Owner of Naganohara Fireworks. Known as the "Queen of the Summer Festival," she excels in her craft of creating fireworks that symbolize people's hopes and dreams.
|ASC||LVL||HP||ATK||DEF||CRIT Rate||CRIT DMG||Ascension Materials|
|1||20||2731||87||165||5%||50%||1 3 3 20,000|
|2||40||4568||145||276||9.8%||50%||3 2 10 15 40,000|
|3||50||5899||187||357||14.6%||50%||6 4 20 12 60,000|
|4||60||7075||225||428||14.6%||50%||3 8 30 18 80,000|
|5||70||8259||262||500||19.4%||50%||6 12 45 12 100,000|
|6||80||9450||300||572||24.2%||50%||6 20 60 24 120,000|
DPS Build 👍
Regarding Weapon Choices: Aqua Simulacra: This weapon requires Yoimiya to be very close to enemies (~8m). As such, this weapon is recommended only with a good shielder. Slingshot [R5]: This ranking is assuming you're using either Yun Jin or Bennett in your team. While using both Yun Jin and Bennett, this weapon can potentially beat Rust [R5]. Amos' Bow: This weapon's ranking is assuming low stacks of its passive due to you ideally being close to enemies to consistently hit all attacks in your combo. When at 3 stacks, this weapon can be close to Slingshot [R5]. Use it if it's already built for another character and you don't want to invest in Slingshot just for Yoimiya. Rust: At [R4] this weapon performs better than Polar Star, and at [R5] performs better than Aqua Simulacra. Regarding Artifacts: Shimenawa's Reminiscence (4): This set is her Best in Slot in the vast majority of situations even when considering inconsistent Burst usage (once every 3-4 rotations). Crimson Witch of Flames (4): Usable in Vaporize teams and can be her Best in Slot for teams where she procs Vaporize and Overload (such as teams with a Fischl flex or Fischl + Beidou taser core) Echoes of an Offering (4): This set has a lot of caveats that generally warrant it being a subpar choice. Its effects proccing is tied to your connection to the servers, so if your ping is above 100 and/or you have an unstable connection (fluctuations), you should avoid this set. Additionally, the RNG nature of its procs makes it unreliable in Vaporize teams as you can't guarantee it working on N1, N3 and N5 (her vaporized hits). Retracing Bolide (4): This set is only recommended to be used with a shielder. This set is also very resin inefficient, so its not recommended to farm for this set specifically. Crimson Witch of Flames (2) +18% ATK set (2): While lacking in power compared to the other options, you will likely have good substats on the 2 piece combinations compared to a full 4 piece set which can compensate. Regarding Mainstats: Elemental Mastery: A good option if Yoimiya is triggering Vaporize and/or Overload. Having Bennett in the team favours Elemental Mastery sands slightly more than ATK sands, however it is recommended to just use whichever has better substats. Regarding Talent Priorities: Her Skill has poor scaling which results in individual upgrades not affecting your damage much. Her Burst is also low priority due to it being used once every few rotations in some scenarios (such as when using Shimenawa's Reminiscence (4) without an abundance of off field energy) which can reduce its effectiveness.
ATK% / Elemental Mastery
Crit Rate / DMG
1. Crit Rate / DMG
3. Elemental Mastery
4. Energy Recharge
5. Flat ATK
Skill = Burst
Rule by Thunder
Increases ATK by 20%/25%/30%/35%/40% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by (12/24/40%)/(15/30/50%)/(18/36/60%)/(21/42/70%)/(24/48/80%). The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently.
The Cleansing Form
HP is increased by 16%/20%/24%/28%/32%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 20%/25%/30%/35%/40%. This will take effect whether the character is on-field or not.
Elemental Skill and Elemental Burst DMG increased by 12%/15%/18%/21%/24%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by (10/20/30/48%)/(12.5/25/37.5/60%)/(15/30/45/72%)/(17.5/35/52.5/84%)/(20/40/60/96%). The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others.
If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%/42%/48%/54%/60%. Otherwise, decreases DMG by 10%.
Increases Normal and Charged Attack DMG by 12%/15%/18%/21%/24%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 8%/10%/12%/14%/16% every 0.1s the arrow is in the air for up to 5 times.
Increases CRIT DMG by 20%/25%/30%/35%/40%. Hits have a 60%/70%/80%/90%/100% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 4/3.5/3/2.5/2s.
Increases Normal Attack DMG by 40%/50%/60%/70%/80% but decreases Charged Attack DMG by 10%.
