![雲璃](/img/character/yunli-character_action_side_icon_100.webp?x31252)
![]() | 名詞 | 雲璃 |
レア度 | ![]() ![]() ![]() ![]() ![]() | |
運命 | ![]() | |
戦闘属性 | ![]() | |
昇格素材 | ![]() ![]() ![]() ![]() ![]() | |
軌跡素材 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
ストーリー | 仙舟「朱明」の猟剣士。素直な性格で、「燭淵将軍」懐炎の孫娘。彼の寵愛を一身に受けている。 幼い頃から懐炎より剣術と鍛造技術を学び、「焔輪八葉」の中で2番目に若い天才剣士。 朱明から流出した魔剣を心底嫌悪し、「魔剣を狩り尽くす」と誓いを立てている。 |
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ステータス
レベル | 攻撃力 | 防御力 | HP | 速度 | 会心率 | 会心ダメージ | 挑発 | EP | 昇格素材 |
1 | 92.4 | 62.7 | 185 | 94 | 5% | 50% | 125 | 240 | |
20 | 180.18 | 122.27 | 360 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() |
20+ | 217.14 | 147.34 | 434 | 94 | 5% | 50% | 125 | 240 | |
30 | 263.34 | 178.69 | 527 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() |
30+ | 300.3 | 203.77 | 601 | 94 | 5% | 50% | 125 | 240 | |
40 | 346.5 | 235.12 | 693 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() ![]() |
40+ | 383.46 | 260.2 | 767 | 94 | 5% | 50% | 125 | 240 | |
50 | 429.66 | 291.55 | 859 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() ![]() |
50+ | 466.62 | 316.63 | 933 | 94 | 5% | 50% | 125 | 240 | |
60 | 512.82 | 347.99 | 1026 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() ![]() |
60+ | 549.78 | 373.06 | 1100 | 94 | 5% | 50% | 125 | 240 | |
70 | 595.98 | 404.41 | 1192 | 94 | 5% | 50% | 125 | 240 | ![]() ![]() ![]() |
70+ | 632.94 | 429.5 | 1266 | 94 | 5% | 50% | 125 | 240 | |
80 | 679.14 | 460.85 | 1358 | 94 | 5% | 50% | 125 | 240 |
戦闘スキル
![]() | 震天動地 - 通常攻撃 | 単体攻撃 |
EP回復 : 20 | |
弱点撃破 : 単体攻撃 : 30 | |
指定した敵単体に雲璃の攻撃力 敵単体に少量の物理属性ダメージを与える。 | |
レベル | |
![]() | 天威煌々 - 戦闘スキル | 拡散攻撃 |
EP回復 : 30 | |
弱点撃破 : 単体攻撃 : 60 / 拡散攻撃 : 30 | |
雲璃の攻撃力 自身のHPを回復し、敵単体および隣接する敵に少量の物理属性ダメージを与える。 | |
レベル | |
![]() | 九天揺るがす大地の剣 - 必殺技 | 強化 |
EP回復 : 5 | |
弱点撃破 : 単体攻撃 : 60 / 拡散攻撃 : 30 | |
EPを 「看破・斬」:敵に雲璃の攻撃力 「看破・滅」:敵に雲璃の攻撃力 「ブロック」状態に入り、敵全体を挑発する。この間に天賦のカウンターを発動する時、攻撃者と隣接する敵に大量の物理属性ダメージを与える。「ブロック」状態が終了する時、ランダムな敵単体、および隣接する敵に物理属性ダメージを与える。 | |
レベル | |
![]() | 閃熔の構え - 天賦 | 拡散攻撃 |
EP回復 : 10 | |
弱点撃破 : 単体攻撃 : 30 / 拡散攻撃 : 30 | |
雲璃が敵から攻撃を受けた後、即座に攻撃者にカウンターを発動し、雲璃の攻撃力 雲璃が敵の攻撃を受けた後、即座に攻撃者と隣接する敵にカウンターを発動する。 | |
レベル | |
![]() | 攻撃 |
EP回復 : 0 | |
弱点撃破 : 単体攻撃 : 30 | |
敵を攻撃。戦闘に入った後、敵の対応する属性の靭性を削る。 | |
![]() | 後の先 - 秘技 | 強化 |
