Make the MOST of Yinlin! Best Rotations & Complete Guide | Wuthering Waves 1.0

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hi this video is going to contain everything you'd expect from a comprehensive yland guide including discussions on moonlit versus void Thunder weapon options and the value of a resonance chain so if you're interested in any of these in particular please use the timestamps as I'd like to First dive into the most misunderstood part of her kit which is her core rotation and really it's the game's fault for not explaining things clearly so let's get into it y's core rotation revolves around her two skill casts and her two inherent passives before we take the field with yland though it's highly recommended to have her intro available not only because it applies a siners mark to enemies in a decent radius but also because it helps her tremendously in managing her 40 gauge and condensing her rotation following her intro the first thing you want to do is cast your skill one to activate a bunch of Buffs 15% crit rate from un's first passive 15% Electro damage if you're on void Thunder and both weapon Stacks if you're on string Master skill one also puts us in execution mode which grants us four stacks of electromagnetic blast that we get to spend on our following attacks you'll notice a color shift in the Cent marks from purple to red implying that you still have electromagnetic blasts available once all are used up the marks go back to their original color now nothing in the in-game descriptions would suggest that these red marks no longer count as siners marks but thanks to some of your comments and by doing some testing we can confirm that yin's second inherent passive only works on enemies with the purple siners Mark in practice this means that if we simply cast skill one and skill two in succession skill two neither deals more damage nor does it give us our 10% attack buff because the enemies are marked red we have to deplete all four four electromagnetic blasts first and then use our skill two to reap the benefits so how do we do that according to the ability description we're supposed to do four basic attacks because each basic can only trigger one electromagnetic blast this takes a while to do due to Long animations but it might be the most straightforward and practical way to do this especially on mobile however we're fighting an uphill battle against faulty or incomplete in-game descriptions here and this one is no exception electromagnetic blasts do in fact also trigger on your ultimate and heavy attacks this allows us to shorten our rotation one thing you can do is cancel your third basic attack into a heavy attack and with a bit of practice you can get both attacks to come out at almost the same time once this becomes muscle memory it's a great way to get rid of all four blasts while generating a large chunk of conto and 40 gauge if the situation doesn't allow for this combo you can of course also just do Basics one and two dash or do something else and repeat or simply do Basics 1 through four as mentioned earlier your ultimate also takes off one stack so whether you do cast your ultimate within this window or not going all the way to your fourth basic attack is not required in either case the second skill cast can be SWA canel entirely and there's some incentive to do so as the animation is rather long and you can benefit from the off field attack bonus on string Master but I would only consider this in single Target encounters against groups of enemies there are two reasons why you don't want to swap cancel here first reason is that if you swap out now enemies lose all applied Sinners marks chances are you won't be able to reapply them to all Targets before you go into your for heavy attack to turn them into punishment marks the second reason is that you'll more than likely lose your outro buff the rate at which healing generates conal energy is proportion to the number of enemies you're fighting because electromagnetic blasts generate curto per hit but also per Target in this clip you can see that even if I wanted to swap here I would just waste my outra buff on some low DPS warm-up rotation on Karo and ruin my entire run against a single boss you can safely get away with swapping here since your concerto won't be full at this point in the rotation just yet and there's only one siners mark to reapply so if you have something useful to do on one of your other units you can consider it as an optional optimization even if you remain on the field though there are things you can do to make skill two feel less clunky the instant the puppet lands on the floor you can dash out of the animation you can cancel it with your ultimate you can also cancel it with an echo or you can go straight into the enhanced heavy [Music] attack your Forte heavy attack will always be available at this point if you've been following the rotation so far so the core rotation becomes intro into skill one deplete all four electromagnetic blasts the way it's most practical for you into skill two into Forte Echo and ultimate have a bit more flexibility to them so let's look at a couple of options the safest timing for the ultimate is right after skill one so that you're guaranteed to benefit from the 15% grade buff make sure that the ability connects though to get both stacks of your string Master passive against multiple targets I'd always cast the ultimate here because it has the largest attack radius out of all your mark applying abilities if you want to maximize ultimate damage you can cast it right after skill two instead to benefit from both passive Buffs and both void Thunder Stacks it's a bit riskier because you could get interrupted and lose the crit buff but the ultimate snapshot so as long as the crit buff is present the moment you press the button it will apply to the entire thing the last option is to cast it during your Forte heavy attack which has a long animation that leaves you vulnerable but Midway through you can go straight into your ultimate and enjoy your eye frames you notice that your turta Energy caps during the Forte heavy attack so it's actually the perfect moment to end your rotation swap to the next character and skip the animation all together but then you're left with an unused Echo skill so what you can do if you're using Tempest mephis is use him right as skill two Lance to break out of the animation lock and get some good damage and before your for