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Character guide · Electro Gauntlets DPS

Xiangli Yao

Electro Gauntlets DPS - Exact talents, sequences, build, teams, and damage notes.

Xiangli Yao is a 5-star Electro Gauntlets damage dealer in Wuthering Waves. This guide preserves his verified stats, complete talents and multipliers, sequence comparison, build targets, weapons, Echo setup, live teams, synergies, damage breakdown, and materials.

Element: Electro Weapon: Gauntlets Rarity: 5★ Version: 1.2
Xiangli Yao character artwork

Overview

Base stats

HP 10625
ATK 425
DEF 1222
Max Energy 100
Crit Rate 5%
Crit DMG 150%
Healing Bonus 0%
Electro DMG Bonus 0%
Tune Break Boost 0
Off-Tune Buildup Rate 100%

Talents

Talent descriptions & multipliers

Talent priority

Normal Attack Recommended levelLv. 6
Resonance Skill Recommended levelLv. 10
Forte Circuit Recommended levelLv. 10
Resonance Liberation Recommended levelLv. 10
Intro Skill Recommended levelLv. 6

Normal Attack

Probe

Basic Attack

Perform up to 5 consecutive attacks, dealing Electro DMG.

Heavy Attack

Perform a charged attack at the cost of STA, dealing Electro DMG.

Mid-air Attack

Perform a Plunging Attack from mid-air at the cost of STA, dealing Electro DMG.

Dodge Counter

Use Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.

Multipliers Lv. 10

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Resonance Skill

Deduction

Attack the target, dealing Electro DMG.

Multipliers Lv. 10

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Forte Circuit

Forever Seeking

Resonance Skill - Decipher

When reaches 100, Resonance Skill Deduction is replaced with Resonance Skill .

Consume 100 to cast Resonance Skill , dealing Electro DMG, considered as Resonance Liberation DMG.

Resonance Skill - Law of Reigns

When in triggered by Resonance Liberation and reaches 5, Resonance Skill is replaced with Resonance Skill .

Consume 5 to cast Resonance Skill , dealing Electro DMG, considered as Resonance Liberation DMG.

Mid-air Attack - Revamp

Shortly after casting Resonance Skill or Resonance Skill , use Basic Attack to perform Mid-air Attack at the cost of STA, dealing Electro DMG, considered as Resonance Liberation DMG.

Capacity

Xiangli Yao can hold up to 100 .

Every Normal Attack Probe on hit grants .

Every Resonance Skill Deduction on hit grants .

Performance Capacity

Xiangli Yao can hold up to 5 .

When in triggered by Resonance Liberation:

Obtain 1 when Stage 1 of Basic Attack hits a target.

Obtain 2 when Stage 2 or 3 of Basic Attack hits a target.

Obtain 2 for every Resonance Skill on hit.

Obtain 3 for every Mid-air Attack on hit.

Obtain 2 for every Dodge Counter on hit.

Multipliers Lv. 10

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Resonance Liberation

Cogitation Model

Attack the target, dealing Electro DMG. Enter . When in :

Obtain 3 (s). Each time Resonance Skill is cast, consume 1 (s). ends once all Hypercubes are consumed.

Basic Attack and Heavy Attack are replaced with Basic Attack , which performs up to 3 consecutive attacks, dealing Electro DMG.

Resonance Skill Deduction is replaced with Resonance Skill , which deals Electro DMG.

Dodge Counter is replaced with Dodge Counter , considered as Resonance Liberation DMG.

Multipliers Lv. 10

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Intro Skill

Principle

Attack the target, dealing Electro DMG.

Multipliers Lv. 10

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Outro Skill

Chain Rule

Xiangli Yao will call down a laser beam upon the first target the incoming Resonator's Basic Attack hits, dealing Electro DMG equal to 237.63% of Xiangli Yao's ATK to an area. This effect lasts for 8s and can be triggered once every 2s, up to 3 times.

Multipliers Lv. 10

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Tune Break

Tune Break: Gauntlets

When the target's is full, the Resonators may cast Tune Break on the target.

Inherent Skill I

Knowing

Gain 5% Electro DMG Bonus after casting Resonance Skill for 8s, stackable for up to 4 times.

Inherent Skill II

Focus

When in triggered by Resonance Liberation, Xiangli Yao's resistance to interruption is enhanced.

Sequences

Sequence value

S1

Prodigy of Protégés

Resonance Skill additionally launches 6 Convolution Matrices at enemies, each dealing Resonance Liberation DMG equal to 8% of the skill's DMG Multiplier.

