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.
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 review update
Patch 2.0
Last major build/calcs update
Patch 2.0
Last profile update*
January 1st, 2025
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
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
Zapstring's Dance
Yinlin controls the puppet "Zapstring" to perform up to 4 attacks, dealing Electro DMG.
Consumes Stamina to control puppet "Zapstring" to attack, dealing Electro DMG.
Consumes Stamina to control the puppet "Zapstring" to perform a Plunging Attack, dealing Electro DMG.
Use Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.
Magnetic Roar
The puppet "Zapstring" deals Electro DMG to the target, and puts Yinlin into the 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.
Attack all targets marked with Resonance Circuit Sinner's Mark, dealing Electro DMG.
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.
Thundering Wrath
Command "Zapstring" to call for thunder to fall upon a large range, dealing Electro DMG.
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.
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.
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.
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".
Pain Immersion
After using Resonance Skill Magnetic Roar, Yinlin's Crit. Rate is increased by 15% for 5s.
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.
Raging Storm
Command puppet "Zapstring" to attack, dealing Electro DMG in a large range.
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.
Sequence Node 1
Resonance Skill Magnetic Roar and Lightning Execution deal 70% more damage.
Sequence Node 2
Resonance Skill Electromagnetic Blast recovers an additional 5 "Judgement Point(s)" and 5 Resonance Energy on hit.
Sequence Node 3
Forte Circuit Judgment Strike's DMG multiplier is increased by 55%.
Sequence Node 4
When Forte Circuit Judgment Strike hits a target, the ATK of all team members is increased by 20% for 12s.
Sequence Node 5
Resonance Liberation Thundering Wrath deals 100% extra damage to targets with Forte Circuit's Sinner's Mark or Punishment Mark.
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.
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 Interactive map to find them quickly:
Review
Stringmaster is one of the strongest weapons in the game, which the average Yinlin player should almost always get alongside her and improves her damage significantly;
Benefits a lot from swap cancelling while retaining a good baseline rotation without;
Very good AoE damage, which can help single-target DPS characters overcome their flaw to an extent;
Provides strong Liberation DMG and Electro DMG buffs to Electro DPS characters who she pairs very nicely with.
Can be outshined by other units in meta teams (most notably Zhezhi in a Jinhsi team) while remaining usable.
Gains a great amount of consistency in her rotations from swap and animation cancelling compared to without those techniques, something that might be uncomfortable for more casual players;
Can be outshined at a less casual playing field by quickswap Dual DPS options in certain teams;
Has an unusually high reliance on her signature weapon compared to other characters, which can be detrimental to her damage if you’re not willing to invest in it.
Yinlin is a 5-star Electro Rectifier Hybrid who specializes in dealing big AoE damage, even off-field, in relatively short windows of field time. She is near-mandatory to be played alongside a big Main DPS carry - the kind that’ll make use of her powerful off-field presence and high buffing potential to have unsurprisingly powerful synergies that can pretty easily clear any enemies they come across. Benefitting from quickswap and from several animation cancels, she’s not only a character that’s good as a baseline, but a character that has plenty of optimization potential if you wish to make the effort to master her.
Yinlin’s Forte is the center of her kit: it has a passive effect that causes the majority of her abilities to inflict Sinner’s Mark, which expires upon switching out but also allows the Execution Mode triggered by her Skill (her blast attacks) to deal additional damage. Yinlin’s Forte can also gain Judgement Points (her Forte stacks) from most of her abilities and, when fully accumulated, can be used to transform her next Heavy Attack into Chameleon Cipher. This huge AoE burst with a long but swap-cancellable wind-up converts all marks already present on enemies into more powerful Punishment Marks for 18 seconds. These marks can trigger additional Coordinated Attacks on any enemies hit with them, once per second, even if Yinlin leaves the field.
However, all of Yinlin’s abilities are necessary to her kit, and so her Resonance Skill comes in two parts often used consecutively:
The first deals AoE electro damage and activates Execution mode for 10 seconds, while generating a lot of Forte stacks;
The second must be used shortly after the first and inflicts a potent AoE nuke while generating a lot of Forte stacks.
