A sword hunter from the Xianzhou Zhuming and "the Flaming Heart" General Huaiyan's darling granddaughter. Frank and straightforward. She practiced swordsmanship and forging from Huaiyan since young, and thus is the second-youngest prodigy swordmaster of the Flamewheel Octet. Fueled by an intense loathing for the cursed swords that emerged from the Zhuming, she vowed to "hunt down and wipe out all cursed swords."
To learn more about Yunli 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.
Yunli 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 review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
November 17th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Yunli 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/AS Statistics
Calculations
Profile
Galespin Summersault
Single Target
Energy gain: 20
Break: 10
Bladeborne Quake
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Earthbind, Etherbreak
Enhance | 120 energy cost
Energy gain: 5
Break: 20 + 10 adjacent
Flashforge
Blast
Energy gain: 10
Break: 10 + 10 adjacent
Posterior Precedence
Enhance
Energy gain: 0
Break: -
Fiery Wheel
Demon Quell
True Sunder
Weathered Blade Does Not Sully
Eidolon 1
Increases DMG dealt by "Intuit: Slash" and "Intuit: Cull" by 20%. Increases the number of additional DMG instances for "Intuit: Cull" by 3.
First Luster Breaks Dawn
Eidolon 2
When dealing DMG via Counter, ignores 20% of the target's DEF.
Mastlength Twirls Mountweight
Eidolon 3
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Artisan's Ironsong
Eidolon 4
After launching "Intuit: Slash" or "Intuit: Cull", increases this unit's Effect RES by 50%, lasting for 1 turn(s).
Blade of Old Outlasts All
Eidolon 5
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Walk in Blade, Talk in Zither
Eidolon 6
While Parry is active, if an enemy actively uses their abilities, regardless of whether it attacks Yunli or not, it will trigger "Intuit: Cull" and remove the "Parry" effect. When dealing DMG via "Intuit: Slash" or "Intuit: Cull", increases CRIT Rate by 15% and Physical RES PEN by 20%.
Yunli images aren't available yet. They will be added when the character is released.
Review
Very strong general-use DPS unit,
Very good Energy economy leading to consistent Ultimates,
Deals very high damage in both single-target and AoE scenarios,
Counter gameplay means she scales with enemy SPD and not her own,
Has built-in self sustain and resilience to Crowd Control,
Has a charge system on her Ultimate meaning it’s less likely to overcap on Energy.
Potentially very challenging to pilot due to the ‘use it or lose it’ nature of her Ultimate’s Parry,
Consistency greatly relies on having increased aggro either from her Signature Light Cone or from Lynx,
Deals quite low Toughness damage in general,
Damage suffers tremendously if enemies are not actively attacking Yunli.
Yunli is a powerful counter-attacker akin to Clara. She will immediately retaliate when attacked by an enemy, dealing follow-up DMG in a Blast AoE. She will also gain vastly increased Energy gains when being attacked, and may store up to twice the Energy cost of her Ultimate, letting her more tactically use her Ultimate and prevent overcapping. Her enhanced state from her Ultimate will also prevent her from getting hit by Crowd Control and will reduce the DMG she takes. She is trickier to play than may initially appear, but the effort is worth it.
Fellow sword enjoyer Yunli is a pretty great all-rounder character. She's a follow-up counter-attacker with good self-sustain and Energy economy, and she's got quite a strong kit. She is eerily similar to Clara in a great many ways, but there are some key differences that distinguish the two.
Yunli's Talent is the centrepiece of her kit, and the first part of the puzzle. Whenever she is attacked by an enemy, she will immediately Counter them, dealing up to 120% ATK to the main target, and 60% ATK to adjacent foes. She will also restore 15 Energy whenever she is attacked, and this is in addition to the 10 Energy she gains from actually landing the Counter. If there is somehow no target to Counter when this activates, she will launch the Counter on a random enemy instead.
On its own, it's not terribly impressive damage, but it is consistently activated and is a decent source of damage for Yunli. The incoming Energy gains are far more important and are extremely significant, feeding into her game plan perfectly, getting back 25 Energy each time she gets hit and Counters, almost an entire Skill's worth of Energy for doing nothing. The Toughness damage of the Counter is unimpressive, however; even though it is a Blast AoE, the primary target still only takes the minimal amount of Toughness damage.
Her Skill is a copy of her Talent's Counter. Yunli will launch an attack against an enemy target, dealing the same Blast AoE and damage as from her Counter, 120% ATK against the main foe, and 60% ATK against adjacent ones. Curiously, this Blast AoE does deal the expected increased Toughness damage against the main foe compared to the Counter version, and will additionally restore HP for Yunli, up to 30% ATK plus 200 upon use.