Why it matters

Not Available

S2

Traces of Predecessors

Casting Resonance Skill or Resonance Liberation Cogitation Model increases Crit. DMG by 30% for 8s.

Why it matters

Not Available

S3

Ruins of Ancient

Casting Resonance Liberation Cogitation Model increases the DMG of the following Resonance Skill moves by 63% for 24s:
, Deduction, , and .
This effect can be triggered up to 5 times.

Why it matters

Not Available

S4

Vessel of Rebirth

Casting Resonance Liberation Cogitation Model grants a 25% DMG Bonus to all team members' Resonance Liberation for 30s.

Why it matters

Not Available

S5

End of Stars

The DMG Multiplier of Outro Skill Chain Rule is increased by 222%. The DMG Multiplier of Resonance Liberation Cogitation Model is increased by 100%.

Why it matters

Not Available

S6

Solace of the Ordinary

The Hypercubes obtained from Resonance Liberation Cogitation Model are enhanced, increasing the DMG Multiplier of Resonance Skill by 76%.

Why it matters

Not Available

Multipliers Lv. 10

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Sequence damage comparison

S0
100%
S1
116%
S2
126%
S3
143%
S4
150%
S5
186%
S6
238%

Build

Build targets

Sub-stat priority

  1. 1Crit Rate
  2. 2Crit DMG
  3. 3ATK%
  4. 4Liberation DMG Bonus
  5. 5Energy Regen

Build targets

ATK2,400
Crit Rate75%
Crit DMG275.0%
Energy125.0%
Liberation DMG43.0%

Weapon comparison

Relative damage

Cost 4 Crit Rate is used when the weapon provides Crit DMG, Cost 4 Crit DMG is used when the weapon provides Crit Rate, and Cost 4 Crit Rate is used when the weapon provides neither.

1

Verity's Handle R5

ATK 587Crit Rate 24.3%

114.99%Cost 4 Crit DMG
Weapon effect
Gain 24% Attribute DMG Bonus. When using Resonance Liberation, the wielder gains 94% Resonance Liberation DMG Bonus for 8s. This effect can be extended by 5s each time Resonance Skills are cast, up to 3 times.
2

Verity's Handle R1

ATK 587Crit Rate 24.3%

100%Cost 4 Crit DMG
Weapon effect
Gain 12% Attribute DMG Bonus. When using Resonance Liberation, the wielder gains 48% Resonance Liberation DMG Bonus for 8s. This effect can be extended by 5s each time Resonance Skills are cast, up to 3 times.
3

Moongazer’s Sigil R1

ATK 500Crit Rate 36%

95.22%Cost 4 Crit DMG
Weapon effect
Increases ATK by 12%. Casting Intro Skill or Resonance Liberation increases Resonance Liberation DMG by 20% for 15s. Obtaining Shield allows Resonance Liberation DMG to ignore 7.2% of the target’s DEF for 7s, stacking up to 5 times. This effect is triggered once every 0.5s. Upon casting Intro Skill, this effect reaches max stacks immediately, lasting for 3s.
4

Blazing Justice R1

ATK 587Crit DMG 48.6%

92.58%Cost 4 Crit Rate
Weapon effect
Increases ATK by 12%. Casting Basic Attack grants the following effects: Dealing damage ignores 8% of the target's DEF and amplifies Spectro Frazzle DMG dealt by 50% for 6s. Retriggering the effect resets its duration.
5

Abyss Surges R1

ATK 587ATK 36.4%

84.80%Cost 4 Crit Rate
Weapon effect
Increases Energy Regen by 12.8%. When hitting a target with Resonance Skill, increases Basic Attack DMG Bonus by 10% for 8s. When hitting a target with Basic Attacks, increases Resonance Skill DMG Bonus by 10% for 8s.

Echoes

Main stats

Echoes 1

Void Thunder Set

Void Thunder
Sonata effect
Void Thunder · 5 pieces

2 SetElectro DMG +10%.

5 SetUpon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

Main Echo
Nightmare: Thundering Mephis

Transform into Nightmare: Thundering Mephis and attack enemies in front, dealing 405% Electro DMG. The Resonator with this Echo equipped in their main slot gains 12.00% Electro DMG Bonus and 12.00% Resonance Liberation DMG Bonus.