Execution Mode causes the next 4 attacks she inflicts on enemies to deal additional Electromagnetic Blast damage to any enemy with Sinner’s Mark, generating a lot of Concerto Energy.
As a result, Yinlin presents herself as a high damage potential, low field time Hybrid, who can amplify Electro, Liberation damage-based characters by a ton with her Outro skill - a very good niche that Xiangli Yao and Calcharo very much appreciate, who will extremely often be played alongside her.
None of her abilities are necessary to swap cancel aside from her Chameleon Cipher at the very end of her rotation - which is within anyone’s reach. However, a lot of those abilities have generous swap cancel windows that allow Yinlin players to escalate your team’s damage to its highest potential, which is a very noteworthy strength of hers.
As a Hybrid, she will nearly always be sporting Moonlit Clouds in her optimal sets - don’t be fooled by her great personal damage into running Void Thunder as it’s detrimental to your overall team’s DPS. By extension, don’t run Yinlin as a Main DPS. She will underperform drastically compared to her amazing Hybrid potential.
In terms of flaws, Yinlin has a few noteworthy ones: while she’s amazing in Xiangli Yao and Calcharo teams, Calcharo is far from meta and Xiangli Yao can enjoy a lot of quickswap options - which if you learn leave her totally outclassed, as while she is the second best option for Jinhsi teams, she’s also outclassed by Zhezhi in those compositions. As a result, her meta relevancy, especially at an expert level, is questionable. But in terms of casual Xiangli Yao players, she’s pretty much a “must pull” (which no character truly is so the term is incorrect, but she does hold a lot of value).
Additionally, she relies a lot on her signature weapon, Stringmaster, to reveal her true strength - however, this is mitigated by the fact that it is arguably the strongest overall, or at the very least one of the best weapons in the game. Indeed, her signature weapon is so strong compared to any other options she may have that she ends up relying on it more so than the average limited 5 star; a concern investment-wise, especially when Yinlin is praised for her high damage. Without Stringmaster, she will unfortunately underperform. Regardless, it’s an amazing pull for other high tier Rectifier characters that deal high damage, such as Encore and Zhezhi - so on a lot of accounts, this won’t pose too big of an issue. It is however noteworthy enough to mention.
To summarize, Yinlin is an amazing character. She has some noteworthy flaws to keep in mind, but her ease of use, high damage, and relevancy with two of the strongest characters in the game is great enough that it cements her as a very strong contender for the top Hybrids of the meta, a niche she is unlikely to quickly fall out of. Definitely a choice to heavily consider if you own Xiangli Yao, Calcharo or Jinhsi and need a strong Hybrid to support them.
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.
Tower of Adversity
Build
123.60%
Stats at Level 90: ATK: 500 | CRIT Rate: 36%
106.86%
Stats at Level 90: ATK: 500 | CRIT DMG: 72%
100%
Stats at Level 90: ATK: 500 | ATK: 54%
95.91%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
87.83%
Stats at Level 90: ATK: 462 | ATK: 18.2%
85.70%
Stats at Level 90: ATK: 387 | ATK: 36.4%
Best Echo Sets show the best sets that support the main character playstyle and work out of the box while the Special Echo Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. 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.
Important! The 2.0 introduced quite a lot of new Echoes and we need more time to properly test out all of them (especially considering the past bugs related to them that made some stronger, some weaker). The builds below are provisional and we will be updating them over the next few days as we do our testing - so before you use all your stamina on the new Echoes, please have a bit of patience.
100%
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
Offers a 10% unconditional Energy Regen% boost taking some pressure off your gear when aiming at ER breakpoints. Also upon using Outro, grants the next character switching in a 22.5% ATK boost, amplifying any of your main damage dealers burst windows.
Below you can find Main Echo options that you should be using with the set:
136.74%
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.
If you want to play Yinlin as Main DPS (which isn't really that optimal), you can use the Void Thunder set on her and it will improve her personal damage output at the cost of the team damage.