This is a pretty good means of self-sustain for Yunli should you need it for that, but the rather lacking damage means it's not always going to be used; when most of Yunli's damage comes from her Ultimate Talent's Counter, expending a Skill Point for basically the same effect on your turn may not always be the best option, especially since a Basic ATK is not that far behind in damage and will return a Skill Point instead. You can use this in a pinch to heal Yunli or to regain some extra Energy, but it's not advised to use this exclusively to speed up Breaking an enemy in most cases, as Broken foes cannot attack you, and that's kind of the whole point of the character.
Yunli's Ultimate is the second part of the puzzle for her big damage. She consumes 120 Energy to gain the Parry stance, Taunting all enemies and increasing the CRIT DMG of Yunli's next Counter by up to 100%. This Parry state only lasts until the end of the next unit's turn, meaning it goes away after the next unit has finished acting, be it an ally or an enemy. This is important to keep in mind because there are two possible actions Yunli can take from the Parry state; Intuit: Cull is used if Yunli gets attacked during her Parry state, dealing up to 220% ATK to the attacker and 110% ATK to adjacent targets, and then dealing 6 additional instances of single-target damage, Bouncing between random enemies, up to 72% ATK per hit. If Yunli is NOT attacked during the short window of Parry, she will instead use Intuit: Slash on a random enemy, dealing the same upfront damage as Cull, but without the additional instances of damage.
What this means is that you are extremely rewarded for good timing on Yunli's Ultimate, and are heavily punished for bad timing. If you use her Ultimate right before an enemy's turn, they are Taunted and have no choice but to attack Yunli, triggering Yunli's Cull and dealing stupidly high damage to all enemies on the field — the good ending. If, however, you use Yunli's Ultimate and it's an ally acting next, at the end of that ally's turn, Yunli will launch Slash and you'll do very little damage, losing out on most of the benefits of the enhanced Counter.
This is why Yunli's Max Energy is at 240. Since a single Ultimate usage costs 120 Energy, you can essentially store up to 2 uses of Yunli's Ultimate, thus greatly mitigating the potential for losing out on Energy via overcapping. Because of her Talent's Energy influx, Yunli will constantly have the Energy for Ultimate uses, and you are able to gauge for yourself when you think it'll be best to use a charge. Do note that she cannot use her Ultimate again while the Parry state is active, and all damage done via this state is considered as Ultimate DMG.
This is why Yunli can be considered to be quite difficult to make full use of, as having the Parry state dissipate before getting attacked will greatly reduce the damage Yunli will be doing, and with the regular damage from her Talent being as low as it is, there's actually quite a big reliance on her Ultimate to be dealing competitive damage. If you misjudge a situation and use the Ultimate at a bad time, you're going to be disappointed at the damage coming out, but the only one to blame will be you.
Yunli's Bonus Ability Traces do much to improve her game plan. A2 in particular helps to alleviate the issues of mistimed Ultimates. Every time you use an Intuit: Slash (the version without the extra DMG instances), the next time you would have used an Intuit: Slash, it will instead be replaced with an Intuit: Cull (the good one). This means that even if enemies are not able to attack you or inflict damage through means beyond direct attacks, Yunli will still be able to get her maximum strength Counters albeit at a reduced rate.
Even if you're completely not paying attention (or maybe getting trolled by the Auto mode), Yunli can still pop off. Interestingly enough, this does open the door to potentially massive burst windows by prepping an upgraded Slash in advance; you use an Ultimate in advance, letting the Parry state fall off, and then later you use an Ultimate to get hit by an enemy, followed by another Ultimate and launch a second Cull against enemies. This is a niche interaction, and while it can potentially be used to take full advantage of very limited buff durations, it is a very advanced concept and most players should stick to just timing her Ultimate well instead.
A4 will further buff the Parry state, granting Yunli a 20% DMG Reduction as well as full immunity to all Crowd Control effects. There is quite literally no way that Yunli can be made to not land her Parry follow-ups, so all of you annoying Crowd Control heavy enemies, eat your hearts out and cry about it. A6 will grant a 1 turn 30% ATK boost whenever Yunli uses a Counter, giving a small but appreciated boost to damage for doing what you were doing anyway.
