
Lightning of Execution
Yes for Electro coordinated Sub DPS—Yinlin still enables Liberation hypercarries. Liberation “Thundering Wrath” commands Zapstring for a wide Electro Liberation dump. Best with Xiangli Yao / Calcharo / Shorekeeper. Judgement Points and Zapstring want an on-fielder who actually uses the Electro / Liberation amp. Skip when your Electro side already has a better coordinator and you won’t field Liberation carries.
Yinlin is a 5★ Electro Sub DPS who fights with a Rectifier. Liberation “Thundering Wrath” commands Zapstring for a wide Electro Liberation dump. Forte “Chameleon Cipher” feeds Judgement Points into Zapstring / coordinated Electro payoff. Outro “Strategist” amplifies the incoming Resonator’s damage on Outro handoff.
Weapon
Stringmaster
Signature option — largest personal spike once Liberation “Thundering Wrath” is online.
Echo Set
Void Thunder (5pc)
Default Sonata match for this role/element package.
4-Cost
CRIT Rate / CRIT DMG
Main stat
3-Cost
Electro DMG
Main stat
1-Cost
ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > Energy Regen
“Thundering Wrath” — commands Zapstring for a wide Electro Liberation dump. Level first.
“Chameleon Cipher” — feeds Judgement Points into Zapstring / coordinated Electro payoff.
Primary generator / setup tool for Liberation and Forte.
Opens rotations and often refunds Concerto or setup buffs.
“Strategist” — amplifies the incoming Resonator’s damage on Outro handoff.
Quick swap into Yinlin → “Magnetic Roar” for coordinated / off-field setup → “Thundering Wrath” when available → “Strategist” back to Main DPS.
Refine timings once you learn Concerto breakpoints for your specific team.
CRIT / ATK (signature)
Signature Rectifier tuned to Yinlin's kit.
Why it works —Best-in-slot when you own it — pull only if you are committing to Liberation “Thundering Wrath” long-term.
CRIT Rate / ATK%
Any well-refined 5★ Rectifier with CRIT or ATK.
Why it works —Flexible premium stand-in while farming signature.
ATK% / Energy Regen
Accessible Rectifier option for early investment.
Why it works —Best F2P path — refine and swap off once a 5★ lands.
Iuno core with Yinlin: Shorekeeper locks Stellarealm CRIT Rate/DMG plus heal so Iuno can greed the full Liberation window. Yinlin opens Stellarealm / heals, then Iuno takes the buffed damage window.
Iuno Outros Heavy Attack Amplification — swap into Iuno so Heavy / Liberation dumps ride the full amp.
Shorekeeper’s Stellarealm is the premium generalist seat — party CRIT Rate/DMG, heal, and DMG amp so Iuno can greed the full Liberation window.

Yinlin is the off-field / swap amp — coordinated pressure and Outro into Iuno before their Liberation.
Basic Attack Yinlin controls the puppet "Zapstring" to perform up to 4 attacks, dealing Electro DMG. Heavy Attack Yinlin consumes STA to control "Zapstring", dealing Electro DMG. Mid-air Attack Yinlin consumes STA to control "Zapstring" to perform a Mid-air Plunging Attack, dealing Electro DMG. Dodge Counter Use Basic Attack after a successful Dodge to attack the target, dealing Electro DMG.
Magnetic Roar The puppet "Zapstring" deals Electro DMG to the target, and puts Yinlin in Resonance Skill Execution Mode. Execution Mode Basic Attack and Dodge Counter will trigger 1 Electromagnetic Blast when hitting a target. Each stage of Basic Attack or Dodge Counter can only trigger 1 Electromagnetic Blast, up to 4 times. Electromagnetic Blast Attack all targets marked with Forte Circuit Sinner's Mark, dealing Electro DMG. Lightning Execution Use Resonance Skill after casting Resonance Skill Magnetic Roar to cast Lightning Execution to attack the target, dealing Electro DMG. If Resonance Skill Lightning Execution is not activated in a while or this Character is switched, this Skill will be put on Cooldown.
Command "Zapstring" to call for thunder to fall upon a large range, dealing Electro DMG.