heavy attack Tempest mephis also Buffs heavy attack damage which is a nice little extra and did you know that transformation Echoes Grant 50% damage reduction throughout the entire transformation combined with a turtle buff from your Port you can even face tank up to three hits for zero incoming damage if you really need to so while not as good as ey frames Transformations aren't all that bad to use within your rotation if you ever find yourself falling just short on concerto or 40 gauge due to attacks missing their target and also as a general fail save you can add a single fourth basic attack right after yin's intro to make the rotation even smoother all that was a bit much let me show you the rotation I use for pretty much every use case just so that I can turn off my brain and focus more on the fight if you want to swap during any of this for some warm-up combos on any other unit you can do so either right after the intro or right after skill two do let me know what works best for you in terms of rotations but with that out of the way we can finally talk about other stuff so let's assume we've come to terms with the fact that yilan is best played as a burst and then mostly off field DPS if we want to capitalize on her strengths in that case there's a choice to make between moonlet clouds and void Thunder the question we're asking here really is if an additional 22% of attack and 12% damage on the main DPS is enough to justify a 40% Electro damage loss on yinlin herself with our sub DPS options thus far the answer has overwhelmingly been yes because most are held back by fourstar stat lines and lower base attack making moonlet a much better option on them for overall team damage yen is really the first sub DPS with a five-star stat line and a completely broken signature weapon to boot so it should at least be much closer and it is in fact very close with a lot of asteres attached that will get into the CN team that's behind all the big guides on Billy Billy concludes that Moonlight is marginally better than void Thunder but we need to consider a few things here first being availability the best echos are the ones that are available to you so pick what you have and pick what's easier to farm knowing that either way there's not a big difference at least for now secondly pick what's more fun for you you prefer the bird over the mephis or the other way around then that's enough reason already thirdly this comparison only considers single Target damage which is is very unfair given that Demon's power level goes up in proportion to the number of targets on the field lastly to reach the calculated moonlit ceiling you'd have to play Kara flawlessly meaning three death Messengers every single rotation which is unrealistic to say the least that and if you're not playing Kara to begin with then void Thunder is 100% better as Kara is currently the only unit that makes the most of Helen's outro with all of that in mind I'd say that void Thunder is the better choice for now plus it's much easier to grind monsters in the Overworld with the scent so that's an extra per if we ever get another Electro main DPS that would like Yan in their team that is also more consistent than Karo and deal substantially more damage than him the value of mooned clouds will Skyrocket at that point but you can always swap around gear for free so we can revisit this discussion once the time comes you'll want the bird as your active Echo if you go moonlet and Tempest is the best option we have right now for void Thunder from main stats you'll ideally want crit damage if you're using a crit rate weapon in all other cases you'll want crit rate on your for cost Electro damage on your three cost and attack percent on your one cost echos for substance we need around 140% energy regen then double crit attack percent then skill damage bonus flat attack and then Liberation damage bonus in this order if you can't meet the energy requirements you can choose an energy Region Three cost Echo to bridge the gap for now to be mindful of your resources focus on leveling her forte circuit Liberation and skill Basics and intro contribute very little to your overall damage so you can leave them unleveled or come back for them later down the line as for weapons the signature weapon Towers over everything else not only is it completely busted but the next best option Cosmic ripples does very little for yin's kit in terms of its passive still a good stat stick though battle pass rectifier is a really good idea if you have neither of the five-star weapons followed by djo keeper the craftable fourstar weapon gives energy regen so the best completely free to play weapon is actually the three star weapon rectifier of Knight as for the value of Yan's resonance chain her S1 increases the damage of her two skill casts for a 5% DPS increase her S2 is mostly quality of life and allows her to cut her rotation even shorter but it's hard to calculate how impactful this one really is I think the rotation we establish is already quite self-sufficient and doesn't need any more Forte generation her S3 bumps up the multiplier of her off field lightning her S4 gives an attack buff to the entire team with pretty much 100% uptime her S5 increases her ultimate damage and her S6 adds even more powerful lightning strikes for up to four basic attacks per rotation a C6 y deals a little bit more than twice the damage of c0 regarding team building you have your standard Support options and the obvious choice is to pair up with calaro in a hyper car team as she elevates him to new heights if you don't have calaro then Y is the only other hyper carry option that makes at least partial use of y's Ultra buff if you're open to Quick swapping you get a few more options with units like Havoc Rover Anor San and danan for specific team combinations is best to look up dedicated team team Synergy and team rotation guides so let this be just a general overview for now that concludes this guide if you've made it this far thanks for sticking around and if any of this has been helpful please subscribe to my channel for more guys like these and let me know what you'd like to see next thanks for watching and I'll see you in the next one
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Channel: Alec John
Views: 41,668
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Length: 10min 45sec (645 seconds)
Published: Wed Jun 12 2024
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