Hey all, welcome to my Kokomi guide as Genshin Impact 3.8! Kokomi is a fantastic Hydro applicator
and healer that excels at doing it for extended amounts of time! Kokomi may have gotten an ugly
reputation at first due to ONLY applying Hydro and healing, never minding the negative 95% base
crit rate. But! A whole year later as well as the introduction of Dendro have pushed her to being
a very solid character. So in this guide, I’ll be covering everything you need to know about Kokomi.
Without further ado, let’s just jump into it! To start off, let’s go over Kokomi’s talents. Her Normal Attack has barely any
use outside of applying Hydro, since the damage it does on its own is pretty bad. Kokomi’s Elemental Skill, Kurage’s Oath! This is
the main part of her entire moveset! Upon cast, Kokomi will summon a Kurage (or jellyfish) in
front of her that will heal, apply Hydro and do some damage, and it will do all that for 12
seconds. Once placed it can’t be repositioned, so be careful about where you cast it. Also, you
may as well ignore whatever damage it’s doing since her healing is based on her MAX HP while
the damage on the skill is based on ATK. Now, you might be noticing: 12 seconds
uptime with a 20 second cooldown, sounds pretty bad right? Well,
that’s where her burst comes in. Upon casting, Kokomi’s burst will put her in
a Ceremonial Garment state where her Normal, Charged Attacks, and Kurage do more damage based
on her MAX HP, and heal your entire party whenever they do hit an enemy. Oh, and she can walk on
water I guess. This state will end after either 10 seconds or she swaps out. I’ll be straight honest
with you, the damage boost isn’t really worth using her on-field for. Most of why this talent
is good is as a panic heal button or because of— Kokomi’s first ascension passive, Tamakushi
Casket, resets the duration of the Kurage from your skill, whenever you cast her Burst.
This passive basically gives her Skill infinite uptime if you time it properly with her Energy
up and all that. Remember that this doesn’t let you reposition it, but rather just refreshes
the timer on it. To actually reposition it, you’d need to cast your skill again
once it’s off cooldown. With that said, there can be some situations where you wouldn’t
want to cast your burst for one Kurage and save it for another round if the enemies
you’re fighting aren’t close to it at all. Kokomi’s A4 Passive: Song of Pearls! This passive
increases the damage you get from using Kokomi’s Normal/Charged attacks in her Burst state by
a portion of her Healing Bonus. Eh. Again, not going to be seeing much of a difference
by using those unless you’re panic healing. Kokomi is a bit more of a unique case where
she actually has 3 combat-related passives, so here’s what it does! Trade offer: Kokomi gets
25% more Healing Bonus, but she loses 100% CRIT Rate. Yeah… this passive is a big reason behind
why a lot of people initially skipped Kokomi, after seeing that she is incapable
of doing any viable damage. But hey, the 25% Healing Bonus is making her
better at what she’s good for! A slight boost to her Normal/Charged attacks
in her Burst, but more importantly, her HEALING. So that’s what Kokomi does, but what
order should you level your talents in first? Start with her Elemental Skill, as that is
the bulk of her healing, moving onto Elemental Burst to increase the amount of HP healed per
Normal/Charged Attack. Finally, her Normal Attack, not completely worthless if you are attacking
with her when she has her Ceremonial Garment. Now that you’ve got a good
idea of how Kokomi works, let’s move onto how you can
build her to be amazing! To start off on the builds section, let’s take a
look at Kokomi’s preferred artifact sets! Kokomi’s sets are sort of dependent on what teams you’re
slotting her into, which I’ll get into when we get to the teams section. But for now, let’s
lay out her preferred options! 4-set Tenacity, 4-set Ocean Hued Clam, 4-set Deepwood Memories,
4-set Gilded Dreams and finally 4-set Flowers of Paradise Lost. 4-set Tenacity will be