EP回復 : 0 | |
弱点撃破 : 0 | |
自身に「受け太刀」を付与する、 自身が「受け太刀」效果を獲得する、 | |
軌跡
![]() | 攻撃強化 (攻撃力) |
攻撃力+ | ![]() ![]() |
星魂
![]() | 無垢なる歴刃 | ![]() |
「看破・斬」ダメージと「看破・滅」ダメージ+ |
![]() | 新生せし浄光 | ![]() |
ターン終了後、雲璃の会心率+ |
![]() | 九尺運斤 | ![]() |
戦闘スキルのLv.+2、最大Lv. |
![]() | 大匠撃砧 | ![]() |
雲璃がカウンターを発動してダメージを与える時、敵の防御力を |
![]() | 我が剣、石に匪ず | ![]() |
必殺技のLv.+2、最大Lv. |
![]() | 琴心剣胆 | ![]() |
必殺技を発動した後、次に行動するのが敵の場合、その敵が雲璃に攻撃を行うかに関わらず、雲璃は「看破・滅」を発動する。また、この場合は「ブロック」状態が解除されず、次のターンが終了した後まで延長される。この効果はターンが回ってくるたびに |
光円錐
名詞 | レア度 | 運命 | 攻撃力 | 防御力 | HP | 戦闘スキル | 昇格素材 | |
![]() | {RUBY_B#てんけい}天傾{RUBY_E#} | 3![]() ![]() ![]() | destruction-class![]() | 370.44 | 198.45 | 846.72 | 装備キャラの通常攻撃と戦闘スキルによるダメージ+ | ![]() ![]() |
![]() | {RUBY_B#らくかい}楽壊{RUBY_E#} | 3![]() ![]() ![]() | destruction-class![]() | 370.44 | 198.45 | 846.72 | 残りHPが | ![]() ![]() |
![]() | {RUBY_B#くぼつ}倶歿{RUBY_E#} | 3![]() ![]() ![]() | destruction-class![]() | 370.44 | 198.45 | 846.72 | 装備キャラの残りHPが | ![]() ![]() |
![]() | モグラ{RUBY_B#とう}党{RUBY_E#}へようこそ | 4![]() ![]() ![]() ![]() | destruction-class![]() | 476.28 | 264.6 | 1058.4 | 装備キャラが通常攻撃、戦闘スキルまたは必殺技で敵に攻撃を行った後、それぞれ「わんぱく値」を1層まで獲得できる。1層につき、装備キャラの攻撃力+ | ![]() ![]() |
![]() | {RUBY_B#ひみつ}秘密{RUBY_E#}の{RUBY_B#ちか}誓{RUBY_E#}い | 4![]() ![]() ![]() ![]() | destruction-class![]() | 476.28 | 264.6 | 1058.4 | 装備キャラの与ダメージ+ | ![]() ![]() |
![]() | {RUBY_B#あおぞら}青空{RUBY_E#}の{RUBY_B#した}下{RUBY_E#}で | 4![]() ![]() ![]() ![]() | destruction-class![]() | 476.28 | 330.75 | 952.56 | 装備キャラの攻撃力+ | ![]() ![]() |
![]() | ワン!{RUBY_B#さんぽ}散歩{RUBY_E#}の{RUBY_B#じかん}時間{RUBY_E#}! | 4![]() ![]() ![]() ![]() | destruction-class![]() | 476.28 | 330.75 | 952.56 | 装備キャラの攻撃力+ | ![]() ![]() |
![]() | {RUBY_B#に}逃{RUBY_E#}げ{RUBY_B#ば}場{RUBY_E#}なし | 4![]() ![]() ![]() ![]() | destruction-class![]() | 529.2 | 264.6 | 952.56 | 装備キャラの攻撃力+ | ![]() ![]() |
![]() | かけがえのないもの | 5![]() ![]() ![]() ![]() ![]() | destruction-class![]() | 582.12 | 396.9 | 1164.24 | 装備キャラの攻撃力+ | ![]() ![]() |
![]() | {RUBY_B#つ}着{RUBY_E#}かない{RUBY_B#ひがん}彼岸{RUBY_E#} | 5![]() ![]() ![]() ![]() ![]() | destruction-class![]() | 582.12 | 330.75 | 1270.08 | 装備キャラの会心率+ | ![]() ![]() |
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127 responses to “雲璃”
She is a change of pace for destruction units. Blade won’t feel bad anymore.
