
Lyney
PyroBowMain DamageTL;DR
Lyney is a bow character who lives on fully charged shots. Each one costs him a slice of health and banks a stack, up to five of them. His Skill spends the lot for a big Pyro hit that heals him back up. Five aimed shots then Skill, over and over. He wants the enemy on fire and other Pyro characters in the party.
Rotation
- Burst (Q) to open. Three seconds as a cat, then fireworks, a free hat and a free stack.
- Hold the Charged Attack until the flame runs down the arrow, then fire. A hat drops on the target and his health ticks down.
- Repeat until you have five stacks. His health bottoms out at 60% and stops there.
- Skill (E) to spend them all. It heals him and pops the hat at the same time.
- Straight back into aimed shots while the Skill's 15 seconds run down.
Abilities
| Charged Attack | Two levels of charge. A partial charge is a plain Pyro arrow. A full charge is the one that matters: Pyro damage, a hat summoned where it lands, a bite out of his own health and a stack banked. Five stacks is the cap. |
|---|---|
| Skill (E) | 15 second cooldown. Clears every stack for an area Pyro hit that grows with the number cleared. It heals him off his Max HP at the same time. If a hat is out it explodes as well. |
| Burst (Q) | 60 Energy, back in 15 seconds. He turns into a cat for 3 seconds, dropping flames on anything he runs past, then finishes with fireworks, a hat and one stack. You can cancel the cat early. |
| The hat | Sits there for 4 seconds taunting enemies, with health based on his Max HP. When it breaks or expires it fires a Pyro shot at something nearby. One at a time. |
The one mechanic to understand
Only a fully charged shot takes health and banks a stack, so a rushed shot is a wasted one. The health cost is capped: it never takes him below 60%. The Skill hands a chunk back every time you spend the stacks. On top of that, the hat each shot summons pays him 3 Energy and extra damage when it lands, but only if that shot actually cost him health. So the whole character comes down to charging every shot properly.
What actually matters
- The enemy needs to be on fire. His passive adds 60% damage against anything with Pyro on it, so his opening shot is his weakest and everything after it benefits. Each other Pyro character in the party adds another 20%, up to 100% total.
- Don't heal him. The health loss is the mechanic and the Skill covers it. A healer keeping him topped up just wastes their time, though it doesn't stop him banking stacks.
- Crit and Attack. His hits scale off Attack. The stack payout is a multiplier on top of that. HP only decides how big the health cost feels.
Gear
| Weapon | Crit and Attack. Prototype Crescent is craftable in Mondstadt and gets a big Attack boost whenever a charged shot hits a weak point, which is what he fires all day. |
|---|---|
| Artifacts | 4-piece Marechaussee Hunter. It hands him Crit Rate whenever his own health moves, which with him is every shot and every Skill. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| ATK | Pyro DMG | Crit | Crit / ATK |
Don't bother
- Tapped shots. They cost no health, bank no stack and summon no hat.
- Spending the Skill on one or two stacks. Get to five unless he's about to die.
- Aiming for weak points. His shots are Pyro damage, not a marksman's headshot.
- Worrying about the hat's health. It's meant to be broken.
Want the full deep dive? Read Lyney on KeqingMains.
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Anemo