her overall best set, and especially so if you’re only using her off-field. It gives
a nice Attack and Shield Strength buff for 3 seconds when your Kurage hits enemies, the
duration of which can be extended through her Burst. The Shield Strength buff can mostly
be ignored since Kokomi is already a healer, but it can be nice to have when you have a shield
character. The 4-set Ocean Hued Clam is… not worth the resin unless you’ve got Geo characters to
build. However! Should you want to put it on her, she can easily max out the 4-set effect
due to her insane healing, dealing about 27,000 damage every 3.5 seconds. The last 3 sets:
Deepwood, Gilded and Paradise Lost are all sets to help her in Dendro related teams. Deepwood is
a little more broad since it reduces the Dendro Resistance of enemies. You only need one character
to hold the set on the team, but if you have no one else that wants it, Kokomi can hold it just
fine. But Gilded and Paradise Lost are only good for Kokomi in Nilou Bloom. Disclaimer, if you are
using her in Bloom, the biggest damage upgrade is to level her to 90 first. Gilded gives the wielder
more EM, and Paradise Lost buffs the damage done by Bloom related reactions. And although Paradise
Lost is technically better than Gilded, it’s by such a small amount that it’s not worth farming
for, since GIlded is also paired with Deepwood. Now that you have an idea of what sets Kokomi
wants to use, let’s dive into her preferred main stats! Kokomi has the option of HP%, ER%
or EM for her Sands. HP is usually best for most general teams, unless you’re struggling
to meet her Energy Recharge requirement, in which case go for that. Speaking of which,
Kokomi’s ER requirement is a wide range but a comfortable range is somewhere between 170%
to 220%. Then, EM is only meant for Bloom. For her goblet, she wants HP%, EM again, or Hydro
DMG% Bonus if you want to use her Normals in her Burst on-field. Lastly for her circlet:
HP%, Healing Bonus% or EM. HP/Hydro/Healing is Kokomi’s overall best for on-fielding during
her Burst, HP/HP/Healing is great for maximizing Kokomi’s healing role. EM/EM/EM is ONLY an
option if you’re using her in Nilou Bloom. Substat wise, prioritize ER% until you can
burst every rotation or every other rotation, then HP% or EM if you’re using
Kokomi in Bloom. Pretty simple overall due to other sub stats
mostly being useless on her. Now that you’ve got her artifacts, what
weapon should you equip onto Kokomi? Kokomi’s weapon options are also
really simple. For regular builds, your cheapest and overall best options are the
craftable Prototype Amber and the “Thrilling Tales of Dragon Slayers''! Not kidding on that
last one. Not only does it have an HP substat, but it also gives a 48% ATK buff to
the next character you switch into, which is just under half of the character’s base
ATK just tacked on, especially powerful if Kokomi is holding the Tenacity 4-piece set. Prototype
Amber is also a really nice and cheap option, regenerating Energy for the wielder and extra
healing for the entire party over a short period of time. Now, I know what you might be thinking:
What about her signature weapon, the Everlasting Moonglow? While that is technically her general
build’s best weapon, it’s not worth pulling for. At all. Comparing the jump between the
Prototype and TTDS and Everlasting Moonglow, it’s a jump for sure, but not a big one. Same
thing can be said about Baizhu’s signature weapon, the Jadefall’s Splendor. In terms of other
weapons, we’ve got the Hakushin Ring, the Inazuma craftable catalyst. It can be good in
Taser, but it’s not doing a whole lot otherwise. Now let’s go over weapons that you can
use for Kokomi on a Bloom team! Since Bloom primarily relies on EM to get the
most damage, Sacrificial Fragments and “A Thousand Floating Dreams” will be your
best options. Both give a sizable amount of EM with Sacrificial letting you reset and
reposition where you place her Kurage as well. That's about it for good weapons on Kokomi! What other upgrades can you get her?