2 Set Bonus
4 Set Bonus
When Normal Attacks hit opponents, there is a 36% chance that it will trigger Valley Rite, which will increase Normal Attack DMG by 70% of ATK. This effect will be dispelled 0.05s after a Normal Attack deals DMG. If a Normal Attack fails to trigger Valley Rite, the odds of it triggering the next time will increase by 20%. This trigger can occur once every 0.2s.
2 Set Bonus
Pyro DMG Bonus +15%
4 Set Bonus
Increases Overloaded, Burning, and Burgeon DMG by 40%. Increases Vaporize and Melt DMG by 15%. Using Elemental Skill increases the 2-Piece Set Bonus by 50% of its starting value for 10s. Max 3 stacks.
Normal Attack: Firework Flare-Up
Performs up to 5 consecutive shots with a bow.
Performs a more precise Aimed Shot with increased DMG.
While aiming, flames will accumulate on the arrowhead before being fired off as an attack. Has different effects based on how long the energy has been charged:
- Charge Level 1: Fires off a flaming arrow that deals Pyro DMG.
- Charge Level 2: Generates a maximum of 3 Kindling Arrows based on time spent charging, releasing them as part of this Aimed Shot. Kindling Arrows will home in on nearby opponents, dealing Pyro DMG on hit.
Fires off a shower of arrows in mid-air before falling and striking the ground, dealing AoE DMG upon impact.
Yoimiya waves a sparkler and causes a ring of saltpeter to surround her.
During this time, arrows fired by Yoimiya's Normal Attack will be Blazing Arrows, and their DMG will be increased and converted to Pyro DMG. During this time, Normal Attack: Firework Flare-Up will not generate Kindling Arrows at Charge Level 2.
This effect will deactivate when Yoimiya leaves the field.
"Niwabi" is a form of incense firework created by Yoimiya herself. Its ability to be lit without any prior training or preparation has made it a real hit. After many fire-related incidents, the Tenryou Commission ordered the use of "Niwabi" banned, but small, bright sparks can often still be seen springing up at night. If seen from above, they look almost like little twinkling stars.
Yoimiya leaps into the air along with her original creation, the "Ryuukin Saxifrage," and fires forth blazing rockets bursting with surprises that deal AoE Pyro DMG and mark one of the hit opponents with Aurous Blaze.
All Normal/Charged/Plunging Attacks, Elemental Skills, and Elemental Bursts by any party member other than Yoimiya that hit an opponent marked by Aurous Blaze will trigger an explosion, dealing AoE Pyro DMG.
When an opponent affected by Aurous Blaze is defeated before its duration expires, the effect will pass on to another nearby opponent, who will inherit the remaining duration.
One Aurous Blaze explosion can be triggered every 2s. When Yoimiya is down, Aurous Blaze effects created through her skills will be deactivated.
Fireworks are man-made starlight, comets fired into the sky. Though they last for but an instant, the memory of their brilliance shall surely live on.
Tricks of the Trouble-Maker
During Niwabi Fire-Dance, shots from Yoimiya's Normal Attack will increase her Pyro DMG Bonus by 2% on hit. This effect lasts for 3s and can have a maximum of 10 stacks.
Summer Night's Dawn
Using Ryuukin Saxifrage causes nearby party members (not including Yoimiya) to gain a 10% ATK increase for 15s. Additionally, a further ATK Bonus will be added on based on the number of "Tricks of the Trouble-Maker" stacks Yoimiya possesses when using Ryuukin Saxifrage. Each stack increases this ATK Bonus by 1%.
When Yoimiya crafts Decoration, Ornament, and Landscape-type Furnishings, she has a 100% chance to refund a portion of the materials used.
The Aurous Blaze created by Ryuukin Saxifrage lasts for an extra 4s.
Additionally, when an opponent affected by Aurous Blaze is defeated within its duration, Yoimiya's ATK is increased by 20% for 20s.
A Procession of Bonfires
When Yoimiya's Pyro DMG scores a CRIT Hit, Yoimiya will gain a 25% Pyro DMG Bonus for 6s.
This effect can be triggered even when Yoimiya is not the active character.
Increases the Level of Niwabi Fire-Dance by 3.
Maximum upgrade level is 15.
When Yoimiya's own Aurous Blaze triggers an explosion, Niwabi Fire-Dance's CD is decreased by 1.2s.
A Summer Festival's Eve
Increases the Level of Ryuukin Saxifrage by 3.
Maximum upgrade level is 15.
Naganohara Meteor Swarm
During Niwabi Fire-Dance, Yoimiya's Normal Attacks have a 50% chance of firing an extra Blazing Arrow that deals 60% of its original DMG. This DMG is considered Normal Attack DMG.