ULTIMATE KOKOMI GUIDE • How To Build Kokomi - Artifacts, Weapons, Teams | Genshin Impact

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 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.
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Channel: Scion Plays
Views: 45,768
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Keywords: scionex, scion ex, scion clips, scion plays, pokescion clips, kokomi, kokomi guide, kokomi build, genshin, genshin impact
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Length: 11min 55sec (715 seconds)
Published: Sun Jul 16 2023
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