KOKOMI IS INSANE IN PATCH 3.0! Updated Kokomi Guide - Best Build & Showcase | Genshin Impact

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hey what's up guys welcome to my complete and updated kokomi guide in today's video we're gonna be talking about my favorite characters who my opinion on has drastically changed since she first came out and that is kokomi kokomo is a strong hydro healer who can either support your team from off field with her hydra application and healing or also be played on field dealing damage inside of her burst while also healing your team and applying hydro because of that she's someone who's very useful in many reaction teams and who only got better as new characters and new reactions like dendro came out and with her rear end banner here in the second half hatch 3.0 i believe it's the perfect time to make an updated guide in today's video we're gonna be covering everything you need to know about kokomi regarding her best builds play styles and teams and just give you guys everything you need to know about this character before we begin i do want you guys to know that i do stream most nights on twitch link in the description if you're interested and with that being said let's get into it alright so the first thing we're going to do is actually talk about her talents and just give you guys general tips about how to use her how her abilities work and then we'll get into why kokomi strong dive into her different play styles and then cover her builds first of all your elemental skill karagi's oath is an ability that will summon a jellyfish on field that applies hydro around it deals a bit of hydro damage and also will heal the active character something to do with this ability is once you place it you cannot move it so it's not like odds where you can recall it it just stays there and then will damage around it and heal around it because that you want to make sure you are fighting around your skill around the placement of the squid to get its value regarding this ability its damage isn't that high as it scales on your attack and that's not typically what you're going to be stacking but it is still something and then what's nice about it is that it actually heals a pretty decent amount in fact while you don't typically pick healers based purely on how much they heal but also on what else they can provide your team with the healing from kokomi's skill is enough to just passively heal whichever party member is out on field this ability will last for 12 seconds on a 20 second cooldown which is nice but it can actually get a hundred percent uptime you can make sure the duration is basically permanently having this jellyfish out on field when you combine your skill with your burst the reason for this is because once you use your elemental burst one of your passive talents will actually refresh the duration of your skill of your karage if it is on field when you use your burst because of that it is typically going to be essential in an optimal rotation when playing kokomi to make sure to use your elemental burst while your skill is still active in order to refresh its duration give it another 12 seconds on only a 20 second cooldown to make sure you have your karage out 100 of the time this means that when you're playing kokomi purely as a support using your skill and swapping out you want to try to swap back into her within this duration to refresh its cooldown with that said what your elemental burst actually does is buff her attacks give her an additional scaling based on her hp that will deal more damage and also heal more on top of that it buffs your elemental skill and as you can see the scaling here is pretty decent it's not enough to make kokomi purely a main dps but it does give her an opposite where you can play her on field as a driver or auto attacker enabling powerful reactions like in an electrocharged team where your off field supports a lot of damage but your kokomi does a good amount as well while applying hydro and healing everyone because of that this playstyle is pretty good especially when you consider the fact that you can also like heal enough to proc the ocean huge clamshell which we'll talk about later and buff your team with a weapon like thrilling tails or hokushin ring which again we'll talk about later your burst has a 70 energy cost which means you want to make sure you have enough energy recharge with a 10 second duration on these buffs and an 18 second cooldown something to note is that these buffs on your attack is an additional scaling on hp but your normal attack like talent and the scaling on your attack initially still matters so it's going to be this scaling plus uh this what you get on your burst which means both of them are going to be worth leveling and you do have somewhat of a split scaling with hp typically being more optimal to build but again we'll cover that in the artifact section on top of that another crucial part of kokomi's kit is going to be the last two passes which i haven't talked about what these do is basically give kokomi more damage based on her healing bonus increasing the scaling of your normal and charge tax inside of your burst based on 15 of your healing bonus because of that building healing bonus on your circlet will not only give you more healing but also more damage on top of that something you need to know is that kokomi typically can't crit because you lose a hundred percent of your crit rate but what you gain in return is 25 healing bonus this is nice for your healing and it does also give you some damage inside of your burst thanks to the other talent we talked about but not being able to crit is obviously a big weakness with that said kokomi technically can crit if you build over 100 crit rate but while that is fun and it's something i like to do just you know for fun it's obviously not recommended because of that you're typically not going to be critting which is a downside but kokomi does make up for it by being a powerful support in many different ways which we'll cover before doing so i do want to say that kokomi's someone