In terms of Eidolons, as usual none of them are necessary for Yunli to excel, but a few of them are quite nice to have. E1 will increase the DMG% of Intuit: Slash and Intuit: Cull by 20%, and will additionally increase the extra hits of Cull by 3. E2 will make all damage dealt via Counters ignore 20% of targets' DEF. These two together tremendously increase damage at quite literally no extra cost and no change to gameplay. E4 will let Slash and Cull increase Yunli's Effect RES by 50% for 1 turn, mostly useful for non Crowd Control debuffs or whenever Parry is not available. Finally, E6 will make it so that Yunli can Parry enemy thoughts; if they act in any way even if they don't hit Yunli, Yunli will immediately launch an Intuit: Cull and remove the Parry state. Furthermore, dealing damage through Slash or Cull will increase CRIT Rate by 15% and Physical RES PEN by 20% for these actions.
It's fairly easy to see how Yunli and Clara may be similar, but there are definitely key differences that set them apart and indeed make them excel in different situations. Both of them are reliant on their Ultimates to deal their big damage, but Clara does not have the failure condition like Yunli does; haphazard usage of Yunli's Ultimate can lead to big damage losses, even when factoring in her A2 bonus, but Clara does not have this limitation. Clara's base Counter damage is also higher against attackers, 160% ATK versus Yunli's 120% ATK.
Clara's Enhanced Counter also deals a total of 640% ATK as a Blast AoE, whereas Yunli's Cull Counter deals a whopping 872% ATK spread across all enemies, but keep in mind that Clara gets 2 Enhanced Counters per Ultimate where Yunli only gets one. Clara's Skill also does comparatively more than Yunli's Skill, being able to hit all enemies on the field at all times and potentially doubling its damage against enemies with Svarog's Mark of Counter on them.
As such, it's probably most accurate to say that while Yunli's damage ceiling is undeniably higher in most cases, Clara is just far less hassle to play. Both are great in all three endgame game modes, and their teams are also similar and similarly flexible. Yunli is, for the most part, a superior version of Clara, but please bear in mind that this does not in any way devalue what Clara does — after all, what’s better than having one ballin’ counter-attacker? Two. The answer is two counter-attackers.
They both like similar teammates too, with units like Tingyun and Huohuo providing greater Ultimate uptime and damage boosts — Huohuo in particular restores a whopping 48 Energy with her Ultimate since Yunli's Max Energy is 240, even though she only needs 120 Energy for a use of her Ultimate. Robin also is exceptionally potent as all of her bonuses benefit Yunli, and the teamwide Action Advance is also notable as, like Clara, Yunli does not want to ever build SPD.
Should you choose to play Yunli in a dual carry comp, Robin also excels at buffing both Yunli and whatever your other DPS character is. March 8th in particular can also be quite an impressive pairing, the student and the master on one team with their emotional support idol backing them up, though do keep in mind that March’s automatic Action Advance when she gets her Enhanced Basic can result in scuffed Ultimate Parry timing for Yunli if you’re not careful.
These similarities do also mean that both characters face similar issues. Because both characters want to be hit to deal damage, any time they're not getting hit, they're doing next to no damage. Yunli can technically circumvent this, but amusingly enough she can’t do it quite as well as Clara can due to Clara’s teamwide Counter state during her Ultimate. It's still the same issue, though, and it's still quite prevalent for Yunli especially. This is particularly noticeable when looking at Yunli without her Signature Light Cone, because for whatever reason this Light Cone seems to have an absurdly high Aggro modifier. For the sake of consistency alone, getting Yunli's Light Cone for either character is worth considering.
As such, Lynx is an incredibly important character to pair with Yunli most of the time to increase the consistency of Counters. As Yunli does not expressly need to be using her Skill to deal damage, you are more likely to have SP for Lynx to keep up her Skill buff on Yunli, increasing her HP and her aggro further. If you are not getting Yunli’s Signature Light Cone, it is strongly recommended, and even borderline mandatory, that you use Lynx with Yunli for increased Counter consistency; this is much more accentuated than with Clara, as Clara's Enhanced Counters are launched even if she is not the one being attacked.
Yunli is very capable and can wipe the floor with enemies quite easily. Remember to account for her increased CRIT DMG from her Ultimate when building for her, and try to keep track of enemy turns to make best use of her Parry mechanic. If you already own Clara, you may not feel the need to go for Yunli, but again, both of them are incredibly good characters and, if Clara is anything to go by, are going to continue to be good long into the future.
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 their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
123.04%
Greatly increases the odds that the wearer will be attacked and increases the wearer's CRIT DMG by 36/42/48/54/60%. After the wearer uses their Ultimate, they receive 1 stack of Firedance, lasting for 2 turns and up to 2 stacks. Each stack of Firedance increases the DMG dealt by the wearer's follow-up attack by 36/42/48/54/60%.