Cost 4Crit DMG / Crit Rate
Cost 3Electro / ATK
Cost 3Electro / ATK
Cost 1ATK
Cost 1ATK
Echo stat comparisons
1× Cost 4 Crit DMG · 1× Cost 3 Electro · 1× Cost 3 ATK · 2× Cost 1 ATK100%
1× Cost 4 Crit DMG · 2× Cost 3 ATK · 2× Cost 1 ATK99.74%
1× Cost 4 Crit DMG · 2× Cost 3 Electro · 2× Cost 1 ATK97.38%

Teams

Current Team DPS teams

Teams

Teams are loaded from the current validated Team DPS projection. The DPS shown is the average across three rotations, and future validated Team DPS updates appear here automatically.

Current teams load only when this section is reached.

Calculations

Damage breakdown

Resonance Liberation65.15%
Resonance Skill16.92%
Basic Attack7.67%
Echo4.93%
Intro2.42%
Outro2.89%

This breakdown is based on Xiangli Yao's damage distribution when he is played solo without buffs from other characters.

Character synergies

Review

Xiangli Yao review

Review updated:

Xiangli Yao is a 5-Star Electro Gauntlets main DPS who has been with the game since Version 1.2. His kit runs on two gauges, Capacity and Performance Capacity, one state, Intuition, and one repeatable finisher, Resonance Skill Law of Reigns. The detail that defines everything else is a typing trick: his biggest hits are pressed with the Skill and Basic Attack buttons, but the kit counts them as Resonance Liberation DMG. That is why 65.15% of his solo damage is Liberation damage, with Resonance Skill at 16.92%, Basic Attack at 7.67%, Echo at 4.93%, Outro at 2.89%, and Intro at 2.42%. In his tested teams he is the carry, holding roughly 67%–77% of team damage depending on his partners.

The live Team DPS section is the authority for Xiangli Yao's current tested compositions, ordering, DPS values, and rotations. It updates from the validated Team DPS projection instead of freezing those values in this review.

Quick Verdict

Xiangli Yao is a complete, functional main DPS. At S0 the whole loop works, his tested rotation is identical in every tested team, and the only execution demand is one animation cancel. The pulling advice, however, is simple: he is not worth pulling right now. He is one of the game's early limited carries, and his tested teams sit at the bottom of the validated projection. The same investment goes further on a newer damage dealer. The rest of this review is for owners and returning players who want to build and play him correctly.

Best teams2/10 — his tested structures sit at the bottom of the projection
General teams2/10 — a pure carry with no S0 team buff and about half of each rotation on field
F2P valueComplete at S0 with a low-difficulty rotation, but skip; newer carries use the cost better
Whale valueLow — his personal chart tops out at 238% at S6

How Xiangli Yao Works

Capacity, the opening gauge. Xiangli Yao holds up to 100 Capacity. Every Normal Attack Probe that hits and every Resonance Skill Deduction that hits grants Capacity. At 100, Deduction becomes Resonance Skill Decipher, which consumes all 100 Capacity and deals Electro damage counted as Resonance Liberation DMG. Both sources require a hit that lands, so a missed Basic chain or Skill costs gauge as well as damage.

Intuition, the state where he actually plays. Casting Resonance Liberation Cogitation Model deals damage and puts him into Intuition. Inside it, three buttons change:

  • Basic Attack and Heavy Attack become Basic Attack Pivot - Impale, a 3-stage chain.
  • Resonance Skill Deduction becomes Resonance Skill Divergence.
  • Dodge Counter becomes Dodge Counter Unfathomed, counted as Resonance Liberation DMG.

Entering Intuition also grants 3 Hypercubes. They are the state's real timer: Intuition ends when all three are consumed, not after a fixed duration, and only his finisher consumes them.

Performance Capacity and Law of Reigns, the payoff. Inside Intuition he fills Performance Capacity, capped at 5. Stage 1 of Pivot - Impale grants 1 point; Stage 2 or 3 grants 2 points; Divergence grants 2; Mid-air Attack Revamp grants 3; Dodge Counter Unfathomed grants 2. At 5, Divergence becomes Resonance Skill Law of Reigns, which spends the 5 points and 1 Hypercube and is counted as Resonance Liberation DMG. Three Hypercubes means three Law of Reigns casts per Intuition: fill 5, fire, repeat three times, then leave. Every source requires a hit; against a mobile boss the gauge fills slower and the third finisher is the one most likely to lose room.