whose talents are all pretty important to level uh you skill is what you focus on as the off-field support but if you do run her on field utilizing your burst and your normal attacks then obviously those are important to level as well so it depends on your play style but don't neglect your talents or leveling kokomi which is also important since she scales on her hp now with all that out of the way let's talk about how to play kokomi and how to actually get the most value out of her abilities and show you guys a few example rotations so you can truly understand her different playstyles well first of all this video is going to be mainly split into two different builds or play styles one of them is going to be the sort of go to the more common healer build where using kokomi as a healer will also apply a good amount of hydro from off field through her karage which is her elemental skill that you can reset from your burst and not have to worry about too much else the reason why this works is because you don't need to spend a lot of time on kokomi and it gets the job done you apply hydro you heal your team and you also can buff them through a supportive build like a supportive artifact set and weapon which we'll cover in the next section this is a build that is very good even at low investment and capitalizes on her role as a hydro healer which is crucial to many reaction teams like a freeze team or a new bloom or hyper bloom team with the new dendro reactions now another way to play kokomi other than that purely supportive healer role is to use her as an on-field auto attacker a driver or what most people would typically consider a dps where you're just on field auto attacking inside of your burst doing a pretty decent amount of damage but especially applying hydro rapidly and enabling certain teams and supports who can deal a lot of damage from off field a good example of this is a taser team where you run for example fiscal and beto who can do a ton of electric damage from our field while your kokomi is on field auto attacking the reason why you use kokomi in this type of team is if you need a healer and want to fill in a two in one for a driver a auto attacker both with your kokomi while kokomi's personal damage isn't the absolute highest and for example there's other characters you can use like sucrose that can give you more offensive capabilities kokomi's damage is decent especially when you consider the ocean huge clam set that can actually give you an extra instance of damage and definitely does add up because she is as i said both your healer and someone who will be giving you some more damage on top of just that i believe kokomi is someone who's very prevalent in the new dendrometa to constantly spam bloom create a bunch of dendrocores then you can then either virgin or hyperbloom where kokomi gets a lot of value as both a hydro applier from our field and also a healer for those reasons i believe kokomi is a very good unit in my opinion a good pull although it does depend on what hydro characters you already have and what teams you plan on using all right now with that out of the way let's actually get into how to build your kokomi starting with her artifact sets for this section obviously it's going to be split based on how you choose to play kokomi if you choose to use her as a pure hydro healer support where you use your skill and swap out and then reset your duration with your burst then you're going to go for an artifact set that is obviously supportive and that can work from off field this is why the tenacity of the milith set the four piece is typically going to be your go-to for that type of build this artifacts that gives you 20 hp on the two piece which is nice and then the four piece will increase the attack of your party members by 20 as well as giving them a bit more shield strength every time your skill hits an opponent and this is an effect that can be triggered even from off field because of that this attack percent buff has a really good uptime with kokomi and so this four piece tenacity the milith is going to be your general option for a supportive playstyle with that said another very interesting option is going to be actually the new deepwood memories while this is a set that it looks like it's made for a dendro character it's in fact made for a dendro team while kokomi isn't a dendro character she can very easily make use of the 4-piece set which decreases the dendrite resistance of opponents by 30 for 8 seconds when your skill or burst hits an opponent and once again this can be triggered even from off-field so as you can see this set is good for the same reasons why the millet set is good because your skill constantly hits opponents from off-field and in this case you will reduce their danger resistance while this set can be used on a dendro character as well in for example it's ifnary team you can run your technology on either guild the dream set or four-piece wanderers and then give this deepwood memory set to kokomi who can reduce the danger resistance of opponents because of that those are the two like supportive sets that give you a lot of damage to your entire team just passively even without having to do too much other sets that can be good though are like ocean hued clam which is better for an on-field kokomi but is still decent even from off-field as it'll give you healing bonus and passive damage in its four piece the reason for this is because this set will deal more damage based on how much you heal through a bubble that deals physical damage one of these bubbles can be produced every 3.5 seconds and the damage scales based on as i said how much you heal for a maximum of 30 000 hp now while it all fields support kokomi can do pretty okay damage just by healing with your skill through the ocean huge clam it's typically not as recommended as the four piece tenacious of the milith or potentially default memories in teams that can utilize their supportive effects with that said though for an on-field dps kokomi the ocean huge climb is going to be your best set in general well you