Best Build for Jiaoqiu

Jiaoqiu Head
  • Stars: ★★★★★
  • Element: Fire Element Fire
  • Path: The Nihility The Nihility
  • Release: 2.4

Jiaoqiu is a 5-star Nihility character who excels at applying Fire DoTs (Damage over Time) and debuffs that increase the damage enemies take. In this sense, he can be considered an upgraded version of Guinaifen, making him a great fit for similar teams. However, Jiaoqiu is generally more recommended overall.

While he can deal significant damage through his Fire DoTs (except at E2), this isn’t his most defining feature, as he falls short compared to characters like Black Swan in this regard. The most notable aspect of Jiaoqiu is his ability to apply powerful damage-increasing debuffs, which he does with ease.

He is an excellent choice for DoT-based teams and synergizes particularly well with characters who thrive alongside those that apply multiple debuffs, such as Acheron. Beyond that, Jiaoqiu is a highly versatile character who can be seamlessly integrated into almost any team, as his damage amplification debuff benefits everyone.

Jiaoqiu Body

Base Stats

HP: 1358
ATK: 602
DEF: 509
Speed: 98

Jiaoqiu Debuffer & DoTer

His build is similar to that of any character specializing in DoTs, though you'll also want to consider his role as a Support focused on applying debuffs.

Best Light Cones

Those Many Springs

Those Many Springs
HP: 953
ATK: 582
DEF: 529

Increases the wearer's Effect Hit Rate by 60%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 10% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the enemy target receives by 14%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.

Increases the wearer's Effect Hit Rate by 70%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 12% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the enemy target receives by 16%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.

Increases the wearer's Effect Hit Rate by 80%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 14% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the enemy target receives by 18%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.

Increases the wearer's Effect Hit Rate by 90%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 16% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the enemy target receives by 20%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.

Increases the wearer's Effect Hit Rate by 100%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 18% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the enemy target receives by 22%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.

Reforged Remembrance

Reforged Remembrance
HP: 1058
ATK: 582
DEF: 463

Increases wearer's Effect Hit Rate by 40%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 5% and the DoT dealt will ignore 7.2% of the target's DEF.

Increases wearer's Effect Hit Rate by 45%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 6% and the DoT dealt will ignore 7.9% of the target's DEF.

Increases wearer's Effect Hit Rate by 50%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 7% and the DoT dealt will ignore 8.6% of the target's DEF.

Increases wearer's Effect Hit Rate by 55%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 8% and the DoT dealt will ignore 9.3% of the target's DEF.

Increases wearer's Effect Hit Rate by 60%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 9% and the DoT dealt will ignore 10% of the target's DEF.

Incessant Rain

Incessant Rain
HP: 1058
ATK: 582
DEF: 463

Increases the wearer's Effect Hit Rate by 24%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 12%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 12% increased DMG for 1 turn.

Increases the wearer's Effect Hit Rate by 28%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 14%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 14% increased DMG for 1 turn.

Increases the wearer's Effect Hit Rate by 32%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 16%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 16% increased DMG for 1 turn.

Increases the wearer's Effect Hit Rate by 36%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 18%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 18% increased DMG for 1 turn.

Increases the wearer's Effect Hit Rate by 40%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 20% increased DMG for 1 turn.

Eyes of the Prey

Eyes of the Prey
HP: 952
ATK: 476
DEF: 330

Increases the wearer's Effect Hit Rate by 20% and increases DoT by 24%.

Increases the wearer's Effect Hit Rate by 25% and increases DoT by 30%.

Increases the wearer's Effect Hit Rate by 30% and increases DoT by 36%.

Increases the wearer's Effect Hit Rate by 35% and increases DoT by 42%.

Increases the wearer's Effect Hit Rate by 40% and increases DoT by 48%.

Before the Tutorial Mission Starts

Before the Tutorial Mission Starts
HP: 952
ATK: 476
DEF: 330

Increases the wearer's Effect Hit Rate by 20%. When the wearer attacks enemies that have reduced DEF, regenerates 4 Energy.

Increases the wearer's Effect Hit Rate by 25%. When the wearer attacks enemies that have reduced DEF, regenerates 5 Energy.

Increases the wearer's Effect Hit Rate by 30%. When the wearer attacks enemies that have reduced DEF, regenerates 6 Energy.

Increases the wearer's Effect Hit Rate by 35%. When the wearer attacks enemies that have reduced DEF, regenerates 7 Energy.

Increases the wearer's Effect Hit Rate by 40%. When the wearer attacks enemies that have reduced DEF, regenerates 8 Energy.

Resolution Shines as Pearls of Sweat

Resolution Shines as Pearls of Sweat
HP: 952
ATK: 476
DEF: 289

When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12% for 1 turn(s).

When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 70% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 13% for 1 turn(s).

When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 80% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 14% for 1 turn(s).

When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 90% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 15% for 1 turn(s).

When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 16% for 1 turn(s).

Best Relics and Planar Ornaments

Primary Stats

BodyEffect HIT Rate
Relic Feet
FeetSpeed
Planar SphereFire DMG
Link RopeATK %
Energy Regen Rate

Substats

ATK ATK % Speed Effect HIT Rate Break Effect

Best Teams

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