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 and 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.
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 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.
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 one Crystalfly or Golden Loach, any other nearby will become startled and start to flee. This does not happen to the other wildlife creatures mentioned above. However, crabs may still flee under certain conditions, such as if they are near other wildlife that is startled, like birds.