can also go for the four-piece heart of depth for hydrogen damage bonus and normal and charge attack bonus after using your skill the four piece ocean dude clam is typically your best overall for dps now with that said you can mix and match two pieces like ocean huge clam heart of depth financially the milith or anything like that and even if you all you care about is healing yes technically maidens beloved is viable although personally i would not recommend that as much as the sets that i mentioned previously as i believe maximizing your damage to be more important than maximizing your healing right now for the stats you want on your kokomi's artifacts there's actually quite a few options in general since kokomi's someone who can't use crit to maximize her damage things like hp percent are going to be better because of that the main stats you're looking for are hp percent to maximize healing and damage energy recharge until you have enough to use your burst as often as you want to to maintain your skills up time and also attack percent can be decent for a bit more damage as well lastly elemental mastery can be nice especially if you are procking many reactions like electrocharged with hp and energy recharge typically being what everyone looks for and so while those are all good substats here is typically how you're going to pick your main stats well first of all you want to make sure you have enough energy recharge for kokomi to use your burst however often you need many team comps where you use kokomi want to make sure you can have your elemental skill out 100 of the time so that you can constantly be applying hydra on enemies and procking very valuable reactions so obviously you're gonna have to use your burst to reset its duration because of that you can need quite a lot of energy recharge to make that happen a pretty decent range is anywhere from 170 to 220 or sometimes even more like this is a very wide range but it does highly depend on the team copy running and if you're playing kokomi on field or off field so test out what works for you with 170 to 220 being a general range with that said once you have enough energy recharge i would recommend going for stats like hp percent on your sans as this will amplify both your healing and your damage since your burst scales on hp hp will obviously be the go-to for an on-field kokomi's damage and will be better than attack for an off-field kokomi while your elemental skill will be your main source of damage and that scales on attack an off-field build typically focuses more on healing and supporting so i'd often times still recommend going hp to heal your team more but attack can be viable in general though unless you need energy recharge hp on the sands is what i recommend with the hydro damage bonus goblet to maximize your damage or hp future swan healing and then your circuit can be more flexible generally healing bonus is going to be the go-to as it's good for your healing and your damage thanks to your passive talent and is also a stat that you can't get on substance so let's say you want healing bonus and hp percent getting a healing bonus circulate with hp percent on the substance is obviously going to be better as if you have hp percent on the main stat you can't get healing bonus on the substance because of that i really like killing bonus on your circlet just overall but hp percent can also be a viable option the only thing to add is that if you are off field and you want to maximize your damage attack percent can be favored but still typically i do recommend a healing build moving on let's talk about what weapon you want for kokomi well first of all as with the rest of this video this is going to be split into two main sections one for an off-field support and one for an on-field kokomi where you're focusing more on your personal dps first of all for a more supportive playstyle there are a few good options the thrilling tales of dragon slayers is the go-to recommended option for kokomi as it's a three star that everyone can refine for free has a surprising amount of hp on the subset 35 at level 90 while also having a really good effect while typically you can run this weapon at even level one for kokomi it's recommended to level it up as the hp is actually going to be relevant on top of that its effect will give any character on your team that you swap into after her 48 attack for 10 seconds this can occur once every 20 seconds so you can have a really good uptime on this and it can be a really important buff in certain teams especially if you're running a hyper carry a good example of this is if you're running a freeze team with someone like ayaka where aika is someone who's going to be doing most of your team's damage to where giving her that bonus attack percent and a very large amount of attack percent at that is going to be very relevant because of that this weapon is insane for his support of kokomi and definitely the one that i typically recommend with that said there's other good options first of all the hakushin ring is another weapon that i really like if you are running kokomi in electro team while this is typically going to be more relevant in teams with like two electoral characters like beto and fiscal even if you're just running one electro support this can be good as long as you're consistently procking electro reactions for a few reasons well first of all this is going to give you elemental damage bonus to the elements in that reaction and buffing your electrocarries is actually a pretty big deal in an electrocharged or taser team buffing both hydro and electro is really good and in for example a hyper bloom team assuming you're occasionally procking electrocharged this buff is going to be pretty relevant in general it is comparable to thrilling tales it just depends on which teams you're running thrilling tales is going to be better when you're buffing like one specific character or like a free steam or something whereas hakushin ring can be favored with multiple electro characters or in taser teams in general i do want to say though that