YinlinBuild and Guide

Character
Introduction

Yinlin is a 5 rarity character from the
Electro
Electro element who uses the Rectifier type weapon.

Yinlin is a skilled Patroller and powerful Natural Resonator. After being suspended from her duties at the Public Security Bureau, she must now pursue hidden evils in secrecy.

To learn more about Yinlin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Yinlin has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Last updated

Yinlin profile has been last updated on June 28th, 2024.

To learn more about Yinlin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Gameplay and teams

Calculations

Profile

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

Zapstring's Dance

Basic Attack

Yinlin controls the puppet "Zapstring" to perform up to 4 attacks, dealing Electro DMG.

Heavy Attack

Consumes Stamina to control puppet "Zapstring" to attack, dealing Electro DMG.

Mid-air Attack

Consumes Stamina to control the puppet "Zapstring" to perform a Plunging Attack, dealing Electro DMG.

Dodge Counter

Use Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.

Lv. 1
Part 1 Damage
14.49%
Part 2 Damage
17.01%*2
Part 3 Damage
7.04%*7
Part 4 Damage
37.80%
Heavy Attack Damage
15%*2
Mid-Air Attack Damage
62.00%
Dodge Counter Damage
12.18%*7
Heavy Attack Stamina Consumption
25
Mid-Air Attack Stamina Consumption
30
Resonance Skill

Magnetic Roar

Magnetic Roar

The puppet "Zapstring" deals Electro DMG to the target, and puts Yinlin into the Execution Mode.

Execution Mode

Basic Attack and Dodge Counter will trigger 1 Electromagnetic Blast when hitting a target. Each stage of Basic Attack or Dodge Counter can only trigger 1 Electromagnetic Blast, up to 4 times.

Electromagnetic Blast

Attack all targets marked with Resonance Circuit Sinner's Mark, dealing Electro DMG.

Lightning Execution

Use Resonance Skill after casting Resonance Skill Magnetic Roar to cast Lightning Execution to attack the target, dealing Electro DMG. If Resonance Skill Lightning Execution is not activated in a while or this Character is switched, this Skill will be put on Cooldown.

Lv. 1
Magnetic Roar Damage
30%*3
Lightning Execution Damage
45%*4
Electromagnetic Blast Damage
10%
Execution Mode Duration
10
Cooldown
12
Magnetic Roar Con. Energy Regen
10
Lightning Execution Con. Energy Regen
15
Electromagnetic Blast Con. Energy Regen
5
Resonance Liberation

Thundering Wrath

Command "Zapstring" to call for thunder to fall upon a large range, dealing Electro DMG.

Lv. 1
Skill Damage
58.63%*7
Cooldown
16
Res. Energy Cost
125
Con. Energy Regen
20
Forte Circuit

Chameleon Cipher

Chameleon Cipher

When Yinlin's "Judgment Points" is full, her Heavy Attack is replaced with Chameleon Cipher, which consumes all "Judgment Points" to attack the target, dealing Electro DMG. When it hits a target marked with Sinner's Mark, the Sinner's Mark is replaced with Punishment Mark, lasting for 18 seconds.

Sinner's Mark

Normal Attack Zapstring's Dance, Resonance Liberation Thundering Wrath, and Intro Skill Roaring Strorm will apply Sinner's Mark on hit. Sinner's Mark is removed when Yinlin exits.

"Punishment Mark"

When a target marked with Punishment Mark is damaged, Judgement Strike will fall, dealing Electro DMG to all targets marked with Punishment Mark. This can be triggered up to once per second.

Judgment Points
  • Yinlin can hold up to 100 Judgement Points.

  • When Normal Attack Zapstring's Dance hits a target, restores "Judgment Points".

  • Upon casting Resonance Skill Magnetic Roar, restores "Judgment Points".

  • When Resonance Skill Electromagnetic Blast hits a target, restores "Judgment Points".

Lv. 1
Chameleon Cipher Damage
90%*2
Judgment Strike Damage
39.56%
Inherent Skill

Pain Immersion

After using Resonance Skill Magnetic Roar, Yinlin's Crit. Rate is increased by 15% for 5s.

