In the 3.8 version of Genshin Impact, Keli is a very cute and powerful character. With correct training, we can explore Keli’s potential and improve her combat ability, so the editor has arranged the 3.8 version of Keli in this issue. Comprehensive development skills to help everyone better understand and utilize her abilities.
Keli is a fire-based output character (Main C) who focuses on sustained damage on the field. She has strong fire-setting ability and suppression power, and also has explosive ability in some situations.
Keli's main output is direct damage, and its damage and attachment mechanisms are not fully suitable for elemental reactions. If you want to use all of its talents, you can only use various non-reaction buffs as much as possible, that is, pure fire flow. But you can also abandon the output of Q and part of E, and mainly rely on heavy attacks to utilize the benefits of the evaporation reaction, that is, the evaporation flow.
In addition, under certain circumstances, Keli can also try to give up the direct damage advantage and purely stack elemental proficiency as the trigger of the Fierce Bloom reaction, which is the Fierce Bloom flow.
Keli has obvious characteristics of a long-range character and an output character. Her basic attack is high but her health is low and her skin is brittle. At the same time, her resistance to interruption is lower than that of a melee character.
Commonly used basic attributes and their analysis.
Since Keli needs to stand and output, in order to ensure the output environment, it is necessary to make full use of its strong attack suppression characteristics. However, if the enemy is difficult to control, better dodge techniques or anti-interruption capabilities such as Zhongli and Xingqiu may be needed. teammates.
Upgrade priority: Normal Attack (A) ≥ Elemental Combat Skill (E) ≥ Elemental Burst (Q). The Evaporation Flow does not need to be upgraded to Q, and the Fierce Bloom Flow does not need to be upgraded at all.
If you need to upgrade, it is recommended that the talents with adjacent priorities should be kept at the same level. It is recommended that they are all level 9. If you have the spare capacity, you can click on the crown (level 10) according to the priority.
Keli's basic attack (A) and critical attack (Z) have high multipliers, and her heavy attack can be blessed by inherent talent 1. It is the most important source of direct damage output, so the upgrade priority is the highest, but pure fire style Keli Each talent has important output and needs to be taken into consideration.
The main features of basic attacks and critical attacks are as follows:
✦The effective output distance is shorter. The effective output range of Keli's heavy attack is similar to that of common melee characters. The normal attack range is long, but the damage ratio and group effect are average.
✦The suppressing power is very strong. Keli's basic attacks and heavy attacks are both blunt attacks (hitting a frozen target will give priority to crushing ice), and the toughness is not low, and the impact of the heavy attack is very strong, which can cause considerable control effects on the enemy. It is a complement to the melee mage. .
✦Suitable for triggering reactions of some elements. The attachment and damage mechanism of Keli's heavy attack are very suitable for the evaporation reaction, and the damage range is also suitable for triggering Fiery Bloom, but using these will often lead to poor overall talent utilization.
Keli's falling attack is the same as that of most magic weapon characters. It has few applications and will not be analyzed in detail.
Keli's back swing of basic attack can be canceled by heavy attack, jump and dodge, and her back swing of critical attack can also be canceled by normal attack in addition to the above operations, so the output effect can be optimized through techniques.
Since the third stage of the basic attack has a long forward swing, it is often not considered. Combining the first and second stages of the general attack with heavy attacks, dodges, jumps and even movements can form a variety of output techniques, as follows: An introduction to common techniques (some animation demonstrations with long processes have been processed at double speed).
✦AZ jump. The most common and flexible output method, the theoretical upper limit is not the highest, but it is easy to operate. In order to match the inherent talent 1, there is also a variation of AAZ jumping. Continuous AZ jumps can provide balanced output and displacement, but will also increase the risk of being knocked away.
✦AZ. Directly use the same basic attack + heavy attack to cancel the original heavy attack and back swing technique. This technique has the highest theoretical limit, and there are also AAZ variant techniques. Compared with AZ jump, this method is relatively inflexible, and if the operation is wrong, it is easy to miss the critical attack or accidentally hit the third stage of the basic attack.