with hakushin ring you get energy recharge and a lot of people tend to not have enough er on kokomi so getting some from your weapon is going to be a pretty nice bonus do keep in mind though that if you are using this weapon to buff fishel you might have to recall your oz recast your skill to make sure you're actually getting this elemental damage bonus because of the way oz works and snapshots buffs every time he is summoned also i wanted to mention that the prototype amber is another viable option as it gives you hp and energy on the effect with that said it's not going to be as good as the thrilling tales typically as unless all you want is energy the attack percent from this weapon is usually better and will contribute to higher dps overall but amber is a viable option for kokomi's personal dps i do want to start by saying that thrilling tales is still good because of the hp that it gives you and for example when you compare it to your other free-to-play option prototype amber while yes you get a bit less hp on the stat it's really not that much only a few percents to where the offensive effect buffing literally any other character on your team is going to be more relevant as mentioned earlier the hokushin ring is also a good option in a taser team where your kokomi can be played either on or off field depending on the characters that you are running in your team but if you are on field in an electro team hokushin is going to be good for your kokomi and your team's overall damage lastly for the everlasting moon glow this is kokomi's signature weapon the donut weapon which is the best for kokomi's personal dps if that's all you care about maximizing with that said sometimes it can even be better to buff certain characters with thrilling tales even when you are using kokomi on field depending on what teams you're running everlasting moon glow is good for kokomi so if you have it and want to maximize your damage definitely use it but it's not a weapon that i recommend pulling for lastly before moving on i did want to quickly talk about sacrificial fragments which is the weapon that is going to give you a ton of elemental mastery and while this isn't particularly relevant for any teams in the game right now if your kukumi is going to be procking reactions non-stop in something like a bloom team which right now usually when you proc bloom it is you are setting it up to either use electro or pyro on it and proc either hyperbloom or virgin respectively if there's a team that is going to be running purely let's say dendro and hydro in the future and kokomi is going to proc bloom then running sacrificial fragments with the gilded dream set could be a way to build kokomi especially with future dendro characters i want to mention this because dendro's a new element and this could be a meta build in the future next up let's talk about kokomi's constellations to give you guys a quick look at how good they are first of all your first constellation is going to be one of the better ones for your kokomi's personal damage as it will give your final normal attack in your combo when you are inside of your elemental burst an extra instance of hydro damage in fact on your third normal attack which is going to be the last one in your combo will unleash this swimming fish that will deal 30 of your max hp as hydro damage this is going to be nice as you are typically spamming normal attacks with an on-field kokomi and it also applies hydro separately giving you another instance of hydro application which can be nice for certain reactions and for just you know applying more hydro with that said this is a constellation that only affects a on-field auto-attacker kokomi in a team that supports that so do keep that in mind your second constellation is a pretty unique one that will give you more healing for your characters who are 50 or less hp what it will do is increase the scaling on your karage's oath which is your skill by 4.5 percent of your max hp and also give you more healing on the attacks inside of your burst now while yes more healing can be useful in general it's not really needed since kokomi when built properly will heal enough where i personally wouldn't recommend going for c2 as again getting a bit more healing isn't particularly necessary d3 and 5 increase your town levels as always which aren't that important and your c4 is a pretty unique and nice one that will increase your normal attack speed inside of your burst and also restore energy for you normal attacks giving you 0.8 energy occurring once every 0.2 seconds while also increasing your attack speed is actually going to make it a pretty nice constellation making it more comfy and fun to play but again not a needed one lastly your c6 is going to basically skyrocket your damage inside of your burst by giving you a 40 hydro damage bonus for 4 seconds when your normal charge attacks heal or would heal any of your party members that have 80 hp or more this is basically always going to be the case unless your entire party is low hp but at that point you're gonna heal them anyways and then get the benefits of this constellation 40 hydro damage bonus is good it is a nice increase in damage but for a c6 it's not the biggest one so overall i'm not like too impressed with their constellations although there are some okay ones in general though kokomi is not a constellation dependent unit so you shouldn't feel forced to pull for them moving on let's now talk about what teams you want to run kokomi in well being a really good off-field hydro support or an on-field driver gives kokomi a wide array of team comps first of all let's talk about freeze teams kokomi is usually going to be the premier option for combining your hydroplayer and healer role into one character this sort of two in one that can apply hydro and heal your team for a freeze calm because of that you typically will run kokomi in free seams like this one where you have an animal carry like ayaka or ganyu or honestly any other cryo carry and then an enimo support and a cryo one gong you and ayaka are the two that are sort