Inherent Skill

Deadly Focus

The damage of Resonance Skill Lightning Execution is increased by 10% when hitting targets marked with "Sinner's Mark", and Yinlin's ATK is increased by 10% for 4s when this is triggered.

Intro Skill

Raging Storm

Command puppet "Zapstring" to attack, dealing Electro DMG in a large range.

Lv. 1
Skill Damage
7.2%*10
Con. Energy Regen
10
Outro Skill

Strategist

The next character (or other characters on a nearby team that activates an Outro Skill) gains 20% Electro DMG Deepen, and 25% Resonance Liberation DMG Deepen for 14 seconds or until the Character is switched.

Resonance Chain (Dupes)
S1

Sequence Node 1

Resonance Skill Magnetic Roar and Lightning Execution deal 70% more damage.

S2

Sequence Node 2

Resonance Skill Electromagnetic Blast recovers an additional 5 "Judgement Point(s)" and 5 Resonance Energy on hit.

S3

Sequence Node 3

Forte Circuit Judgment Strike's DMG multiplier is increased by 55%.

S4

Sequence Node 4

When Forte Circuit Judgment Strike hits a target, the ATK of all team members is increased by 20% for 12s.

S5

Sequence Node 5

Resonance Liberation Thundering Wrath deals 100% extra damage to targets with Forte Circuit's Sinner's Mark or Punishment Mark.

S6

Sequence Node 6

In the first 30s after casting Resonance Liberation Thundering Wrath, when Yinlin's Basic Attack hits a target, Furious Thunder will be triggered, dealing Electro DMG equal to 419.59% of Yinlin's ATK. Every Basic Attack hit can trigger Furious Thunder 1 time, up to 4 times. This is considered Resonance Skill DMG.

Minor Fortes (Total)
CRIT Rate
CRIT Rate
+8%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
11000
Stat
ATK
400
Stat
DEF
1283
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Electro DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Whisperin Core
  • 12x MF Whisperin Core
  • 12x HF Whisperin Core
  • 4x FF Whisperin Core
  • 46x Group Abomination Tacet Core
  • 60x Coriolus
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Whisperin Core
  • 28x MF Whisperin Core
  • 40x HF Whisperin Core
  • 57x FF Whisperin Core
  • 25x Lento Helix
  • 28x Adagio Helix
  • 55x Andante Helix
  • 67x Presto Helix
  • 26x Unwarranted Feather
  • 2 030 000 Shell Credits

While the source of the materials can be quickly found in the game, when it comes Coriolus you will have to gather them from the map. Check our Ascension material map guide to find them quickly:

Voice Actors
ENG
Naomi McDonald
JPN
Koshimizu Ami
CN
Mickey
KR
Kang Sae Bom

Review

Mini-review

Yinlin is a 5-star Electro Rectifier wielder who specializes in dealing massive AOE damage without spending much time on the field at all. She’ll almost always be played alongside another bursty main DPS - preferably one who has incredible Quick Swap potential with abilities that either deal large upfront damage or have long durations that can be swap canceled.

Yinlin’s Forte has a passive effect that causes the majority of her abilities to inflict Sinner’s Mark which allows her skill’s Execution Mode to deal additional damage. Yinlin’s Forte can also gain Judgement Points from most of her abilities, and, when fully accumulated they can be used to empower her next heavy attack into Chameleon Cipher that converts all Sinner’s Marks on enemies hit into Punishment Marks for 18 seconds that when struck by any ally even if Yinlin leaves the field will take damage up to once per second.

Yinlin’s skill comes in two parts:

  • the first one will deal AoE Electro damage and activate Execution mode: a special buff she gains for 10 seconds,

  • the second part must be cast shortly after the first and is an AoE electro-damage nuke,

  • Execution mode will empower Yinlin’s next 4 Basic Attacks to cause an Electromagnetic Blast when hitting enemies with Sinners Mark, dealing additional damage and generating more Concerto.

