Not yet reviewed for the current version
Yinlin Build Guide

Enforcer Puppet
Build Priority
Stat Priority
Should you build Yinlin?
Yinlin is an Electro sub damage dealer who marks enemies with Sinner's Mark, fills Judgment Points, and uses Chameleon Cipher to convert those marks into Punishment Marks. Once converted, any active character can trigger her off-field Judgment Strike coordinated attacks while Yinlin's Outro supports an Electro Liberation damage dealer.
What to know before spending pulls
Her complete marking, coordinated-attack, and Outro package works at S0. The important team condition is that the incoming damage dealer benefits from Electro and Resonance Liberation amplification. Build a team that uses both, such as Xiangli Yao, before spending for an extra copy.
Do you need the signature weapon?
Stringmaster is Yinlin's featured weapon. At level 90 it has 500 ATK and 36% Crit Rate. It grants 12% Attribute DMG Bonus, and Resonance Skill damage grants 12% ATK for 5 seconds, stacking twice. It also grants another 12% ATK while Yinlin is off-field, matching Judgment Strike. Augment is the accessible 4-star option with 413 ATK and 20.3% Crit Rate. Liberation grants 15% ATK for 15 seconds. Stringmaster supports her Skill damage and off-field role more directly; Augment activates from a button already used before Chameleon Cipher and Outro.
Another character copy or the weapon?
S1 means Yinlin's first Resonance Chain upgrade. Magnetic Roar and Lightning Execution deal 70% more damage. Stringmaster instead supplies Crit Rate, Electro damage, Skill-triggered ATK, and an off-field ATK increase for Judgment Strikes. S1 improves the two on-field Skill casts; the weapon supports those casts and the coordinated attacks that continue after she leaves. Her full mark conversion works without either.
Advice for your account
Cast Thundering Wrath before the held Chameleon Cipher and Outro. Its 15-second ATK increase remains active through the start of Yinlin's off-field Judgment Strike window.
Its 12.8% Energy Regen supports Liberation, but the stacking Basic Attack bonus affects only part of Yinlin's setup. Prioritize Skill and coordinated-attack damage in the rest of the build.
Convert marks with Chameleon Cipher, then leave through Outro. The incoming character receives 20% Electro and 25% Resonance Liberation amplification for 14 seconds while their attacks trigger Judgment Strikes.
Reviewed 2026-09-17 for game version 3.6
Rotation and troubleshooting
Easy rotation
Enter through Intro to deal area damage, apply Sinner's Mark, and gain Judgment Points. Cast Magnetic Roar to enter Execution Mode. Complete the four-stage Basic Attack string so each stage triggers one Electromagnetic Blast against marked enemies, then press Skill again for Lightning Execution before its follow-up window expires. Cast Thundering Wrath to damage and refresh Sinner's Mark. When Judgment Points reach 100, hold Normal Attack for Chameleon Cipher, converting every hit target's Sinner's Mark into an 18-second Punishment Mark. Build full Concerto Energy and use Outro into the Electro Liberation carry, whose damage will trigger Judgment Strikes once per second.
Opening vs. repeat cycles
Intro supplies both Sinner's Mark and Judgment Points, so the opener reaches Chameleon Cipher faster. Without Intro, normal attacks and Liberation apply Sinner's Mark, while Magnetic Roar, Electromagnetic Blasts, Lightning Execution, and normal hits build the gauge. Always complete the conversion before switching because unconverted Sinner's Marks disappear when Yinlin leaves the field.
Why this skill priority
Forte Circuit and Liberation lead because Chameleon Cipher, both marks, Judgment Points, Judgment Strike, and the large area mark application form her complete off-field role. Resonance Skill follows because Execution Mode supplies up to four Blasts and a second Skill hit while filling Judgment Points.
Required buffs and assumptions
The sequence assumes Chameleon Cipher hits the same marked targets the carry will attack. Punishment Mark lasts 18 seconds, and Judgment Strike can trigger only once per second even if the active character hits more often. The Outro amplification ends when the incoming character switches out.
Energy Regen target
No minimum Energy Regen target is listed in the current build data. Liberation applies Sinner's Mark in a large area and contributes to Yinlin's damage, but Chameleon Cipher can still convert marks applied by normal attacks or Intro. Cosmic Ripples supplies 12.8% Energy Regen if Liberation is inconsistent.
Troubleshooting
Marked enemies stop triggering Judgment Strike after Yinlin switches out
Likely cause: They still had Sinner's Mark instead of Punishment Mark when she left.
Check: Confirm Judgment Points reached 100 and Chameleon Cipher hit the marked targets before switching.
Fix: Hold Normal Attack at full Judgment Points to convert the marks, then leave through Outro.
Lightning Execution is unavailable after Magnetic Roar
Likely cause: The follow-up window expired or Yinlin switched characters.
Check: Review whether the second Skill was delayed beyond the Execution Mode attack string.
Fix: Use up to four Basic Attack stages for Electromagnetic Blasts, then press Skill again before swapping or waiting longer.
Chameleon Cipher remains unavailable
Likely cause: Judgment Points are below 100.
Check: Check whether Intro, Magnetic Roar, Electromagnetic Blasts, Lightning Execution, and normal attacks successfully contributed to the gauge.
Fix: Land the complete Execution Mode sequence and continue normal attacks until the gauge is full before holding Normal Attack.
Reviewed 2026-09-17 for game version 3.6
How to Play
Recover Forte Gauge for Basic Attack, Heavy Attack or Resonance Skill on hit Hold Basic Attack to cast Enhanced Attack when Forte Gauge is full Source: Wuthering Waves Fandom wiki (https://wutheringwaves.fandom.com/wiki/Yinlin/Combat), community content under CC BY-SA.
Forte Circuit
Resonance Liberation
Resonance Skill
Intro Skill
Normal Attack
Forte Circuit
Resonance Liberation
Resonance Skill
Intro Skill
Normal Attack
Zapstring's Dance
NORMAL ATTACK

Chameleon Cipher
FORTE CIRCUIT

Raging Storm
INTRO SKILL

Magnetic Roar
RESONANCE SKILL

Thundering Wrath
RESONANCE LIBERATION

Strategist
OUTRO SKILL
Weapons
StringmasterSignatureATK 500Crit. Rate 36%Grants 12% Attribute DMG Bonus. When dealing Resonance Skill DMG, increases ATK by 12%, stacking up to 2 times. This effect lasts for 5s. When the wielder is not on the field, increases their ATK by an additional 12%.BiS
Cosmic RipplesATK 500ATK 54%Increases Energy Regen by 12.8%. When dealing Basic Attack DMG, increases Basic Attack DMG Bonus by 3.2%, stacking up to 5 time(s). This effect lasts for 8s and can be triggered 1 time(s) every 0.5s.
AugmentATK 413Crit. Rate 20.3%Casting Resonance Liberation increases the wielder's ATK by 15%, lasting for 15s.
Jinzhou KeeperATK 388ATK 36.5%Casting Intro Skill increases the wielder's ATK by 8% and HP by 10%, lasting for 15s.Echo Sets
+80% Coordinated Attack DMG; Crit hits grant +20% ATK for 4s
Incoming Resonator +22.5% ATK for 15s after Outro Skill
Echo Main Stats Recommendation
Echo Substat Priority
Ascension · Level 90
170K
46
60
4
12
12
4Talent Materials · All Skills Maxed
2030K
25
28
55
67
25
28
40
57
26These are example teams, not the only ones. Any Resonator can work in other comps too.
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