
Situational standard—Bailu heals/revives but has no cleanse. Ultimate “Felicitous Thunderleap” restores HP across the threatened allies. Best with Blade. No cleanse; Invigoration reactive heals only. Skip when any limited Abundance/Preservation is available.
Bailu is a 5★ Lightning Abundance Healer. Skill “Singing Among Clouds” is the primary in-combat spend. Ultimate “Felicitous Thunderleap” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
Time Waits for No One
Signature BiS when owned.
Relic Set
Passerby of Wandering Cloud (4pc) + Fleet of the Ageless (2pc)
Standard Abundance relic direction for Bailu.
Body
Outgoing Healing
Main stat
Feet
SPD
Main stat
Sphere / Rope
HP% · ERR%
Substats
SPD > HP% > ERR
Singing Among Clouds carries most of the kit’s damage or utility—level this first.
Felicitous Thunderleap supports the main rotation—raise after the top priority traces.
Gourdful of Elixir supports the main rotation—raise after the top priority traces.
Diagnostic Kick is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
Increases the wearer's Max HP by 0.18% and Outgoing Healing by 0.12%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 0.36% of the recorded Outgoing Healing value. The type of this Additional DMG is of the same Type as the wearer's. This Additional DMG is not affected by other buffs, and can only occur 1 time per turn.
Why it works —Signature / best-in-slot when owned—passive lines up with Bailu’s kit triggers.

5★ · Path cone
Increases the wearer's ATK by 0.24%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates #3[f1] Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 12 SPD for 1 turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

4★ · Path cone
Increases the wearer's Energy Regeneration Rate by 0.08% and increases Outgoing Healing when they use their Ultimate by 0.12%.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's Outgoing Healing by 0.1%. When using Skill, regenerates #2[f1] Energy for all allies.
Why it works —Budget path cone—fine while building the account.



Bailu enabling Arlan. Arlan, Sunday, Robin complete the hypercarry shell.
Arlan is the damage seat in this shell — build the supports around their rotation, not the reverse.

Anchors sustain in this squad while contributing Abundance utility the archetype expects.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Deals Lightning DMG equal to 140% of Bailu's ATK to one designated enemy.
Heals a single ally for 13.7% of Bailu's Max HP plus 400. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%.
Heals all allies for 15.8% of Bailu's Max HP plus 461. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack.
After an ally target with Invigoration is hit, restores the ally's HP for 6.3% of Bailu's Max HP plus 185. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 21.0% of Bailu's Max HP plus 615 HP. This effect can be triggered 1 time per battle.
After Technique is used, at the start of the next battle, all allies are granted Invigoration for 2 turn(s).
If the target ally's current HP is equal to their Max HP when Invigoration ends, regenerates 8 extra Energy for this target.
Is it worth getting?
Modest E1: Refunds Energy when the listed trigger fires. Helpful padding, not a build-defining unlock.
After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).
Is it worth getting?
Kit add-on: Extra sustain clause on top of the base kit. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Free if you roll into it; never spend currency aiming for E3.
Every healing provided by the Skill makes the recipient deal 10% more DMG for 2 turn(s). This effect can stack up to 3 time(s).
Is it worth getting?
Side-grade: Every healing provided by the Skill makes the recipient deal 10% more DMG for 2 turn(s). Happy if it drops; not a planned stopping point.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.
Is it worth getting?
Whale ceiling: Bailu can heal allies who received a killing blow 1 more time(s) in a single battle. Only chase if Bailu is your dedicated Abundance main and E0–E2 already feel finished.
Bailu clears endgame content at E0 with proper supports and relics. Chase eidolons only after Light Cone and team foundations are online. First stop: E0. Endgame target: E0.
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