This may sound complicated, but once you play Yinlin, her rotation is actually easy to follow and execute.

Considering how much damage Yinlin deals, you might think that she would be a great Main DPS, but it's a trap. That's because Yinlin spends very little time on the field when played optimally at the highest level - her rotation is incredibly short - and after you perform it, you would only be left basic attacking, lowering the team's overall damage. It's more optimal to play her in Quick Swap teams with characters like Calcharo, Encore, or Havoc Rover.

How hard Yinlin is to play will depend on the other damage dealer you pair with her - a combo with Calcharo yields one of the hardest teams to pilot in the game and a pairing with Encore or Havoc Rover will be much easier. In all Yinlin teams, you'll have to master her swap cancel though which might sound tough at first but with a bit of practice becomes second nature. Yinlin is a top-tier pick for the Quick Swap dual DPS teams due to how much damage she does, combined with how little on-field time she needs.

Yinlin's Outro also provides 25% Liberation and 20% Electro Amplification (formerly Deepen) but due to her Quick Swapping nature, this can be tricky to utilize to its maximum potential - and currently, all her best teams belong to the Quick Swap archetype.

As a Hybrid character that allows another damage dealer to take up a larger amount of field time, Yinlin can be expected to make use of the 5P Moonlit Cloud set and Heron Echo. While this set is certainly viable on her, focusing on boosting her damage by equipping the damage dealer set (Void Thunder) is also an insanely strong option - as her damage output is great and the set will boost it even further.

Overall, Yinlin is the strongest Hybrid character in the game who is resonably easy to learn and play well, while having multiple different teams where she can be used with great success.

Pros & Cons
Pros

  • Absurd amounts of damage for how little field time she must spend,

  • Can deal a large chunk of her damage unconditionally while off the field,

  • Almost all damage she deals is in a gigantic AoE,

  • Damage is not gated behind long attack sequences and is actually realistic to pull off in most combat scenarios,

  • Can deliver large amounts of burst AoE damage at the start of ToA runs helping to take out annoying small fries.

Cons

  • Some people might not like quick swapping constantly,

  • Swap canceling might be tricky for some,

  • Outro currently feels a bit useless due to how she is best in Quick Swap teams,

  • You will often get distracted while playing her.

Ratings

This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.

Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

T0

Tower of Adversity

Video guides

Build

Best Weapons

117.24%

Stats at Level 90: ATK: 500 | CRIT Rate: 36%

Yinlin's signature Rectifier that stands far above all other options currently in the game for Rectifier damage dealers, thanks to its unethical amount of CRIT RATE and generic damage boost on top of a reasonably easy to active ATK% boost.

100%

Stats at Level 90: ATK: 500 | ATK: 54%

An excellent Rectifier, only in competition with some 4★ Weapons with multiple dupes. Offers high base ATK, ATK%, a good amount of Energy Regen to save at least 1 sub-stat on gear to be reallocated to better uses and a stackable Basic ATK DMG% bonus that ramps up as you use more and more Basics.

96.07%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Outstanding generic Rectifier option, offering base CRIT RATE for excellent scaling but also an easily activatable and maintainable bonus ability granting ATK% after the wearer's Resonance Liberation is activated. Almost any character who can use CRIT RATE and ATK will be more than happy to have this weapon available only losing to 5★ options.

85.79%

Stats at Level 90: ATK: 387 | ATK: 36.4%

A good alternative 4★ Rectifier to Augment, offering an easy to maintain bonus ability granting ATK% after using an Intro skill and a good amount of ATK% as a main stat.

84.55%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Outstanding generic Rectifier option, offering base CRIT RATE for excellent scaling but also an easily activatable and maintainable bonus ability granting ATK% after the wearer's Resonance Liberation is activated. Almost any character who can use CRIT RATE and ATK will be more than happy to have this weapon available only losing to 5★ options.

83.35%

Stats at Level 90: ATK: 387 | ATK: 36.4%

A good alternative 4★ Rectifier to Augment, offering an easy to maintain bonus ability granting ATK% after using an Intro skill and a good amount of ATK% as a main stat.

