Honkai: Star RailYanqingBuild and Guide

Character
Introduction

Yanqing is a 5 character from the Ice element who follows the Path of Hunt.

The spirited lieutenant of the Xianzhou Luofu, and also its most proficient swordsman. He is born for swords and obsessed with them. Whenever a sword rests in his hand, none would dare to underestimate this genius still in the early days of his youth.

Perhaps the only thing capable of dulling his treasured blade's sharp edge is time.

To learn more about Yanqing check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Video guide

This character has no video guide yet.

Last updated

Yanqing build details and review have been last updated on April 16th, 2024.

To learn more about Yanqing check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Profile

Review

Build and teams

MoC/PF Statistics

Calculations

Profile

Skills
Basic ATK

Frost Thorn

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Ice DMG equal to #1[i]% of Yanqing's ATK to a single enemy.
Skill

Darting Ironthorn

Single Target

Lv. 1

Energy gain: 30

Break: 60

Deals Ice DMG equal to #1[i]% of Yanqing's ATK to a single enemy and activates Soulsteel Sync for 1 turn.
Ultimate

Amidst the Raining Bliss

Single Target | 140 energy cost

Lv. 1

Energy gain: 5

Break: 90

Increases Yanqing's CRIT Rate by #1[i]%. When Soulsteel Sync is active, increases Yanqing's CRIT DMG by an extra #2[i]%. This buff lasts for one turn. Afterwards, deals Ice DMG equal to #3[i]% of Yanqing's ATK to a single enemy.
Talent

One With the Sword

Single Target

Lv. 1

Energy gain: 10

Break: 30

When Soulsteel Sync is active, Yanqing is less likely to be attacked by enemies. Yanqing's CRIT Rate increases by #1[i]% and his CRIT DMG increases by #2[i]%. After Yanqing attacks an enemy, there is a #3[i]% fixed chance to perform a follow-up attack, dealing Ice DMG equal to #4[i]% of Yanqing's ATK to the enemy, which has a #6[i]% base chance to Freeze the enemy for 1 turn. The Frozen target cannot take action and receives Additional Ice DMG equal to #5[i]% of Yanqing's ATK at the beginning of each turn. When Yanqing receives DMG, the Soulsteel Sync effect will disappear.
Technique

The One True Sword

Enhance

Energy gain: 0

Break: -

After using his Technique, at the start of the next battle, Yanqing deals #2[i]% more DMG for #3[i] turn(s) to enemies whose current HP is #1[i]% or higher.
Major Traces
A2Major trace

Icing on the Kick

When Yanqing attacks, deals additional Ice DMG equal to 30% of Yanqing's ATK to targets with Ice Weakness.
A4Major trace

Frost Favors the Brave

When Soulsteel Sync is active, Effect RES increases by 20%.
A6Major trace

Gentle Blade

When a CRIT Hit is triggered, increases SPD by 10% for 2 turn(s).
Minor Traces (total)
Ice DMG
Ice DMG
+14.4%
ATK
ATK
+28%
HP
HP
+10%
Eidolons
E1

Svelte Saber

Eidolon 1

When Yanqing attacks a Frozen enemy, he deals Additional Ice DMG equal to 60% of his ATK.

E2

Supine Serenade

Eidolon 2

When Soulsteel Sync is active, Energy Regeneration Rate increases by an extra 10%.

E3

Sword Savant

Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E4

Searing Sting

Eidolon 4

When the current HP percentage is 80% or higher, Ice RES PEN increases by 12%.

E5

Surging Strife

Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Swift Swoop

Eidolon 6

If the Ultimate's buffs are still in effect when an enemy is defeated, their duration is extended by 1 turn.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
892
ATK
ATK
679
DEF
DEF
412
Speed
Speed
109
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Thief's Instinct
    Thief's Instinct
    x 15
  • Usurper's Scheme
    Usurper's Scheme
    x 15
  • Gelid Chitin
    Gelid Chitin
    x 65
  • Conqueror's Will
    Conqueror's Will
    x 15
CV
ENG
Amber May
JPN
Marina Inoue (井上 麻里奈)
CN
Miaojiang (喵酱)
KR
-
Gallery

Review

Pros & Cons
Pros

  • Fantastic free stats that carry you through the early game,

  • Has limited crowd control with his follow-up,

  • Deals with Ice-weak foes easily.

