
Keqing
ElectroSwordMain DamageTL;DR
Keqing throws a dagger, then presses Skill again to teleport to it. That second press is the one that matters: it puts Electro on her sword for 5 seconds. Burst goes in between the two presses. After that she's a normal sword character swinging until the Skill comes back.
Rotation
- Skill (E) to throw the dagger into the enemies.
- Burst (Q) while it's still stuck there.
- Skill (E) again to blink in. Her sword lights up with Electro.
- Normal attack into charged attack, over and over, until the Skill is back.
Abilities
| Skill (E) | Two presses on one 7.5 second cooldown. The first throws a dagger that sticks where it lands. The second teleports her to it and gives her sword Electro for 5 seconds. |
|---|---|
| Burst (Q) | 40 Energy, back in 12 seconds. A flurry of Electro slashes with a big hit at the end. Casting it also gives her 15% Crit Rate and 15% Energy Recharge for 8 seconds. |
| Normal and charged attacks | Ordinary sword swings. This is where most of her damage lands. The charged attack is two quick strikes for 25 stamina. |
The one mechanic to understand
A charged attack will eat the dagger.
While the dagger is stuck in the ground, a charged attack detonates it instead of doing its usual thing. You get some Electro damage out of that and you lose the teleport, which means you lose the 5 seconds of Electro on her sword. It's the same button she leans on for the rest of the rotation, so the order above is the whole trick: throw, burst, press Skill (E) a second time, then start swinging.
What actually matters
The two or three real decisions. Everything else is noise.
- The Electro on her sword runs out before your combo does. 5 seconds covers the first few swings. Everything after that is a sword hitting things, which is why her normal attack talent is worth levelling ahead of the Skill.
- She wants something that reacts with Electro. Dendro for Aggravate is the usual answer. Hydro works too. On her own she's a melee character with no reactions and it shows.
- Energy Recharge is a non-issue. 40 Energy on a 12 second cooldown, with the Burst handing her 15% Energy Recharge on cast. Whatever your artifacts roll is enough.
Gear
A build that works. KeqingMains lists every other option.
| Weapon | Crit first, then Attack. Lion's Roar is a standard banner 4-star that pays out against anything already soaked in Electro, which is most of what she hits. Moonweaver's Dawn is free from Nod-Krai if Lion's Roar hasn't shown up. |
|---|---|
| Artifacts | 4-piece Thundering Fury in a Dendro team, since it feeds off the reactions and shortens her Skill cooldown. 4-piece Thundersoother anywhere else, which wants the enemy sitting in Electro. |
| Main stats | Attack sands, Electro damage goblet, Crit circlet. Elemental Mastery sands instead if she's running with Dendro. |
Works well with
Dendro
Hydro
AnemoDendro is the pairing most of her builds assume. Hydro gives you the other Electro reaction. Anemo is there to pull enemies together so a melee character isn't chasing them one at a time.
Don't bother
- Physical damage builds. They were a real option years ago. They aren't now.
- Holding Skill (E) in a fight. The hold is for aiming the dagger across a gap you want to jump.
- Hanging on to the dagger. It expires on its own and the teleport is the point of throwing it.
- Energy Recharge substats. Put them into Crit.
Want the full theorycrafting version? Read Keqing on KeqingMains.