Mid-air Attack Revamp is the efficient filler. Shortly after Decipher or Divergence, pressing Basic Attack performs Mid-air Attack Revamp at a stamina cost, counted as Resonance Liberation DMG. It grants 3 Performance Capacity, the best rate in the kit, so the tested rotation uses it after each Skill instead of grinding through full Basic chains.

Why the damage profile looks this way. Decipher, Law of Reigns, Mid-air Revamp, Dodge Counter Unfathomed, and Cogitation Model are all tagged Resonance Liberation DMG. Deduction, Divergence, and Pivot - Impale are not. A teammate buffing Resonance Skill damage reaches only the 16.92% slice, while a teammate buffing Resonance Liberation damage covers 65.15%.

Both Inherent Skills are selfish. Knowing grants 5% Electro DMG Bonus for 8 seconds after casting Resonance Skill, stacking up to 4 times for 20% at full stacks. Focus increases interruption resistance during Intuition, letting him stand through Pivot chains without being knocked out.

His Outro is damage, not a buff. Chain Rule calls down a laser on the first target hit by the incoming Resonator's Basic Attack, dealing Electro damage equal to 237.63% of Xiangli Yao's ATK. It lasts 8 seconds, triggers once every 2 seconds, and can trigger up to 3 times. The next character must keep landing Basic Attacks across the full window. His tested partners do, and the current results count the effect from the second rotation onward because the first opens on a teammate. It remains Xiangli Yao's damage; at S0 he gives the team no buff.

Tested rotation — about 13.1 seconds of field time, difficulty 1:

Intro > Skill > Heavy (cancel with Liberation) > Liberation > Skill > Basic Attack > Forte Skill > Basic 1, 2, 3 > Forte Skill > Skill > Basic Attack > Forte Skill > Outro

The line is identical in all four tested teams. Its one execution point is the Heavy cancelled with Liberation near the start: take the Heavy's hit, then cut its long recovery with Liberation. The tested guidance adds one flex step: use the Echo before Outro if Energy Regen is not high, filling the gap with a real hit; his Echo is worth 4.93% of his solo damage.

After Liberation, the string is three exact 5-point blocks, each cashed into Law of Reigns:

  • Skill > Basic Attack: Divergence (2) plus Mid-air Revamp (3) equals 5, then Forte Skill fires the first Law of Reigns.
  • Basic 1, 2, 3: Pivot - Impale grants 1 + 2 + 2, then Forte Skill fires the second.
  • Skill > Basic Attack: Divergence and Revamp return to 5, then Forte Skill fires the third, spends the last Hypercube, and ends Intuition.

Nothing in that loop is filler. Every press pays for or fires the next Law of Reigns, so a missed hit leaves a block short and delays the finisher. His 13.1-second stay is long against tested rotations lasting roughly 22–28 seconds, meaning he occupies about half of every cycle and leaves little room for a second damage dealer.

Build Priorities

His tested solo damage profile:

  • Resonance Liberation: 65.15%
  • Resonance Skill: 16.92%
  • Basic Attack: 7.67%
  • Echo: 4.93%
  • Outro: 2.89%
  • Intro: 2.42%

Build him as a Resonance Liberation damage dealer even though most of that damage is pressed with the Skill button.

  • Sub-stat priority: Crit Rate > Crit DMG > ATK% > Liberation DMG Bonus > Energy Regen.
  • Talent priority: Resonance Skill, Forte Circuit, and Resonance Liberation Lv. 10; Normal Attack and Intro Skill Lv. 6. His damage is genuinely spread across the Skill presses, Forte enhanced casts, and Liberation.

Build targets:

ATK2,400
Crit Rate75%
Crit DMG275%
Energy Regen125%
Liberation DMG Bonus43%

Weapon. His signature, Verity's Handle R1, is the page's 100% baseline. It grants 12% Attribute DMG Bonus and 48% Resonance Liberation DMG Bonus for 8 seconds after Liberation, extended by 5 seconds per Resonance Skill cast up to 3 times. His tested rotation presses Skill five times after Liberation, so the 8-second window reliably becomes 23 seconds and covers all of Intuition. For owners who play him, his signature at R1 is the standing recommendation.

The alternatives are Moongazer's Sigil R1 at 95.22%, Blazing Justice R1 at 92.58%, and Abyss Surges R1 at 84.80%. Moongazer's 12% ATK and 20% Liberation DMG work, but its DEF ignore requires a Shield; none of his tested teams provides one, so only its 3-second max-stack burst on Intro appears. Blazing Justice wastes the passive half that amplifies Spectro Frazzle, which he never applies.