What does she have to do with Blade?
I like counter playstyle, but I hate to see Clara crying for Svarog every time I hit the ultimate button.
I guess I gonna pull Yunli and regret it later.
Is she strong?
As far as her current kit goes, her Intuit: Cull deals more damage than anything Clara can do and her blast counters are likely more useful because they can help deal with mobs better. However, her regular counters are gonna be less consistent than Clara’s because she lacks prolonged increased aggro; Clara can maintain an aggro boost with her ult 100% of the time but Yunli can only taunt a single attack per ult usage.
If you’re running Yunli with her sig LC or Lynx for aggro boost, then she should outperform Clara overall. Likewise, an energy battery like Tingyun can help her spam her ult more, which in turn means more enhanced counters and thus more damage. Without any of that, it’ll probably come down to how much RNG favours you in terms of her getting attacked.
I would wait for V3 before evaluating her strength, a lot of changes happen in V3, so her power might change
V3 is coming this monday isn’t it ?
Montay or Tuesday
Easy fix to make her unique – make her ult counter scale off the dmg of the incoming attack or even reflect the attack itself, allows for a bit of skill expression and dynamic gameplay
I’ve been thinking about what happens if a character scales of enemy damage, even made an idea character about that specific system. Turns out because of the wack scaling of stats, and it should be obvious, enemy damage are so stupidly low compared to normal allied unit damage, and the opposite is true for health. So either they have to make an unnapealingly long multiplier of something like “Parry damage equals 100000% of damage dealt by enemy” which btw would make the ult vary stupidly wild from elite, boss and normal enemies. So the compromise i made with the stupid scaling multiplier is that the character gains a buff that “Records” the damage done to itself by enemies, and has abilities to either raise its efficiency or like the true destruction chad it is just applies straight up vulnerability to itself to increase damage done by enemies to it and therefore increase the recorded damage by the buff and also taunt enemies. The recorded damage wont get past like a certain amount of its atk and its kit scales with this buff too. So basically acts like an extra stat or multiplier or just flat additional damage to increase the damage of the entire kit, and because it stacks with dmg done, it will get stronger the more turns enemies take and the more the battle goes on. It also adds a limit to the growth of its strength by capping it of by a certain amount of its atk. Still clunky and stupid idea tho.
Or to make it better, just allow her to parry with her skill too for the next enemy turn, so she doesnt have to either do 10k damage against a cloud knight or suddenly 200k damage against dominicus. The thing with parry mechanics is in most games it rewards you by making the next attack stronger, launching a special counter attack, deflecting projectile, stalls or stuns the enemy, etc. Add one of those, imagine stalling the boss and it resets its action sequence or reduces their turn speed like being weakness broken, or like the enemy was about to dish out an attack laced with 8% slowing debuff and you just deflecting it back to the enemy having them be debuffed instead.
One thing that could be a good niche for a character like this is protocol 12 gng and threshold 6 DU, or something similar where the bosses enter berserk state and increase their damage the longer the fight goes on, more enemy damage=more parry damage=insta-win=more yunli sales.
That would be a hassle to build since every DEF stat on her would not only be ineffective but also reduces her damage.
Imagine running a team with Ohh damn. I can imagine running a team consisting of Yunli, Blade, Clara, Jing Liu. Yunli, Blade, and Clara (with her sig LC) can self-heal. A team where everyone’s a dps and nobody’s afraid of getting hit because they are all self-sustaining
It’s a fun idea but jingliu and S0 Clara aren’t self sustaining
Jingliu is the exact opposite
Is there any V2 change?
According to The Vizier on the 2.4 page, V2 changes were just rewording. For Yunli specifically, Block was changed to Parry for her ult. Everything else looks the same to me so I’m assuming that was the only change for her.
Just some basic EN description rewording, but same functionality. For Yunli, all mentions of “Block” have been turned into “Parry”.
Next Tuesday, there’ll probably be some big changes.
If I would change her, I would probably turn her like this.
Talent is the counter. Each counter also gives 1 stack of something. Enhanced counter gives 2. Max of 8.
skill is like Fire MC skill, a taunt. The first hit reduces any damage taken and deals the enhance counter attack.
Ultimate deals blast damage and heals HP. Deals additional damages based on %of atk, hp lost, and dmg negated by skill.per stack of something.