75.81%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Easily accessible 3★ weapon that despite having lower base attack makes up for it with a high ATK% bonus at higher dupes. It does not have enough stats to compete with 4-star weapons but is a reasonable option if it's all you have. The only downside is that the buff only lasts 10 seconds, meaning it may fall off in the hands of a Main DPS character who takes up more field time.

73.61%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Best Echo Sets

100%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

88.70%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

88.40%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

86.32%

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

79.38%

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

Best Main Echoes

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.

Set

Moonlit Clouds

Supportive Echo that can be run at the cost of a sizeable chunk of damage for the character who equips, trading personal gain for team benefits. Should always be used and immediately switch cancelled right before performing an Outro, leading to another DPS. When done so will grant the next character switching in 12% increased DMG% which when combined with the 5P Moonlit set which also grants 22.5% ATK% under the same conditions makes for a sizeable boost.

While the echo does lower the damage of whoever wears it, it grants a massive chunk of energy on use usually saving 1 or sometimes even 2 Energy Regen sub stats that may otherwise be needed by the wearer allowing for some damage to be recovered.

Set

Void Thunder

Strong all around choice specifically when using 5P Void Thunder. Can be immediately swap cancelled on use for burst damage in which the Echo will deal damage equal to 4 tail swipes but no claw damage. Alternatively, can be fully cast or swap cancelled as soon as the claw attack starts to gain a 12% Electro, Heavy DMG boost and more resonance energy at the cost of higher field time.

Option 1 offers higher echo dps but Option 2 offers a little more resonance energy and a buff. Which will be more effective for you will depend on playstyle, team and the fight you're up against.

Thundering Mephis is most effective when fully used for its entire duration. Fully using this Echo demands a tremendous amount of field time making it unsuitable for many players, teams and situations so only use it if it makes sense for you. If you do decide to use it, this echo will generate a very large amount of Resonance Energy, deal reasonable total damage (much less when compared to a DPS's burst window in similar time) and upon the final strike grant a 12% Electro and Liberation DMG% bonus.

Set

Void Thunder

Set

Lingering Tunes

A more challenging echo to use that requires the user press and hold the echo attack button to channel a beam which deals good damage, and generates resonance energy and concerto energy. This echo can be fully channelled - or if timed just right can be swap cancelled - while still yielding most of it's effect. At a minimum this echo will deal 3 instances of damage but the longer you channel before swap cancelling it the more it will deal. Not as easy or popular as either Mephis or Mech Abomination.

Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Stat
Electro DMG
3 cost
Stat
Electro DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%
4-4-1-1-1:
4 cost
CRIT Rate
CRIT Rate
4 cost
CRIT DMG
CRIT DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK = Resonance Skill DMG%

Comparison of 4-3-3-1-1 and 4-4-1-1-1
Echo setup comparison
Best Endgame Stats (Level 90)

Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.

  • ATK: 2000-2400+

  • HP: 15500+

  • DEF: 1250+

  • ELECTRO DMG%: 42%-72%+

  • CRIT RATE%: 50-70%+

  • CRIT DMG% 100-140%+

  • Energy Regeneration: 20-30%

    • Yinlin's Ultimate is a major part of her damage and an incredibly helpful tool for quickly applying her Sinner's Mark to multiple enemies at once after a quick swap.

    • This makes her Forte Chameleon Cipher which aims to convert Sinner's Marks to Punishment Mark much easier to use - with a higher chance to apply the Punishment Mark to many more enemies at once. Without combining these two you'll have to rely on Yinlin's basics and skills to mark enemies before using her Forte.

    • Due to these interactions getting enough Energy Regeneration is important. We recommend 20-30% to comfortably have your ultimate available in a timely manner for damage and applying Sinner's Mark in cases you need them.

Skill Priority

Below you can find the order of leveling the abilities for Yinlin.

Forte Circuit

Res. Liberation

Res. Skill

Basic Attack

Intro Skill

Gameplay and teams

Rotation

This is the optimal rotation for the character. The total time needed to perform it is 3.73 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.


