Best Build for Yukong

Yukong Head
  • Stars: ★★★★
  • Element: Imaginary Element Imaginary
  • Path: The Harmony The Harmony
  • Release: 1.1

Yukong is a 4-star character from the Harmony Path who stands out for having remarkably high team buffs, especially considering that she is a 4-star character. However, there's an explanation for this.

The issue with Yukong is that, despite providing very high damage bonuses to her teammates, these bonuses are somewhat challenging to control because they are applied to the next two characters who act. This means that you will need to have precise control of your team's speed to utilize them effectively; otherwise, you may end up boosting characters who don't really benefit from increased damage, such as Tanks or Healers.

Despite this, she is a character that is well worth it, but it's true that she adds some complexity to your gameplay, which, in my opinion, may reduce her overall value.

Yukong Body

Base Stats

HP: 917
ATK: 600
DEF: 375
Speed: 107

Yukong Buffer

Best Light Cones

Carve the Moon, Weave the Clouds

Carve the Moon, Weave the Clouds
HP: 952
ATK: 476
DEF: 330

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10%, all allies' CRIT DMG increases by 12%, or all allies' Energy Regeneration Rate increases by 6%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 12.5%, all allies' CRIT DMG increases by 15%, or all allies' Energy Regeneration Rate increases by 7.5%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 15%, all allies' CRIT DMG increases by 18%, or all allies' Energy Regeneration Rate increases by 9%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 17.5%, all allies' CRIT DMG increases by 21%, or all allies' Energy Regeneration Rate increases by 10.5%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 20%, all allies' CRIT DMG increases by 24%, or all allies' Energy Regeneration Rate increases by 12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

Past and Future

Past and Future
HP: 952
ATK: 423
DEF: 396

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 16% increased DMG for 1 turn(s).

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 20% increased DMG for 1 turn(s).

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 24% increased DMG for 1 turn(s).

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 28% increased DMG for 1 turn(s).

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 32% increased DMG for 1 turn(s).

Dance! Dance! Dance!

Dance! Dance! Dance!
HP: 952
ATK: 423
DEF: 396

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16%.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 18%.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 20%.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 22%.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 24%.

Planetary Rendezvous

Planetary Rendezvous
HP: 1058
ATK: 423
DEF: 330

Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12%.

Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 15%.

Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 18%.

Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 21%.

Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 24%.

Best Relics and Planar Ornaments

Primary Stats

BodyCRIT Rate
CRIT DMG
Relic Feet
FeetSpeed
Planar SphereImaginary DMG
Link RopeEnergy Regen Rate

Substats

CRIT Rate CRIT DMG ATK % Speed Effect RES

Best Teams