- Stars: ★★★★★
- Element: Ice
- Path: The Hunt
- Release: 1.0
Yanqing is a character from the Path of the Hunt, and as is the case with all characters in this path, he is primarily specialized in dealing damage to a single enemy simultaneously, known as Single Target damage.
His element is Ice, and like other DPS characters of this element, he is capable of increasing his own Crit RATE, which is always very interesting as it allows us to focus more on increasing CRIT DMG and thus achieving much higher damage.
He doesn't stand out too much, especially in the presence of other top DPS characters, but the truth is that he is a good character and performs his function quite well. He has good Single Target damage and occasionally freezes an enemy, which also contributes to the survival of his team.
Base Stats
Yanqing DPS
Best Light Cones
I Venture Forth to Hunt
Increases the wearer's CRIT Rate by 15%. When the wearer launches a follow-up attack, gains 1 stack of "Luminflux," stacking up to 2 time(s). Each stack of "Luminflux" enables the Ultimate DMG dealt by the wearer to ignore 27% of the target's DEF. When the wearer's turn ends, removes 1 stack of "Luminflux."
Increases the wearer's CRIT Rate by 17.5%. When the wearer launches a follow-up attack, gains 1 stack of "Luminflux," stacking up to 2 time(s). Each stack of "Luminflux" enables the Ultimate DMG dealt by the wearer to ignore 30% of the target's DEF. When the wearer's turn ends, removes 1 stack of "Luminflux."
Increases the wearer's CRIT Rate by 20%. When the wearer launches a follow-up attack, gains 1 stack of "Luminflux," stacking up to 2 time(s). Each stack of "Luminflux" enables the Ultimate DMG dealt by the wearer to ignore 33% of the target's DEF. When the wearer's turn ends, removes 1 stack of "Luminflux."
Increases the wearer's CRIT Rate by 22.5%. When the wearer launches a follow-up attack, gains 1 stack of "Luminflux," stacking up to 2 time(s). Each stack of "Luminflux" enables the Ultimate DMG dealt by the wearer to ignore 36% of the target's DEF. When the wearer's turn ends, removes 1 stack of "Luminflux."
Increases the wearer's CRIT Rate by 25%. When the wearer launches a follow-up attack, gains 1 stack of "Luminflux," stacking up to 2 time(s). Each stack of "Luminflux" enables the Ultimate DMG dealt by the wearer to ignore 39% of the target's DEF. When the wearer's turn ends, removes 1 stack of "Luminflux."
In the Night
Increases the wearer's CRIT Rate by 18%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6% and the CRIT DMG of their Ultimate is increased by 12%. This effect can stack up to 6 time(s).
Increases the wearer's CRIT Rate by 21%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 7% and the CRIT DMG of their Ultimate is increased by 14%. This effect can stack up to 6 time(s).
Increases the wearer's CRIT Rate by 24%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 8% and the CRIT DMG of their Ultimate is increased by 16%. This effect can stack up to 6 time(s).
Increases the wearer's CRIT Rate by 27%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 9% and the CRIT DMG of their Ultimate is increased by 18%. This effect can stack up to 6 time(s).
Increases the wearer's CRIT Rate by 30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 10% and the CRIT DMG of their Ultimate is increased by 20%. This effect can stack up to 6 time(s).
Sleep Like the Dead
Increases the wearer's CRIT DMG by 30%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Increases the wearer's CRIT DMG by 35%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 42% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Increases the wearer's CRIT DMG by 40%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 48% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Increases the wearer's CRIT DMG by 45%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 54% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Increases the wearer's CRIT DMG by 50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 60% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Swordplay
For each time the wearer hits the same target, DMG dealt increases by 8%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
For each time the wearer hits the same target, DMG dealt increases by 10%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
For each time the wearer hits the same target, DMG dealt increases by 12%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
For each time the wearer hits the same target, DMG dealt increases by 14%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
For each time the wearer hits the same target, DMG dealt increases by 16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
River Flows in Spring
After entering battle, increases the wearer's SPD by 8% and DMG by 12%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
After entering battle, increases the wearer's SPD by 9% and DMG by 15%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
After entering battle, increases the wearer's SPD by 10% and DMG by 18%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
After entering battle, increases the wearer's SPD by 11% and DMG by 21%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
After entering battle, increases the wearer's SPD by 12% and DMG by 24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
Final Victor
Increases the wearer's ATK by 12%. When the wearer lands a CRIT hit on enemies, gains a stack of Good Fortune, stacking up to 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 8%. Good Fortune will be removed at the end of the wearer's turn.
Increases the wearer's ATK by 14%. When the wearer lands a CRIT hit on enemies, gains a stack of Good Fortune, stacking up to 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 9%. Good Fortune will be removed at the end of the wearer's turn.
Increases the wearer's ATK by 16%. When the wearer lands a CRIT hit on enemies, gains a stack of Good Fortune, stacking up to 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 10%. Good Fortune will be removed at the end of the wearer's turn.
Increases the wearer's ATK by 18%. When the wearer lands a CRIT hit on enemies, gains a stack of Good Fortune, stacking up to 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 11%. Good Fortune will be removed at the end of the wearer's turn.
Increases the wearer's ATK by 20%. When the wearer lands a CRIT hit on enemies, gains a stack of Good Fortune, stacking up to 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 12%. Good Fortune will be removed at the end of the wearer's turn.
Only Silence Remains
Increases the wearer's ATK by 16%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12%.
Increases the wearer's ATK by 20%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 15%.
Increases the wearer's ATK by 24%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 18%.
Increases the wearer's ATK by 28%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 21%.
Increases the wearer's ATK by 32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 24%.