Cons

  • Exclusively single-target with no way around it,

  • Requires very heavy investment and a specific type of Shielder to even have a chance of dealing damage,

  • Ends up being very resource-hungry trying to maintain his Talent,

  • Impossible to avoid wasted stats leading to lower damage values than expected,

  • Can absolutely ruin your 50/50.

Review (By Sushou)

Yanqing is a standard 5-star character and a single-target specialist. He has very competent damage against single foes and has impressive CRIT buffs through his Talent and Ultimate. His Talent also allows him to occasionally launch a follow-up attack after attacking with a chance of Freezing the foe. He relies on not taking any damage at all to maintain these strong buffs, losing them immediately if this condition is not met, and requiring an additional turn to regain the benefits.

This poor boy. I’m sure he’s actually one of the strongest people on the Luofu, but he just keeps picking fights with, like, the precious few people stronger than him. Sadly it doesn’t get too much better for him in actual gameplay. I will lead with the statement that Yanqing can do very considerable damage — IF everything goes his way, but I will show you why that may be far more difficult to achieve than you’d expect.

Yanqing’s Talent gives him a buff called Soulsteel Sync and is activated by his Skill. While Soulsteel Sync is active, Yanqing is less likely to be targeted by enemies and gains up to an extra 20% CRIT Rate and 30% CRIT DMG. With Soulsteel Sync active, any attack that Yanqing makes has a 60% fixed chance of launching a follow-up attack on the attacked foe, dealing up to 50% ATK and having a 65% base chance to Freeze the target.

As far as stat boosting Talents go, this is certainly one of the more impressive ones, and can result in a great deal of damage coming out, especially if the follow-up occurs even semi-frequently, and — huh? What’s this last line here… ‘When Yanqing receives DMG, the Soulsteel Sync effect will disappear.’ Oh.

Yeah… This sounds like it’s not something that should be too difficult to maintain but this is quite literally any amount of damage. Even a literal single digit point of damage — even literally 1 damage, and all of the benefits of this Talent vanish into thin air. Worse still is that when Yanqing uses his Skill to activate this Talent, he’ll only start benefiting from its effects after his turn ends, meaning you have an entire turn of downtime if you take any damage at all.

This was far less of an issue in the early moments of the game when enemies were simple and predictable. Nowadays, enemies can quite frequently bust out AoE attacks without much warning, both Blast and full AoE. AoE abilities don’t really care about Yanqing’s reduced likelihood of being targeted because, quite simply, who cares when you can just hit everyone, right? This makes it extremely challenging to maintain this Talent’s effects, making whatever powerful bonuses it does provide completely moot.

Yanqing’s Skill deals up to 220% ATK to a single enemy and will activate Soulsteel Sync for 1 turn. Herein lies the next issue; Soulsteel Sync only has a 1 turn duration, so if Yanqing is ever afflicted by crowd control effects like Concussion or Freeze, and his turn is skipped, this will also result in needing to wait for the next turn over to make use of Soulsteel Sync once more.

Yanqing’s Ultimate first buffs his CRIT Rate by 60%, with up to an additional 50% CRIT DMG if Soulsteel Sync is active. These buffs last for 1 turn and stack additively with his Talent’s CRIT buffs. He then deals up to 350% ATK to a single enemy. Without his Talent’s effects active, Yanqing loses a considerable amount of damage from this Ultimate and on the following turn. It also has a very high Energy cost of 140.

Everything revolves around this Talent for him, and it’s got the harshest penalties for even the slightest thing going awry. Took a single point of damage? No more Talent. Missed your turn because of unavoidable crowd control? Must be a skill issue. Didn’t have the SP to use his Skill without interruption? Okay, that might actually be a skill issue…

Perhaps now you see why it’s difficult to maintain Yanqing’s damage profile. His ability multipliers are also lower than you’d expect for a unit entirely limited to single-target damage and that’s mostly to account for the large amounts of free CRIT stats he gets from his Talent and Ultimate. The issue of course is that if Soulsteel Sync ever drops for whichever of the many reasons it might, Yanqing’s damage vanishes in a flash, and it takes a lot to get back to it.

A team for Yanqing must contain a Shielder. Only damage done to Yanqing’s actual HP bar will disable Soulsteel Sync, so Shields are outright necessary for him to function in the end game where there is frequent incoming AoE damage. This currently limits you to pretty much just Gepard, as he is the only Shielder who is viable as a solo sustain. This is already a very tall ask because even if Gepard is also a standard 5-star character like Yanqing, it’s still a whole other 5-star that you may not end up getting for quite a while.