Echoes. Use 5-piece Void Thunder with Nightmare: Thundering Mephis as the main Echo. Void Thunder grants 10% Electro DMG at 2 pieces and 15% Electro DMG per Heavy Attack or Resonance Skill cast, stacking twice for 30% at 5 pieces. Mephis adds 12% Electro DMG Bonus and 12% Resonance Liberation DMG Bonus; both apply to him.

Main stats: Cost 4 Crit DMG or Crit Rate, Electro or ATK on both Cost 3 slots, and ATK on both Cost 1 slots. The page's Echo comparison with Verity's Handle and Void Thunder:

  • 1× Crit DMG Cost 4 + 1× Electro Cost 3 + 1× ATK Cost 3 + 2× ATK Cost 1: 100%
  • 1× Crit DMG Cost 4 + 2× ATK Cost 3 + 2× ATK Cost 1: 99.74%
  • 1× Crit DMG Cost 4 + 2× Electro Cost 3 + 2× ATK Cost 1: 97.38%

The top two are only 0.26% apart, so sub-stat quality decides. Double Electro loses through saturation: before a Cost 3 main stat, Knowing gives 20% Electro DMG, Void Thunder gives 10% plus 30%, Mephis gives 12%, and Verity's Handle gives 12% Attribute DMG. The second Cost 3 buys more through ATK. Follow the page rule for Cost 4: Crit DMG when the weapon provides Crit Rate, and Crit Rate when it provides Crit DMG or neither.

Team Fit & Account Value

His partners follow one rule: who amplifies Resonance Liberation damage and adds meaningful damage while he holds the field for 13 seconds. In every tested team he goes last after both teammates set up. His number 1 tested partner is Lynae. The third slot is nearly a tie: Lynae with Shorekeeper and Lynae with Mornye test almost identically, so choose by ownership and fight requirements. Use the live Team DPS section for current team ordering, DPS, equipment, and rotations.

  • Lynae covers him three ways. Her Outro gives the incoming Resonator 15% All DMG Amplification and 25% Resonance Liberation DMG Amplification for 14 seconds, and he catches both halves because 65.15% of his damage is Liberation-tagged. Prismatic Overblast gives all nearby Resonators 24% All DMG Bonus for 30 seconds. Visual Impact grants the team 40 Tune Break Boost for 30 seconds, letting Xiangli Yao fill Off-Tune and cast Tune Break. Team notes credit Tune Break damage to his rotation and the triggered Tune Rupture damage to Lynae, who lands that hit. She also carries close to 30% of the team's damage.
  • Shorekeeper is the safe third slot: 15% team-wide DMG Amplification for 30 seconds, Stellarealm Crit scaling up to 12.5% Crit Rate and 25% Crit DMG, healing, and five interruption saves. She deals almost no damage; the team notes also record her Liberation occasionally returning late in these fast structures, costing time in the third rotation.
  • Mornye trades Shorekeeper's Crit for 25% team-wide All DMG Amplification for 30 seconds and a Tune Break chain Xiangli Yao activates. Her Observation Marker becomes Interfered when a teammate deals Tune Break to its target. A target in Tune Rupture - Interfered takes more damage from the team: 0.25% per 1% Energy Regen above 100%, up to 40%. Xiangli Yao deals the Tune Break and Lynae supplies Tune Rupture, completing the condition. Syntony Field adds healing, interruption resistance, and 50% Off-Tune Buildup Rate. Mornye contributes only about 4%–5% of team damage, acting as support rather than a second carry.
  • Yinlin is the older tested option and lands clearly behind Lynae. Her Outro gives 20% Electro DMG Deepen and 25% Resonance Liberation DMG Deepen for 14 seconds, both perfect for him, but she provides no team-wide buff, Tune Break Boost, or Tune Rupture damage. Xiangli Yao's share climbs to about 77%, the sign of a thinner team rather than a stronger one. Her quick-swap variant is his only tested structure with a meaningful difficulty cost; it outruns Shorekeeper's Liberation cooldown, while the normal-speed version restores the timing at the cost of speed.
  • Untested but mechanically sound: Changli and Jianxin appear as page synergies without a current tested team. Changli's Outro gives the incoming Resonator 25% Resonance Liberation DMG Amplification; her 20% Fusion half is wasted and the buff lasts only 10 seconds, shorter than his field stay. Jianxin gives 38% Resonance Liberation DMG Deepen for 14 seconds and supplies the Shield that activates Moongazer's DEF ignore. Buling is the trap: her team-wide 15% DMG Amplification works, but Five Thunders Spell Array buffs Resonance Skill DMG, reaching only the 16.92% slice that is actually Skill-typed.