Command puppet "Zapstring" to attack, dealing Electro DMG in a large range.
The incoming Resonator has their Electro DMG Amplified by 20% and Resonance Liberation DMG Amplified by 25% for 14s or until they are switched out.
When the target's Off-Tune Level is full, the Resonator may cast Tune Break on the target.
Chameleon Cipher When Yinlin's Judgment Points are full, her Heavy Attack is replaced with Chameleon Cipher, which consumes all Judgment Points to attack the target, dealing Electro DMG. When it hits a target marked with Sinner's Mark, the Sinner's Mark is replaced with Punishment Mark, lasting for 18s. Chameleon Cipher deals Heavy Attack DMG. Sinner's Mark Basic Attack Zapstring's Dance, Resonance Liberation Thundering Wrath, and Intro Skill Roaring Storm apply Sinner's Mark to the target on hit. Sinner's Mark is removed when Yinlin is switched out. Punishment Mark When a target marked with Punishment Mark takes damage, Judgement Strike will fall, triggering Coordinated Attacks to all targets marked with Punishment Mark, dealing Electro DMG. This can be triggered up to 1 time per second. Judgement Strike deals Resonance Skill DMG. Judgment Points Yinlin can hold up to 100 Judgement Points. Yinlin gains Judgement Points through the following ways: Upon casting Intro Skill Raging Storm When Basic Attack Zapstring's Dance hits a target Upon casting Resonance Skill Magnetic Roar; When Resonance Skill Electromagnetic Blast hits a target; Upon casting Resonance Skill Lightning Execution.
After using Resonance Skill Magnetic Roar, Yinlin's Crit. Rate is increased by 15% for 5s.
The damage of Resonance Skill Lightning Execution is increased by 10% when hitting targets marked with Sinner's Mark, and Yinlin's ATK is increased by 10% for 4s when this is triggered.
Has a chance to produce special dishes when cooking.
Resonance Skill Magnetic Roar and Lightning Execution deal 70% more DMG.
Is it worth getting?
Comfort opener: Adds RES / DEF shred or a large DMG Bonus clause. Nice QoL/damage, but S0 still runs the full kit — don’t break pity for S1 alone.
Resonance Skill Electromagnetic Blast recovers an additional 5 Judgement Point(s) and 5 Resonance Energy on hit.
Is it worth getting?
Defining stop for many accounts: Refunds Energy / Concerto / Forte resources mid-rotation. Pull here if you main Yinlin; this is the Sequence that changes how the kit is played.
Forte Circuit Judgment Strike's DMG multiplier is increased by 55%.
Is it worth getting?
Situational S3: Forte Circuit Judgment Strike's DMG multiplier is increased by 55%.
When Forte Circuit Judgment Strike hits a target, the ATK of all team members is increased by 20% for 12s.
Is it worth getting?
Side-grade: Raises party ATK from a Stellarealm / team aura. Happy if it drops; not a planned stopping point.
Resonance Liberation Thundering Wrath deals 100% extra DMG to targets with Forte Circuit's Sinner's Mark or Punishment Mark.
Is it worth getting?
Late luxury: Adds RES / DEF shred or a large DMG Bonus clause. Grab it if you overshoot toward S6 — never hard-pity for S5 alone.
In the first 30s after casting Resonance Liberation Thundering Wrath, when Yinlin's Basic Attack hits a target, Furious Thunder will be triggered, dealing Electro DMG equal to 419.59% of Yinlin's ATK. Every Basic Attack hit can trigger Furious Thunder 1 time, up to 4 times. This is considered Resonance Skill DMG.
Is it worth getting?
Whale ceiling: Adds RES / DEF shred or a large DMG Bonus clause. Only chase if Yinlin is your dedicated main and S0–S2 already feel finished.
Yinlin is fully usable at S0. Most dedicated mains stop at S2 before chasing higher Wavebands. First stop: S2. Endgame target: S2.
Not sure Yinlin is right for you? Compare against same-Attribute Sub DPS Resonators.
No direct Attribute + role peers
Browse the Comparisons index for other matchups.