Continuous AZ
✦AA jump. Use jump to cancel Keli's basic attack and sway back, instead of receiving a heavy attack. This technique is mainly used to finish off some enemies when they are positioned far away, and is not recommended as a regular technique. You can also directly attack and then jump in seconds, turning it into an A jump technique.
✦A go. Also known as the A move, it is a very classic tactic. Through positioning, each basic attack will hit the first stage with the highest average multiplier per second. The actual combat value is not high, but it will be beneficial to practice more.
Keli's E has a higher total multiplier and is very explosive when fully fed. It is the main source of pure fire bursts. Its cycle output ratio is not as good as that of A and Q, but its importance is not low. Its upgrade priority is second only to A. However, in the evaporation flow, E's upgrade priority is relatively lower.
The main features of E are as follows:
✦The total multiplier of bouncing and booby traps is very high. However, improving the hit rate of booby traps requires the assistance of some wind fields, and as of V3.8 only Maplehara Manyo is capable of this operation (Qin's traction efficiency is low, Sugar and Falushan's traction accuracy is low, and Wendy's wind field only works On the enemy, it cannot be used on booby traps).
✦E’s output distance is farther. It is recommended to pay attention to the distance from the enemy when casting, and use Q or jump/dodge to cancel the back swing.
✦The ability to produce balls is strong in an instant, but the lineup is still lacking in ball production. The 4 fire element particles are of great significance to the pure fire flow, and E can be cast 2 times in the first cycle, but the 20s cooldown is destined to focus on subsequent cycle capabilities.
Keli's Q can bring high-frequency fire damage output with a high hit rate, and the total multiplier is not low. It is an important output source of pure fire flow, but it requires Keli to continue to stand on the field, and its flexibility is not as good as E. Only pure fire flow upgrades to Q are recommended, and the priority should be at least lower than A. (The animation demonstration is long and has been processed at double speed)
✦The panel at the moment when the lock is cast. Since it is an important output source, you must at least ensure that you have received all the buffs from Bennett before casting. Therefore, it is recommended to use the E+Q or A+Q output method after entering the field.
✦Can be cast quickly after casting E to cancel the casting of E. This approach can be used to get buffs triggered by casting E, such as 4 Witches or Kagura's True Meaning. Additionally, casting Q after E has been thrown cancels E's backswing.
✦The improvement in critical attack is obvious, but it is not ideal. Since this talent is not 100% triggerable, sometimes AAZ techniques may be used instead of AZ, which not only reduces the theoretical average multiplier per second, but also increases the difficulty of operation.
✦There is a bug of abnormal physical consumption. As of V3.8, if a critical hit is determined at the moment when the explosion spark is obtained, it is still possible to only buff the critical hit and consume 50 points of physical strength as usual. This may cause an already lacking physical strength to become even more lacking.
✦A critical hit will provide a little bit of energy recovery for the whole team, which can be continuously triggered and can play a certain supplementary role in the energy cycle of the whole team. It should be noted that the fixed energy recovery is not an additional ball production, so it is a direct recovery and does not multiply with the charging efficiency.
✦Brother (sister) of the Honorary Knight, are you in need of Mondstadt’s specialties? Let’s take Keli out to play. Keli is the best at picking Mufeng mushrooms!
Get an overview: 0 lives are complete, 2 lives are the only key life base, but the first 1 life only has a certain improvement in pure fire flow and may have a negative improvement in evaporation flow, 3~6 lives are all low cost-effective, under normal circumstances Extraction is not recommended.
✦1 life only has a certain improvement in pure fire flow, and the total multiplier increase is often less than 10% purely considering it. This constellation can be triggered about 4 times in one cycle. Even if the single-stage magnification is higher than that of Q, it is relatively limited, and the cooling tag is shared with Q, resulting in more evaporation flow without Q, making it easier to grab reactions. Resulting in reduced evaporation rate.
✦The defense reduction of 2 lives is relatively common, and it is also Keli’s only key life zodiac. If the character and the enemy are both at level 90 and there are no other defense reduction or defense ignoring effects, this constellation can increase the team's direct damage by approximately 13%. Travelers who have spare energy can consider drawing, which can increase the upper limit of pure fire flow. Match 2 lives and