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 1.0
Last major build/calcs update
Patch 1.3
Last profile update*
November 18th, 2024
*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
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.
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.
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.
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
121.94%
Stats at Level 90: ATK: 500 | CRIT Rate: 36%
105.91%
Stats at Level 90: ATK: 500 | CRIT DMG: 72%
100%
Stats at Level 90: ATK: 500 | ATK: 54%
96.07%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
87.72%
Stats at Level 90: ATK: 462 | ATK: 18.2%
85.79%
Stats at Level 90: ATK: 387 | ATK: 36.4%
75.81%
Stats at Level 90: ATK: 325 | ATK: 24.3%
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.
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.
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.
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.
Void Thunder
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.
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
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
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)
Yinlin is one of the most synergistic characters with Xiangli Yao at the time of his release, primarily thanks to her tremendously powerful Outro ability which grants both 20% Electro DMG amplification and 25% Liberation DMG amplification for 14 seconds. This buff is a tremendous boost to Xiangli Yao's ultimate burst window with all of his damage being Electro and over 50% of it being Liberation, the duration is also just right to fully buff the entirety of it assuming you don't make any mistakes. Yinlin also does respectable damage of her own and can run the Moonlit Clouds set if desired to further boost Xiangli Yao's burst damage potential.
Yinlin is the great partner for Calcharo as her playstyle is very similar to his - they both want to have their skills swap cancelled as often as possible. Just keep in mind that you won't really make use of the Yinlin's Deepen buff too much due to the constant switching and that the combination has the highest skill-cap in the game to play properly, but if you do, it's simply insane.
If playing Calcharo is just too much for you, you can use Rover Havoc as the DPS partner for Yinlin. The Quick Swap team with those two together is easier to play and perform really well.
Similar to Havoc Rover, you can use Encore as the DPS partner for Yinlin. The Quick Swap team with those two together is easier to play and perform really well.
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.
Shorekeeper is incredibly flexible thanks to her generic buffs, lingering Outro amplification and relatively low field time requirements after her first rotation. Because of she she can be played as a support in most team compositions to great effect.
Team #1
Team #2 - With Xiangli Yao
Team #3 - Quick Swap
Team #4 - Quick Swap
Team #5 - Quick Swap
Here's the Encore/Rover Quick Swap team in action:
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.
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: 2.86s)
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. 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.
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.
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