Below you can find Main Echo options that you should be using with the set:
133.86%
2 Set: Energy Regen +10%.
5 Set: Increase the Resonator's Coordinated Attack DMG by 80%. Upon a critical hit of Coordinated Attack, increase the active Resonator's ATK by 20% for 4s.
Offers an unconditional 10% Energy Regen% and 80% Coordinated DMG boost. Also grants a passive supportive effect which triggers when the wearer of this set critically strikes with a Coordinated attack - this effect grants the on field Resonator an ATK% boost regardless if they're the wearer of the set or not.
Below you can find Main Echo options that you should be using with the set:
Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK = Resonance Skill DMG%
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.
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
Below you can find optimal rotation (or rotations) for Yinlin. 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
Yinlin’s utmost priority in battle is to apply the Punishment Mark as quickly and on as many enemies as possible. To do the same, she needs to build her Forte Gauge, her Intro being the best tool for it, but unfortunately not always accessible (especially at the start of ToA run). As such, you might consider using the following rotation to quickly build up her initial Forte Gauge before your team gets access to Intro’s.NOTE: This rotation should only be utilized when her Intro is unavailable in a timely manner, which is usually limited to the start of ToA runs.
- Ultimate (Should be full in ToA Runs from the start)
- Skill: Magnetic Roar
- Skill: Lightning Execution (Swap Cancel)
- Heavy Attack
- Heavy Attack
- Chameleon Cipher (Swap Cancel)
STANDARD ROTATION
This rotation ensures you have 100% uptime of Punishment Mark on primary target by generating Forte to access Chameleon Cipher within 18 seconds (it’s duration) each time:
- This and most Yinlin rotations make ample use of Swap-Cancels, which improves both her damage and survivability. A large part of her abilities have extremely long animations, which causes damage loss and chance to hit and stunned by enemies if kept on field.
- When Swapping in Yinlin without her Intro active, she will begin her Basic Attack Sequence from Part 2 instead of Part 1. Her Intro, both parts of her Resonance Skill and 3 Basic Attacks are ample to fill her Forte Gauge. While there are many ways to build it, this is what we found to be easiest and safest without utilizing her Intro.
- When Swapped out, all Sinner’s Mark applied by Yinline are removed from enemies. When activating her Forte: Chameleon Cipher, she can only inflict Punishment Mark to enemies inflicted with Sinner’s Mark beforehand, making it imperative to re-apply them to high priority enemies before using her Forte Skill.
- Using Yinlin’s Ultimate just before her Forte skill is a quickfire way to widely apply Sinner’s Mark to enemies.
- Her Forte: Chameleon Cipher can be charged during other skill animations, including her Ultimate. By holding Left Mouse Button (or your Heavy Attack equivalent), you can skip the charge time by performing Basic Attack 1 before ability activation to save a lot of time.
- All abilities we listed as Swap-Cancel, can be immediately done from the very start of their animations without any 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
In case you fail to grant Yinlin an Intro in midst of combat, fail to perform Basic Attacks or have to utilize more field time on other team mates, you may find her Skill be off cooldown before fully 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 one listed below. However, using 2 sets of Skills for 1 Forte Gauge will result in Punishment Mark downtime as skill has a cooldown of 12 seconds, whereas Punishment Mark lasts for 18 seconds, causing a 6 seconds downtime on two sets of Skill.
- 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)
Below you can find a list of some of the stronger synergies between this character and others.
Team #1 - With Jinhsi
Team #2 - With Xiangli Yao
Team #3 - With Calcharo
Team #4 - Quickswap
Team #5 - Quickswap
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 and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
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.
Do note that DPS and DMG aren’t perfect metrics for a character’s individual value and should be taken with a grain of salt.Anything pertaining a character’s relevance in the meta is addressed in our Review and Tier List, which the numbers below shouldn’t be used for as an end-all-be-all to. Instead, DPS and DMG are good metrics for a character’s sequence value and comparison between an individual character’s different rotations. We recommend using those metrics for such purposes.
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 damage gains but smaller total damage numbers.
Rotation time: 3.73s (Post S2: 2.83s)
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.
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.
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: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)
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