of in the meta right now especially ayaka where you run this team format a cryo carry and then animal support a cryo battery and then a hydro option and while yes you can use someone like mona and then a cryo healer like daiona if you need one kokomi offers this sort of two-in-one that is really good on top of also buffing your team with a supportive build that can give you a lot of attack percent which is very valuable in these teams because of that i believe free seams are some of kokomi's best and definitely one where you should put kokomi if you have her moving on you can also run kokomi in electrocharged teams also known as taser where kokomi can be the on-field auto-attacker the driver of the comp applying hydro while your off-field supports like fischel and beto apply a ton of electro because of that you're constantly spamming electrocharge have a healer with kokomi and are also dealing really good damage overall on top of that something to note is that you can run an animal support like kazoo or sucrose who can swirl both hydro and electro in this team and greatly buff your damage through their passives and the verdessen veneer set because of that taser teams have always been some of my favorites and the kokomi taser variation is a pretty good one moving on for the danger reactions where you can run kokomi these will obviously revolve around bloom first of all for hyperbloom we're using dendro electro and hydro together kokomi is really good as she applies hydra from off field while also healing your team what's also nice about her is that not only will she be you know applying enough hydro to create those dendro cores proc the bloom reaction that you can then explode with an electro character for hyperbloom or a pyro one for virgin which we'll talk about later but since she doesn't apply hydro too fast she won't remove the quicken aura from enemies which means that you can also proc reactions such as aggravate while also hyper blooming and so because of that many dendro teams that want a hydro option that can also be a healer can use kokomi this is also another reason why i personally like using fishel and kokomi together instead of like kooky as your electro healer as running a hydro healer lets you run a really powerful electro support with fischel or beto and so because of that dendro teams in general where you are procking quickbloom or hyperbloom kokomi can be good in and the same can be said with bloom in general let's say you want to run only hydro and dendro characters although there isn't really a good bloom team out right now i suspect there will be in the future and kokomi can be good for that obviously since dendro is a new element many of these danger teams will get better in the future as a lot of new dental characters are still yet to be released but i'm sure kokomi whenever you need a hydro in that team that doesn't apply too much hydro that can also heal you from off field will be a great option moving on some more obscure teams include sukokomin which i'm not going to explain but i'll link a video down below where you're basically just constantly swirling everything and doing pretty good damage and also like vape teams where kokomi's on field and you have shang ling vaporizing with her but i don't personally recommend this team over like a running child or something here as you already have a healer with bennett but this can work especially with c1 kokomi that gives you more hydra application now lastly what i'm going to do is include a showcase of my kokomi in the new spiral abyss showcasing a hyper vloom kokomi team where i'm pairing kokomi with official kazuo and my dandruff main character my kokomi is only pretty standard build uh using the ocean huge clam set and the thrilling tales with a pretty okay artifacts hp sans hydro goblet and healing bonus circulate for a pretty good amount of damage and healing with that said i hope that was helpful and i hope you'll enjoy the showcase let's go [Music] something [Music] [Music] going on [Music] [Music] foreign [Music] as one with wind and clouds [Music] [Music] [Music] three [Music] nature and so yeah that's about it my honest thoughts on kokomi is that she's a really good five star who shines as the meta option in many different reaction teams do keep in mind there's a lot of really good five-star hydro supports already out there so if you already have a bunch you may not need another one but kokomi's really good at combining the hydro supportive role and the healer one as a two in one on top of that i'm just a big fan of her play style and design as you can see i have been kokomi fan for so long now and so i do really like this character she's someone who's strength has increased over time with different teams that we found out and new reactions builds and stuff that all came out since her release as well as just being a good unit overall this is therefore a more positive review than how i felt about her when she first came out and so i do really like kokomi with that said i hope this guide was helpful i know it was a bit delayed it should have been out like a week ago but complications so anyways stay tuned for a bunch of new videos coming out soon katrin guide andy dendro teams video are planned as well anyways this video is getting pretty long so i want to leave it at that if you're new feel free to sub and stuff leave a like if you want because it does help me out oh that said i hope you enjoyed and i'll catch you guys in the next one peace
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Channel: Zy0x
Views: 513,013
Rating: undefined out of 5
Keywords: genshin impact, kokomi, kokomi guide, genshin impact kokomi, genshin impact kokomi guide, genshin impact kokomi build, build, guide, showcase, review, kokomi build, kokomi build egnshin impact, genshin, zy0x, zyox, rerun, dendro, hyperbloom, new, weapons, ttds, hydro, best healer genshin impact, support, dps, c0 kokomi, kokomi support
Id: Uo9NzSILyys
Channel Id: undefined
Length: 23min 54sec (1434 seconds)
Published: Fri Sep 16 2022
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