Source: Event Warp (limited)
102.23%
Increases the wearer's CRIT rate by 18/21/24/27/30% and increases their Max HP by 18/21/24/27/30%. When the wearer is attacked or consumes their own HP, their DMG increases by 24/28/32/36/40%. This effect is removed after the wearer uses an attack.
Source: Event Warp (limited)
101.75%
Increases the wearer's CRIT Rate by 18/21/24/27/30%. When the wearer uses their Basic ATK, they will gain 1 stack of Dragon's Call for 2 turns. Each stack of Dragon's Call increases the wearer's ATK by 18/21/24/27/30% and Energy Regeneration Rate by 6/7/8/9/10%. Dragon's Call can be stacked up to 2 times.
Source: Event Warp (limited)
100.81%
Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Source: Stellar Warp
100%
Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
96.81%
Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).
Source: Stellar Warp
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.
100%
ATK increases by 12%.
Increases the wearer's CRIT Rate by 6%. When the wearer uses a follow-up attack, increase the DMG dealt by their Ultimate by 36%, lasting for 1 turn(s).
95.02%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
92.07%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
100%
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%.
104.53%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
CRIT RATE = CRIT DMG > ATK%
If you want to learn more about the various stats and breakpoints, expand the section below.
Relic Main stats
Body - CRIT RATE > CRIT DMG
Pick the one that gives you a better CRIT Ratio.
Feet - ATK%
Yunli does not need or want the Speed stat due to be almost entirely Follow-Up Attacks focused therefore, Speed boots are not recommended.
Planar Sphere - PHYS% > ATK%
Best in Slot.
Link Rope - ATK% >= Energy Regen %
ATK% is the safe and usually better option but in some niche scenacrios Energy Recharge % can come out ahead due to it granting a more favorable Ultimate breakpoint. This is reliant on making up for the lost ATK% through team buffs or other sources though.
Crit Rate & Crit Damage: Due to most of Yunli's damage stemming from her enormous Ultimate infused Follow-Up Attacks which receive 100% CRIT DMG for free her CRIT Ratio can get a little messed up when only viewing the character page. To account for this ensure your CRIT Rate is as high as possible even if it seems your CRIT DMG is a little low outside of combat.
An acceptable Crit Ratio for Yunli is approximately 100% (Crit Rate) to 100% (Crit Damage). This ratio is crucial because, during actual combat scenarios, it effectively translates to something closer to 100% (Crit Rate) to 200% (Crit Damage) when her Ultimate and Follow-Up Attacks are utilized.
Speed: Almost all of Yunli's damage and energy generation stems from Follow-Up Attacks and Ultimate enhanced Follow-Up attacks. These Follow-Up attacks are counters that only trigger when she's hit by enemies making her almost entirely dependant on the enemies speed instead of her own making it an underwhelming stat for her.
Yunli will achieve the same number of Follow-Ups regardless of her Speed, allowing her to maximize her damage potential without the need for additional Speed.
The table below shows the chance for Yunli to be hit during the battle based on her team composition (but we all know that if you play Tingyun with her, the fox will always get hit no matter what you do).
Variant | Yunli | Support | Support | Sustain |
---|---|---|---|---|
S0 Yunli + Abundance Sustain | 29.41% | 23.53% | 23.53% | 23.53% |
S0 Yunli + Preservation Sustain | 26.32% | 21.05% | 21.05% | 31.58% |
S1 Yunli + Abundance Sustain | 71.43% | 9.52% | 9.52% | 9.52% |
S1 Yunli + Preservation Sustain | 68.18% | 9.09% | 9.09% | 13.64% |
S0 Yunli + March 7th Skill | 68.18% | 9.09% | 9.09% | 13.64% |
S0 Yunli + Lynx's Skill | 71.43% | 9.52% | 9.52% | 9.52% |
S1 Yunli + Lynx's Skill | 82.09% | 5.97% | 5.97% | 5.97% |
HP: 3400+
DEF: 800+
ATK: 3200 - 3400+
CRIT RATE: 90% - 100%+
CRIT DMG: 100% - 120%+
An acceptable Crit Ratio for Yunli is approximately 100% (Crit Rate) to 100% (Crit Damage). This ratio is crucial because, during actual combat scenarios, it effectively translates to something closer to 100% (Crit Rate) to 200% (Crit Damage) when her Ultimate and Follow-Up Attacks are utilized.
SPD: 94 (Base Speed)
Ultimate > Talent > Skill = Basic
Fiery Wheel (A2) > True Sunder (A6) > Demon Quell (A4)
Below you can find a list of some of the stronger synergies between this character and others.
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/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Yunli performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.7), 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.
If you want to share your 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/AS Stats FormCharacters 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.