If you want to be safe as well, having a way to cleanse Yanqing is also useful because you don’t want to have your turn forcibly skipped, and the only way you can do that without having to run a double sustain comp is to use Bronya for her Skill’s cleanse before the Action Advance. This is yet another standard 5-star character that you may not have access to, and another character who is better spent on other less temperamental DPS characters. 

Finally because of his extremely high cost Ultimate, the last unit will almost certainly be Tingyun, and this takes her away from other Ultimate reliant units who can do far more damage against far more enemies with the Energy Tingyun grants them.

This is the dilemma. Even if your Yanqing is well built and well invested, he has a crippling reliance on his other teammates to actually be able to use the power he has, because again, if everything goes his way he actually deals very considerable damage. Budget versions of the above characters do exist but it’s just sunk-cost at that point; March can provide consistent Shields but they raise Yanqing’s aggro meaning they will take more damage and thus need to be reapplied more often, consuming yet more SP in the process; Asta can increase the SPD of Yanqing thereby mitigating any losses you may sustain from losing Soulsteel Sync; and Yukong can very impressively buff Yanqing for a single massive burst with his Ultimate, stacking even greater CRIT stats.

But actually, what about those CRIT stats? 20% CRIT Rate and 30% CRIT DMG from his Talent is pretty good, this is true, but then an additional 60% CRIT Rate from his Ultimate means that with no further investment, Yanqing naturally sits at 85% during his Ultimate. See, this is an issue because it’s a colossal overcap if you’re trying to build Yanqing with Planar sets like Rutilant Arena in mind.

Rutilant Arena needs 70% CRIT Rate in combat to grant a 20% DMG bonus to a character’s Skill and Basic ATK, but with this much CRIT Rate, Yanqing’s Ultimate will overcap his CRIT Rate by 58%... To literally zero benefit. Well, okay, so you just don’t go for that much CRIT so you don’t overcap, right? Wrong. Without the base CRIT Rate, you won’t activate the set bonus of the Planar, and your consistency in combat will also plummet because the only time you’ll have a consistent nuke is during the effects of his Ultimate — his 140 Energy cost Ultimate.

Yeah, it’s ironic how the best thing about Yanqing at lower levels is also his biggest headache at the end game. It’s pretty much impossible to not waste stats with this guy. My advice is just accept that you’re going to have crazy overcapping of CRIT Rate and just go for the maximum consistency. This is especially true due to his Bonus Traces.

Yanqing’s A2 will deal an additional 30% ATK to Ice-weak foes. His A4 will increase his Effect RES by 20% during Soulsteel Sync, and his A6 grants him a 10% SPD increase for 2 turns upon scoring a CRIT. It’s very easy to maintain this SPD bonus, and it’s also quite appreciated due to Yanqing’s high base SPD of 109. Against specifically Ice-weak foes, Yanqing will definitely destroy them if you can facilitate the rest of his kit.

As a standard 5-star character, it is not unlikely to get Eidolons for Yanqing over time. It is with a heavy heart that I must say I don’t think they really improve much for Yanqing as his issues are not with his damage. Amusingly I think E6 might be the one that makes things a little easier, and even then it’s a bit of a coin toss. The worst part about him is that he can show up to ruin your pity, and depending on who you ask, that makes him far and away the worst character in this game. 

In the original version of this review I said ‘I encourage you to experiment to see where the pitfalls start and end, and adjust your setups accordingly’, and I can safely say we are all now very well aware of where the pitfalls start. What I can’t see is where they end. 

Ratings

Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.

Character at 5★ are rated at their Eidolon 0 with a F2P cone.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
C

MoC

D

PF

Build and teams

Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority. If a characters uses the Pioneer Diver of Dead Waters, the 100% uptime marking means that they can easily apply the debuff with their skills to activate the 100% bonus to Crit Rate / Crit.

