
Escoffier
CryoPolearmSupportTL;DR
Escoffier sends out a cooking machine that follows your active character for 20 seconds firing Cryo at things. Her Burst heals the whole party for a while afterwards. The number that makes her worth a slot is the Hydro and Cryo resistance she strips off the enemy, which gets much larger the more Hydro and Cryo characters you bring. Tap Skill, Burst, swap off.
Rotation
- Tap Skill (E). The machine appears and follows whoever is on the field for 20 seconds.
- Burst (Q) for a heal on cast, then another every second for 9 seconds after it.
- Swap to your damage dealer. The resistance cut lasts 12 seconds from either button.
- Both buttons again next rotation. Each one is back in 15 seconds.
Abilities
| Skill (E), tapped | 15 second cooldown. Cryo damage around her, then the machine sticks with your active character for 20 seconds and fires Cryo shots at nearby enemies on its own. |
|---|---|
| Skill (E), held | The cooking gadget. It turns ingredients into food a few times a week and does nothing in a fight. Don't hold the button by accident. |
| Burst (Q) | 60 Energy, back in 15 seconds. Cryo damage in an area and a heal for the whole party off her Attack, then a second heal every second for the next 9 seconds. |
The one mechanic to understand
The resistance cut scales with your team list.
Anything her Skill or Burst hits loses Hydro and Cryo resistance for 12 seconds. The size of that cut is set by how many Hydro or Cryo characters are in the party. One, two or three of them gives 5%, 10% or 15%. Four gives 55%, which is not a gentle step up. So she's built for a team that's already all Cryo and Hydro. In a mixed team she's a healer who happens to put out some Cryo.
What actually matters
The two or three real decisions. Everything else is noise.
- Attack, because her healing reads off it. Not HP, which is the usual assumption for a healer.
- Energy Recharge for a 60 cost Burst. Around 150% keeps the heal and the resistance cut arriving every rotation.
- Tap the Skill, never hold. The held version is the kitchen, not the weapon.
Gear
A build that works. KeqingMains lists every other option.
| Weapon | Energy Recharge with Attack behind it. The Catch is free from the Inazuma fishing shop and boosts her Burst on top of the Energy. |
|---|---|
| Artifacts | 4-piece Golden Troupe. It boosts skill damage while she's off the field, which is where her machine spends its whole 20 seconds. |
| Main stats | Energy Recharge sands, Cryo damage goblet, Crit circlet. Attack substats are never wasted, since they feed the healing as well. |
Works well with
Cryo
HydroCryo and Hydro, counted rather than reacted with. Four of them between her and her teammates is what unlocks the large resistance cut, so this is one of the few cases where the team list itself is the mechanic.
Don't bother
- HP or Healing Bonus main stats. Her healing comes off Attack.
- Holding the Skill in combat.
- Standing on the field with her. The machine does its work without her.
- Counting on the big resistance cut in a mixed team. Below four Hydro or Cryo characters it's a small bonus.
Want the full theorycrafting version? Read Escoffier on KeqingMains.