Almost same traces but change
Demon Quell to – enemies triggering enhanced counter (hitting the parry state) will be on a vulnerable state making them take increased damage for 1 turn.
and True Sunder to – increases Yunli’s Crit dmg is increased by xx per stack of something. Enemies with demon quell debuff will take full stack effect of this.
E1 – +1 stack of something per every counter
E2 – true sunder gives 3% crit rate per stack of something. Enemies with demon quell debuff take full stack effect
E4 – Counter ignore 10% Def, attacks against enemies with demon quell debuff ignores additional 18% def
E6 – Skill no longer dispels after 1st hit. stack of something is increased to 12.
Her kit’s fine as it is, I really don’t see a need to complicate it by adding a stack counter for anything. She’s very much a ‘simple but effective’ sorta character and I think that’s good to have
It’s basically just Clara 2.0.
Clara has better aggro from her ult (more or less 100% uptime from it too) and constant damage reduction. Yunli has self-healing and bigger counters instead. Yunli isn’t a complete upgrade since you have to account for the differences, hence her LC having a big aggro boost on it while Clara’s LC heals instead.
In terms of damage, Yunli looks better, but she’s not going to get hit as much as Clara without help, either her LC or Lynx aggro boost.
thats not change thats adding a whole new extra mechanic on her
if you going to add that stack mechanic you will need to remove the enhanced counter and put it inside the stack mechanic for balance purposes
somewhere along the lines “at a certain amount of stack your counters will be enhanced” like how jingliu and clara stack works
It kinda defeats the uniqueness of the parry ultimate mechanic. Since you just skill every turn without timing it before the enemy is about to attack (since ya cant do that)
Good
Is counter considered an FuA? Also, the ult is too wordy and pretty confusing, but I get that some parts of the damage dealt is considered as Ultimate damage.
Counters are just FUA that are triggered by getting hit. Not sure why they have a separate name, confusion like that doesn’t seem worth the flavourful term.
For her ult: she uses 120 energy and taunts enemies until someone’s had a turn. If enemy has their turn first, they’ll probably hit her because of the taunt and she’ll do a massive counter with bonus hits. If an ally has their turn first instead or an enemy doesn’t hit her (perhaps they used a non-damaging move), she does the massive counter without the bonus hits to a random enemy. The massive counter counts as ult damage
Either way, her ult lets her do a single massive counter but needs to be timed well for maximum damage
In 2.4 AS, there’s buff for Counter: Follow-up attack DMG received by all enemies increases by 15%, and Counter DMG increases by 25%.
Just like Break Damage and 🍞(Super Break) Damage, as well as DU’s Curios: “use an attack and deal Ultimate DMG”, Hoyo do play games here, and looks like there will be more confusion like these.
Honestly not surprised that 2.4 AS is gonna be built for Yunli like that, though I’m surprised they’re going with buffs that only two characters can make use of, that seems a bit too specific and anyone without Yunli or Clara seems screwed for it.
DU’s ‘use an attack and deal ult dmg’ curio is probably worded like that to make it clear that any ult dmg counts, even if it’s not from an actual ult so I can kinda understand it but yeah, gonna be a lot of confusion in general with stuff like this
Enhanced Counters
Action being performed: FUA
Damage type dealt: FUA & Ultimate
All Counter is considered an FuA.
Active Ult:
– Action type (tag): Ult, Enhance
– Target: Yunli (self)
Intuit Slash:
– Action type (tag): Attack, Counter, FuA
– Target: Origin attacker
– Damage type (tag): Counter, FuA
Intuit Cull:
– Action type (tag): Attack, Counter, FuA
– Target: Origin attacker
– Damage type (tag): Counter, FuA, Ult
Hmm… based on HomDGCat’s notes Intuit Slash is also Ult DMG.
I do understand though that the text “When Yunli deals DMG through this ability, it will be viewed as Ultimate DMG,” is not a separate line and presumably falls under Intui Cull. Meaning “this ability” could just be limited to Intuit Cull.
Guess we’ll wait and see for any rewording in v2. I haven’t been closely following any gameplay leaks (nor have bothered cross-checking the stats and damage from a video) so I couldn’t really say much on it.
yes, I’ve also doubted about that since that sentence is not in a separate line. Usually they would use a single line when an effect affect the whole skill. But I don’t play any private server so I can not verify it either.
Maybe they will clarify it in v2.