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.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Yunli in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Yunli in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Yunli in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Yunli in the current MoC cycle (335), in the current PF cycle (661) or in the current AS cycle (141) and had the character placed in their Profile. Use the switcher below to show Yunli Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
75.6%
9 cyc.Eidolon 0
15.67%
5.89 cyc.Increases DMG dealt by "Intuit: Slash" and "Intuit: Cull" by 20%. Increases the number of additional DMG instances for "Intuit: Cull" by 3.
4.55%
5.5 cyc.When dealing DMG via Counter, ignores 20% of the target's DEF.
1.31%
6.75 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.55%
99.99 cyc.After launching "Intuit: Slash" or "Intuit: Cull", increases this unit's Effect RES by 50%, lasting for 1 turn(s).
1%
99.99 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
2.47%
2.7 cyc.While Parry is active, if an enemy actively uses their abilities, regardless of whether it attacks Yunli or not, it will trigger "Intuit: Cull" and remove the "Parry" effect. When dealing DMG via "Intuit: Slash" or "Intuit: Cull", increases CRIT Rate by 15% and Physical RES PEN by 20%.
Light Cones are ranked with usage rate among the players we have scanned who used Yunli in the current MoC cycle (335), in the current PF cycle (661) or in the current AS cycle (141) and had the character placed in their Profile. Use the switcher below to show Yunli Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
87.23%
8.42 cyc.Greatly increases the odds that the wearer will be attacked and increases the wearer's CRIT DMG by 36/42/48/54/60%. After the wearer uses their Ultimate, they receive 1 stack of Firedance, lasting for 2 turns and up to 2 stacks. Each stack of Firedance increases the DMG dealt by the wearer's follow-up attack by 36/42/48/54/60%.
Source: Event Warp (limited)
4.36%
10 cyc.Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
3.11%
10 cyc.Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Source: Stellar Warp
1.7%
9 cyc.Increases the wearer's CRIT rate by 18/21/24/27/30% and increases their Max HP by 18/21/24/27/30%. When the wearer is attacked or consumes their own HP, their DMG increases by 24/28/32/36/40%. This effect is removed after the wearer uses an attack.
Source: Event Warp (limited)
1.48%
8 cyc.Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).
Source: Stellar Warp
0.72%
99.99 cyc.Increases the wearer's CRIT Rate by 18/21/24/27/30%. When the wearer uses their Basic ATK, they will gain 1 stack of Dragon's Call for 2 turns. Each stack of Dragon's Call increases the wearer's ATK by 18/21/24/27/30% and Energy Regeneration Rate by 6/7/8/9/10%. Dragon's Call can be stacked up to 2 times.
Source: Event Warp (limited)
0.63%
10 cyc.Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
0.26%
99.99 cyc.Increases the wearer's CRIT DMG by 20/23/26/29/32%. When an ally gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 14/16.5/19/21.5/24%. When 3 stack(s) are reached, additionally enables the attack to ignore 12/14/16/18/20% of the enemy's DEF. This effect will be removed after the wearer uses an attack.
Source: Event Warp (limited)
0.21%
99.99 cyc.When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12/15/18/21/24%.
Source: Stellar Warp
0.17%
99.99 cyc.Increases the wearer's Max HP by 12/15/18/21/24%. When losing or restoring this unit's HP, increases CRIT DMG by 18/22.5/27/31.5/36%, lasting for 2 turn(s). This effect can only trigger once per turn.
Source: Event Warp (limited)
Relic Sets are ranked with usage rate among the players we have scanned who used Yunli in the current MoC cycle (335), in the current PF cycle (661) or in the current AS cycle (141) 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.
92.61%
ATK increases by 12%.
Increases the wearer's CRIT Rate by 6%. When the wearer uses a follow-up attack, increase the DMG dealt by their Ultimate by 36%, lasting for 1 turn(s).
3.38%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
0.83%
Increases Physical DMG by 10%.
After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).
0.83%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
0.51%
Increases DMG dealt to enemies with debuff by 12%.
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.
64.46%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
33.56%
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%.
0.55%
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%.
0.26%
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%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Yunli in the current MoC cycle (335), in the current PF cycle (661) or in the current AS cycle (141) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
And here are the Relics and the Light Cone used in the calculations above:
Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
ATK increases by 12%.
Increases the wearer's CRIT Rate by 6%. When the wearer uses a follow-up attack, increase the DMG dealt by their Ultimate by 36%, lasting for 1 turn(s).
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%.
Crit Rate (40.8%), CRIT DMG (81.6%)
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This is your typical DPS build that focuses on the holy trifecta - ATK, Crit Rate, and Crit DMG. For every 1% of Crit try to have 2% of Crit DMG.