OPENER ROTATION

Yinlins #1 priority in battle is to apply Punishment Mark as soon as possible on as many enemies as possible and in order to do so she needs to build her Forte Gauge. One of the biggest tools at Yinlin's disposal for building the Gauge is her Intro which unfortunately you wont always have access to - especially so at the very start of a Tower of Adversary run. Which is why you may want to consider using the following rotation to quickly build up her initial Forte Gauge before your team gets their Intros rolling. Below is the fastest way we've found to build up Yinlin's first Forte of a battle - note this rotation should only be used when the Intro is not available in a timely manner (usually only at the start of ToA runs).

  • Ultimate (Should be full in ToA Runs from the start)
  • Skill: Magnetic Roar
  • Skill: Lightning Execution (Swap Cancel)
  • Heavy ATK
  • Heavy ATK
  • Chameleon Cipher (Swap Cancel)
STANDARD ROTATION

This rotation will ensure you have 100% uptime of Punishment Mark on your primary target by prioritizing Forte generation in order to access Chameleon Cipher within 18 seconds (its duration) each time.

  • This and most Yinlin rotations make use of many swap cancels which will greatly improve the DPS and survivability of Yinlin. A large amount of her abilities have absurdly long animations and keeping them on the field results in damage losses in comparison firstly and the possibility of enemies hitting and even stunning you.
  • When switching in Yinlin without her Intro active she will start her basic attack sequence from Part 2 instead of Part 1. An Intro, both parts of her Resonance Skill and 3 Basic Attacks are enough to completely build her Forte Gauge. There are many ways to build the gauge but this is the easiest and safest we've found so far when utilizing her intro.
  • After switching out, all of Yinlin's Sinner's Mark are wiped from enemies. When activating Yinlin's Forte Chameleon Cipher she can only apply Punishment Mark to enemies which already have Sinner's Mark. For this reason, it's imperative you re-apply Sinner's Mark to all high priority enemies before using her Forte Ability.
  • Using Yinlin's Ultimate right before her Forte is an easy way to apply Sinner's Mark to many enemies in an AoE quickly.
  • Yinlin's Forte Chameleon Cipher can be charged during other abilities animations including her ultimate. By holding the LMB (or your heavy attack equivilant) you can skip the charge time and need to perform a basic 1 before the ability activates saving a lot of time.
  • All the abilities we've listed as swap cancelable can be immediately done so from the very start of their animation so there is no need to wait.

And here's the rotation:

  • Echo (Swap Cancel)
  • Intro
  • Skill: Magnetic Roar
  • Skill: Lightning Execution (Swap Cancel)
  • Basic P2
  • Basic P3
  • Basic P4 (Swap Cancel)
  • Ultimate
  • Chameleon Cipher (Swap Cancel)
EASY/EMERGENCY MODE ROTATION

If you miss granting Yinlin an Intro in the midst of combat, fail to perform the basic attacks or simply have to spend more field time on your other team mates you may find her skill come back off cooldown before full generating your Forte Gauge. If this happens and your Forte is still not close to completion you can use her skill again executing a rotation like the one below. Note that using 2 sets of skills for 1 Forte Gauge will result in Punishment Mark downtime - the skill has a cooldown of 12 seconds and Punishment Mark has a duration of 18 seconds so 2 sets of skill is 24 seconds.

  • Echo (Swap Cancel)
  • Intro
  • Skill: Magnetic Roar
  • Skill: Lightning Execution (Swap Cancel)
  • Skill: Magnetic Roar
  • Skill: Lightning Execution (Swap Cancel)
  • Ultimate
  • Chameleon Cipher (Swap Cancel)
Synergies

Verina as a healing support can easily accommodate running the 5P Rejuvenating Glow set alongside a Bell-Borne Geochelone echo, offering the team a wide array of offensive and defensive buffs already bringing a tonne of worth just from that alone.

