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Sayu
ProfileHP11,854
ATK244
DEF745
Character stats and weapon stats are shown separately. Artifact stats and conditional effects are not applied.
Weapon
Artifacts
Talents
Trained levels, before constellation bonuses. Talent goals may require further ascension.
Shuumatsuban Ninja Blade
Normal Attack Performs up to 4 consecutive strikes. Charged Attack Drains Stamina over time to perform continuous spinning attacks against all nearby opponents. At the end of the sequence, performs a more powerful slash. Plunging Attack Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
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Yoohoo Art: Fuuin Dash
The special technique of the Yoohoo Ninja Arts! Sayu curls up into a rolling Fuufuu Windwheel and smashes into opponents at high speed, dealing Anemo DMG. When the duration ends, she unleashes a Fuufuu Whirlwind Kick, dealing AoE Anemo DMG. Press Enters the Fuufuu Windwheel state, rolling forward a short distance before using the Fuufuu Whirlwind Kick. Hold Rolls about continuously in the Fuufuu Windwheel state, increasing Sayu's resistance to interruption while within that state. During this time, Sayu can control the direction of her roll, and can use the skill again to end her Windwheel state early and unleash a stronger version of the Fuufuu Whirlwind Kick. The Hold version of this skill can trigger Elemental Absorption. This skill has a maximum duration of 10s and enters CD once its effects end. The longer Sayu remains in her Windwheel state, the longer the CD. Elemental Absorption If Sayu comes into contact with Hydro/Pyro/Cryo/Electro while in her Windwheel state, she will deal additional elemental DMG of that type. Elemental Absorption may only occur once per use of this skill.
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Yoohoo Art: Mujina Flurry
The other super special technique of the Yoohoo Ninja Arts! It summons a pair of helping hands for Sayu. Deals Anemo DMG to nearby opponents and heals all nearby party members. The amount of HP restored is based on Sayu's ATK. This skill then summons a Muji-Muji Daruma. Muji-Muji Daruma At specific intervals, the Daruma will take one of several actions based on the situation around it: ·If the HP of nearby characters is above 70%, it will attack a nearby opponent, dealing Anemo DMG. ·If there are active characters with 70% or less HP nearby, it will heal the active character with the lowest percentage HP left. If there are no opponents nearby, it will heal active characters nearby even if they have 70% HP or more.
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