His honest limits: at S0 he gives the team nothing, because his Outro is personal damage and his only team buff arrives at S4. His 13.1-second field stay takes roughly half a cycle. Every point of both gauges requires a hit, so evasive targets slow the engine. The partner slot specifically wants a Resonance Liberation amplifier, and even his best current teams sit at the bottom of the validated projection.

Sequence Value

Xiangli Yao is complete at S0. Capacity, Intuition, all three Hypercubes, Law of Reigns, and his Outro work with no sequences. The page's sequence chart: S0 100% → S1 116% → S2 126% → S3 143% → S4 150% → S5 186% → S6 238%.

  • S1 — Prodigy of Protégés (1/5): Law of Reigns launches 6 Convolution Matrices, each dealing Liberation damage equal to 8% of the Skill's DMG Multiplier. It is roughly half a Law of Reigns spread over six extra hits, three times per Intuition. Real damage, reaching 116%, but no gameplay change.
  • S2 — Traces of Predecessors (3/5): Resonance Skill or Cogitation Model grants 30% Crit DMG for 8 seconds. Skill casts constantly refresh it, making the uptime effectively permanent. The chart reaches 126%.
  • S3 — Ruins of Ancient (5/5): Cogitation Model increases Decipher, Deduction, Divergence, and Law of Reigns damage by 63% for 24 seconds, up to 5 triggers. It covers both Skill-button families, including Liberation- and Skill-tagged casts, for longer than his field stay. The chart reaches 143%.
  • S4 — Vessel of Rebirth (3/5): Cogitation Model grants 25% Resonance Liberation DMG Bonus to all team members for 30 seconds, his only team buff. It pays only Liberation-typed teammate damage, and on himself joins an already saturated pool. The chart moves from 143% to 150%.
  • S5 — End of Stars (3/5): Chain Rule's DMG Multiplier rises by 222% and Cogitation Model's by 100%. The 222% applies to an Outro starting at 237.63% ATK and worth only 2.89% of his damage. The jump from 150% to 186% comes mainly from doubling Cogitation Model, the largest cast in his 65.15% Liberation bucket.
  • S6 — Solace of the Ordinary (5/5): Cogitation Model's Hypercubes increase Law of Reigns' DMG Multiplier by 76%. It lands on the move cast three times per Intuition, producing the chart's largest single step and the 238% ceiling.

Realistic stopping points: S0 covers his full kit. Owners who play him regularly can consider S3, the last relatively cheap node that meaningfully raises the buttons he already presses. There is no broader account-value case for his sequences.

Pull Value

Pull Xiangli Yao if:

  • You love the character, his calculations, Hypercubes, and Gauntlet rhythm, and are pulling for that reason alone.
  • You are collecting and completion matters more than account power.

That is the whole list. There is no power-based reason to pull him right now.

Skip or delay Xiangli Yao if:

  • You want damage; newer limited carries deliver more at S0 with shorter field time and less setup.
  • You are F2P or a low spender counting every pull. His best structure wants Lynae, a third-slot support, and ideally his signature.
  • You need room for a second damage dealer. He takes about half of every rotation.
  • You own Lynae and think Xiangli Yao is her missing carry. She is the piece making his team work and serves newer teams better.
  • You remember him as a top Electro DPS from Version 1.2. The game has moved on; check the live Team DPS section before spending.

Materials

Exact totals come from the canonical material data.

Character materials

170,000Shell Credit
LF Whisperin Core
12×MF Whisperin Core
12×HF Whisperin Core
FF Whisperin Core
46×Hidden Thunder Tacet Core
60×Violet Coral

Important skills

1,400,000Shell Credit
25×LF Whisperin Core
25×MF Whisperin Core
25×HF Whisperin Core
45×FF Whisperin Core
20×Unending Destruction
25×Cadence Seed
25×Cadence Bud
40×Cadence Leaf
55×Cadence Blossom

Max character and skills

2,235,100Shell Credit
29×LF Whisperin Core
67×MF Whisperin Core
52×HF Whisperin Core
61×FF Whisperin Core
26×Unending Destruction
46×Hidden Thunder Tacet Core
60×Violet Coral
25×Cadence Seed
46×Cadence Bud
55×Cadence Leaf
67×Cadence Blossom