Best Relic Sets

104.38%

100% uptime

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

100%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

99.42%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

97.64%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

96.22%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

93.59%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

Best Planetary Sets

103.21%

160 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

100%

135 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

98.73%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

97.64%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

96.78%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

Best Stats
Body
CRIT DMG
CRIT DMG
Feet
Speed
Speed
ATK
ATK%
Planar Sphere
Ice DMG
Ice DMG
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (breakpoint) > CRIT RATE (Until soft cap) = CRIT DMG > ATK% > CRIT RATE (After soft cap)

Recommended endgame stats
  • HP: 2800 - 3000+

  • DEF: 800 - 900+

  • ATK: 2500 - 2900+

  • CRIT RATE: 20%

  • CRIT DMG: 160% - 200%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143 / 160

Build comments

Yanqing's kit grants himself up to 80% Crit Rate. With high uptime on the buff, any Crit Rate above 20% is essentially wasted.

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

109.48%

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

Calcs contain some reallocation of ATK%, CRIT RATE and CRIT DMG% to SPD in order to achieve 4-6 stacks of the bonus. Each character is configured to reach the Speed breakpoint that grants them the most damage with this Cone. under the simulation conditions. With better relics and teams that grant more Speed this lightcones performance will improve comparatively.

107.31%

For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Source: Stellar Warp

Assumes full access to all 5 stacks throughout the entire duration of the fight. In fights where target swapping is required this Cone performance can be reduced substantially.

102.08%

Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.

Source: Stellar Warp

Assumes the fight is limited to 2 or fewer enemies at all times. In fights where more than two enemies are present for any portion of it, this Cone performance will drop.

100%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost can be maintained 66% of the time in the fight and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life. In fights where the ATK% buff cannot be maintained the performance of this Cone will reduce.

97.70%

Increases the wearer's CRIT DMG by 30/35/40/45/50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36/42/48/54/60% for 1 turn(s). This effect can only trigger once every 3 turn(s).

Source: Stellar Warp

Buffs Yanqing's Crit Rate during Ultimate Downtime

94.26%

Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.

Source: Nameless Glory

92.47%

After entering battle, increases the wearer's SPD by 8/9/10/11/12% and DMG by 12/15/18/21/24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.

Source: Echo of War  | Forgotten Hall Store

Assumes full uptime requiring the wearer not to be hit at all times. When getting hit this Cone efficacy will drop from what is displayed.

90.62%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost uptime is 0% and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life.

Traces priority
Skills priority:

Skill > Ultimate > Talent > Basic

Major Traces priority:

Icing on the Kick (A2) > Gentle Blade (A6) > Frost Favors the Brave (A4)

Synergy

Yanqing synergies aren't available yet.

Teams (MoC)

The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF Statistics tab.

There are no teams featuring Yanqing who have cleared Memory of Chaos in the current cycle.

Video guides

Yanqing guide videos aren't available yet.

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Yanqing performance in the latest Memory of Chaos cycle (2.1.1) and latest Pure Fiction (2.1.1), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 20.04.2024 and the data below is based on 17648 accounts (10888 random we have scanned and 6760 self-reported). We have scanned 1.3 million accounts in EU, NA and Asia regions and out of those, 10888 cleared MoC 1, 8039 cleared MoC 10, and 5139 cleared MoC 12 and were included in our statistics.
  • For PF, the last update happened on 05.04.2024 and the data below is based on 11737 accounts (5281 random we have scanned and 6456 self-reported). We have scanned 1 million accounts in EU, NA and Asia regions and out of those, 11737 cleared Pure Fiction 1, 10524 cleared Pure Fiction 4 and were included in our statistics.

If you want to share your Memory of Chaos or Pure Fiction clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!

MoC/PF Stats Form
Usage rate (MoC)

Characters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (PF)

Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (MoC)

This section lists the characters that were most commonly paired with Yanqing in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Yanqing in the current phase of Pure Fiction.

Eidolons

Eidolons data comes from players we have scanned who used Yanqing in the current MoC cycle (85) or in the current PF cycle (15) and had the character placed in their Profile.

32.11%

8.62 cyc.

Eidolon 0

33.47%

9.83 cyc.

When Yanqing attacks a Frozen enemy, he deals Additional Ice DMG equal to 60% of his ATK.

20.23%

10.8 cyc.

When Soulsteel Sync is active, Energy Regeneration Rate increases by an extra 10%.

8.97%

8 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

5.21%

14 cyc.

When the current HP percentage is 80% or higher, Ice RES PEN increases by 12%.

0%

99.99 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

0%

99.99 cyc.

