The special technique of the Yoohoo Ninja Arts! Sayu curls up into a rolling Fuufuu Windwheel and smashes into opponents at high speed, dealing Anemo DMG. When the duration ends, she unleashes a Fuufuu Whirlwind Kick, dealing AoE Anemo DMG.
Press Enters the Fuufuu Windwheel state, rolling forward a short distance before using the Fuufuu Whirlwind Kick.
Hold Rolls about continuously in the Fuufuu Windwheel state, increasing Sayu's resistance to interruption while within that state. During this time, Sayu can control the direction of her roll, and can use the skill again to end her Windwheel state early and unleash a stronger version of the Fuufuu Whirlwind Kick. The Hold version of this skill can trigger Elemental Absorption.
This skill has a maximum duration of 10s and enters CD once its effects end. The longer Sayu remains in her Windwheel state, the longer the CD.
Elemental Absorption If Sayu comes into contact with Hydro/Pyro/Cryo/Electro while in her Windwheel state, she will deal additional elemental DMG of that type. Elemental Absorption may only occur once per use of this skill.
This skill generates 2elemental particles when pressed and with the final hit when hold, if it hits at least 1 target. Additionally, when hold, 1 particle is generated when it hit an enemy, with a cooldown of ~2.5s.
The hold version can generate up to 5 elemental particle (3*1 while rolling + 2 with the final hit).
Sayu rolls into a ball.
When Sayu is in a ball, she rolls around in high speed, Elemental Absorption can occur while she rolls.
The Hold form of this Skill can be canceled with a Dash or a Jump, which will start the Skill's cooldown. However, it will NOT trigger the ending Fuufuu Whirlwind Kick or the corresponding particle generation, so it's generally better to cancel the skill by Pressing.
The Hold form of this Skill can also be canceled by switching characters.
Sayu will NOT regenerate Stamina whilst in Fuufuu Windwheel State (Hold). In addition Stamina regeneration is delayed by twice as long after exiting Hold E (Stamina regen starts after 2 seconds, whereas it normally only takes 1 second).
The skill key/button does not need to remain pressed once the Hold version of this skill triggers (takes about 1 second).
The Party screen can be loaded while Sayu is rolling.
The Pyro absorption of this skill will set the grass the fire but it will be spaced out.
The Cryo absorption of this skill will freeze the water when it comes into contact with it. Cryo will be applied at about the same rate as Pyro (possibly also the same as Electro and Hydro), so Sayu cannot travel significant distances over water with this skill.
Constellation Level 2, Egress Prep: Increases the DMG of Fuufuu Whirlwind Kick by 3.3% to 66%, depending on how long Sayu spends rolling or if Sayu rolled at all.
Constellation Level 5, Speed Comes First: Increases this talent's level by 3 and raises its maximum level to 15.
The other super special technique of the Yoohoo Ninja Arts! It summons a pair of helping hands for Sayu. Deals Anemo DMG to nearby opponents and heals all nearby party members. The amount of HP restored is based on Sayu's ATK. This skill then summons a Muji-Muji Daruma.
Muji-Muji Daruma At specific intervals, the Daruma will take one of several actions based on the situation around it:
If the HP of nearby characters is above 70%, it will attack a nearby opponent, dealing Anemo DMG.
If there are active characters with 70% or less HP nearby, it will heal the active character with the lowest percentage HP left. If there are no opponents nearby, it will heal active characters nearby even if they have 70% HP or more.
Constellation Level 6, Sleep O'Clock: For each point of Elemental Mastery that Sayu has, the Muji-Muji Daruma's attacks are increased by 0.2% ATK and healing by 3 HP, up to maximums of 400% additional ATK and 6,000 HP for 2,000 Elemental Mastery.
When Sayu triggers a Swirl reaction while active, she heals all your characters and nearby allies for 300 HP. She will also heal an additional 1.2 HP for every point of Elemental Mastery she has. This effect can be triggered once every 2s.
When Sayu is in the party, your characters will not startle Crystalflies and certain other animals when getting near them. Check the "Other" sub-category of the "Living Beings / Wildlife" section in the Archive for creatures this skill works on.
When a character interacts with any Wildlife, nearby Crystalflies and Loaches will become startled and start to flee, while other types of Wildlife will not become startled. Crabs may still flee under certain conditions, such as if they are near other wildlife that is startled, like birds.
Sayu must be alive and in the active party for Yoohoo Art: Silencer's Secret to take effect.