Arrowslinger
[Single Target]Deals 140% of Yukong’s ATK as Imaginary DMG to a target enemy.
“Some were born to be poets, some to be warriors. I was born to mingle among the stars.”
Yukong is a 4-star Harmony support who buffs the whole team's ATK, CRIT Rate and CRIT DMG, and her Talent also lets her deal solid Toughness damage. The catch is that her buff only lasts for the 2 ally turns right after hers, so you have to plan SPD and turn order very carefully. Even with all that effort she still falls behind other Harmony characters, which is why she rarely gets picked these days.
She suits players who enjoy working out turn order and who play Dan Heng • Imbibitor Lunae, since he is about the only character she still gets used with. If you want a support that is easy to play, look at other Harmony characters instead.
Yukong's buffs don't scale off her stats, so the main job is getting enough SPD to sit in the right spot in the turn order and enough bulk to stay alive. You can also go for damage stats on the Body and Planar Sphere if you want her to hit harder.
Memories of the Past
Best
But the Battle Isn't Over
Great
Dance! Dance! Dance!
Great
Carve the Moon, Weave the Clouds
Great
Meshing Cogs
Good
SPD Feet and an Energy Regeneration Rate Rope are a given. The Body and Planar Sphere can go two ways: HP% or DEF% to keep Yukong alive longer, since her buffs don't depend on her stats. If you want her to deal more damage herself, take CRIT Rate or CRIT DMG on the Body and Imaginary DMG Boost or ATK% on the Sphere.
SPD always comes first so you can tune her turn order. Once her SPD is where you want it, put HP% and DEF% on equal footing. You only need Effect RES up to 30% if you use Broken Keel.
Leveling her Skill raises the ATK% the team gets, which is Yukong's main buff. Her Ultimate raises the CRIT Rate and CRIT DMG she gives the team, plus its own damage. Leave Talent and Basic ATK for later, since both only make her Basic ATK stronger.
Archerion lets Yukong resist 1 debuff, and it can trigger again after 2 turns, so crowd control is less likely to throw off your turn order. Majestas is her main Energy source: while Roaring Bowstrings is active, Yukong regenerates 2 extra Energy every time an ally takes action. Bowmaster raises all allies' Imaginary DMG by 12% while Yukong is on the field.
E2 Skyward Command gives Yukong 5 extra Energy when an ally's Energy is full (once per ally, reset after she uses her Ultimate), so she can use her Ultimate more often. E4 Zephyrean Echoes makes her deal 30% more DMG while Roaring Bowstrings is active. E6 Bowstring Thunderclap gives her 1 stack of Roaring Bowstrings as soon as she uses her Ultimate, which basically removes the need to have stacks up before using it.
Yukong buffs the stats that matter for dealing damage, so she fits into most teams. You can swap the main DPS for any The Hunt, Destruction or Erudition character, and they don't have to deal Imaginary DMG. The Flex slot should be a second damage dealer or a support who deals some damage, so the ATK% doesn't go to waste. The healer can be any Preservation or Abundance character, since they usually act outside Yukong's buff window anyway.
This team has two damage dealers who both get the buff from Yukong's Skill. Have Yukong act first, right before the two of them, or act last, right before they take their turns again.
This team works well when everyone is built with a bit of damage in mind. The Imaginary characters on the team should wear Wastelander of Banditry Desert to hit as hard as possible.
About the only partner Yukong still gets used with today. He is usually built on the slow side, so it is easy to tune Yukong's SPD to always act right before him. The team does eat a lot of Skill Points, though, so plan for that.
A great Sub-DPS for her because he takes full advantage of Yukong's buffs, and he also gets the team-wide Imaginary DMG bonus.
Shares the Imaginary Team with Yukong and should be built to deal good damage. The Imaginary characters on that team should wear Wastelander of Banditry Desert.
A member of the Imaginary Team. Give her a bit of damage in her build so she can make use of Yukong's buffs.
The sample main DPS in the standard team, getting the full ATK, CRIT Rate and CRIT DMG buffs from Yukong.
Supports who deal damage with their Skill and Ultimate, like Pela, still get value from Yukong's buffs.
The healer in both the standard team and the Imaginary Team. He usually acts outside Yukong's buff window, which is exactly where the healer belongs in her teams.
Her Skill, Emboldening Salvo, gives Yukong 2 stacks of Roaring Bowstrings, which raises the whole team's ATK (80% at level 10). Every time an ally's turn ends, Yukong included, she loses 1 stack, except on the turn she used her Skill. If she still has stacks when she uses her Ultimate, Diving Kestrel, the whole team also gets CRIT Rate and CRIT DMG (28% and 65% at level 10), and the Ultimate itself benefits from these buffs too. Since the buff only lasts for 2 ally turns, one teammate will never get it, so you have to choose who acts right after Yukong.
There are two ways to tune her SPD. Fast Yukong acts first in the team. She needs more SPD, but her buff is up from the start of the fight, which is good for time-sensitive challenges. Slow Yukong acts last, and your DPS and Flex characters need to be the first two in the turn order. In exchange she needs less SPD, so you can put more into other stats. Your healer or shielder should act outside the buff window.
Her buff depends heavily on keeping her Skill up. The easiest way is to alternate Skill and Basic ATK, so you don't run short on Skill Points and her Energy doesn't suffer either. Thanks to her Talent, Seven Layers, One Arrow, every other turn her Basic ATK deals extra Imaginary DMG and 100% more Toughness damage, so her Basic ATK turns are not wasted.
Roaring Bowstrings only loses a stack when an ally's turn ends, so allies can freely use their Ultimates and other extra actions as long as at least 1 stack is left. Teammates who put most of their power into their Ultimate still get the full buff even when the turn order is off. On top of that, Majestas counts every action, not every turn, so Ultimates also give Yukong Energy.
Deals 140% of Yukong’s ATK as Imaginary DMG to a target enemy.
Obtains 2 stack(s) of “Roaring Bowstrings” (to a maximum of 2 stacks). When “Roaring Bowstrings” is active, the ATK of all allies increases by 100%, and every time an ally’s turn (including Yukong’s) ends, Yukong loses 1 stack of “Roaring Bowstrings.”
When it’s the turn where Yukong gains “Roaring Bowstrings” by using Skill, “Roaring Bowstrings” will not be removed.
If “Roaring Bowstrings” is active on Yukong when her Ultimate is used, additionally increases all allies’ CRIT Rate by 31.5% and CRIT DMG by 78%. At the same time, deals Imaginary DMG equal to 456% of Yukong’s ATK to one designated enemy.
Basic ATK additionally deals Imaginary DMG equal to 100% of Yukong’s ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
After using her Technique, Yukong enters Sprint mode for 20 seconds. In Sprint mode, her movement speed increases by 35%, and Yukong gains 2 stack(s) of “Roaring Bowstrings” when she enters combat by attacking enemies.
At the start of battle, increases the SPD of all allies by 10% for 2 turn(s).
When any ally’s current energy is equal to its energy limit, Yukong regenerates an additional 5 energy. This effect can only be triggered once for each ally. The trigger count is reset after Yukong uses her Ultimate.
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When “Roaring Bowstrings” is active, Yukong deals 30% more DMG to enemies.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When Yukong uses her Ultimate, she immediately gains 1 stack(s) of “Roaring Bowstrings.”