Additionally Verina's many rotational options to access her Ultimate and Concerto are all fast and relatively easy to execute, leaving ample field time for the rest of team mates to execute their combos. Verina's Outro is by far the most flexible and powerful Outro in the game granting all allies 15% generic DMG% "Deepen" for 30 seconds. Most units only grant 1 type and only for the very next unit to switch in locking them into staying on field less they lose the buff but Verina grants it to all allies completely unrestricted.

On top of this Verina grants an additional 20% ATK and a Cheat Death ability preventing one death every 10 minutes. She's universal, flexible, takes little field time and outstanding in every team.

While Jianxin doesn't really have any buffs in her kit to improve the team's damage (besides the Deepen buff on Outro), she can be equipped with the healing weapon (Originite: Type IV) to allow her to easily trigger the Healing set (Rejuvenating Glow) and focus on her impressive gathering abilities while also providing buffs that come from the Healing set and Bell-Borne Echo.

But please keep in mind that this playstyle comes at the cost of her damage output and part of her kit - as you will mostly Quick Swap into her to use the gathering and trigger the buffs and then go back to the damage dealers.

If you don't have Verina, Baizhi is a good alternative with very similar buffs and capabilities albeit in a much more restricted fashion. Her Outro instead of buffing all units only buffs the next unit, her ATK% boost is only 20% and requires the on field character interact with a special collectable dropped by Baizhi on the ground, she takes up more field time, generates less concerto and resonance energy and heals less.

A downgrade across the board but still a potent option for all the same reasons of Verina just on a smaller scale. Verina can only be in one team if you have her at all so Baihzi is a good next pick.

Example Teams

Team #1

Team #2 - Quick Swap

  • Insane damage potential team but also insanely hard (like by far the hardest team in the game) to play at the highest level.
  • Calcharo can take advantage of Yinlin's Outro Electro and Liberation amplification but due to the quick swap nature of both character's it can lose impact unless specifically played around perfectly.

Team #3 - Quick Swap

Team #5 - Quick Swap

  • Havoc Rover and Encore both offer great burst abilities from their Resonance Skills and Echoes with Encore also having the option to fill field time with her Resonance Liberation and Havoc Rover having that same option but from their Forte Umbra state. Brings the bursty Quick Swap potential Yinlin works so well with but also with the ability to fill downtime as needed while Yinlin and the team waits for cooldowns.
  • Reasonably easy team combo to play - just use all of the abilities on cooldown and ensure you execute Yinlin's swaps and rotation correctly to assure Punishment Mark is applied for as much as the battle as possible.

Here's the Encore/Rover Quick Swap team in action:

Calculations

Damage Profile
Yinlin damage profile
Damage Output
Additional information

The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.

Important! Due to the incredibly short nature of Yinlin's rotation when implementing swap cancels, her DPS numbers are incredibly high. If you are unable to perform swap cancels her DPS will be lower, please also pay close attention to S2 as it makes her already short rotation even shorter - this is the reason it results in such a tremendous dps gain but smaller total damage number.

Yinlin in 1 Target scenario

Rotation time: 3.73s (Post S2: 2.86s)

Additional information

Here's a comparison between swap cancelling different parts of Yinlin rotation. Compared to Calcharo, swap cancelling her is much easier and that's why the 'full cancel' variant is used by us as the default one as everyone can learn how to do it properly with some practice.

Swap Meter
Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 3.73 seconds.

STANDARD ROTATION
  • Echo (Swap Cancel)
  • Intro
  • Skill: Magnetic Roar
  • Skill: Lightning Execution (Swap Cancel)
  • Basic P2
  • Basic P3
  • Basic P4 (Swap Cancel)
  • Ultimate
  • Chameleon Cipher (Swap Cancel)

And here are the Echoes and Weapons used in the calculations.

Stats at Level 90: ATK: 500 | ATK: 54%

2 Set: Electro DMG increases by 10%.

5 Set: Upon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

4 cost
CRIT Rate
CRIT Rate
3 cost
Stat
Electro DMG
3 cost
Stat
Electro DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: ATK (36%), CRIT Rate (42%), CRIT DMG (84%), Energy Regen (19.2%)

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.