Oh right, constellations exist! No seriously, NO. Kokomi is already
a solid character at Constellation 0, so there is nothing to gain from
her constellations. But y’know what, just so you can see your money go
down a drain, let’s go through them. C1 sends out a fish that does a flat
30% of Kokomi’s MAX HP as Hydro DMG, when she uses her 3rd Normal Attack
while in her burst state. Small damage buff but it is an extra instance of Hydro
application, so there is some merit there. C2 buffs Kokomi’s Healing Bonus when healing
characters under 50% HP. Completely pointless. She heals way more than enough at C0, there
is no need for this constellation whatsoever. C3 and 5 increase Burst and Skill
talents by 3 levels respectively. With C4, while Kokomi’s in her Burst,
C4 gives a buff to Kokomi’s ATK Spd and regenerates Energy every time she
hits an enemy with a Normal Attack. Very small upgrade that can be made
up by building more Energy Recharge. So, what does Kokomi’s C6 do? The penultimate
constellation! While in her Ceremonial Garment, Kokomi gets a 40% Hydro DMG bonus when her Normal
or Charged Attacks heal characters with 80% or more HP. This constellation can make her a decent
on-fielder in her Burst state, with the effect being really easy to activate thanks to how much
Kokomi heals. Is it by any means worth it? No. But if you wanted her Burst-form Normal/Charged
attacks to do something, this’ll do it. To wrap up Kokomi’s constellations,
they are not at all worth the pulls due to diminishing returns on healing and
her damage output. She is already amazing, almost to the point of overkill with her
healing at C0, and the damage she does is only decent at best at C6, given
that you have her signature weapon. Now that your Kokomi is completely
built, what teams is she good in? Being an amazing healer, she
can fit in practically every team that doesn’t involve Hu Tao. But
in terms of specific team archetypes, Kokomi is mainly good in: Freeze, Taser,
Hyperbloom or Burgeon and Nilou Bloom. Kokomi is one of the best options for Freeze
since her Hydro application is completely done from off-field that will keep ticking without
needing to do anything like Xingqiu or Yelan, and she’s a healer on top of
it. Set the rest of the team up with 2 Cryo characters and an Anemo,
preferably one like Kazuha or Venti. Taser is also another team archetype
that appreciates Kokomi. Oftentimes you are losing out on a healer to fully
optimize Taser teams to do more damage, but Kokomi fills the role of healing and
Hydro application. Slot in either 1 or 2 Electro characters, preferably Fischl and Beidou
then fill the last slot with an Anemo character, which can be Kazuha or Sucrose. This team doesn’t
exactly rely on the reaction to do damage, but because Fischl and Beidou are so broken,
they have enough raw damage to clear most of the game’s content, and especially if
they’re being buffed by Sucrose or Kazuha. Hyperbloom and Burgeon are easy to build. Slot
in a Dendro character first. Good options for this are Nahida, Alhaitham, Dendro Main Character
or Collei. Then bring in the respective trigger built on EM for each reaction. Electro for
Hyperbloom and Pyro for Burgeon. About your only good Electro options are Raiden for her
long uptime on her Electro application and Kuki. Raiden is generally the better option since she
can apply Electro from anywhere and serve as an Energy panic button if your team doesn’t have
their Bursts up. In terms of Burgeon triggers, Thoma is top tier for this role, giving some
light interruption resistance with his Shield. Then the last slot on both reactions is
flexible, although I’d recommend it be another Hydro or Dendro if having just a single
applicator isn’t generating cores fast enough. Nilou Bloom is as suggested. You’ll need
Nilou for Bloom to be relatively viable, then a Dendro character. Again, good options
are Nahida, Alhaitham, DMC or Collei. And the last slot can be another Dendro or Hydro.
Due to how much Nilou Bloom actually hurts your on-field character plus whatever damage
enemies might be doing to you, Kokomi balances out the damage you’re taking with her insane
healing, while also being a great Bloom trigger. Since Kokomi is a support, and
moreover, very simple to use, I don’t think I need to do a showcase
for her. I mean, do you really need a demonstration of me pressing E and then Q
every 10-ish seconds? Yeah, I didn’t think so. Let’s wrap up this video! Kokomi is an
excellent Hydro applicator and healer! She’s not nearly as pointless as people say
she was at release, but she’s not going to blow you out of the water either. Leave a
like and comment down below if this guide was helpful to you. Thanks for watching, and I
hope to see you back for another video. See ya.