If the Ultimate's buffs are still in effect when an enemy is defeated, their duration is extended by 1 turn.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Yanqing in the current MoC cycle (85) or in the current PF cycle (15) and had the character placed in their Profile.

57.66%

8.67 cyc.

Increases the wearer's CRIT DMG by 30/35/40/45/50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36/42/48/54/60% for 1 turn(s). This effect can only trigger once every 3 turn(s).

Source: Stellar Warp

16.9%

9.17 cyc.

For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Source: Stellar Warp

8.02%

18.5 cyc.

After entering battle, increases the wearer's SPD by 8/9/10/11/12% and DMG by 12/15/18/21/24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.

Source: Echo of War  | Forgotten Hall Store

8.02%

10.33 cyc.

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

5.63%

8 cyc.

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

0.94%

6 cyc.

Increases the wearer's CRIT DMG by 20/23/26/29/32%. For every debuff on the enemy target, the wearer's CRIT DMG dealt against this target increases by 8/9/10/11/12%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the Disputation effect, which increases DMG dealt by 36/42/48/54/60% and enables their follow-up attacks to ignore 24/28/32/36/40% of the target's DEF. This effect lasts for 2 turns.

Source: Event Warp (limited)

0.94%

99.99 cyc.

Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.

Source: Stellar Warp

0.94%

9 cyc.

Increases the wearer's ATK by 12/14/16/18/20%. When the wearer lands a CRIT hit on enemies, they will gain a stack of Good Fortune. This effect can be stacked 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 8/9/10/11/12%. Good Fortune will be removed at the end of the wearer's turn.

Source: Forgotten Hall Store

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Yanqing in the current MoC cycle (85) or in the current PF cycle (15) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.

Relic Sets

39.11%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

30.76%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

8.02%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

Flex

3.33%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

2.82%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

Planetary Sets

32.53%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

31.17%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

17.42%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

6.15%

(2)

Increases the wearer's CRIT DMG by 16%. When the wearer's current CRIT DMG reaches 120% or higher, after entering battle, the wearer's CRIT Rate increases by 60% until the end of their first attack.

3.33%

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Yanqing in the current MoC cycle (85) or in the current PF cycle (15) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 88.88%
CRIT Rate
CRIT Rate
- 5.55%
Feet
ATK
ATK
- 77.78%
Speed
Speed
- 19.45%
Planar Sphere
Ice DMG
Ice DMG
- 94.44%
ATK
ATK
- 2.78%
Link Rope
ATK
ATK
- 61.11%
Break Effect
Break Effect
- 33.33%
Energy Regen
Energy Regen Rate
- 2.78%
Average stats
Average stats
HP
HP
- 3124.89
ATK
ATK
- 3078.44
DEF
DEF
- 1080.23
Speed
Speed
- 123.03
CRIT Rate
CRIT Rate
- 31.89%
CRIT DMG
CRIT DMG
- 206.3%
Ice DMG
Ice DMG
- 58.69%
Energy Regen
Energy Regen Rate
- 0.54%
Effect RES
Effect RES
- 7.44%
Effect HIT Rate
Effect HIT Rate
- 11.21%
Break Effect
Break Effect
- 36.72%
Average sub stats
Average sub stats
HP
HP
- 9.34%
ATK
ATK
- 16.35%
DEF
DEF
- 20.31%
Speed
Speed
- 8.62
CRIT Rate
CRIT Rate
- 18.49%
CRIT DMG
CRIT DMG
- 69.61%
Effect RES
Effect RES
- 7.44%
Effect HIT Rate
Effect HIT Rate
- 11.21%
Break Effect
Break Effect
- 15.12%
Other stats
Average stats
Character level - 80
Light Cone level - 79.72
Basic level - 4.92
Skill level - 9.69
Ultimate level - 9.19
Talent level - 9.5

Calculations

Damage Output

The simulation showcases characters damage potential in the 8 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 8 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results). This removes any specific cut off point 850 AV, 750 AV etc, from impacting the results.

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.
Yanqing in 1 Target scenario

Disclaimer for this particual calculations:

Yanqing will deal more damage post E1 when placed in teams that can consistently Freeze. These calculations assume Yanqing is never hit in battle.

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Relic Set

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

+

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

Planetary Sets

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

Relic Stats
Body
CRIT DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
Ice DMG
Ice DMG
Link Rope
ATK
ATK%
Substats:

CRIT DMG (81.6%), ATK (38.9%)