her lackluster damage output, but isn’t nearly enough to bring her to parity with other damage dealers.
Zhaohui’s Mod Key has no meaningful impact on her performance or her overall viability.
Zhaohui functions in some limited capacity as a barebones single-target damage dealer, with few redeeming qualities: her performance is hindered by her underwhelming damage output, and her heavy emphasis on mobility has no corresponding boss or stage mechanic that rewards or requires it.
Zhaohui’s value as an enabler or support within a team composition is relatively minimal.
SSR characters are typically reviewed at V0/V1 strength. However, for those especially dedicated players, it is worth noting Zhaohui’s significant dupe powerspikes at:
V1: Provides, among other things, a noticeable damage increase by way of +1 to the maximum number of Zhaohui’s passive support attacks.
V3: Significantly alters Zhaohui’s Ultimate skill from individual teleport to mass teleport on all allies with 2 tiles of her at cast. This change provides nothing, but is worth mentioning for its uniqueness.
V5: Offers a notable damage increase, including an additional +1 to the maximum number of Zhaohui’s passive support attacks (for a potential 3 support attacks per turn). While these upgrades enhance her performance, the overall impact is marginal and does not significantly alter her role or utility. As such, players should carefully consider the high cost of pulling for V5.
Excellent mobility characteristic of the Vanguard class.
Requires dupes to be competitive with alternative damage dealers.
Build and teams
Fixed Keys core to Zhaohui’s function are:
02-01 - Weakness Exposed: Straightforward +DMG% buffs on a damage dealer are always appreciated.
Fixed Keys of contextual relevance that supplement Zhaohui’s core function are:
04-03 - Light of Justice: Adds a damage mitigation self-buff and knockback to Zhaohui’s Skill 2; Zhaohui’s 2 tile displacement can notably launch enemies off the map. While highly situational, this can be used to push early game content (i.e., Peak Value Assessment) by easing the DPS requirements from the rest of the team.
06-03 - Dry Humor: Cleanse is needed to bypass certain boss mechanics (e.g., Deichgraf DEF buff). Zhaohui’s dispel, applied before her Action Support, importantly takes place after the initial allied attack used to trigger it.
Phase Strike
ATK% > ATK > Crit Rate > Crit Damage (Muzzle only)
Weapons are listed in priority order, but keep in mind that the Signature Weapon is not a must have - the Battle Pass Weapons or Standard Weapons will work well enough. Only Weapons available in Global are included.
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