Sigewinne

Sigewinne

5★HydroBowHealer

TL;DR

Sigewinne's Skill blows a bubble that bounces around the fight, healing your whole party a little on every bounce and putting Hydro on whatever it hits. It also switches on an 18 second buff for teammates whose damage comes out of their Skill while they are off the field. Her Burst is one big Hydro hit. Everything she does scales off her Max HP, so build that and nothing else.

Rotation

  1. Tap Skill (E) at the enemies. The bubble starts bouncing and two water droplets appear next to her.
  2. Walk over the droplets. Each one hangs a Bond of Life on her, which turns into Energy when it gets healed off.
  3. Burst (Q) for the big hit, which pulls in a couple more droplets as it goes off.
  4. Swap off. The bubble keeps bouncing and healing for the rest of the rotation. The buff is up for 18 seconds.

Abilities

Skill (E) 18 second cooldown. The bubble bounces between enemies five times, doing Hydro damage off her Max HP and healing everyone except Sigewinne on each bounce. When it finally pops it heals her instead. Two droplets drop next to her on cast.
Burst (Q) Costs 70 Energy, 18 second cooldown. A short burst of Hydro damage in front of her, again off her Max HP. It absorbs up to two droplets in range.
Her off-field buff Casting the Skill gives her 10 charges for 18 seconds. Each time an off-field teammate's Skill deals damage, one charge is spent to make that hit bigger. The bonus grows with her Max HP above 30,000.

The one mechanic to understand

The droplets are how she pays for her Burst.

Each droplet she collects puts a Bond of Life on her, which blocks healing until it is paid off. That is the point: when the Bond is cleared it turns into Energy. Her own bubble pops at the end of its bounces to heal her, so the loop pays itself.

What actually matters

  • Max HP. Her healing, her damage and her off-field buff are all percentages of it. The buff does not start paying until she is past 30,000. There is no version of her that wants Attack.
  • The buff only lands on Skill damage from off the field. A turret, a totem or anything else a teammate leaves behind gets it. A carry hitting things with Normal Attacks gets nothing, so know which one you brought.
  • Energy Recharge. The Burst costs 70 and the droplets only cover part of it, so around 150% is the comfortable number unless there is a second Hydro character in the team.

Gear

Weapon Max HP, then Energy Recharge. Recurve Bow is a 3-star with Max HP on it and it heals her on kills, which is as much as she needs. Favonius Warbow instead if the Burst keeps being late, though it wants roughly 30% Crit Rate to trigger reliably.
Artifacts 4-piece Ocean-Hued Clam, which turns her constant healing into damage of its own. 4-piece Song of Days Past when the team has a carry who would rather have the buff, since it converts the healing into a damage bonus for whoever received it.
Sands Goblet Circlet Substats
HP / ER HP HP HP / ER

Energy Recharge sands if the Burst is late. Ignore Crit.

Works well with

The bubble keeps Hydro on the enemy for most of a rotation, which is Vaporize with Pyro, Freeze with Cryo and Bloom with Dendro. Teams whose damage comes from off-field Skills get her buff on top.

Don't bother

  • Her aimed shots. The little bubbles they fire are not worth the time she spends standing still.
  • Holding the Skill for maximum size. The bubble shrinks back down a size on every bounce anyway.
  • Crit stats and a Hydro damage goblet. Max HP moves everything she does and those two move one part of it.

Want the full deep dive? Read Sigewinne on KeqingMains.

Found something wrong? If a rotation is wrong, or a page skips the bit you needed, the contact form lands straight in my inbox.